-- Events.lua
--- TODO -- recheck these, pvp functions not added yet
local _;
local unpack = unpack;
local ssub = string.sub;
local min = math.min;
local ceil = math.ceil;
local UnitName, UnitClass, UnitExists = UnitName, UnitClass, UnitExists;
-local UnitDebuff, UnitIsCharmed, UnitIsFriend = UnitDebuff, UnitIsCharmed, UnitIsFriend;
local UnitPower, UnitPowerMax, UnitPowerType = UnitPower, UnitPowerMax, UnitPowerType;
local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax;
local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI;
-local UnitGroupRolesAssigned = UnitGroupRolesAssigned;
local UnitLevel, UnitClassification = UnitLevel, UnitClassification;
+local UnitAffectingCombat, IsResting = UnitAffectingCombat, IsResting;
+local UnitIsPVPFreeForAll, UnitIsPVP = UnitIsPVPFreeForAll, UnitIsPVP;
+local UnitFactionGroup, UnitIsMercenary = UnitFactionGroup, UnitIsMercenary;
+local UnitIsGroupLeader, UnitIsGroupAssistant = UnitIsGroupLeader, UnitIsGroupAssistant;
+local HasLFGRestrictions = HasLFGRestrictions;
+local UnitPlayerControlled, UnitIsPlayer = UnitPlayerControlled, UnitIsPlayer;
+local UnitIsTapDenied, UnitSelectionColor = UnitIsTapDenied, UnitSelectionColor;
local RAID_CLASS_COLORS = RAID_CLASS_COLORS;
local updateAuraFrames = OmaUFAuras.UpdateAuras;
local M = {};
OmaUFEvents = M;
-function M.RegisterEvents(frame)
+function M.RegisterUnitEvents(frame)
-- events are taken from FrameXML/CompactUnitFrame.lua
-- TODO raid marker support,
-- player flags support (/afk, /dnd)
frame:RegisterUnitEvent("UNIT_CONNECTION", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_FACTION", frame.unit, displayed);
end
-local registerEvents = M.RegisterEvents;
+local registerUnitEvents = M.RegisterUnitEvents;
+
+local function updateMaxHealth(frame, unit)
+ frame.health.max = UnitHealthMax(unit);
+end
local function updateHealth(frame, unit)
local current, max = UnitHealth(unit), frame.health.max;
- frame.health:Show();
- -- sanity check, occasionally UnitHealthMax gives zero
- if current > max then
+ if current > max or max <= 0 then
-- somehow current health has gone over the maximum (missed maxhealth event)
- frame.health.max = UnitHealthMax(unit);
- max = frame.health.max;
- if current > max then
- -- error state, still over maximum
- frame.health:SetWidth(frame.width);
- return;
- end
- elseif max > 0 then
- frame.health:SetWidth(current/frame.health.max*frame.width);
- else
frame.health:SetWidth(frame.width);
- return;
- end
-
- if UnitIsDeadOrGhost(unit) then
+ updateMaxHealth(frame, unit);
+ frame.health:Show();
+ elseif current <= 0 or UnitIsDeadOrGhost(unit) then
frame.health:Hide();
+ else
+ frame.health:SetWidth(current/max*frame.width);
+ frame.health:Show();
end
end
local function updateHealthText(frame, unit)
- local current, max = UnitHealth(unit), frame.health.max;
if UnitIsDeadOrGhost(unit) then
frame.healthText:SetText("Dead");
- frame.healthText:Show();
elseif not UnitIsConnected(unit) then
frame.healthText:SetText("DC");
- frame.healthText:Show();
- elseif max > 0 then
+ else
+ local current = UnitHealth(unit);
if current > 1200000000 then -- 1.2B
frame.healthText:SetFormattedText("%.1fB", current / 1000000000);
elseif current > 1200000 then -- 1.2M
else
frame.healthText:SetFormattedText("%d", current)
end
- frame.healthText:Show();
- else
- frame.healthText:Hide();
end
end
-local function updateMaxHealth(frame, unit)
- frame.health.max = UnitHealthMax(unit);
+local function updateMaxPower(frame, unit)
