X-Git-Url: https://www.aleksib.fi/git/wowui.git/blobdiff_plain/084e0f6c357adbd2cdefd88dd5b6c45ba81d783a..05a8f268c2388ee33f8be87d1abb960d06b47dba:/OmaRF/Events.lua diff --git a/OmaRF/Events.lua b/OmaRF/Events.lua index 7c31381..af49cd4 100644 --- a/OmaRF/Events.lua +++ b/OmaRF/Events.lua @@ -11,11 +11,11 @@ local UnitIsAFK, UnitIsDND = UnitIsAFK, UnitIsDND; local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs; local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor; 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 GetRaidTargetIndex, SetRaidTargetIconTexture = GetRaidTargetIndex, SetRaidTargetIconTexture; 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; @@ -38,9 +38,8 @@ function M.RegisterEvents(frame) frame:RegisterEvent("PLAYER_ROLES_ASSIGNED"); frame:RegisterEvent("READY_CHECK"); frame:RegisterEvent("READY_CHECK_FINISHED"); - frame:RegisterEvent("PARTY_MEMBER_ENABLE"); - frame:RegisterEvent("PARTY_MEMBER_DISABLE"); frame:RegisterEvent("GROUP_ROSTER_UPDATE"); + frame:RegisterEvent("RAID_TARGET_UPDATE"); if frame.unit == "focus" then frame:RegisterEvent("PLAYER_FOCUS_CHANGED") end end @@ -48,6 +47,8 @@ local function unregisterPower(frame) frame.health:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT"); frame.overlay:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT"); frame.mana:Hide(); + frame:UnregisterEvent("PARTY_MEMBER_ENABLE"); + frame:UnregisterEvent("PARTY_MEMBER_DISABLE"); frame:UnregisterEvent("UNIT_POWER"); frame:UnregisterEvent("UNIT_MAXPOWER"); frame:UnregisterEvent("UNIT_DISPLAYPOWER"); @@ -59,6 +60,8 @@ local function registerPower(frame) frame.health:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT", 0, 2); frame.overlay:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT", 0, 2); frame.mana:Show(); + frame:RegisterEvent("PARTY_MEMBER_ENABLE"); + frame:RegisterEvent("PARTY_MEMBER_DISABLE"); frame:RegisterUnitEvent("UNIT_POWER", frame.unit); frame:RegisterUnitEvent("UNIT_MAXPOWER", frame.unit); frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", frame.unit); @@ -68,7 +71,6 @@ end function M.RegisterUnitEvents(frame) -- events are taken from FrameXML/CompactUnitFrame.lua - -- TODO raid marker support local displayed = frame.unit ~= frame.displayed and frame.displayed or nil; frame:RegisterUnitEvent("UNIT_HEALTH", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_HEALTH_FREQUENT", frame.unit, displayed); @@ -80,13 +82,11 @@ function M.RegisterUnitEvents(frame) frame:RegisterUnitEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_CONNECTION", frame.unit, displayed); - frame:RegisterUnitEvent("INCOMING_RESURRECT_CHANGED", frame.unit, displayed); frame:RegisterUnitEvent("PLAYER_FLAGS_CHANGED", frame.unit, displayed); frame:RegisterUnitEvent("READY_CHECK_CONFIRM", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_ENTERED_VEHICLE", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_EXITED_VEHICLE", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_PET", frame.unit, displayed); - frame:RegisterUnitEvent("RAID_TARGET_UPDATE", frame.unit, displayed); end local registerUnitEvents = M.RegisterUnitEvents; @@ -102,7 +102,7 @@ local function updateHealth(frame, unit) frame.health:SetWidth(width); updateMaxHealth(frame, unit); frame.health:Show(); - elseif UnitIsDeadOrGhost(unit) then + elseif current <= 0 or UnitIsDeadOrGhost(unit) then frame.health:Hide(); else frame.health:SetWidth(current/max*width); @@ -140,22 +140,21 @@ local function updateText(frame, unit) end end -local function updateIncomingRes(frame, unit) - if UnitHasIncomingResurrection(unit) then frame.rez:Show(); - else frame.rez:Hide(); end -end - local function updateMaxPower(frame, unit) frame.mana.max = UnitPowerMax(unit); end local function updatePower(frame, unit) local current, max = UnitPower(unit), frame.mana.max; - if current > max or max <= 0 then + if current <= 0 then + frame.mana:Hide(); + elseif current > max or max <= 0 then frame.mana:SetWidth(width); updateMaxPower(frame, unit); + frame.mana:Show(); else frame.mana:SetWidth(current/max*width); + frame.mana:Show(); end end @@ -163,6 +162,7 @@ local function updatePowerColor(frame, unit) frame.mana:SetVertexColor(unpack(powerColors[UnitPowerType(unit)])); end +-- TODO maybe add a prefix when in vehicle local function updateName(frame, unit) local name = UnitName(unit); if not name then return end @@ -189,17 +189,20 @@ end local function updateShield(frame, unit) local shield = UnitGetTotalAbsorbs(unit) or 0; if shield > 0 then - local max = frame.health.max; local space = width - frame.health:GetWidth(); shield = (shield / frame.health.max) * width; - if space < shield then + if space == 0 then + frame.shield:Hide(); + frame.shieldhl:Show(); + elseif space < shield then frame.shield:SetWidth(space); + frame.shield:Show(); frame.shieldhl:Show(); else frame.shield:SetWidth(shield); + frame.shield:Show(); frame.shieldhl:Hide(); end - frame.shield:Show(); else frame.shield:Hide(); frame.shieldhl:Hide(); @@ -278,22 +281,20 @@ local function updateRole(frame, unit) if role == "HEALER" then frame.role:SetTexCoord(0.75, 1, 0, 1); frame.role:Show(); - if not frame.role.healer then - registerPower(frame); - frame.role.healer = true; - end + registerPower(frame); + frame.role.healer = true; elseif role == "TANK" then frame.role:SetTexCoord(0.5, 0.75, 0, 1); frame.role:Show(); if frame.role.healer then - unregisterPower(frame); frame.role.healer = false; + unregisterPower(frame); end else frame.role:Hide(); if frame.role.healer then - unregisterPower(frame); frame.role.healer = false; + unregisterPower(frame); end end end @@ -315,7 +316,13 @@ local function updateReadyCheck(frame, unit) end local function updateRaidMarker(frame, unit) - --print(unit, "marker"); + local index = GetRaidTargetIndex(unit); + if index then + SetRaidTargetIconTexture(frame.targeticon, index); + frame.targeticon:Show(); + else + frame.targeticon:Hide(); + end end local eventFuncs = { @@ -325,9 +332,10 @@ local eventFuncs = { updateShield(frame, frame.displayed); updateHealAbsorb(frame, frame.displayed); -- no heal prediction update, that doesn't overflow too much - -- raid marker update here, because marker is removed when unit dies + -- raid marker update here, if needed + -- because marker is removed when unit dies -- without a RAID_TARGET_UPDATE event - updateRaidMarker(frame, frame.unit); + --updateRaidMarker(frame, frame.unit); end, ["UNIT_POWER"] = function(frame) updatePower(frame, frame.displayed); @@ -364,14 +372,11 @@ local eventFuncs = { updatePower(frame, frame.displayed); end, ["UNIT_NAME_UPDATE"] = function(frame) - updateName(frame, frame.displayed); + updateName(frame, frame.unit); end, ["UNIT_CONNECTION"] = function(frame) updateText(frame, frame.displayed); end, - ["INCOMING_RESURRECT_CHANGED"] = function(frame) - updateIncomingRes(frame, frame.unit); - end, ["PARTY_MEMBER_ENABLE"] = function(frame) -- new power info possibly (FrameXML/CompactUnitFrame.lua) updateMaxPower(frame, frame.displayed); @@ -384,26 +389,27 @@ local eventFuncs = { updateReadyCheck(frame, frame.unit); end, ["RAID_TARGET_UPDATE"] = function(frame) - updateRaidMarker(frame, frame.unit); + updateRaidMarker(frame, frame.displayed); end, ["UPDATE_ALL_BARS"] = function(frame) updateRole(frame, frame.unit); updateVehicle(frame); updateMaxHealth(frame, frame.displayed); - updateMaxPower(frame, frame.displayed); updateHealth(frame, frame.displayed); updateText(frame, frame.displayed); - updatePower(frame, frame.displayed); + if frame.role.healer then + updateMaxPower(frame, frame.displayed); + updatePower(frame, frame.displayed); + updatePowerColor(frame, frame.displayed); + end updateAuras(frame, frame.displayed); updateShield(frame, frame.displayed); updateHealPred(frame, frame.displayed); updateHealAbsorb(frame, frame.displayed); - updatePowerColor(frame, frame.displayed); updateAggro(frame, frame.displayed); - updateName(frame, frame.displayed); - updateIncomingRes(frame, frame.unit); + updateName(frame, frame.unit); updateReadyCheck(frame, frame.unit); - updateRaidMarker(frame, frame.unit); + updateRaidMarker(frame, frame.displayed); end, }; eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"];