local UnitInParty, UnitInRaid = UnitInParty, UnitInRaid;
local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
+local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
local IsInGroup, IsInRaid = IsInGroup, IsInRaid;
local UnitIsCharmed = UnitIsCharmed;
+local CTimerAfter = C_Timer.After;
+local UnitClass = UnitClass;
+local UnitHasIncomingResurrection = UnitHasIncomingResurrection;
+local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor;
+local RAID_CLASS_COLORS = RAID_CLASS_COLORS;
local CreateFrame, RegisterStateDriver, RegisterUnitWatch = CreateFrame, RegisterStateDriver, RegisterUnitWatch;
local SPELL_POWER_MANA = SPELL_POWER_MANA;
local checkIndicators = OmaCheckIndicators;
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 baseColor = {0, 0, 0};
local bgColor = {0.7, 0.7, 0.7};
local healthColor = {0.3, 0.3, 0.3};
local shieldColor = {0, 0.7, 1};
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_RAGE] = {1, 0, 0},
[SPELL_POWER_FOCUS] = {1, 0.5, 0},
[SPELL_POWER_ENERGY] = {1, 0.8, 0},
[SPELL_POWER_RUNIC_POWER] = {0.9, 0, 0.1},
setmetatable(powerColors, {__index = function(t) return t[SPELL_POWER_MANA] end});
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
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
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 function unitEvent(self, event, ...)
local arg1, arg2, arg3, arg4 = ...;
if event == "UNIT_HEALTH" or event == "UNIT_HEALTH_FREQUENT" then
updateHealth(self, arg1);
+ updateShield(self, arg1);
+ updateHealAbsorb(self, arg1);
+ -- no heal prediction update, that doesn't overflow too much
elseif event == "UNIT_POWER" then
updatePower(self, arg1);
elseif event == "UNIT_AURA" then
updateHealPred(self, arg1);
elseif event == "UNIT_HEAL_ABSORB_AMOUNT_CHANGED" then
updateHealAbsorb(self, arg1);
+ elseif event == "UNIT_THREAT_SITUATION_UPDATE" then
+ updateAggro(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 == "INCOMING_RESURRECT_CHANGED" then
+ -- TODO have an icon
+ updateHealth(self, arg1);
elseif event == "UNIT_NAME_UPDATE" then
updateName(self, arg1);
- elseif event == "UPDATE_ALL_BARS" then
+ elseif event == "PARTY_MEMBER_ENABLE" or event == "PARTY_MEMBER_DISABLE" then
+ -- new power info possibly (FrameXML/CompactUnitFrame.lua)
+ updateMaxPower(self, self.unit);
+ updatePowerColor(self, self.unit);
+ elseif event == "UNIT_CONNECTION" then
updateHealth(self, arg1);
- updatePower(self, arg1);
+ elseif event == "UPDATE_ALL_BARS" then
+ updateMaxHealth(self, arg1);
+ updateMaxPower(self, arg1);
+ --updateHealth(self, arg1); -- MaxHealth covers this
+ --updatePower(self, arg1); -- MaxPower covers this
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
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);
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);
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)
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);
-- 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
-- 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
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
local function setupIndicators(frame)
frame.inds = CreateFrame("Frame", nil, frame);
frame.inds:SetAllPoints();
+ frame.inds:Hide();
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]:SetVertexColor(1, 0, 0);
frame.inds[pos]:Hide();
+ frame.inds[pos].text = frame.inds:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
+ frame.inds[pos].text:SetPoint("BOTTOMRIGHT", frame.inds[pos], "BOTTOMRIGHT");
+ frame.inds[pos].text:Hide();
end
frame.major = CreateFrame("Frame", nil, frame);
frame.major:SetPoint("TOPLEFT", frame, "TOPLEFT", 4, -indSize + 4);
frame.major[i]:SetWidth(indSize*2);
frame.major[i]:SetHeight(indSize*2);
frame.major[i]:Hide();
+ frame.major[i].text = frame.major:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
+ frame.major[i].text:SetPoint("BOTTOMRIGHT", frame.major[i], "BOTTOMRIGHT");
+ frame.major[i].text:Hide();
