X-Git-Url: https://www.aleksib.fi/git/wowui.git/blobdiff_plain/9fb47ba879ec613725953c2044ce7e6419af2e3f..1e0cd8d9b816fdf44ebc2e1a8831cd456114f2e6:/kehys/updater.lua diff --git a/kehys/updater.lua b/kehys/updater.lua index a3bd53c..96e9f49 100644 --- a/kehys/updater.lua +++ b/kehys/updater.lua @@ -5,12 +5,15 @@ local _, addon = ...; local unpack = unpack; local min = math.min; +local format = string.format; local UnitDebuff, UnitIsCharmed = UnitDebuff, UnitIsCharmed; local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax; +local UnitPower, UnitPowerMax = UnitPower, UnitPowerMax; local UnitIsAFK, UnitIsDND = UnitIsAFK, UnitIsDND; local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs; local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected; local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs; +local InCombatLockdown, IsResting = InCombatLockdown, IsResting; local dispelcolor = addon.Colors.OverlayColorDispel; local charmcolor = addon.Colors.OverlayColorCharm; @@ -21,17 +24,27 @@ local ignoredAuras = { [315176] = true, -- Grasping Tendrils }; +local powerColors = { + [Enum.PowerType.Mana] = {0.1, 0.5, 0.9}, + [Enum.PowerType.Rage] = {1, 0, 0}, + [Enum.PowerType.Focus] = {1, 0.5, 0}, + [Enum.PowerType.Energy] = {1, 0.8, 0}, + [Enum.PowerType.RunicPower] = {0.8, 0, 0.2}, +}; + function addon.FrameUpdate(frame) assert(type(frame) == "table", "FrameUpdate received invalid frame parameter!"); local unit = frame.displayed; local width = frame.barwidth; - -- range check (doesn't have an event) - local inrange, checked = UnitInRange(unit); - if checked and not inrange then - frame:SetAlpha(0.55); - else - frame:SetAlpha(1); + -- range check (doesn't have an event) frames can be marked constantly visible + if not frame.constant then + local inrange, checked = UnitInRange(unit); + if checked and not inrange then + frame:SetAlpha(0.55); + else + frame:SetAlpha(1); + end end -- states if UnitIsDeadOrGhost(unit) then @@ -64,6 +77,18 @@ function addon.FrameUpdate(frame) else if frame.text:IsShown() then frame.text:Hide() end end + if frame.nonraid and frame.unit == "player" then + if InCombatLockdown() then + frame.status:SetTexCoord(0.5, 1, 0, 0.484375); + frame.status:Show(); + elseif IsResting() then + frame.status:SetTexCoord(0, 0.5, 0, 0.421875); + frame.status:Show(); + elseif frame.status:IsShown() then + frame.status:Hide(); + end + end + -- TODO incoming res, maybe just with events? -- health local current, hmax = UnitHealth(unit), UnitHealthMax(unit); if frame.prev.health ~= current or frame.prev.hmax ~= hmax then @@ -123,77 +148,116 @@ function addon.FrameUpdate(frame) elseif frame.healpred:IsShown() then frame.healpred:Hide(); end - frame.rounds = frame.rounds + 1; - if (frame.rounds > 7) then - frame.tankcd = {}; - frame.alert = {}; - frame.stacks = {}; - frame.heal = {}; - frame.buff1 = {}; - addon.SetAuras(frame.unit, frame.guid); - frame.rounds = 0; - end - -- tank CD marker - if next(frame.tankcd) then - if not frame.defensive:IsShown() then frame.defensive:Show() end - elseif frame.defensive:IsShown() then - frame.defensive:Hide(); - end - -- aura stacks - if next(frame.stacks) then - local _, amount = next(frame.stacks); - frame.stack:SetText(amount); - if not frame.stack:IsShown() then frame.stack:Show() end - elseif frame.stack:IsShown() then - frame.stack:Hide(); - end - -- custom buff indicator 1 - if next(frame.buff1) then - if not frame.buffind1:IsShown() then frame.buffind1:Show() end - elseif frame.buffind1:IsShown() then - frame.buffind1:Hide(); + -- mana, if present + if frame.mana ~= nil then + local current, max = UnitPower(unit), UnitPowerMax(unit); + local ptype = UnitPowerType(unit); + if frame.mana.ptype ~= ptype then + frame.mana.ptype = ptype; + frame.mana:SetVertexColor(unpack(powerColors[ptype])); + end + if frame.prev.mana ~= current or frame.prev.mmax ~= max then + frame.prev.mana = current; + frame.prev.mmax = max; + if max < current or max <= 1 then + frame.mana:SetWidth(width); + frame.mana:SetText("100"); + if not frame.mana:IsShown() then frame.mana:Show() end + if not frame.manatext:IsShown() then frame.manatext:Show() end + elseif current <= 0 then + if frame.mana:IsShown() then frame.mana:Hide() end + if frame.manatext:IsShown() then