function addon.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");
function addon.RegisterUnitEvents(frame)
-- events are taken from FrameXML/CompactUnitFrame.lua
local displayed = frame.unit ~= frame.displayed and frame.displayed or nil;
- frame:RegisterUnitEvent("UNIT_HEALTH_FREQUENT", frame.unit, displayed);
- frame:RegisterUnitEvent("UNIT_MAXHEALTH", 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);
- frame:RegisterUnitEvent("UNIT_ABSORB_AMOUNT_CHANGED", frame.unit, displayed);
- 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("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);
end
local registerUnitEvents = addon.RegisterUnitEvents;
-local function updateText(frame, unit)
- if UnitIsDeadOrGhost(unit) then
- frame.dead = true;
- 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) then
- frame.text:SetText("dnd");
- frame.text:Show();
- else
- frame.text:Hide();
- end
-end
-addon.Events.UpdateText = updateText;
-
-local function updateMaxHealth(frame, unit)
- frame.health.max = UnitHealthMax(unit);
-end
-addon.Events.UpdateMaxHealth = updateMaxHealth;
-
-local function updateHealth(frame, unit)
- local current, max = UnitHealth(unit), frame.health.max;
- if current == frame.prev.health then
- return false;
- end
- frame.prev.health = current;
- 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);
- frame.health.width = width;
- updateMaxHealth(frame, unit);
- frame.health:Show();
- elseif current <= 0 or UnitIsDeadOrGhost(unit) then
- frame.health:Hide();
- updateText(frame, unit); -- update death
- else
- local w = current/max*width;
- frame.health:SetWidth(w);
- frame.health.width = w;
- frame.health:Show();
- end
-
- if frame.dead and current > 0 then
- frame.dead = nil;
- updateText(frame, unit); -- update revive
- end
- return true;
-end
-addon.Events.UpdateHealth = updateHealth;
-
local function updateName(frame, unit)
local name = UnitName(unit);
if not name then return end
end
addon.Events.UpdateName = updateName;
-local function updateHealPred(frame, unit)
- local incoming = UnitGetIncomingHeals(unit) or 0;
- if incoming > 0 then
- incoming = (incoming / frame.health.max) * width;
- -- always at least 1 pixel space for heal prediction
- frame.healpred:SetWidth(min(width - frame.health.width + 1, incoming));
- if not frame.healpred:IsShown() then frame.healpred:Show() end
- else
- if frame.healpred:IsShown() then frame.healpred:Hide() end
- end
-end
-addon.Events.UpdateHealPred = updateHealPred;
-
-local function updateShield(frame, unit)
- local shield = UnitGetTotalAbsorbs(unit) or 0;
- if shield > 0 then
- local space = width - frame.health.width;
- shield = (shield / frame.health.max) * width;
- if space == 0 then
- if frame.shield:IsShown() then frame.shield:Hide() end
- if not frame.shieldhl:IsShown() then frame.shieldhl:Show() end
- elseif space < shield then
- frame.shield:SetWidth(space);
- if not frame.shield:IsShown() then frame.shield:Show() end
- if not frame.shieldhl:IsShown() then frame.shieldhl:Show() end
- else
- frame.shield:SetWidth(shield);
- if not frame.shield:IsShown() then frame.shield:Show() end
- if frame.shieldhl:IsShown() then frame.shieldhl:Hide() end
- end
- else
- if frame.shield:IsShown() then frame.shield:Hide() end
- if frame.shieldhl:IsShown() then frame.shieldhl:Hide() end
- end
-end
-addon.Events.UpdateShield = updateShield;