+ frame.mana.max = UnitPowerMax(unit);
end
local function updatePower(frame, unit)
local current, max = UnitPower(unit), frame.mana.max;
- -- sanity check, occasionally UnitPowerMax gives zero
- if current == 0 then
+ if current <= 0 then
frame.mana:Hide();
- return;
- elseif current > max then
- frame.mana:Show();
- frame.mana.max = UnitPowerMax(unit);
- max = frame.mana.max;
- if current > max then
- -- error
- frame.mana:SetWidth(frame.width);
- return;
- end
- end
- if max > 0 then
- frame.mana:SetWidth(UnitPower(unit)/max*frame.width);
+ elseif current > max or max <= 0 then
+ frame.mana:SetWidth(frame.width);
+ updateMaxPower(frame, unit);
frame.mana:Show();
else
- frame.mana:SetWidth(frame.width);
+ frame.mana:SetWidth(current/max*frame.width);
frame.mana:Show();
end
end
local function updatePowerText(frame, unit)
local current, max = UnitPower(unit), frame.mana.max;
if UnitIsDeadOrGhost(unit) or not UnitIsConnected(unit) then
- frame.healthText:Hide();
+ frame.manaText:Hide();
elseif max > 0 and current > 0 and current < max then
frame.manaText:SetText(ceil(current/max*100));
frame.manaText:Show();
end
end
-local function updateMaxPower(frame, unit)
- frame.mana.max = UnitPowerMax(unit);
-end
-
local function updatePowerColor(frame, unit)
frame.mana:SetVertexColor(unpack(powerColors[UnitPowerType(unit)]));
end
local function updateName(frame, unit)
- if not frame.name then return end
local name = UnitName(unit);
if not name then return end
frame.name:SetText(ssub(name, 1, 10));
local function updateHealPred(frame, unit)
local incoming = UnitGetIncomingHeals(unit) or 0;
if incoming > 0 then
- local max = frame.health.max;
local space = frame.width - frame.health:GetWidth() + 1;
- local pred = (incoming / max) * frame.width;
- frame.healpred:SetWidth(min(space, pred));
+ incoming = (incoming / frame.health.max) * frame.width;
+ frame.healpred:SetWidth(min(space, incoming));
frame.healpred:Show();
else
frame.healpred:Hide();
local function updateShield(frame, unit)
local shield = UnitGetTotalAbsorbs(unit) or 0;
if shield > 0 then
- local max = frame.health.max;
local space = frame.width - frame.health:GetWidth();
- shield = (shield / max) * frame.width;
+ shield = (shield / frame.health.max) * frame.width;
if space == 0 then
frame.shield:Hide();
frame.shieldhl:Show();
local function updateHealAbsorb(frame, unit)
local absorb = UnitGetTotalHealAbsorbs(unit) or 0;
if absorb > 0 then
- local max = frame.health.max;
local space = frame.health:GetWidth();
- absorb = (absorb / max) * frame.width;
+ absorb = (absorb / frame.health.max) * frame.width;
frame.healabsorb:SetWidth(min(space, absorb));
frame.healabsorb:Show();
else
end
local function updateAuras(frame, unit)
- updateAuraFrames(frame, unit);
+ if frame.auras then updateAuraFrames(frame, unit) end
end
local function updateAggro(frame, unit)
end
local function updateVehicle(frame)
- local shouldTargetVehicle = UnitHasVehicleUI(frame.unit) and UnitTargetsVehicleInRaidUI(frame.unit) and UnitExists(frame.vehicle);
+ local shouldTargetVehicle = UnitHasVehicleUI(frame.unit) and
+ UnitTargetsVehicleInRaidUI(frame.unit) and UnitExists(frame.vehicle);
if shouldTargetVehicle then
if not frame.inVehicle then
frame.inVehicle = true;
frame.displayed = frame.vehicle;
- registerEvents(frame);
+ registerUnitEvents(frame);
end
elseif frame.inVehicle then
frame.inVehicle = false;
frame.displayed = frame.unit;
- registerEvents(frame);
- end
-end
-
-local function updateRole(frame, unit)
