X-Git-Url: https://www.aleksib.fi/git/wowui.git/blobdiff_plain/52e517547bb85ea0705fbae13518a4c563abc77d..16fffe0f1c265d5dda7850d10fd94dda20443df5:/OmaRF/Events.lua diff --git a/OmaRF/Events.lua b/OmaRF/Events.lua index 0932ec1..404e063 100644 --- a/OmaRF/Events.lua +++ b/OmaRF/Events.lua @@ -16,6 +16,7 @@ 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; @@ -34,17 +35,48 @@ local width = Settings.Width; local M = {}; OmaRFEvents = M; function M.RegisterEvents(frame) + frame:RegisterEvent("PLAYER_ENTERING_WORLD"); + frame:RegisterEvent("PLAYER_ROLES_ASSIGNED"); + frame:RegisterEvent("READY_CHECK"); + frame:RegisterEvent("READY_CHECK_FINISHED"); + frame:RegisterEvent("GROUP_ROSTER_UPDATE"); + frame:RegisterEvent("RAID_TARGET_UPDATE"); + if frame.unit == "focus" then frame:RegisterEvent("PLAYER_FOCUS_CHANGED") end +end + +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"); + frame:UnregisterEvent("UNIT_POWER_BAR_SHOW"); + frame:UnregisterEvent("UNIT_POWER_BAR_HIDE"); +end + +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); + frame:RegisterUnitEvent("UNIT_POWER_BAR_SHOW", frame.unit); + frame:RegisterUnitEvent("UNIT_POWER_BAR_HIDE", frame.unit); +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); frame:RegisterUnitEvent("UNIT_MAXHEALTH", frame.unit, displayed); - frame:RegisterUnitEvent("UNIT_POWER", frame.unit, displayed); - frame:RegisterUnitEvent("UNIT_MAXPOWER", frame.unit, displayed); - frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", frame.unit, displayed); - frame:RegisterUnitEvent("UNIT_POWER_BAR_SHOW", frame.unit, displayed); - frame:RegisterUnitEvent("UNIT_POWER_BAR_HIDE", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_NAME_UPDATE", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_AURA", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_HEAL_PREDICTION", frame.unit, displayed); @@ -54,37 +86,35 @@ function M.RegisterEvents(frame) 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); +end +local registerUnitEvents = M.RegisterUnitEvents; + +local function updateMaxHealth(frame, unit) + frame.health.max = UnitHealthMax(unit); end -local registerEvents = M.RegisterEvents; 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 - -- 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(width); - return; - end - elseif max > 0 then - frame.health:SetWidth(current/frame.health.max*width); - else + if current > max or max <= 0 then + -- somehow current health has gone over the maximum (missed maxhealth event possibly) + -- just put health bar full and update max health for next event frame.health:SetWidth(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*width); + frame.health:Show(); end end local function updateText(frame, unit) - local current, max = UnitHealth(unit), frame.health.max; - local healthLost = max - current; + local healthLost = frame.health.max - UnitHealth(unit); if UnitIsDeadOrGhost(unit) then frame.text:SetText("Dead"); frame.text:Show(); @@ -114,39 +144,28 @@ local function updateText(frame, unit) end local function updateIncomingRes(frame, unit) - if UnitHasIncomingResurrection(unit) then - frame.rez:Show(); - else - frame.rez:Hide(); - end + if UnitHasIncomingResurrection(unit) then frame.rez:Show(); + else frame.rez: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 > max then - frame.mana.max = UnitPowerMax(unit); - max = frame.mana.max; - if current > max then - -- error - frame.mana:SetWidth(width); - return; - end - elseif max > 0 then - frame.mana:SetWidth(UnitPower(unit)/max*width); - else + 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 -local function updateMaxPower(frame, unit) - frame.mana.max = UnitPowerMax(unit); -end - local function updatePowerColor(frame, unit) frame.mana:SetVertexColor(unpack(powerColors[UnitPowerType(unit)])); end @@ -164,10 +183,10 @@ end local function updateHealPred(frame, unit) local incoming = UnitGetIncomingHeals(unit) or 0; if incoming > 0 then - local max = frame.health.max; + -- always at least 1 pixel space for heal prediction local space = width - frame.health:GetWidth() + 1; - local pred = (incoming / max) * width; - frame.healpred:SetWidth(min(space, pred)); + incoming = (incoming / frame.health.max) * width; + frame.healpred:SetWidth(min(space, incoming)); frame.healpred:Show(); else frame.healpred:Hide(); @@ -177,17 +196,20 @@ 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 / max) * width; - if space < shield then + shield = (shield / frame.health.max) * width; + 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(); @@ -197,9 +219,8 @@ end 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) * width; + absorb = (absorb / frame.health.max) * width; frame.healabsorb:SetWidth(min(space, absorb)); frame.healabsorb:Show(); else @@ -208,25 +229,31 @@ local function updateHealAbsorb(frame, unit) end local function updateAuras(frame, unit) - checkIndicators(frame, unit); - if UnitDebuff(unit, 1, "RAID") ~= nil then + local alert = checkIndicators(frame, unit); + if alert then + if frame.overlay.color ~= overlayColorAlert then + frame.overlay:SetVertexColor(unpack(overlayColorAlert)); + frame.overlay.color = overlayColorAlert; + frame.overlay:Show(); + end + elseif UnitDebuff(unit, 1, "RAID") ~= nil then -- something dispellable if frame.overlay.color ~= overlayColorDispel then frame.overlay:SetVertexColor(unpack(overlayColorDispel)); - frame.overlay:Show(); frame.overlay.color = overlayColorDispel; + frame.overlay:Show(); end -- don't overlay charmed when in vehicle elseif UnitIsCharmed(unit) and unit == frame.unit then if frame.overlay.color ~= overlayColorCharm then frame.overlay:SetVertexColor(unpack(overlayColorCharm)); - frame.overlay:Show(); frame.overlay.color = overlayColorCharm; + frame.overlay:Show(); end else if frame.overlay.color ~= nil then - frame.overlay:Hide(); frame.overlay.color = nil; + frame.overlay:Hide(); end end end @@ -241,17 +268,18 @@ 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); + registerUnitEvents(frame); end end @@ -260,11 +288,21 @@ local function updateRole(frame, unit) if role == "HEALER" then frame.role:SetTexCoord(0.75, 1, 0, 1); frame.role:Show(); + 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 + frame.role.healer = false; + unregisterPower(frame); + end else frame.role:Hide(); + if frame.role.healer then + frame.role.healer = false; + unregisterPower(frame); + end end end @@ -284,6 +322,16 @@ local function updateReadyCheck(frame, unit) end end +local function updateRaidMarker(frame, unit) + local index = GetRaidTargetIndex(unit); + if index then + SetRaidTargetIconTexture(frame.targeticon, index); + frame.targeticon:Show(); + else + frame.targeticon:Hide(); + end +end + local eventFuncs = { ["UNIT_HEALTH"] = function(frame) updateHealth(frame, frame.displayed); @@ -291,6 +339,9 @@ 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 + -- without a RAID_TARGET_UPDATE event + updateRaidMarker(frame, frame.unit); end, ["UNIT_POWER"] = function(frame) updatePower(frame, frame.displayed); @@ -346,23 +397,29 @@ local eventFuncs = { ["READY_CHECK"] = function(frame) updateReadyCheck(frame, frame.unit); end, + ["RAID_TARGET_UPDATE"] = function(frame) + 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); - updateIncomingRes(frame, frame.unit); - updateReadyCheck(frame, frame.unit); updateAggro(frame, frame.displayed); updateName(frame, frame.displayed); - updateRole(frame, frame.unit); + updateIncomingRes(frame, frame.unit); + updateReadyCheck(frame, frame.unit); + updateRaidMarker(frame, frame.displayed); end, }; eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"];