-
-local function updateHealAbsorb(frame, unit)
- local absorb = UnitGetTotalHealAbsorbs(unit) or 0;
- if absorb > 0 then
- absorb = (absorb / frame.health.max) * width;
- frame.healabsorb:SetWidth(min(frame.health.width, absorb));
- frame.healabsorb:Show();
- else
- frame.healabsorb:Hide();
- end
-end
-addon.Events.UpdateHealAbsorb = updateHealAbsorb;
-
-local function updateAuras(frame, unit)
- -- don't overlay charmed when in vehicle
- --[[if UnitIsCharmed(unit) and unit == frame.unit then
- if frame.overlay.color ~= overlayColorCharm then
- frame.overlay:SetVertexColor(unpack(overlayColorCharm));
- frame.overlay.color = overlayColorCharm;
- frame.overlay:Show();
- end
- else--]]
- if UnitDebuff(unit, 1, "RAID") ~= nil then
- -- something dispellable
- if frame.overlay.color ~= overlayColorDispel then
- frame.overlay:SetVertexColor(unpack(overlayColorDispel));
- frame.overlay.color = overlayColorDispel;
- 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
-addon.Events.UpdateAuras = updateAuras;
-
local function updateAggro(frame, unit)
local status = UnitThreatSituation(unit);
if status and status > 0 then
addon.Events.UpdateRaidMarker = updateRaidMarker;
local eventFuncs = {
- ["UNIT_HEALTH"] = function(frame)
- if updateHealth(frame, frame.displayed) then
- updateShield(frame, frame.displayed);
- updateHealAbsorb(frame, frame.displayed);
- -- no heal prediction update, that doesn't overflow too much
- end
- end,
- ["UNIT_AURA"] = function(frame)
- updateAuras(frame, frame.displayed);
- end,
- ["UNIT_HEAL_PREDICTION"] = function(frame)
- updateHealPred(frame, frame.displayed);
- end,
- ["UNIT_ABSORB_AMOUNT_CHANGED"] = function(frame)
- updateShield(frame, frame.displayed);
- end,
- ["UNIT_HEAL_ABSORB_AMOUNT_CHANGED"] = function(frame)
- updateHealAbsorb(frame, frame.displayed);
- end,
["UNIT_THREAT_SITUATION_UPDATE"] = function(frame)
updateAggro(frame, frame.displayed);
end,
- ["UNIT_MAXHEALTH"] = function(frame)
- updateMaxHealth(frame, frame.displayed);
- updateHealth(frame, frame.displayed);
- updateShield(frame, frame.displayed);
- updateHealAbsorb(frame, frame.displayed);
- end,
["UNIT_NAME_UPDATE"] = function(frame)
updateName(frame, frame.unit);
end,
- ["UNIT_CONNECTION"] = function(frame)
- updateText(frame, frame.displayed);
- end,
["PLAYER_ROLES_ASSIGNED"] = function(frame)
updateRole(frame, frame.unit);
end,
["UPDATE_ALL_BARS"] = function(frame)
updateRole(frame, frame.unit);
updateVehicle(frame);
- updateMaxHealth(frame, frame.displayed);
- updateHealth(frame, frame.displayed);
- updateText(frame, frame.displayed);
- updateAuras(frame, frame.displayed);
- updateShield(frame, frame.displayed);
- --updateHealPred(frame, frame.displayed);
- updateHealAbsorb(frame, frame.displayed);
updateAggro(frame, frame.displayed);
updateName(frame, frame.unit);
updateReadyCheck(frame, frame.unit);
updateRaidMarker(frame, frame.displayed);
end,
};
-eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"];
-eventFuncs["PLAYER_FLAGS_CHANGED"] = eventFuncs["UNIT_CONNECTION"];
eventFuncs["READY_CHECK_CONFIRM"] = eventFuncs["READY_CHECK"];
eventFuncs["READY_CHECK_FINISHED"] = eventFuncs["READY_CHECK"];
eventFuncs["UNIT_ENTERED_VEHICLE"] = eventFuncs["UPDATE_ALL_BARS"];
--- /dev/null
+-- updater.lua
+-- 2019 Aleksi Blinnikka
+--
+-- Main update function for all frames. Gets around issues with events.
