X-Git-Url: https://www.aleksib.fi/git/wowui.git/blobdiff_plain/7cd9b15270a53b3c833f41e00ed755a30e22b2ef..d9dbaac4fed539836f421fa57782cefaf6d530fc:/OmaRF/Events.lua diff --git a/OmaRF/Events.lua b/OmaRF/Events.lua index aeafc6a..26565ab 100644 --- a/OmaRF/Events.lua +++ b/OmaRF/Events.lua @@ -38,8 +38,6 @@ 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"); if frame.unit == "focus" then frame:RegisterEvent("PLAYER_FOCUS_CHANGED") end end @@ -48,6 +46,8 @@ 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 +59,8 @@ 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); @@ -90,34 +92,28 @@ function M.RegisterUnitEvents(frame) end local registerUnitEvents = M.RegisterUnitEvents; +local function updateMaxHealth(frame, unit) + frame.health.max = UnitHealthMax(unit); +end + 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(); @@ -147,39 +143,28 @@ 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 @@ -197,10 +182,10 @@ 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(); @@ -210,17 +195,20 @@ 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(); @@ -230,9 +218,8 @@ 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 @@ -245,27 +232,27 @@ local function updateAuras(frame, unit) if alert then if frame.overlay.color ~= overlayColorAlert then frame.overlay:SetVertexColor(unpack(overlayColorAlert)); - frame.overlay:Show(); 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 @@ -280,7 +267,8 @@ 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; @@ -411,15 +399,17 @@ local eventFuncs = { 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);