X-Git-Url: https://www.aleksib.fi/git/wowui.git/blobdiff_plain/a0d7f3ac4eccb0300ead1d3c745b9b2587351c7e..7b95a32f32a637e9e3780d45d10691fd37c64693:/OmaRF/CFrame.lua diff --git a/OmaRF/CFrame.lua b/OmaRF/CFrame.lua index 9d1e678..64db699 100644 --- a/OmaRF/CFrame.lua +++ b/OmaRF/CFrame.lua @@ -3,8 +3,8 @@ local _; local unpack, pairs, ipairs = unpack, pairs, ipairs; local ssub = string.sub; local min = math.min; -local UnitName, UnitClass = UnitName, UnitClass; -local UnitInRange, UnitDebuff, UnitIsCharmed = UnitInRange, UnitDebuff, UnitIsCharmed; +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 UnitInParty, UnitInRaid = UnitInParty, UnitInRaid; @@ -14,10 +14,13 @@ local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected; local UnitHasIncomingResurrection = UnitHasIncomingResurrection; local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs; local IsInGroup, IsInRaid = IsInGroup, IsInRaid; +local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI; +local UnitGroupRolesAssigned = UnitGroupRolesAssigned; local CTimerAfter = C_Timer.After; local RAID_CLASS_COLORS = RAID_CLASS_COLORS; local Frames = OmaFrames; +local registerEvents = OmaFrames.RegisterEvents; local Indicators = OmaIndicators; local checkIndicators = Indicators.CheckIndicators; @@ -36,25 +39,39 @@ local powerColors = Frames.PowerColors; local function updateHealth(frame, unit) local current, max = UnitHealth(unit), frame.health.max; - local healthLost = max - current; + frame.health:Show(); -- sanity check, occasionally UnitHealthMax gives zero - if max > 0 then + 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); - frame.text:Hide(); return; end if UnitIsDeadOrGhost(unit) then - frame.health:SetWidth(1); + frame.health:Hide(); + end +end + +local function updateText(frame, unit) + local current, max = UnitHealth(unit), frame.health.max; + local healthLost = max - current; + if UnitIsDeadOrGhost(unit) then if UnitHasIncomingResurrection(unit) then frame.text:SetText("Rez"); else frame.text:SetText("Dead"); end elseif not UnitIsConnected(unit) then - frame.health:SetWidth(1); frame.text:SetText("DC"); elseif healthLost > 0 then if healthLost > 1200000000 then -- 1.2B @@ -74,13 +91,20 @@ end local function updateMaxHealth(frame, unit) frame.health.max = UnitHealthMax(unit); - updateHealth(frame, unit); end local function updatePower(frame, unit) - local max = frame.mana.max; + local current, max = UnitPower(unit), frame.mana.max; -- sanity check, occasionally UnitPowerMax gives zero - if max > 0 then + 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 frame.mana:SetWidth(width); @@ -89,11 +113,10 @@ end local function updateMaxPower(frame, unit) frame.mana.max = UnitPowerMax(unit); - updatePower(frame, unit); end local function updatePowerColor(frame, unit) - frame.mana:SetColorTexture(unpack(powerColors[UnitPowerType(unit)])); + frame.mana:SetVertexColor(unpack(powerColors[UnitPowerType(unit)])); end local function updateName(frame, unit) @@ -157,13 +180,14 @@ local function updateAuras(frame, unit) if UnitDebuff(unit, 1, "RAID") ~= nil then -- something dispellable if frame.overlay.color ~= overlayColorDispel then - frame.overlay:SetColorTexture(unpack(overlayColorDispel)); + frame.overlay:SetVertexColor(unpack(overlayColorDispel)); frame.overlay:Show(); frame.overlay.color = overlayColorDispel; end - elseif UnitIsCharmed(unit) then + -- don't overlay charmed when in vehicle + elseif UnitIsCharmed(unit) and unit == frame.unit then if frame.overlay.color ~= overlayColorCharm then - frame.overlay:SetColorTexture(unpack(overlayColorCharm)); + frame.overlay:SetVertexColor(unpack(overlayColorCharm)); frame.overlay:Show(); frame.overlay.color = overlayColorCharm; end @@ -178,177 +202,125 @@ end local function updateAggro(frame, unit) local status = UnitThreatSituation(unit); if status and status > 0 then - frame.base:SetColorTexture(GetThreatStatusColor(status)); + frame.base:SetVertexColor(GetThreatStatusColor(status)); else - frame.base:SetColorTexture(unpack(baseColor)); + frame.base:SetVertexColor(unpack(baseColor)); + end +end + +local function updateVehicle(frame) + 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); + end + elseif frame.inVehicle then + frame.inVehicle = false; + frame.displayed = frame.unit; + registerEvents(frame); + end +end + +local function updateRole(frame, unit) + local role = UnitGroupRolesAssigned(unit); + if role == "HEALER" then + frame.role:SetTexCoord(0.75, 1, 0, 1); + frame.role:Show(); + elseif role == "TANK" then + frame.role:SetTexCoord(0.5, 0.75, 0, 1); + frame.role:Show(); + else + frame.role:Hide(); end end local eventFuncs = { - ["UNIT_HEALTH"] = function(frame, unit) - updateHealth(frame, unit); - updateShield(frame, unit); - updateHealAbsorb(frame, unit); + ["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, unit) - updatePower(frame, unit); + ["UNIT_POWER"] = function(frame) + updatePower(frame, frame.displayed); end, - ["UNIT_AURA"] = function(frame, unit) - updateAuras(frame, unit); + ["UNIT_AURA"] = function(frame) + updateAuras(frame, frame.displayed); end, - ["UNIT_HEAL_PREDICTION"] = function(frame, unit) - updateHealPred(frame, unit); + ["UNIT_HEAL_PREDICTION"] = function(frame) + updateHealPred(frame, frame.displayed); end, - ["UNIT_ABSORB_AMOUNT_CHANGED"] = function(frame, unit) - updateShield(frame, unit); + ["UNIT_ABSORB_AMOUNT_CHANGED"] = function(frame) + updateShield(frame, frame.displayed); end, - ["UNIT_HEAL_ABSORB_AMOUNT_CHANGED"] = function(frame, unit) - updateHealAbsorb(frame, unit); + ["UNIT_HEAL_ABSORB_AMOUNT_CHANGED"] = function(frame) + updateHealAbsorb(frame, frame.displayed); end, - ["UNIT_THREAT_SITUATION_UPDATE"] = function(frame, unit) - updateAggro(frame, unit); + ["UNIT_THREAT_SITUATION_UPDATE"] = function(frame) + updateAggro(frame, frame.displayed); end, - ["UNIT_MAXHEALTH"] = function(frame, unit) - updateMaxHealth(frame, unit); + ["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, unit) - updateMaxPower(frame, unit); + ["UNIT_MAXPOWER"] = function(frame) + updateMaxPower(frame, frame.displayed); + updatePower(frame, frame.displayed); end, - ["UNIT_DISPLAYPOWER"] = function(frame, unit) - updatePowerColor(frame, unit); + ["UNIT_DISPLAYPOWER"] = function(frame) + updatePowerColor(frame, frame.displayed); end, - ["UNIT_NAME_UPDATE"] = function(frame, unit) - updateName(frame, unit); + ["UNIT_NAME_UPDATE"] = function(frame) + updateName(frame, frame.displayed); end, - ["UNIT_CONNECTION"] = function(frame, unit) - updateHealth(frame, unit); + ["UNIT_CONNECTION"] = function(frame) + updateText(frame, frame.displayed); end, - ["INCOMING_RESURRECT_CHANGED"] = function(frame, unit) + ["INCOMING_RESURRECT_CHANGED"] = function(frame) -- TODO have an icon - updateHealth(frame, unit); + updateText(frame, frame.displayed); end, ["PARTY_MEMBER_ENABLE"] = function(frame) -- new power info possibly (FrameXML/CompactUnitFrame.lua) - updateMaxPower(frame, frame.unit); - updatePowerColor(frame, frame.unit); + updateMaxPower(frame, frame.displayed); + updatePowerColor(frame, frame.displayed); + end, + ["PLAYER_ROLES_ASSIGNED"] = function(frame) + updateRole(frame, frame.unit); end, - ["UPDATE_ALL_BARS"] = function(frame, unit) - updateMaxHealth(frame, unit); - updateMaxPower(frame, unit); - --updateHealth(frame, unit); -- MaxHealth covers this - --updatePower(frame, unit); -- MaxPower covers this - updateAuras(frame, unit); - updateShield(frame, unit); - updateHealPred(frame, unit); - updateHealAbsorb(frame, unit); - updatePowerColor(frame, unit); - updateAggro(frame, unit); - updateName(frame, unit); + ["UPDATE_ALL_BARS"] = function(frame) + 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); + updateAggro(frame, frame.displayed); + updateName(frame, frame.displayed); + updateRole(frame, frame.unit); end, }; eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"]; eventFuncs["PARTY_MEMBER_DISABLE"] = eventFuncs["PARTY_MEMBER_ENABLE"]; -local