X-Git-Url: https://www.aleksib.fi/git/wowui.git/blobdiff_plain/b13d011fccb7f54165883e06d1047d6570a62675..a4503dbcafe612d8afde480eaa2974f7440b6a4a:/OmaRF/CFrame.lua diff --git a/OmaRF/CFrame.lua b/OmaRF/CFrame.lua index 4aa70e6..14d33e3 100644 --- a/OmaRF/CFrame.lua +++ b/OmaRF/CFrame.lua @@ -3,52 +3,60 @@ local _; local unpack, pairs, ipairs = unpack, pairs, ipairs; local ssub = string.sub; local min = math.min; -local UnitName, UnitInRange, UnitDebuff = UnitName, UnitInRange, UnitDebuff; +local UnitName, UnitClass = UnitName, UnitClass; +local UnitInRange, UnitDebuff, UnitIsCharmed = UnitInRange, UnitDebuff, UnitIsCharmed; local UnitPower, UnitPowerMax, UnitPowerType = UnitPower, UnitPowerMax, UnitPowerType; local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax; local UnitInParty, UnitInRaid = UnitInParty, UnitInRaid; local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs; +local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor; +local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected; +local UnitHasIncomingResurrection = UnitHasIncomingResurrection; local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs; local IsInGroup, IsInRaid = IsInGroup, IsInRaid; -local UnitIsCharmed = UnitIsCharmed; -local CreateFrame, RegisterStateDriver, RegisterUnitWatch = CreateFrame, RegisterStateDriver, RegisterUnitWatch; -local SPELL_POWER_MANA = SPELL_POWER_MANA; -local checkIndicators = OmaCheckIndicators; +local CTimerAfter = C_Timer.After; +local RAID_CLASS_COLORS = RAID_CLASS_COLORS; + +local Frames = OmaFrames; +local Indicators = OmaIndicators; +local checkIndicators = Indicators.CheckIndicators; local CFrame = CreateFrame("Frame", "OmaCFrame", UIParent); local party = {}; local raid = {}; -local positions = {"TOPRIGHT", "BOTTOMLEFT"}; +local updaters = {}; --- configurable settings -local width, height = 80, 40; -local anchorX, anchorY = 0, -330; -local indSize = 14; -local bgColor = {0.7, 0.7, 0.7}; -local healthColor = {0.3, 0.3, 0.3}; -local shieldColor = {0, 0.7, 1}; -local shieldhlColor = {0.5, 0.8, 1}; -local healpredColor = {0.5, 0.6, 0.5}; -local healabsorbColor = {0.1, 0.1, 0.1}; -local overlayColorDispel = {1, 0.5, 0, 0.5}; -local overlayColorCharm = {0.8, 0, 1, 0.5}; -local overlayColorAlert = {1, 0, 0, 0.5}; -local powerColors = { - [SPELL_POWER_MANA] = {0, 0.5, 1}, - [SPELL_POWER_RAGE] = {1, 0.2, 0}, - [SPELL_POWER_FOCUS] = {1, 0.5, 0}, - [SPELL_POWER_ENERGY] = {1, 0.8, 0}, - [SPELL_POWER_RUNIC_POWER] = {0.9, 0, 0.1}, -}; --- watch to not remove mana entry -setmetatable(powerColors, {__index = function(t) return t[SPELL_POWER_MANA] end}); +local width, height = Frames.Width, Frames.Height; +local anchorX, anchorY = Frames.AnchorX, Frames.AnchorY; +local baseColor = Frames.BaseColor; +local overlayColorDispel = Frames.OverlayColorDispel; +local overlayColorCharm = Frames.OverlayColorCharm; +local overlayColorAlert = Frames.OverlayColorAlert; +local powerColors = Frames.PowerColors; local function updateHealth(frame, unit) - local current = UnitHealth(unit); - local _, max = frame.health:GetMinMaxValues(); + local current, max = UnitHealth(unit), frame.health.max; local healthLost = max - current; - frame.health:SetValue(current); - if healthLost > 0 then + -- sanity check, occasionally UnitHealthMax gives zero + if 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); + 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 frame.text:SetFormattedText("-%.1fB", healthLost / 1000000000); elseif healthLost > 1200000 then -- 1.2M @@ -58,74 +66,89 @@ local function updateHealth(frame, unit) else frame.text:SetFormattedText("-%d", healthLost) end - if not frame.text:IsShown() then frame.text:Show() end + frame.text:Show(); else - if frame.text:IsShown() then frame.text:Hide() end + frame.text:Hide(); end end local function updateMaxHealth(frame, unit) - frame.health:SetMinMaxValues(0, UnitHealthMax(unit)); + frame.health.max = UnitHealthMax(unit); + updateHealth(frame, unit); end local function updatePower(frame, unit) - frame.mana:SetValue(UnitPower(unit)); + local max = frame.mana.max; + -- sanity check, occasionally UnitPowerMax gives zero + if max > 0 then + frame.mana:SetWidth(UnitPower(unit)/max*width); + else + frame.mana:SetWidth(width); + end end local function updateMaxPower(frame, unit) - frame.mana:SetMinMaxValues(0, UnitPowerMax(unit)); + frame.mana.max = UnitPowerMax(unit); + updatePower(frame, unit); end local function updatePowerColor(frame, unit) - frame.mana:SetStatusBarColor(unpack(powerColors[UnitPowerType(unit)])); + frame.mana:SetColorTexture(unpack(powerColors[UnitPowerType(unit)])); end local function updateName(frame, unit) - frame.name:SetText(ssub(UnitName(unit), 1, 6)); + local name = UnitName(unit); + if not name then return end + frame.name:SetText(ssub(name, 1, 6)); + + local _, class = UnitClass(unit); + local color = RAID_CLASS_COLORS[class]; + if color then frame.name:SetVertexColor(color.r, color.g, color.b) end end local function updateHealPred(frame, unit) local incoming = UnitGetIncomingHeals(unit) or 0; if incoming > 0 then - local _, max = frame.health:GetMinMaxValues(); - local space = width - frame.health.bar:GetWidth() + 1; + local max = frame.health.max; + local space = width - frame.health:GetWidth() + 1; local pred = (incoming / max) * width; frame.healpred:SetWidth(min(space, pred)); - if not frame.healpred:IsShown() then frame.healpred:Show() end + frame.healpred:Show(); else - if frame.healpred:IsShown() then frame.healpred:Hide() end + frame.healpred:Hide(); end end local function updateShield(frame, unit) local shield = UnitGetTotalAbsorbs(unit) or 0; if shield > 0 then - local _, max = frame.health:GetMinMaxValues(); - local space = width - frame.health.bar:GetWidth(); + local max = frame.health.max; + local space = width - frame.health:GetWidth(); shield = (shield / max) * width; - frame.shield:SetWidth(min(space, shield)); - if not frame.shield:IsShown() then - frame.shield:Show(); + if space < shield then + frame.shield:SetWidth(space); frame.shieldhl:Show(); - end - else - if frame.shield:IsShown() then - frame.shield:Hide(); + else + frame.shield:SetWidth(shield); frame.shieldhl:Hide(); end + frame.shield:Show(); + else + frame.shield:Hide(); + frame.shieldhl:Hide(); end end local function updateHealAbsorb(frame, unit) local absorb = UnitGetTotalHealAbsorbs(unit) or 0; if absorb > 0 then - local _, max = frame.health:GetMinMaxValues(); - local space = frame.health.bar:GetWidth(); + local max = frame.health.max; + local space = frame.health:GetWidth(); absorb = (absorb / max) * width; frame.healabsorb:SetWidth(min(space, absorb)); - if not frame.healabsorb:IsShown() then frame.healabsorb:Show() end + frame.healabsorb:Show(); else - if frame.healabsorb:IsShown() then frame.healabsorb:Hide() end + frame.healabsorb:Hide(); end end @@ -152,45 +175,87 @@ local function updateAuras(frame, unit) end end +local