+local _, addon = ...;
+local unpack = unpack;
+local min = math.min;
+local UnitDebuff, UnitIsCharmed = UnitDebuff, UnitIsCharmed;
+local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax;
+local UnitIsAFK, UnitIsDND = UnitIsAFK, UnitIsDND;
+local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
+local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
+local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
+
+local dispelcolor = addon.Colors.OverlayColorDispel;
+local charmcolor = addon.Colors.OverlayColorCharm;
+local majorcolor = addon.Colors.OverlayColorAlert;
+
+local function updateAuras()
+ -- TODO
+ return false;
+end
+
+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);
+ end
+ -- states
+ if UnitIsDeadOrGhost(unit) then
+ frame.text:SetText("Dead");
+ if not frame.text:IsShown() then frame.text:Show() end
+ if frame.health:IsShown() then frame.health:Hide() end
+ if frame.shield:IsShown() then frame.shield: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
+ elseif not UnitIsConnected(unit) then
+ frame.text:SetText("DC");
+ if not frame.text:IsShown() then frame.text:Show() end
+ if frame.health:IsShown() then frame.health:Hide() end
+ if frame.shield:IsShown() then frame.shield: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
+ else
+ if UnitIsAFK(unit) then
+ frame.text:SetText("afk");
+ if not frame.text:IsShown() then frame.text:Show() end
+ elseif UnitIsDND(unit) then
+ frame.text:SetText("dnd");
+ if not frame.text:IsShown() then frame.text:Show() end
+ else
+ if frame.text:IsShown() then frame.text:Hide() end
+ end
+ -- health
+ local current, hmax = UnitHealth(unit), UnitHealthMax(unit);
+ if frame.prev.health ~= current or frame.prev.hmax ~= hmax then
+ frame.prev.health = current;
+ frame.prev.hmax = hmax;
+ if hmax < current or hmax <= 1 then
+ frame.health:SetWidth(width);
+ frame.health.width = width;
+ if not frame.health:IsShown() then frame.health:Show() end
+ elseif current <= 0 then
+ if frame.health:IsShown() then frame.health:Hide() end
+ else
+ local w = current/hmax*width;
+ frame.health:SetWidth(w);
+ frame.health.width = w;
+ if not frame.health:IsShown() then frame.health:Show() end
+ end
+ end
+ -- shield
+ local hwidth = frame.health.width;
+ current = UnitGetTotalAbsorbs(unit) or 0;
+ if current > 0 then
+ local space = width - hwidth;
+ current = (current / hmax) * width;
+ if space == 0 then
+ if frame.shield:IsShown() then frame.shield:Hide() end
+ if not frame.shieldhl:IsShown() then frame.shieldhl:Show() end
+ elseif space < current then
+ frame.shield:SetWidth(space);
+ if not frame.shield:IsShown() then frame.shield:Show() end
+ if not frame.shieldhl:IsShown() then frame.shieldhl:Show() end
+ else
+ frame.shield:SetWidth(current);
+ if not frame.shield:IsShown() then frame.shield:Show() end
+ if frame.shieldhl:IsShown() then frame.shieldhl:Hide() end
+ end
+ else
+ if frame.shield:IsShown() then frame.shield:Hide() end
+ if frame.shieldhl:IsShown() then frame.shieldhl:Hide() end
+ end
+ -- heal absorb
+ current = UnitGetTotalHealAbsorbs(unit) or 0;
+ if current > 0 then
+ current = (current / hmax) * width;
+ frame.healabsorb:SetWidth(min(hwidth, current));
+ if not frame.healabsorb:IsShown() then frame.healabsorb:Show() end
+ elseif frame.healabsorb:IsShown() then
+ frame.healabsorb:Hide();
+ end
+ -- heal prediction
+ current = UnitGetIncomingHeals(unit) or 0;
+ if current > 0 then
+ current = (current / hmax) * width;
+ -- at least 1 pixel prediction shown
+ frame.healpred:SetWidth(min(width - hwidth + 1, current));
+ if not frame.healpred:IsShown() then frame.healpred:Show() end
+ elseif frame.healpred:IsShown() then
+ frame.healpred:Hide();
+ end
+ -- auras
+ if updateAuras(frame, unit) 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
+ end
+ end
+ end
+end