+ frame.major[i].stack = frame.major:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
+ frame.major[i].stack:SetPoint("TOPLEFT", frame.major[i], "TOPLEFT");
+ frame.major[i].stack:Hide();
end
end
frame:SetWidth(width+2);
frame.base = frame:CreateTexture(nil, "BACKGROUND");
frame.base:SetAllPoints();
- frame.base:SetColorTexture(0, 0, 0);
+ frame.base:SetColorTexture(unpack(baseColor));
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 = frame:CreateTexture(nil, "BORDER");
+ frame.health:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
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.health:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT", 0, 2);
+ frame.health:SetVertexColor(unpack(healthColor));
+ frame.health:SetWidth(width);
+ frame.health.max = UnitHealthMax(unit);
+ frame.mana = frame:CreateTexture(nil, "BORDER");
+ frame.mana:SetPoint("TOPLEFT", frame.background, "BOTTOMLEFT", 0, 2);
+ frame.mana:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT");
+ frame.mana:SetColorTexture(1, 1, 1);
+ frame.mana:SetWidth(width);
+ frame.mana.max = UnitPowerMax(unit);
+ frame.shield = frame:CreateTexture(nil, "BORDER");
+ frame.shield:SetPoint("TOPLEFT", frame.health, "TOPRIGHT");
+ frame.shield:SetPoint("BOTTOMLEFT", frame.health, "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:SetPoint("TOPLEFT", frame.background, "TOPRIGHT", -1, 0);
+ frame.shieldhl:SetPoint("BOTTOMRIGHT", frame.background, "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 = frame:CreateTexture(nil, "ARTWORK");
+ frame.healpred:SetPoint("TOPLEFT", frame.health, "TOPRIGHT");
+ frame.healpred:SetPoint("BOTTOMLEFT", frame.health, "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 = frame:CreateTexture(nil, "ARTWORK");
+ frame.healabsorb:SetPoint("TOPRIGHT", frame.health, "TOPRIGHT");
+ frame.healabsorb:SetPoint("BOTTOMRIGHT", frame.health, "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 = frame:CreateTexture(nil, "ARTWORK", nil, 1);
+ frame.overlay:SetPoint("TOPLEFT", frame.background, "TOPLEFT");
+ frame.overlay:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT", 0, 2);
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.name = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
+ frame.name:SetPoint("CENTER", frame.background, "CENTER", 0, 11);
+ frame.text = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
frame.text:SetFont(STANDARD_TEXT_FONT, 13);
- frame.text:SetPoint("CENTER", frame.background, "CENTER");
+ frame.text:SetPoint("CENTER", frame.background, "CENTER", 0, -1);
frame.text:Hide();
setupIndicators(frame);
-- set attributes
CFrame:SetWidth((width+2)*5+1); -- extra pixel for shield overflow
initializeParty();
initializeRaid();
- updateGroup();
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();
-- Indicators.lua
local pairs, ipairs = pairs, ipairs;
+local floor = math.floor;
local GetTime = GetTime;
local UnitAura = UnitAura;
local UnitIsPlayer = UnitIsPlayer;
+local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
local CTimerAfter = C_Timer.After;
local watchedAuras = {
};
local updaters = {};
+local updating = {};
local positions = {"TOPRIGHT", "BOTTOMLEFT"};
local auraFilters = {"HELPFUL", "HARMFUL"};
--- TODO text
---[[local function remaining(expires, current)
- if expires == 0 then return "" end
+local function remaining(text, expires, current)
+ if expires == 0 then
+ text:SetText("");
+ return false;
+ end
local remain = expires - current;
- if remain > 60 then
- return format("%dm", ceil(remain/60));
+ if remain > 8 then
+ text:SetText("");
+ else
+ text:SetText(floor(remain+0.5));
end
- return floor(remain+0.5);
-end]]
+ return true;
+end
---[[local function updateIndicators(frame, unit)
- if not frame:IsShown() then
+local function updateIndicators(frame, unit)
+ if not frame:IsShown() or not UnitIsConnected(unit) or UnitIsDeadOrGhost(unit) then
+ updating[frame] = nil;
return;