function updateAggro(frame, unit) + local status = UnitThreatSituation(unit); + if status and status > 0 then + frame.base:SetColorTexture(GetThreatStatusColor(status)); + else + frame.base:SetColorTexture(unpack(baseColor)); + end +end + +local eventFuncs = { + ["UNIT_HEALTH"] = function(frame, unit) + updateHealth(frame, unit); + updateShield(frame, unit); + updateHealAbsorb(frame, unit); + -- no heal prediction update, that doesn't overflow too much + end, + ["UNIT_POWER"] = function(frame, unit) + updatePower(frame, unit); + end, + ["UNIT_AURA"] = function(frame, unit) + updateAuras(frame, unit); + end, + ["UNIT_HEAL_PREDICTION"] = function(frame, unit) + updateHealPred(frame, unit); + end, + ["UNIT_ABSORB_AMOUNT_CHANGED"] = function(frame, unit) + updateShield(frame, unit); + end, + ["UNIT_HEAL_ABSORB_AMOUNT_CHANGED"] = function(frame, unit) + updateHealAbsorb(frame, unit); + end, + ["UNIT_THREAT_SITUATION_UPDATE"] = function(frame, unit) + updateAggro(frame, unit); + end, + ["UNIT_MAXHEALTH"] = function(frame, unit) + updateMaxHealth(frame, unit); + end, + ["UNIT_MAXPOWER"] = function(frame, unit) + updateMaxPower(frame, unit); + end, + ["UNIT_DISPLAYPOWER"] = function(frame, unit) + updatePowerColor(frame, unit); + end, + ["UNIT_NAME_UPDATE"] = function(frame, unit) + updateName(frame, unit); + end, + ["UNIT_CONNECTION"] = function(frame, unit) + updateHealth(frame, unit); + end, + ["INCOMING_RESURRECT_CHANGED"] = function(frame, unit) + -- TODO have an icon + updateHealth(frame, unit); + end, + ["PARTY_MEMBER_ENABLE"] = function(frame) + -- new power info possibly (FrameXML/CompactUnitFrame.lua) + updateMaxPower(frame, frame.unit); + updatePowerColor(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); + updateName(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 = ...; - if event == "UNIT_HEALTH" or event == "UNIT_HEALTH_FREQUENT" then - updateHealth(self, arg1); - elseif event == "UNIT_POWER" then - updatePower(self, arg1); - elseif event == "UNIT_AURA" then - updateAuras(self, arg1); - elseif event == "UNIT_ABSORB_AMOUNT_CHANGED" then - updateShield(self, arg1); - elseif event == "UNIT_HEAL_PREDICTION" then - updateHealPred(self, arg1); - elseif event == "UNIT_HEAL_ABSORB_AMOUNT_CHANGED" then - updateHealAbsorb(self, arg1); - elseif event == "UNIT_MAXHEALTH" then - updateMaxHealth(self, arg1); - elseif event == "UNIT_MAXPOWER" then - updateMaxPower(self, arg1); - elseif event == "UNIT_DISPLAYPOWER" then - updatePowerColor(self, arg1); - elseif event == "UNIT_NAME_UPDATE" then - updateName(self, arg1); - elseif event == "UPDATE_ALL_BARS" then - updateHealth(self, arg1); - updatePower(self, arg1); - updateAuras(self, arg1); - updateShield(self, arg1); - updateHealPred(self, arg1); - updateHealAbsorb(self, arg1); - updateMaxHealth(self, arg1); - updateMaxPower(self, arg1); - updatePowerColor(self, arg1); - updateName(self, arg1); - end + eventFuncs[event](self, arg1); end local function unitUpdate(self, elapsed) -- there's no in/out of range event, have to check each frame - -- indicator update here? + -- from FrameXML/CompactUnitFrame.lua local inRange, checked = UnitInRange(self.unit); if checked and not inRange then self:SetAlpha(0.55); @@ -200,6 +265,11 @@ local function unitUpdate(self, elapsed) 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) + 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); @@ -211,6 +281,9 @@ local function registerEvents(frame, 