X-Git-Url: https://www.aleksib.fi/git/wowui.git/blobdiff_plain/52e517547bb85ea0705fbae13518a4c563abc77d..7cd9b15270a53b3c833f41e00ed755a30e22b2ef:/OmaRF/Events.lua?ds=sidebyside diff --git a/OmaRF/Events.lua b/OmaRF/Events.lua index 0932ec1..aeafc6a 100644 --- a/OmaRF/Events.lua +++ b/OmaRF/Events.lua @@ -34,17 +34,45 @@ 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("PARTY_MEMBER_ENABLE"); + frame:RegisterEvent("PARTY_MEMBER_DISABLE"); + frame:RegisterEvent("GROUP_ROSTER_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("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: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); @@ -54,8 +82,13 @@ 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); + frame:RegisterUnitEvent("RAID_TARGET_UPDATE", frame.unit, displayed); end -local registerEvents = M.RegisterEvents; +local registerUnitEvents = M.RegisterUnitEvents; local function updateHealth(frame, unit) local current, max = UnitHealth(unit), frame.health.max; @@ -208,8 +241,14 @@ 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:Show(); + frame.overlay.color = overlayColorAlert; + end + elseif UnitDebuff(unit, 1, "RAID") ~= nil then -- something dispellable if frame.overlay.color ~= overlayColorDispel then frame.overlay:SetVertexColor(unpack(overlayColorDispel)); @@ -246,12 +285,12 @@ local function updateVehicle(frame) 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 +299,23 @@ 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 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; + end else frame.role:Hide(); + if frame.role.healer then + unregisterPower(frame); + frame.role.healer = false; + end end end @@ -284,6 +335,10 @@ local function updateReadyCheck(frame, unit) end end +local function updateRaidMarker(frame, unit) + --print(unit, "marker"); +end + local eventFuncs = { ["UNIT_HEALTH"] = function(frame) updateHealth(frame, frame.displayed); @@ -291,6 +346,9 @@ 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); @@ -346,7 +404,11 @@ local eventFuncs = { ["READY_CHECK"] = function(frame) updateReadyCheck(frame, frame.unit); end, + ["RAID_TARGET_UPDATE"] = function(frame) + updateRaidMarker(frame, frame.unit); + end, ["UPDATE_ALL_BARS"] = function(frame) + updateRole(frame, frame.unit); updateVehicle(frame); updateMaxHealth(frame, frame.displayed); updateMaxPower(frame, frame.displayed); @@ -358,11 +420,11 @@ local eventFuncs = { 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.unit); end, }; eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"];