X-Git-Url: https://www.aleksib.fi/git/wowui.git/blobdiff_plain/52e517547bb85ea0705fbae13518a4c563abc77d..c809e5da99427a93b5ad5eb010a1cb1cba507ec2:/OmaRF/Events.lua diff --git a/OmaRF/Events.lua b/OmaRF/Events.lua index 0932ec1..957e82d 100644 --- a/OmaRF/Events.lua +++ b/OmaRF/Events.lua @@ -5,17 +5,16 @@ local ssub = string.sub; local min = math.min; local UnitName, UnitClass, UnitExists = UnitName, UnitClass, UnitExists; local UnitDebuff, UnitIsCharmed = UnitDebuff, UnitIsCharmed; -local UnitPower, UnitPowerMax, UnitPowerType = UnitPower, UnitPowerMax, UnitPowerType; local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax; 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; @@ -28,23 +27,26 @@ local baseColor = Settings.BaseColor; local overlayColorDispel = Settings.OverlayColorDispel; local overlayColorCharm = Settings.OverlayColorCharm; local overlayColorAlert = Settings.OverlayColorAlert; -local powerColors = Settings.PowerColors; 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 + +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); @@ -52,39 +54,15 @@ function M.RegisterEvents(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); 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 - frame.health:SetWidth(width); - return; - end - - if UnitIsDeadOrGhost(unit) then - frame.health:Hide(); - end -end +local registerUnitEvents = M.RegisterUnitEvents; local function updateText(frame, unit) - local current, max = UnitHealth(unit), frame.health.max; - local healthLost = max - current; if UnitIsDeadOrGhost(unit) then frame.text:SetText("Dead"); frame.text:Show(); @@ -94,142 +72,141 @@ local function updateText(frame, unit) elseif UnitIsAFK(unit) then frame.text:SetText("afk"); frame.text:Show(); - elseif UnitIsDND(unit) and healthLost == 0 then + elseif UnitIsDND(unit) then frame.text:SetText("dnd"); frame.text:Show(); - elseif healthLost > 0 then - if healthLost > 1200000000 then -- 1.2B - frame.text:SetFormattedText("-%.1fB", healthLost / 1000000000); - elseif healthLost > 1200000 then -- 1.2M - frame.text:SetFormattedText("-%.1fM", healthLost / 1000000); - elseif healthLost > 1000 then -- 1K - frame.text:SetFormattedText("-%dK", healthLost / 1000); - else - frame.text:SetFormattedText("-%d", healthLost) - end - frame.text:Show(); else frame.text:Hide(); end end - -local function updateIncomingRes(frame, unit) - if UnitHasIncomingResurrection(unit) then - frame.rez:Show(); - else - frame.rez:Hide(); - end -end +M.UpdateText = updateText; local function updateMaxHealth(frame, unit) frame.health.max = UnitHealthMax(unit); end +M.UpdateMaxHealth = updateMaxHealth; -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); +local function updateHealth(frame, unit) + local current, max = UnitHealth(unit), frame.health.max; + 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); + updateMaxHealth(frame, unit); + frame.health:Show(); + elseif current <= 0 or UnitIsDeadOrGhost(unit) then + frame.dead = true; + frame.health:Hide(); + updateText(frame, unit); -- update death else - frame.mana:SetWidth(width); + frame.health:SetWidth(current/max*width); + frame.health: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)])); + if frame.dead and current > 0 then + frame.dead = nil; + updateText(frame, unit); -- update revive + end end +M.UpdateHealth = updateHealth; local function updateName(frame, unit) local name = UnitName(unit); if not name then return end - frame.name:SetText(ssub(name, 1, 6)); + name = ssub(name, 1, 6); + if frame.unit == unit then + frame.name:SetText(name); + else + frame.name:SetFormattedText("-%s", name); + end local _, class = UnitClass(unit); local color = RAID_CLASS_COLORS[class]; if color then frame.name:SetVertexColor(color.r, color.g, color.b) end end +M.UpdateName = updateName; 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(); end end +M.UpdateHealPred = updateHealPred; 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(); end end +M.UpdateShield = updateShield; 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 frame.healabsorb:Hide(); end end +M.UpdateHealAbsorb = updateHealAbsorb; 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 +M.UpdateAuras = updateAuras; local function updateAggro(frame, unit) local status = UnitThreatSituation(unit); @@ -239,21 +216,24 @@ local function updateAggro(frame, unit) frame.base:SetVertexColor(unpack(baseColor)); end end +M.UpdateAggro = updateAggro; 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 +M.UpdateVehicle = updateVehicle; local function updateRole(frame, unit) local role = UnitGroupRolesAssigned(unit); @@ -267,6 +247,7 @@ local function updateRole(frame, unit) frame.role:Hide(); end end +M.UpdateRole = updateRole; local function updateReadyCheck(frame, unit) local status = GetReadyCheckStatus(unit); @@ -283,17 +264,29 @@ local function updateReadyCheck(frame, unit) frame.ready:Hide() end end +M.UpdateReadyCheck = updateReadyCheck; + +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 +M.UpdateRaidMarker = updateRaidMarker; local eventFuncs = { ["UNIT_HEALTH"] = function(frame) updateHealth(frame, frame.displayed); - updateText(frame, frame.displayed); updateShield(frame, frame.displayed); updateHealAbsorb(frame, frame.displayed); -- no heal prediction update, that doesn't overflow too much - end, - ["UNIT_POWER"] = function(frame) - updatePower(frame, frame.displayed); + -- raid marker update here, if needed + -- because marker is removed when unit dies + -- without a RAID_TARGET_UPDATE event + --updateRaidMarker(frame, frame.unit); end, ["UNIT_AURA"] = function(frame) updateAuras(frame, frame.displayed); @@ -313,63 +306,42 @@ local eventFuncs = { ["UNIT_MAXHEALTH"] = function(frame) updateMaxHealth(frame, frame.displayed); updateHealth(frame, frame.displayed); - updateText(frame, frame.displayed); updateShield(frame, frame.displayed); updateHealAbsorb(frame, frame.displayed); end, - ["UNIT_MAXPOWER"] = function(frame) - updateMaxPower(frame, frame.displayed); - updatePower(frame, frame.displayed); - end, - ["UNIT_DISPLAYPOWER"] = function(frame) - updatePowerColor(frame, frame.displayed); - updateMaxPower(frame, frame.displayed); - 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); - updatePowerColor(frame, frame.displayed); - end, ["PLAYER_ROLES_ASSIGNED"] = function(frame) updateRole(frame, frame.unit); end, ["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); 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); + updateName(frame, frame.unit); + updateReadyCheck(frame, frame.unit); + updateRaidMarker(frame, frame.displayed); end, }; eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"]; -eventFuncs["PARTY_MEMBER_DISABLE"] = eventFuncs["PARTY_MEMBER_ENABLE"]; eventFuncs["PLAYER_FLAGS_CHANGED"] = eventFuncs["UNIT_CONNECTION"]; -eventFuncs["UNIT_POWER_BAR_SHOW"] = eventFuncs["UNIT_DISPLAYPOWER"]; -eventFuncs["UNIT_POWER_BAR_HIDE"] = eventFuncs["UNIT_DISPLAYPOWER"]; eventFuncs["READY_CHECK_CONFIRM"] = eventFuncs["READY_CHECK"]; eventFuncs["READY_CHECK_FINISHED"] = eventFuncs["READY_CHECK"]; eventFuncs["UNIT_ENTERED_VEHICLE"] = eventFuncs["UPDATE_ALL_BARS"];