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) @@ -219,7 +292,14 @@ local function vis(frame, vis) frame:SetScript("OnUpdate", unitUpdate); frame:UnregisterAllEvents(); registerEvents(frame, frame.unit); - unitEvent(frame, "UPDATE_ALL_BARS", 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); @@ -233,7 +313,7 @@ local function updateGroup() -- show raid for _, val in ipairs(raid) do if UnitInRaid(val.frame.unit) then - if not val.frame:IsShown() then vis(val.frame, true) end + vis(val.frame, true); elseif val.frame:IsShown() then vis(val.frame, false); end @@ -246,7 +326,7 @@ local function updateGroup() -- show player + party for _, val in pairs(party) do if UnitInParty(val.frame.unit) then - if not val.frame:IsShown() then vis(val.frame, true) end + vis(val.frame, true); elseif val.frame:IsShown() then vis(val.frame, false); end @@ -258,7 +338,7 @@ local function updateGroup() end else -- show player - if not party[0].frame:IsShown() then vis(party[0].frame, true) end + 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 @@ -269,211 +349,21 @@ local function updateGroup() end end -local function setupIndicators(frame) - frame.inds = CreateFrame("Frame", nil, frame); - frame.inds:SetAllPoints(); - for _, pos in pairs(positions) do - frame.inds[pos] = frame.inds:CreateTexture(nil, "OVERLAY"); - frame.inds[pos]:SetPoint(pos, frame.inds, pos); - frame.inds[pos]:SetWidth(indSize); - frame.inds[pos]:SetHeight(indSize); - frame.inds[pos]:SetTexture("Interface\\AddOns\\OmaRF\\images\\rhomb"); - frame.inds[pos]:Hide(); - end - frame.major = CreateFrame("Frame", nil, frame); - frame.major:SetPoint("TOPLEFT", frame, "TOPLEFT", 4, -indSize + 4); - frame.major:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT"); - for i = 1,3 do - frame.major[i] = frame.major:CreateTexture(nil, "OVERLAY"); - if i == 1 then - frame.major[i]:SetPoint("TOPLEFT", frame.major, "TOPLEFT"); - else - frame.major[i]:SetPoint("TOPLEFT", frame.major[i-1], "TOPLEFT"); - end - frame.major[i]:SetWidth(indSize*2); - frame.major[i]:SetHeight(indSize*2); - frame.major[i]:Hide(); - end -end - -local function setupFrame(frame, secure, unit) - -- create visuals - secure:SetWidth(width+2); - frame:SetWidth(width+2); - frame.base = frame:CreateTexture(nil, "BACKGROUND"); - frame.base:SetAllPoints(); - frame.base:SetColorTexture(0, 0, 0); - frame.background = frame:CreateTexture(nil, "BACKGROUND", nil, 1); - frame.background:SetPoint("TOPLEFT", frame, "TOPLEFT", 1, -1); - frame.background:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -1, 1); - frame.background:SetColorTexture(unpack(bgColor)); - frame.health = CreateFrame("StatusBar", nil, frame); - frame.health:SetPoint("TOPLEFT", frame.background, "TOPLEFT"); - frame.health:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT", 0, 2); - frame.health.bar = frame.health:CreateTexture(nil, "ARTWORK"); - frame.health.bar:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill"); - frame.health:SetStatusBarTexture(frame.health.bar); - frame.health:SetStatusBarColor(unpack(healthColor)); - frame.shield = frame.health:CreateTexture(nil, "ARTWORK"); - frame.shield:SetPoint("TOPLEFT", frame.health.bar, "TOPRIGHT"); - frame.shield:SetPoint("BOTTOMLEFT", frame.health.bar, "BOTTOMRIGHT"); - frame.shield:SetColorTexture(unpack(shieldColor)); - frame.shield:Hide(); - frame.shieldhl = frame:CreateTexture(nil, "ARTWORK"); - frame.shieldhl:SetPoint("TOPLEFT", frame.shield, "TOPRIGHT", -1, 