X-Git-Url: https://www.aleksib.fi/git/wowui.git/blobdiff_plain/c39801df4486661ba42940fa59d24536e27131a1..ad2fc470655e9da22392622c038e92cb1de8ddf9:/kehys/updater.lua diff --git a/kehys/updater.lua b/kehys/updater.lua index f881ff7..a3bd53c 100644 --- a/kehys/updater.lua +++ b/kehys/updater.lua @@ -15,11 +15,11 @@ local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs; local dispelcolor = addon.Colors.OverlayColorDispel; local charmcolor = addon.Colors.OverlayColorCharm; local majorcolor = addon.Colors.OverlayColorAlert; +local healcolor = addon.Colors.OverlayColorHeal; -local function updateAuras() - -- TODO - return false; -end +local ignoredAuras = { + [315176] = true, -- Grasping Tendrils +}; function addon.FrameUpdate(frame) assert(type(frame) == "table", "FrameUpdate received invalid frame parameter!"); @@ -42,7 +42,6 @@ function addon.FrameUpdate(frame) if frame.shieldhl:IsShown() then frame.shieldhl:Hide() end if frame.healpred:IsShown() then frame.healpred:Hide() end if frame.healabsorb:IsShown() then frame.healabsorb:Hide() end - --if frame.auras:IsShown() then frame.auras:Hide() end frame.prev.health = nil; frame.prev.hmax = nil; elseif not UnitIsConnected(unit) then @@ -53,7 +52,6 @@ function addon.FrameUpdate(frame) if frame.shieldhl:IsShown() then frame.shieldhl:Hide() end if frame.healpred:IsShown() then frame.healpred:Hide() end if frame.healabsorb:IsShown() then frame.healabsorb:Hide() end - --if frame.auras:IsShown() then frame.auras:Hide() end frame.prev.health = nil; frame.prev.hmax = nil; else @@ -125,32 +123,78 @@ function addon.FrameUpdate(frame) elseif frame.healpred:IsShown() then frame.healpred:Hide(); end - -- auras - if frame.alert and next(frame.alert) 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 + -- 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(); + 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 - elseif 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 UnitDebuff(unit, 1, "RAID") ~= nil 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 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