local floor = math.floor;
local GetTime = GetTime;
local UnitAura = UnitAura;
+local CreateFrame = CreateFrame;
local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
local CTimerAfter = C_Timer.After;
-local Frames = OmaFrames;
-local positions = Frames.Positions;
-
-local watchedAuras = {
- [53563] = "TOPRIGHT",
- [156910] = "TOPRIGHT",
- [200025] = "TOPRIGHT",
- [200654] = "BOTTOMLEFT",
-};
-local majorAuras = {
- ["Psychic Assault"] = true,
- ["Everburning Flames"] = true,
- ["Corrupt"] = true,
- ["Sleep Canister"] = true,
- ["Misery"] = true,
- ["Necrotic Embrace"] = true,
- ["Fulminating Pulse"] = true,
- ["Chilled Blood"] = true,
- ["Soulblight"] = true,
- ["Soulburst"] = true,
- ["Soulbomb"] = true,
- ["Aqua Bomb"] = true,
-};
+local Settings = OmaRFSettings;
+local majorAuras = Settings.MajorAuras;
+local watchedAuras = {};
local updaters = {};
local updating = {};
local auraFilters = {"HELPFUL", "HARMFUL"};
local M = {};
-OmaIndicators = M;
+OmaRFIndicators = M;
+M.Class = {};
+
+function M.SetupIndicators(frame, class)
+ frame.indBase = CreateFrame("Frame", nil, frame);
+ frame.indBase:SetAllPoints();
+ frame.indBase:Hide();
+ if M.Class[class] then
+ watchedAuras = M.Class[class].Auras;
+ frame.inds = M.Class[class].Setup(frame.indBase);
+ else
+ frame.inds = {};
+ end
+
+ frame.majorBase = CreateFrame("Frame", nil, frame);
+ frame.majorBase:SetPoint("TOPLEFT", frame, "TOPLEFT", 4, -10);
+ frame.majorBase:SetPoint("BOTTOMRIGHT");
+ frame.majors = {};
+ for i = 1,3 do
+ local tex = frame.majorBase:CreateTexture(nil, "OVERLAY");
+ tex = frame.majorBase:CreateTexture(nil, "OVERLAY");
+ if i == 1 then tex:SetPoint("TOPLEFT", frame.majorBase, "TOPLEFT");
+ else tex:SetPoint("TOPLEFT", frame.majors[i-1], "TOPRIGHT"); end
+ tex:SetWidth(20);
+ tex:SetHeight(20);
+ tex:Hide();
+ tex.text = frame.majorBase:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
+ tex.text:SetPoint("CENTER", tex, "BOTTOMRIGHT", -2, 2);
+ tex.text:Hide();
+ tex.stack = frame.majorBase:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
+ tex.stack:SetPoint("CENTER", tex, "TOPLEFT", 1, 0);
+ tex.stack:Hide();
+ tex.icon = true;
+ frame.majors[i] = tex;
+ end
+end
local function remaining(text, expires, current)
if expires == 0 then
return true;
end
-local function updateIndicators(frame, unit)
+local function updateIndicators(frame)
+ local unit = frame.displayed;
if not frame:IsShown() or not UnitIsConnected(unit) or UnitIsDeadOrGhost(unit) then
updating[frame] = nil;
return;
local needUpdate = false;
local current = GetTime();
- for _, pos in pairs(positions) do
- local ind = frame.inds[pos];
- if ind.expires ~= nil then
- needUpdate = remaining(ind.text, ind.expires, current) or needUpdate;
+ for _, ind in pairs(frame.inds) do
+ if ind.text and ind.text.expires ~= nil then
+ needUpdate = remaining(ind.text, ind.text.expires, current) or needUpdate;
end
end
- for i = 1,3 do
- local ind = frame.major[i];
- if ind.expires ~= nil then
- needUpdate = remaining(ind.text, ind.expires, current) or needUpdate;
+ for _, ind in pairs(frame.majors) do
+ if ind.text and ind.text.expires ~= nil then
+ needUpdate = remaining(ind.text, ind.text.expires, current) or needUpdate;
end
end
if needUpdate then
- CTimerAfter(0.16, updaters[frame]);
+ CTimerAfter(0.20, updaters[frame]);
else
updating[frame] = nil;
end
end
+local function showInd(ind, expires, current, count, icon)
+ local needUpdate = false;
+ if ind.icon then
+ ind:SetTexture(icon);
+ end
+ if ind.text then
+ needUpdate = remaining(ind.text, expires, current);
+ ind.text.expires = expires;
+ ind.text:Show();
+ end
+ if ind.stack and count > 1 then
+ ind.stack:SetText(count);
+ ind.stack:Show();
+ end
+ ind:Show();
+ return needUpdate;
+end
+
+local function hideInd(ind)
+ if ind.text then
+ ind.text.expires = nil;
+ ind.text:Hide();
+ end
+ if ind.stack then ind.stack:Hide() end
+ ind:Hide();
+end
+
function M.CheckIndicators(frame, unit)
- for _, pos in pairs(positions) do
- frame.inds[pos].expires = nil;
- frame.inds[pos]:Hide();
- frame.inds[pos].text:Hide();
+ for _, ind in pairs(frame.inds) do
+ hideInd(ind);
end
- for i = 1,3 do
- frame.major[i].expires = nil;
- frame.major[i]:Hide();
- frame.major[i].text:Hide();
- frame.major[i].stack:Hide();
+ for _, ind in pairs(frame.majors) do
+ hideInd(ind);
end
local name, icon, count, expires, caster, id;
local showInds, showMajors, needUpdate = false, false, false;
local majorPos = 1;
+ local alert = false; -- color the whole bar
local current = GetTime();
for _, filter in ipairs(auraFilters) do
local i = 1;
if not id then break end
local pos = watchedAuras[id] or watchedAuras[name];
if pos and caster == "player" then
- needUpdate = remaining(frame.inds[pos].text, expires, current);
- frame.inds[pos].expires = expires;
- frame.inds[pos]:Show();
- frame.inds[pos].text:Show();
+ needUpdate = showInd(frame.inds[pos], expires, current, count, icon) or needUpdate;
showInds = true;
end
- if (majorAuras[id] or majorAuras[name]) and majorPos <= 3 then
- needUpdate = remaining(frame.major[majorPos].text, expires, current);
- frame.major[majorPos].expires = expires;
- frame.major[majorPos]:SetTexture(icon);
- frame.major[majorPos]:Show();
- frame.major[majorPos].text:Show();
- if count > 1 then
- frame.major[majorPos].stack:SetText(count);
- frame.major[majorPos].stack:Show();
- end
+ local major = majorAuras[id] or majorAuras[name];
+ if major and majorPos <= 3 then
+ needUpdate = showInd(frame.majors[majorPos], expires, current, count, icon) or needUpdate;
+ if major.bar then alert = true end
showMajors = true;
majorPos = majorPos + 1;
end
end
end
if showInds or showMajors then
- frame.inds:Show();
- frame.major:Show();
+ frame.indBase:Show();
+ frame.majorBase:Show();
if needUpdate and not updating[frame] then
updating[frame] = true; -- race?
-- create a function for updating the indicator
local func = updaters[frame];
if not func then
- func = function() updateIndicators(frame, unit) end;
+ func = function() updateIndicators(frame) end;
updaters[frame] = func;
end
- CTimerAfter(0.16, func);
+ CTimerAfter(0.20, func);
end
else
- frame.inds:Hide();
- frame.major:Hide();
+ frame.indBase:Hide();
+ frame.majorBase:Hide();
end
+
+ return alert;
end