0); - frame.shieldhl:SetPoint("BOTTOMRIGHT", frame.shield, "BOTTOMRIGHT", 1, 0); - frame.shieldhl:SetColorTexture(unpack(shieldhlColor)); - frame.shieldhl:Hide(); - frame.healpred = frame.health:CreateTexture(nil, "ARTWORK", nil, 1); - frame.healpred:SetPoint("TOPLEFT", frame.health.bar, "TOPRIGHT"); - frame.healpred:SetPoint("BOTTOMLEFT", frame.health.bar, "BOTTOMRIGHT"); - frame.healpred:SetColorTexture(unpack(healpredColor)); - frame.healpred:Hide(); - frame.healabsorb = frame.health:CreateTexture(nil, "ARTWORK", nil, 1); - frame.healabsorb:SetPoint("TOPRIGHT", frame.health.bar, "TOPRIGHT"); - frame.healabsorb:SetPoint("BOTTOMRIGHT", frame.health.bar, "BOTTOMRIGHT"); - frame.healabsorb:SetColorTexture(unpack(healabsorbColor)); - frame.healabsorb:Hide(); - frame.mana = CreateFrame("StatusBar", nil, frame); - frame.mana:SetPoint("TOPLEFT", frame.background, "BOTTOMLEFT", 0, 2); - frame.mana:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT"); - frame.mana.bar = frame.mana:CreateTexture(nil, "ARTWORK"); - frame.mana.bar:SetColorTexture(1, 1, 1); - frame.mana:SetStatusBarTexture(frame.mana.bar); - frame.overlay = frame.health:CreateTexture(nil, "ARTWORK", nil, 2); - frame.overlay:SetAllPoints(); - frame.overlay:Hide(); - frame.name = frame.health:CreateFontString(nil, "OVERLAY", "GameFontHighlight"); - frame.name:SetPoint("TOPLEFT", frame.background, "TOPLEFT"); - local name = UnitName(unit); - frame.name:SetText(name and ssub(name, 1, 6) or ""); - frame.text = frame.health:CreateFontString(nil, "OVERLAY", "GameFontHighlight"); - frame.text:SetFont(STANDARD_TEXT_FONT, 13); - frame.text:SetPoint("CENTER", frame.background, "CENTER"); - frame.text:Hide(); - setupIndicators(frame); - -- set attributes - secure:RegisterForClicks("AnyDown"); - secure:SetAttribute("type1", "spell"); -- left click - secure:SetAttribute("type2", "spell"); -- right click - secure:SetAttribute("shift-type1", "spell"); -- shift left click - secure:SetAttribute("shift-type2", "spell"); -- shift right click - secure:SetAttribute("ctrl-type1", "spell"); -- ctrl left click - secure:SetAttribute("alt-type2", "spell"); -- alt right click - secure:SetAttribute("alt-shift-type1", "spell"); -- alt+shift left click - secure:SetAttribute("alt-shift-type2", "spell"); -- alt+shift right click - secure:SetAttribute("spell1", "Holy Light"); - secure:SetAttribute("spell2", "Bestow Faith"); - secure:SetAttribute("shift-spell1", "Flash of Light"); - secure:SetAttribute("shift-spell2", "Light of the Martyr"); - secure:SetAttribute("ctrl-spell1", "Cleanse"); - secure:SetAttribute("alt-spell2", "Lay on Hands"); - secure:SetAttribute("alt-shift-spell1", "Beacon of Light"); - secure:SetAttribute("alt-shift-spell2", "Beacon of Faith"); - -- rest give target and menu - secure:SetAttribute("*type1", "target"); - secure:SetAttribute("*type2", "togglemenu"); -end - -local function initializeParty() - local secure = CreateFrame("Button", "OmaPartySecure0", CFrame, "SecureUnitButtonTemplate"); - local frame = CreateFrame("Frame", "OmaParty0", CFrame); - local unit = "player"; - secure:SetAttribute("unit", unit); - secure:SetPoint("TOPLEFT", CFrame, "TOPLEFT"); - secure:SetHeight(height+2); - frame.unit = unit; - frame:SetPoint("TOPLEFT", CFrame, "TOPLEFT"); - frame:SetHeight(height+2); - frame:SetScript("OnEvent", unitEvent); - frame:Hide(); - setupFrame(frame, secure, unit); - RegisterStateDriver(secure, "visibility", "[@player,group:raid] hide; show"); - party[0] = {secure=secure, frame=frame}; - for