X-Git-Url: https://www.aleksib.fi/git/wowui.git/blobdiff_plain/eeb41892047047322da96e7d6c6b006496b04010..ba91fb0c8ff2812932994f64f9513abfb08f33f7:/OmaRF/Events.lua diff --git a/OmaRF/Events.lua b/OmaRF/Events.lua index f5522c3..2cbcb41 100644 --- a/OmaRF/Events.lua +++ b/OmaRF/Events.lua @@ -7,14 +7,19 @@ 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 UnitIsAFK, UnitIsDND = UnitIsAFK, UnitIsDND; local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs; local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor; local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected; -local UnitHasIncomingResurrection = UnitHasIncomingResurrection; local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs; local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI; +local GetReadyCheckTimeLeft, GetReadyCheckStatus = GetReadyCheckTimeLeft, GetReadyCheckStatus; local UnitGroupRolesAssigned = UnitGroupRolesAssigned; +local GetRaidTargetIndex, SetRaidTargetIconTexture = GetRaidTargetIndex, SetRaidTargetIconTexture; local RAID_CLASS_COLORS = RAID_CLASS_COLORS; +local READY_CHECK_READY_TEXTURE = READY_CHECK_READY_TEXTURE; +local READY_CHECK_NOT_READY_TEXTURE = READY_CHECK_NOT_READY_TEXTURE; +local READY_CHECK_WAITING_TEXTURE = READY_CHECK_WAITING_TEXTURE; local checkIndicators = OmaRFIndicators.CheckIndicators; @@ -24,21 +29,52 @@ local overlayColorDispel = Settings.OverlayColorDispel; local overlayColorCharm = Settings.OverlayColorCharm; local overlayColorAlert = Settings.OverlayColorAlert; local powerColors = Settings.PowerColors; -local width = 10; +local width = Settings.Width; local M = {}; OmaRFEvents = M; function M.RegisterEvents(frame) + frame:RegisterEvent("PLAYER_ENTERING_WORLD"); + frame:RegisterEvent("PLAYER_ROLES_ASSIGNED"); + frame:RegisterEvent("READY_CHECK"); + frame:RegisterEvent("READY_CHECK_FINISHED"); + frame:RegisterEvent("GROUP_ROSTER_UPDATE"); + frame:RegisterEvent("RAID_TARGET_UPDATE"); + if frame.unit == "focus" then frame:RegisterEvent("PLAYER_FOCUS_CHANGED") end +end + +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"); + frame:UnregisterEvent("UNIT_POWER_BAR_SHOW"); + frame:UnregisterEvent("UNIT_POWER_BAR_HIDE"); +end + +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); + frame:RegisterUnitEvent("UNIT_POWER_BAR_SHOW", frame.unit); + frame:RegisterUnitEvent("UNIT_POWER_BAR_HIDE", frame.unit); +end + +function M.RegisterUnitEvents(frame) -- events are taken from FrameXML/CompactUnitFrame.lua - -- TODO ready check support, raid marker support, - -- player flags support (/afk, /dnd) local displayed = frame.unit ~= frame.displayed and frame.displayed or nil; frame:RegisterUnitEvent("UNIT_HEALTH", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_HEALTH_FREQUENT", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_MAXHEALTH", frame.unit, displayed); - frame:RegisterUnitEvent("UNIT_POWER", frame.unit, displayed); - frame:RegisterUnitEvent("UNIT_MAXPOWER", frame.unit, displayed); - frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_NAME_UPDATE", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_AURA", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_HEAL_PREDICTION", frame.unit, displayed); @@ -46,44 +82,48 @@ function M.RegisterEvents(frame) frame:RegisterUnitEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_CONNECTION", frame.unit, displayed); - frame:RegisterUnitEvent("INCOMING_RESURRECT_CHANGED", frame.unit, displayed); + frame:RegisterUnitEvent("PLAYER_FLAGS_CHANGED", frame.unit, displayed); + frame:RegisterUnitEvent("READY_CHECK_CONFIRM", frame.unit, displayed); + frame:RegisterUnitEvent("UNIT_ENTERED_VEHICLE", frame.unit, displayed); + frame:RegisterUnitEvent("UNIT_EXITED_VEHICLE", frame.unit, displayed); + frame:RegisterUnitEvent("UNIT_PET", frame.unit, displayed); +end +local registerUnitEvents = M.RegisterUnitEvents; + +local function updateMaxHealth(frame, unit) + frame.health.max = UnitHealthMax(unit); end -local registerEvents = M.RegisterEvents; 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(); elseif not UnitIsConnected(unit) then frame.text:SetText("DC"); frame.text:Show(); + elseif UnitIsAFK(unit) then + frame.text:SetText("afk"); + frame.text:Show(); + elseif UnitIsDND(unit) and healthLost == 0 then + frame.text:SetText("dnd"); + frame.text:Show(); elseif healthLost > 0 then if healthLost > 1200000000 then -- 1.2B frame.text:SetFormattedText("-%.1fB", healthLost / 1000000000); @@ -100,40 +140,24 @@ local function updateText(frame, unit) end end -local function updateIncomingRes(frame, unit) - 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 @@ -151,10 +175,10 @@ 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(); @@ -164,17 +188,20 @@ 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(); @@ -184,9 +211,8 @@ 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 @@ -195,25 +221,31 @@ local function updateHealAbsorb(frame, unit) end local function updateAuras(frame, unit) - checkIndicators(frame, unit); - if UnitDebuff(unit, 1, "RAID") ~= nil then + local alert = checkIndicators(frame, unit); + if alert then + if frame.overlay.color ~= overlayColorAlert then + frame.overlay:SetVertexColor(unpack(overlayColorAlert)); + 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 @@ -228,17 +260,18 @@ 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; frame.displayed = frame.vehicle; - registerEvents(frame); + registerUnitEvents(frame); end elseif frame.inVehicle then frame.inVehicle = false; frame.displayed = frame.unit; - registerEvents(frame); + registerUnitEvents(frame); end end @@ -247,11 +280,47 @@ local function updateRole(frame, unit) if role == "HEALER" then frame.role:SetTexCoord(0.75, 1, 0, 1); frame.role:Show(); + registerPower(frame); + frame.role.healer = true; elseif role == "TANK" then frame.role:SetTexCoord(0.5, 0.75, 0, 1); frame.role:Show(); + if frame.role.healer then + frame.role.healer = false; + unregisterPower(frame); + end else frame.role:Hide(); + if frame.role.healer then + frame.role.healer = false; + unregisterPower(frame); + end + end +end + +local function updateReadyCheck(frame, unit) + local status = GetReadyCheckStatus(unit); + if status == "ready" then + frame.ready:SetTexture(READY_CHECK_READY_TEXTURE); + frame.ready:Show() + elseif status == "notready" then + frame.ready:SetTexture(READY_CHECK_NOT_READY_TEXTURE); + frame.ready:Show() + elseif status == "waiting" then + frame.ready:SetTexture(READY_CHECK_WAITING_TEXTURE); + frame.ready:Show() + else + frame.ready:Hide() + end +end + +local function updateRaidMarker(frame, unit) + local index = GetRaidTargetIndex(unit); + if index then + SetRaidTargetIconTexture(frame.targeticon, index); + frame.targeticon:Show(); + else + frame.targeticon:Hide(); end end @@ -262,6 +331,9 @@ local eventFuncs = { updateShield(frame, frame.displayed); updateHealAbsorb(frame, frame.displayed); -- no heal prediction update, that doesn't overflow too much + -- raid marker update here, because marker is removed when unit dies + -- without a RAID_TARGET_UPDATE event + updateRaidMarker(frame, frame.unit); end, ["UNIT_POWER"] = function(frame) updatePower(frame, frame.displayed); @@ -294,6 +366,8 @@ local eventFuncs = { end, ["UNIT_DISPLAYPOWER"] = function(frame) updatePowerColor(frame, frame.displayed); + updateMaxPower(frame, frame.displayed); + updatePower(frame, frame.displayed); end, ["UNIT_NAME_UPDATE"] = function(frame) updateName(frame, frame.displayed); @@ -301,9 +375,6 @@ local eventFuncs = { ["UNIT_CONNECTION"] = function(frame) updateText(frame, frame.displayed); end, - ["INCOMING_RESURRECT_CHANGED"] = function(frame) - updateIncomingRes(frame, frame.unit); - end, ["PARTY_MEMBER_ENABLE"] = function(frame) -- new power info possibly (FrameXML/CompactUnitFrame.lua) updateMaxPower(frame, frame.displayed); @@ -312,35 +383,47 @@ local eventFuncs = { ["PLAYER_ROLES_ASSIGNED"] = function(frame) updateRole(frame, frame.unit); end, + ["READY_CHECK"] = function(frame) + updateReadyCheck(frame, frame.unit); + end, + ["RAID_TARGET_UPDATE"] = function(frame) + updateRaidMarker(frame, frame.displayed); + end, ["UPDATE_ALL_BARS"] = function(frame) + 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); - updateIncomingRes(frame, frame.unit); updateAggro(frame, frame.displayed); updateName(frame, frame.displayed); - updateRole(frame, frame.unit); + updateReadyCheck(frame, frame.unit); + updateRaidMarker(frame, frame.displayed); end, }; eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"]; eventFuncs["PARTY_MEMBER_DISABLE"] = eventFuncs["PARTY_MEMBER_ENABLE"]; +eventFuncs["PLAYER_FLAGS_CHANGED"] = eventFuncs["UNIT_CONNECTION"]; +eventFuncs["UNIT_POWER_BAR_SHOW"] = eventFuncs["UNIT_DISPLAYPOWER"]; +eventFuncs["UNIT_POWER_BAR_HIDE"] = eventFuncs["UNIT_DISPLAYPOWER"]; +eventFuncs["READY_CHECK_CONFIRM"] = eventFuncs["READY_CHECK"]; +eventFuncs["READY_CHECK_FINISHED"] = eventFuncs["READY_CHECK"]; 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"]; eventFuncs["PLAYER_ENTERING_WORLD"] = eventFuncs["UPDATE_ALL_BARS"]; +eventFuncs["PLAYER_FOCUS_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"]; + function M.UnitEvent(self, event) eventFuncs[event](self); end - -function M.LoadChar() - width = Settings.Character.Width; -end