ac5ca8a - Add leader icon, aura frame stub
[wowui.git] / OmaRF / Events.lua
index f5522c3..633319f 100644 (file)
@@ -13,8 +13,12 @@ local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
 local UnitHasIncomingResurrection = UnitHasIncomingResurrection;
 local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
 local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI;
+local GetReadyCheckTimeLeft, GetReadyCheckStatus = GetReadyCheckTimeLeft, GetReadyCheckStatus;
 local UnitGroupRolesAssigned = UnitGroupRolesAssigned;
 local RAID_CLASS_COLORS = RAID_CLASS_COLORS;
+local READY_CHECK_READY_TEXTURE = READY_CHECK_READY_TEXTURE;
+local READY_CHECK_NOT_READY_TEXTURE = READY_CHECK_NOT_READY_TEXTURE;
+local READY_CHECK_WAITING_TEXTURE = READY_CHECK_WAITING_TEXTURE;
 
 local checkIndicators = OmaRFIndicators.CheckIndicators;
 
@@ -30,7 +34,7 @@ local M = {};
 OmaRFEvents = M;
 function M.RegisterEvents(frame)
     -- events are taken from FrameXML/CompactUnitFrame.lua
-    -- TODO ready check support, raid marker support,
+    -- TODO raid marker support,
     -- player flags support (/afk, /dnd)
     local displayed = frame.unit ~= frame.displayed and frame.displayed or nil;
     frame:RegisterUnitEvent("UNIT_HEALTH", frame.unit, displayed);
@@ -255,6 +259,22 @@ local function updateRole(frame, unit)
     end
 end
 
+local function updateReadyCheck(frame, unit)
+    local status = GetReadyCheckStatus(unit);
+    if status == "ready" then
+        frame.ready:SetTexture(READY_CHECK_READY_TEXTURE);
+        frame.ready:Show()
+    elseif status == "notready" then
+        frame.ready:SetTexture(READY_CHECK_NOT_READY_TEXTURE);
+        frame.ready:Show()
+    elseif status == "waiting" then
+        frame.ready:SetTexture(READY_CHECK_WAITING_TEXTURE);
+        frame.ready:Show()
+    else
+        frame.ready:Hide()
+    end
+end
+
 local eventFuncs = {
     ["UNIT_HEALTH"] = function(frame)
         updateHealth(frame, frame.displayed);
@@ -312,6 +332,9 @@ local eventFuncs = {
     ["PLAYER_ROLES_ASSIGNED"] = function(frame)
         updateRole(frame, frame.unit);
     end,
+    ["READY_CHECK"] = function(frame)
+        updateReadyCheck(frame, frame.unit);
+    end,
     ["UPDATE_ALL_BARS"] = function(frame)
         updateVehicle(frame);
         updateMaxHealth(frame, frame.displayed);
@@ -325,6 +348,7 @@ local eventFuncs = {
         updateHealAbsorb(frame, frame.displayed);
         updatePowerColor(frame, frame.displayed);
         updateIncomingRes(frame, frame.unit);
+        updateReadyCheck(frame, frame.unit);
         updateAggro(frame, frame.displayed);
         updateName(frame, frame.displayed);
         updateRole(frame, frame.unit);
@@ -332,11 +356,15 @@ local eventFuncs = {
 };
 eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"];
 eventFuncs["PARTY_MEMBER_DISABLE"] = eventFuncs["PARTY_MEMBER_ENABLE"];
+eventFuncs["READY_CHECK_CONFIRM"] = eventFuncs["READY_CHECK"];
+eventFuncs["READY_CHECK_FINISHED"] = eventFuncs["READY_CHECK"];
 eventFuncs["UNIT_ENTERED_VEHICLE"] = eventFuncs["UPDATE_ALL_BARS"];
 eventFuncs["UNIT_EXITED_VEHICLE"] = eventFuncs["UPDATE_ALL_BARS"];
 eventFuncs["UNIT_PET"] = eventFuncs["UPDATE_ALL_BARS"];
 eventFuncs["GROUP_ROSTER_UPDATE"] = eventFuncs["UPDATE_ALL_BARS"];
 eventFuncs["PLAYER_ENTERING_WORLD"] = eventFuncs["UPDATE_ALL_BARS"];
+eventFuncs["PLAYER_FOCUS_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
+
 function M.UnitEvent(self, event)
     eventFuncs[event](self);
 end