i = 1,4 do - local secure = CreateFrame("Button", "OmaPartySecure"..i, CFrame, "SecureUnitButtonTemplate"); - local frame = CreateFrame("Frame", "OmaParty"..i, CFrame); - local unit = "party"..i; - secure:SetAttribute("unit", unit); - secure:SetPoint("TOPLEFT", party[i-1].secure, "TOPRIGHT"); - secure:SetPoint("BOTTOMLEFT", party[i-1].secure, "BOTTOMRIGHT"); - frame.unit = unit; - frame:SetPoint("TOPLEFT", party[i-1].frame, "TOPRIGHT"); - frame:SetPoint("BOTTOMLEFT", party[i-1].frame, "BOTTOMRIGHT"); - frame:SetScript("OnEvent", unitEvent); - frame:Hide(); - setupFrame(frame, secure, unit); - RegisterUnitWatch(secure); - party[i] = {secure=secure, frame=frame}; - end -end - -local function initializeRaid() - local secure = CreateFrame("Button", "OmaRaidSecure1", CFrame, "SecureUnitButtonTemplate"); - local frame = CreateFrame("Frame", "OmaRaid1", CFrame); - local unit = "raid1"; - secure:SetAttribute("unit", unit); - secure:SetPoint("TOPLEFT", CFrame, "TOPLEFT"); - secure:SetHeight(height+2); - frame.unit = unit; - frame:SetPoint("TOPLEFT", CFrame, "TOPLEFT"); - frame:SetHeight(height+2); - frame:SetScript("OnEvent", unitEvent); - frame:Hide(); - setupFrame(frame, secure, unit); - RegisterUnitWatch(secure); - raid[1] = {secure=secure, frame=frame}; - for y = 1,7 do - local i = y*5+1; - local secure = CreateFrame("Button", "OmaRaidSecure"..i, CFrame, "SecureUnitButtonTemplate"); - local frame = CreateFrame("Frame", "OmaRaid"..i, CFrame); - local unit = "raid"..i; - secure:SetAttribute("unit", unit); - secure:SetPoint("TOPLEFT", raid[i-5].secure, "BOTTOMLEFT"); - secure:SetHeight(height+2); - frame.unit = unit; - frame:SetPoint("TOPLEFT", raid[i-5].frame, "BOTTOMLEFT"); - frame:SetHeight(height+2); - frame:SetScript("OnEvent", unitEvent); - frame:Hide(); - setupFrame(frame, secure, unit); - RegisterUnitWatch(secure); - raid[i] = {secure=secure, frame=frame}; - end - for y = 0,7 do - for x = 1,4 do - local i = y*5+x+1; - local secure = CreateFrame("Button", "OmaRaidSecure"..i, CFrame, "SecureUnitButtonTemplate"); - local frame = CreateFrame("Frame", "OmaRaid"..i, CFrame); - local unit = "raid"..i; - secure:SetAttribute("unit", unit); - secure:SetPoint("TOPLEFT", raid[i-1].secure, "TOPRIGHT"); - secure:SetPoint("BOTTOMLEFT", raid[i-1].secure, "BOTTOMRIGHT"); - frame.unit = unit; - frame:SetPoint("TOPLEFT", raid[i-1].frame, "TOPRIGHT"); - frame:SetPoint("BOTTOMLEFT", raid[i-1].frame, "BOTTOMRIGHT"); - frame:SetScript("OnEvent", unitEvent); - frame:Hide(); - setupFrame(frame, secure, unit); - RegisterUnitWatch(secure); - raid[i] = {secure=secure, frame=frame}; - end - end -end - local function initialize() CFrame:SetPoint("CENTER", nil, "CENTER", anchorX, anchorY); CFrame:SetHeight((height+2)*8); CFrame:SetWidth((width+2)*5+1); -- extra pixel for shield overflow - initializeParty(); - initializeRaid(); - updateGroup(); + Frames.InitializeParty(CFrame, party, unitEvent); + Frames.InitializeRaid(CFrame, raid, unitEvent); end CFrame:RegisterEvent("PLAYER_LOGIN"); +CFrame:RegisterEvent("PLAYER_ENTERING_WORLD"); CFrame:RegisterEvent("GROUP_ROSTER_UPDATE"); +CFrame:RegisterEvent("PLAYER_REGEN_ENABLED"); CFrame:SetScript("OnEvent", function(self, event, ...) - if event == "GROUP_ROSTER_UPDATE" then + if event == "GROUP_ROSTER_UPDATE" or event == "PLAYER_REGEN_ENABLED" or + event == "PLAYER_ENTERING_WORLD" then updateGroup(); elseif event == "PLAYER_LOGIN" then initialize();