X-Git-Url: https://www.aleksib.fi/git/wowui.git/blobdiff_plain/3f90dc319e4001bc0c10c00d3cd00a81a51b220c..9ab3f0e735b1e255bfbea655a4ca29f6a0d0b24d:/OmaUF/Events.lua diff --git a/OmaUF/Events.lua b/OmaUF/Events.lua index 59b8592..28b8672 100644 --- a/OmaUF/Events.lua +++ b/OmaUF/Events.lua @@ -10,7 +10,6 @@ local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax; local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs; local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor; local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected; -local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs; local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI; local UnitLevel, UnitClassification = UnitLevel, UnitClassification; local UnitAffectingCombat, IsResting = UnitAffectingCombat, IsResting; @@ -50,9 +49,6 @@ function M.RegisterUnitEvents(frame) if frame.shield then frame:RegisterUnitEvent("UNIT_ABSORB_AMOUNT_CHANGED", frame.unit, displayed); end - if frame.healabsorb then - frame:RegisterUnitEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", frame.unit, displayed); - end if frame.auras then frame:RegisterUnitEvent("UNIT_AURA", frame.unit, displayed); end @@ -66,6 +62,7 @@ local registerUnitEvents = M.RegisterUnitEvents; local function updateMaxHealth(frame, unit) frame.health.max = UnitHealthMax(unit); end +M.UpdateMaxHealth = updateMaxHealth; local function updateHealth(frame, unit) local current, max = UnitHealth(unit), frame.health.max; @@ -81,6 +78,7 @@ local function updateHealth(frame, unit) frame.health:Show(); end end +M.UpdateHealth = updateHealth; local function updateHealthText(frame, unit) if UnitIsDeadOrGhost(unit) then @@ -102,10 +100,12 @@ local function updateHealthText(frame, unit) end end end +M.UpdateHealthText = updateHealthText; local function updateMaxPower(frame, unit) frame.mana.max = UnitPowerMax(unit); end +M.UpdateMaxPower = updateMaxPower; local function updatePower(frame, unit) local current, max = UnitPower(unit), frame.mana.max; @@ -120,6 +120,7 @@ local function updatePower(frame, unit) frame.mana:Show(); end end +M.UpdatePower = updatePower; local function updatePowerText(frame, unit) local current, max = UnitPower(unit), frame.mana.max; @@ -132,16 +133,19 @@ local function updatePowerText(frame, unit) frame.manaText:Hide(); end end +M.UpdatePowerText = updatePowerText; local function updatePowerColor(frame, unit) frame.mana:SetVertexColor(unpack(powerColors[UnitPowerType(unit)])); end +M.UpdatePowerColor = updatePowerColor; local function updateName(frame, unit) local name = UnitName(unit); if not name then return end frame.name:SetText(ssub(name, 1, frame.name.count)); end +M.UpdateName = updateName; local function updateShield(frame, unit) local shield = UnitGetTotalAbsorbs(unit) or 0; @@ -165,22 +169,12 @@ local function updateShield(frame, unit) frame.shieldhl:Hide(); end end - -local function updateHealAbsorb(frame, unit) - local absorb = UnitGetTotalHealAbsorbs(unit) or 0; - if absorb > 0 then - local space = frame.health:GetWidth(); - absorb = (absorb / frame.health.max) * frame.width; - frame.healabsorb:SetWidth(min(space, absorb)); - frame.healabsorb:Show(); - else - frame.healabsorb:Hide(); - end -end +M.UpdateShield = updateShield; local function updateAuras(frame, unit) - if frame.auras then updateAuraFrames(frame, unit) end + updateAuraFrames(frame, unit); end +M.UpdateAuras = updateAuras; local function updateAggro(frame, unit) local status = UnitThreatSituation(unit); @@ -190,6 +184,7 @@ local function updateAggro(frame, unit) frame.base:SetVertexColor(unpack(baseColor)); end end +M.UpdateAggro = updateAggro; -- only works for player frame local function updateVehicle(frame) @@ -207,6 +202,7 @@ local function updateVehicle(frame) registerUnitEvents(frame); end end +M.UpdateVehicle = updateVehicle; local function updateLevelText(frame, unit, levelup) if levelup then @@ -237,6 +233,7 @@ local function updateLevelText(frame, unit, levelup) frame.level:SetFormattedText("%s%s", leveltext, classtext); end end +M.UpdateLevelText = updateLevelText; local function updateStatus(frame, unit) -- coords from FrameXML/PlayerFrame.lua @@ -250,6 +247,7 @@ local function updateStatus(frame, unit) frame.status:Hide(); end end +M.UpdateStatus = updateStatus; local pvpIcons = { Alliance = "Interface\\TARGETINGFRAME\\UI-PVP-Alliance", @@ -279,6 +277,7 @@ local function updatePVP(frame, unit) frame.pvp:Hide(); end end +M.UpdatePVP = updatePVP; local function updateLeaderIcon(frame, unit) if UnitIsGroupLeader(frame.unit) then @@ -298,6 +297,7 @@ local function updateLeaderIcon(frame, unit) frame.leader:Hide(); end end +M.UpdateLeaderIcon = updateLeaderIcon; local function updateHealthColor(frame, unit) if not UnitPlayerControlled(unit) and UnitIsTapDenied(unit) then @@ -316,6 +316,7 @@ local function updateHealthColor(frame, unit) frame.health:SetVertexColor(UnitSelectionColor(unit)); end end +M.UpdateHealthColor = updateHealthColor; local function updateRaidMarker(frame, unit) local index = GetRaidTargetIndex(unit); @@ -326,13 +327,13 @@ local function updateRaidMarker(frame, unit) frame.targeticon:Hide(); end end +M.UpdateRaidMarker = updateRaidMarker; local eventFuncs = { ["UNIT_HEALTH"] = function(frame) updateHealth(frame, frame.displayed); updateHealthText(frame, frame.displayed); if frame.shield then updateShield(frame, frame.displayed) end - if frame.healabsorb then updateHealAbsorb(frame, frame.displayed) end end, ["UNIT_POWER"] = function(frame) updatePower(frame, frame.displayed); @@ -344,9 +345,6 @@ local eventFuncs = { ["UNIT_ABSORB_AMOUNT_CHANGED"] = function(frame) updateShield(frame, frame.displayed); end, - ["UNIT_HEAL_ABSORB_AMOUNT_CHANGED"] = function(frame) - updateHealAbsorb(frame, frame.displayed); - end, ["UNIT_THREAT_SITUATION_UPDATE"] = function(frame) updateAggro(frame, frame.displayed); end, @@ -355,7 +353,6 @@ local eventFuncs = { updateHealth(frame, frame.displayed); updateHealthText(frame, frame.displayed); if frame.shield then updateShield(frame, frame.displayed) end - if frame.healabsorb then updateHealAbsorb(frame, frame.displayed) end end, ["UNIT_MAXPOWER"] = function(frame) updateMaxPower(frame, frame.displayed); @@ -421,7 +418,6 @@ local eventFuncs = { end if frame.auras then updateAuras(frame, frame.displayed) end if frame.shield then updateShield(frame, frame.displayed) end - if frame.healabsorb then updateHealAbsorb(frame, frame.displayed) end 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 @@ -442,5 +438,5 @@ eventFuncs["INSTANCE_ENCOUNTER_ENGAGE_UNIT"] = eventFuncs["UPDATE_ALL_BARS"]; eventFuncs["UNIT_TARGETABLE_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"]; function M.UnitEvent(self, event, arg1) - eventFuncs[event](self, arg1); + return eventFuncs[event](self, arg1); end