local _;
local CreateFrame = CreateFrame;
local UnitAura = UnitAura;
-local GameTooltip = nil;
+local GameTooltip = GameTooltip;
+local GetTime = GetTime;
+local CTimerAfter = C_Timer.After;
local auraFilters = {"HELPFUL", "HARMFUL"};
+local updateAuras;
local M = {};
OmaUFAuras = M;
end
local function showTooltip(frame)
- -- tooltip handling from TargetFrame.xml
+ -- tooltip handling from FrameXML/TargetFrame.xml
GameTooltip:SetOwner(frame, "ANCHOR_BOTTOMRIGHT", 15, -25);
GameTooltip:SetUnitAura(frame.unit, frame.index, frame.filter);
frame:SetScript("OnUpdate", updateTooltip);
local function createAura(parent, prev, anchor, name, unit)
local aura = CreateFrame("Frame", name, parent);
aura:SetPoint("TOPLEFT", prev, anchor);
- aura:SetWidth(16);
- aura:SetHeight(16);
+ aura:SetWidth(20);
+ aura:SetHeight(20);
aura.icon = aura:CreateTexture(nil, "ARTWORK");
aura.icon:SetAllPoints();
+ aura.stack = aura:CreateFontString(nil, "OVERLAY", "NumberFontNormalSmall");
+ aura.stack:SetPoint("BOTTOMRIGHT");
aura.cd = CreateFrame("Cooldown", name.."CD", aura, "CooldownFrameTemplate");
aura.cd:SetReverse(true);
aura.cd:SetHideCountdownNumbers(true);
end
function M.CreateAuraFrame(parent, unit)
- GameTooltip = _G["GameTooltip"];
local name = parent:GetName().."Auras";
parent.auras = CreateFrame("Frame", name, parent);
parent.auras:SetPoint("TOPLEFT", parent, "BOTTOMLEFT", 0, -8);
i = i + 1;
end
-- max rows
- for y=0,1 do
+ for y=0,0 do
for x=1,10 do
local auraName = name..i;
parent.auras[i] = createAura(parent.auras, parent.auras[y*10+x], "BOTTOMLEFT", auraName, unit);
i = i + 1;
end
end
+
+ parent.throttle = function()
+ parent.throttled = nil;
+ if UnitExists(unit) then
+ return updateAuras(parent, unit);
+ end
+ end;
end
function M.UpdateAuras(frame, unit)
- local auras = frame.auras;
- for _, aura in ipairs(auras) do
- if not aura:IsShown() then break end
- aura:Hide();
+ local current = GetTime();
+ if frame.throttled then
+ return;
+ elseif frame.prevUpdate and current - frame.prevUpdate < 0.2 then
+ frame.throttled = true;
+ return CTimerAfter(0.1, frame.throttle); -- faster timer here to reduce the delay, gets called twice
end
+
+ frame.prevUpdate = current;
+ local auras = frame.auras;
local icon, count, duration, expires, caster, id;
local pos = 1;
for _, filter in ipairs(auraFilters) do
while true do
_, _, icon, count, _, duration, expires, caster, _, _, id = UnitAura(unit, i, filter);
if not id or not auras[pos] then break end
- -- aura filter self-applied, player-applied, list of important auras TODO
local aura = auras[pos];
aura.icon:SetTexture(icon);
aura.index = i;
aura.filter = filter;
+ if count > 1 then
+ aura.stack:SetText(count);
+ aura.stack:Show();
+ else
+ aura.stack:Hide();
+ end
if expires > 0 then
aura.cd:SetCooldown(expires - duration, duration);
else
i = i + 1;
end
end
+
+ while auras[pos] do
+ if not auras[pos]:IsShown() then return end
+ auras[pos]:Hide();
+ pos = pos + 1;
+ end
end
+updateAuras = M.UpdateAuras;