function unitEvent(self, event, ...) - local arg1, arg2, arg3, arg4 = ...; - eventFuncs[event](self, arg1); -end - -local function unitUpdate(self, elapsed) - -- there's no in/out of range event, have to check each frame - -- from FrameXML/CompactUnitFrame.lua - local inRange, checked = UnitInRange(self.unit); - if checked and not inRange then - self:SetAlpha(0.55); - else - self:SetAlpha(1); - end -end - -local function registerEvents(frame, unit) - -- events are taken from FrameXML/CompactUnitFrame.lua - -- TODO vehicle support, ready check support, raid marker support, - -- player flags support (/afk, /dnd) - -- TODO only update for vehicle events here - frame:RegisterEvent("PARTY_MEMBER_ENABLE"); - frame:RegisterEvent("PARTY_MEMBER_DISABLE"); - frame:RegisterUnitEvent("UNIT_HEALTH", unit); - frame:RegisterUnitEvent("UNIT_HEALTH_FREQUENT", unit); - frame:RegisterUnitEvent("UNIT_MAXHEALTH", unit); - frame:RegisterUnitEvent("UNIT_POWER", unit); - frame:RegisterUnitEvent("UNIT_MAXPOWER", unit); - frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", unit); - frame:RegisterUnitEvent("UNIT_NAME_UPDATE", unit); - frame:RegisterUnitEvent("UNIT_AURA", unit); - frame:RegisterUnitEvent("UNIT_HEAL_PREDICTION", unit); - frame:RegisterUnitEvent("UNIT_ABSORB_AMOUNT_CHANGED", unit); - frame:RegisterUnitEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", unit); - frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", unit); - frame:RegisterUnitEvent("UNIT_CONNECTION", unit); - frame:RegisterUnitEvent("INCOMING_RESURRECT_CHANGED", unit); -end - -local function vis(frame, vis) - if vis then - frame:Show(); - frame:SetScript("OnUpdate", unitUpdate); - --frame:UnregisterAllEvents(); - --registerEvents(frame, frame.unit); - -- wait one frame to update data - -- create function if needed to pass arguments to unitEvent - local func = updaters[frame]; - if not func then - func = function() unitEvent(frame, "UPDATE_ALL_BARS", frame.unit) end; - updaters[frame] = func; - end - CTimerAfter(0.01, func); - else - frame:Hide(); - frame:SetScript("OnUpdate", nil); - --frame:UnregisterAllEvents(); - end; -end - -local function updateGroup() - if IsInGroup() then - if IsInRaid() then - -- show raid - for _, val in ipairs(raid) do - if UnitInRaid(val.frame.unit) then - vis(val.frame, true); - elseif val.frame:IsShown() then - vis(val.frame, false); - end - end - -- hide player + party (use pairs, not ipairs) - for _, val in pairs(party) do - if val.frame:IsShown() then vis(val.frame, false) end - end - else - -- show player + party - for _, val in pairs(party) do - if UnitInParty(val.frame.unit) then - vis(val.frame, true); - elseif val.frame:IsShown() then - vis(val.frame, false); - end - end - -- hide raid - for _, val in ipairs(raid) do - if val.frame:IsShown() then vis(val.frame, false) end - end - end - else - -- show player - vis(party[0].frame, true); - -- hide all other frames - for _, val in ipairs(party) do - if val.frame:IsShown() then vis(val.frame, false) end - end - for _, val in ipairs(raid) do - if val.frame:IsShown() then vis(val.frame, false) end - end - end +eventFuncs["UNIT_ENTERED_VEHICLE"] = eventFuncs["UPDATE_ALL_BARS"]; +eventFuncs["UNIT_EXITED_VEHICLE"] = eventFuncs["UPDATE_ALL_BARS"]; +eventFuncs["UNIT_PET"] = eventFuncs["UPDATE_ALL_BARS"]; +eventFuncs["GROUP_ROSTER_UPDATE"] = eventFuncs["UPDATE_ALL_BARS"]; +--local function unitEvent(self, event, ...) +local function unitEvent(self, event) + --local arg1, arg2, arg3, arg4 = ...; + eventFuncs[event](self); end local function initialize() @@ -367,7 +339,7 @@ CFrame:RegisterEvent("PLAYER_REGEN_ENABLED"); CFrame:SetScript("OnEvent", function(self, event, ...) if event == "GROUP_ROSTER_UPDATE" or event == "PLAYER_REGEN_ENABLED" or event == "PLAYER_ENTERING_WORLD" then - updateGroup(); + --updateGroup(); elseif event == "PLAYER_LOGIN" then initialize(); elseif event == "ADDON_LOADED" then