frame.manatext:Hide() end + else + local percent = current/max; + frame.mana:SetWidth(percent*width); + frame.manatext:SetText(format("%d", percent*100+0.5)); + if not frame.mana:IsShown() then frame.mana:Show() end + if not frame.manatext:IsShown() then frame.manatext:Show() end + end + end end - -- incoming ability - if next(frame.incoming) then - if not frame.glow:IsShown() then frame.glow:Show() end - elseif frame.glow:IsShown() then - frame.glow:Hide(); + -- forced aura updates + if frame.rounds ~= nil then + frame.rounds = frame.rounds + 1; + if (frame.rounds > 7) then + frame.tankcd = {}; + frame.alert = {}; + frame.stacks = {}; + frame.heal = {}; + frame.buff1 = {}; + addon.SetAuras(frame.unit, frame.guid); + frame.rounds = 0; + end end - -- overlays - if next(frame.alert) then - -- major - if frame.overlay.color ~= majorcolor then - frame.overlay:SetVertexColor(unpack(majorcolor)); - frame.overlay.color = majorcolor; - if not frame.overlay:IsShown() then frame.overlay:Show() end + if not frame.nonraid then + -- tank CD marker + if next(frame.tankcd) then + if not frame.defensive:IsShown() then frame.defensive:Show() end + elseif frame.defensive:IsShown() then + frame.defensive:Hide(); end - else - local _, _, _, _, _, _, _, _, _, spellid = UnitDebuff(unit, 1, "RAID"); - if UnitIsCharmed(unit) and frame.unit == frame.displayed then - -- charmed - if frame.overlay.color ~= charmcolor then - frame.overlay:SetVertexColor(unpack(charmcolor)); - frame.overlay.color = charmcolor; - if not frame.overlay:IsShown() then frame.overlay:Show() end - end - elseif spellid ~= nil and not ignoredAuras[spellid] then - -- dispellable - if frame.overlay.color ~= dispelcolor then - frame.overlay:SetVertexColor(unpack(dispelcolor)); - frame.overlay.color = dispelcolor; - if not frame.overlay:IsShown() then frame.overlay:Show() end - end - elseif next(frame.heal) then - -- major heals needed - if frame.overlay.color ~= healcolor then - frame.overlay:SetVertexColor(unpack(healcolor)); - frame.overlay.color = healcolor; + -- aura stacks + if next(frame.stacks) then + local _, amount = next(frame.stacks); + frame.stack:SetText(amount); + if not frame.stack:IsShown() then frame.stack:Show() end + elseif frame.stack:IsShown() then + frame.stack:Hide(); + end + -- custom buff indicator 1 + if next(frame.buff1) then + if not frame.buffind1:IsShown() then frame.buffind1:Show() end + elseif frame.buffind1:IsShown() then + frame.buffind1:Hide(); + end + -- custom buff indicator 2 + if next(frame.buff2) then + if not frame.buffind2:IsShown() then frame.buffind2:Show() end + elseif frame.buffind2:IsShown() then + frame.buffind2:Hide(); + end + -- incoming ability + if next(frame.incoming) then + if not frame.glow:IsShown() then frame.glow:Show() end + elseif frame.glow:IsShown() then + frame.glow:Hide(); + end + -- overlays + if next(frame.alert) then + -- major + if frame.overlay.color ~= majorcolor then + frame.overlay:SetVertexColor(unpack(majorcolor)); + frame.overlay.color = majorcolor; if not frame.overlay:IsShown() then frame.overlay:Show() end end else - if frame.overlay.color ~= nil then - frame.overlay.color = nil; - if frame.overlay:IsShown() then frame.overlay:Hide() end + local _, _, _, _, _, _, _, _, _, spellid = UnitDebuff(unit, 1, "RAID"); + if UnitIsCharmed(unit) and frame.unit == frame.displayed then + -- charmed + if frame.overlay.color ~= charmcolor then + frame.overlay:SetVertexColor(unpack(charmcolor)); + frame.overlay.color = charmcolor; + if not frame.overlay:IsShown() then frame.overlay:Show() end + end + elseif spellid ~= nil and not ignoredAuras[spellid] then + -- dispellable + if frame.overlay.color ~= dispelcolor then + frame.overlay:SetVertexColor(unpack(dispelcolor)); + frame.overlay.color = dispelcolor; + if not frame.overlay:IsShown() then frame.overlay:Show() end + end + elseif next(frame.heal) then + -- major heals needed + if frame.overlay.color ~= healcolor then + frame.overlay:SetVertexColor(unpack(healcolor)); + frame.overlay.color = healcolor; + if not frame.overlay:IsShown() then frame.overlay:Show() end + end + else + if frame.overlay.color ~= nil then + frame.overlay.color = nil; + if frame.overlay:IsShown() then frame.overlay:Hide() end + end end end end