- local role = UnitGroupRolesAssigned(unit);
- if role == "HEALER" or role == "TANK" or role == "DAMAGER" then
- frame.role:SetTexCoord(GetTexCoordsForRoleSmallCircle(role));
- frame.role:Show();
- else
- frame.role:Hide();
+ registerUnitEvents(frame);
end
end
local function updateLevelText(frame, unit, levelup)
- if not frame.level then return end
if levelup then
-- PLAYER_LEVEL_UP
frame.level:SetText(levelup);
end
local function updateStatus(frame, unit)
- -- coords from PlayerFrame
+ -- coords from FrameXML/PlayerFrame.lua
if frame.inCombat or UnitAffectingCombat(unit) then
frame.status:SetTexCoord(0.5, 1, 0, 0.484375);
frame.status:Show();
elseif UnitIsPVP(unit) then
local faction = UnitFactionGroup(unit);
if faction and faction ~= "Neutral" then
- -- from PlayerFrame, mercenary checks
+ -- from FrameXML/PlayerFrame.lua, mercenary checks
if UnitIsMercenary(unit) then
if faction == "Horde" then
faction = "Alliance";
updateHealthText(frame, frame.displayed);
updateShield(frame, frame.displayed);
updateHealAbsorb(frame, frame.displayed);
- -- no heal prediction update, that doesn't overflow too much
end,
["UNIT_POWER"] = function(frame)
updatePower(frame, frame.displayed);
updatePowerText(frame, frame.displayed);
end,
["UNIT_NAME_UPDATE"] = function(frame)
- updateName(frame, frame.displayed);
+ if frame.name then updateName(frame, frame.displayed) end
updateHealthColor(frame, frame.displayed);
end,
["UNIT_CONNECTION"] = function(frame)
updateHealthText(frame, frame.displayed);
updatePowerText(frame, frame.displayed);
end,
- ["PLAYER_ROLES_ASSIGNED"] = function(frame)
- updateRole(frame, frame.unit);
- end,
["UNIT_LEVEL"] = function(frame)
+ -- if this is registered, frame has frame.level
updateLevelText(frame, frame.unit);
end,
["PLAYER_LEVEL_UP"] = function(frame, arg1)
updateLevelText(frame, frame.unit, arg1);
end,
["PLAYER_UPDATE_RESTING"] = function(frame)
+ -- player frame has frame.status
updateStatus(frame, frame.unit);
end,
["PLAYER_REGEN_DISABLED"] = function(frame)
frame.inCombat = true;
- updateStatus(frame, frame.unit);
+ if frame.status then updateStatus(frame, frame.unit) end
end,
["PLAYER_REGEN_ENABLED"] = function(frame)
frame.inCombat = false;
- updateStatus(frame, frame.unit);
+ if frame.status then updateStatus(frame, frame.unit) end
end,
["UNIT_FACTION"] = function(frame)
- updatePVP(frame, frame.unit);
+ if frame.pvp then updatePVP(frame, frame.unit) end
updateHealthColor(frame, frame.displayed);
end,
["PARTY_LEADER_CHANGED"] = function(frame)
updateLeaderIcon(frame, frame.unit);
end,
["UPDATE_ALL_BARS"] = function(frame)
- updateVehicle(frame);
+ if frame.vehicle then updateVehicle(frame) end
updateMaxHealth(frame, frame.displayed);
updateMaxPower(frame, frame.displayed);
updateHealth(frame, frame.displayed);
updateHealAbsorb(frame, frame.displayed);
updatePowerColor(frame, frame.displayed);
updateAggro(frame, frame.displayed);
- updateName(frame, frame.displayed);
- updateRole(frame, frame.unit);
- updateLevelText(frame, frame.unit);
- updateStatus(frame, frame.unit);
- updatePVP(frame, frame.unit);
- updateLeaderIcon(frame, frame.unit);
+ if frame.name then updateName(frame, frame.displayed) end
+ if frame.level then updateLevelText(frame, frame.unit) end
+ if frame.status then updateStatus(frame, frame.unit) end
+ if frame.pvp then updatePVP(frame, frame.unit) end
+ if frame.leader then updateLeaderIcon(frame, frame.unit) end
updateHealthColor(frame, frame.displayed);
end,
};