- elseif not UnitIsConnected(unit) or UnitIsDeadOrGhost(unit) then
- if frame.inds:IsShown() then frame.inds:Hide() end
- return;
- elseif not frame.inds:IsShown() then
- frame.inds:Show();
end
+ local needUpdate = false;
local current = GetTime();
- for pos, ind in pairs(frame.inds) do
+ for _, pos in pairs(positions) do
+ local ind = frame.inds[pos];
if ind.expires ~= nil then
- if OmaRF.db.profile.indicators[pos].showText then
- ind.text:SetText(remaining(ind.expires, current));
- end
- else
- if ind.icon:IsShown() then ind.icon:Hide() end
- if ind.text:IsShown() then ind.text:Hide() end
+ needUpdate = remaining(ind.text, ind.expires, current) or needUpdate;
end
end
- for _, ind in ipairs(frame.majorInds) do
+ for i = 1,3 do
+ local ind = frame.major[i];
if ind.expires ~= nil then
- ind.expireText:SetText(remaining(ind.expires, current));
- else
- if ind.icon:IsShown() then ind.icon:Hide() end
- if ind.expireText:IsShown() then ind.expireText:Hide() end
- if ind.stackText:IsShown() then ind.stackText:Hide() end
+ needUpdate = remaining(ind.text, ind.expires, current) or needUpdate;
end
end
-end]]
-
---local function showIndicator(ind, caster, expires, current, config)
-local function showIndicator(ind, caster)
- --if not config.mine or UnitIsPlayer(caster) then
- if UnitIsPlayer(caster) then
- --if config.showIcon and not ind:IsShown() then
- if not ind:IsShown() then
- ind:Show();
- end
- --ind.expires = expires;
- --[[if config.showText then
- ind.text:SetText(remaining(expires, current));
- if not ind.text:IsShown() then ind.text:Show() end
- end]]
+ if needUpdate then
+ CTimerAfter(0.16, updaters[frame]);
+ else
+ updating[frame] = nil;
end
end
function OmaCheckIndicators(frame, unit)
for _, pos in pairs(positions) do
- --ind.expires = nil;
- if frame.inds[pos]:IsShown() then frame.inds[pos]:Hide() end
+ frame.inds[pos].expires = nil;
+ frame.inds[pos]:Hide();
+ frame.inds[pos].text:Hide();
end
for i = 1,3 do
- --ind.expires = nil;
- if frame.major[1]:IsShown() then frame.major[1]:Hide() end
+ frame.major[i].expires = nil;
+ frame.major[i]:Hide();
+ frame.major[i].text:Hide();
+ frame.major[i].stack:Hide();
end
- frame.showInds = false;
- frame.showMajors = false;
-
local name, icon, count, expires, caster, id;
+ local showInds, showMajors, needUpdate = false, false, false;
local majorPos = 1;
local current = GetTime();
for _, filter in ipairs(auraFilters) do
name, _, icon, count, _, _, expires, caster, _, _, id = UnitAura(unit, i, filter);
if not id then break end
local pos = watchedAuras[id] or watchedAuras[name];
- if pos then
- frame.showInds = true;
- if UnitIsPlayer(caster) and not frame.inds[pos]:IsShown() then
- frame.inds[pos]:Show();
- end
+ if pos and UnitIsPlayer(caster) then
+ needUpdate = remaining(frame.inds[pos].text, expires, current);
+ frame.inds[pos].expires = expires;
+ frame.inds[pos]:Show();
+ frame.inds[pos].text:Show();
+ showInds = true;
end
if (majorAuras[id] or majorAuras[name]) and majorPos <= 3 then
+ needUpdate = remaining(frame.major[majorPos].text, expires, current);
+ frame.major[majorPos].expires = expires;
frame.major[majorPos]:SetTexture(icon);
frame.major[majorPos]:Show();
- frame.showMajors = true;
+ frame.major[majorPos].text:Show();
+ if count > 1 then
+ frame.major[majorPos].stack:SetText(count);
+ frame.major[majorPos].stack:Show();
+ end
+ showMajors = true;
majorPos = majorPos + 1;
end
i = i + 1;
end
end
- if frame.showInds then
- if not frame.inds:IsShown() then frame.inds:Show() end
- -- create a function for updating the indicator each second
- --[[local func = updaters[frame];
- if not func then
- func = function() updateIndicators(frame, unit) end;
- updaters[frame] = func;
+ if showInds or showMajors then
+ frame.inds:Show();
+ frame.major:Show();
+ if needUpdate and not updating[frame] then
+ updating[frame] = true; -- race?
+ -- create a function for updating the indicator
+ local func = updaters[frame];
+ if not func then
+ func = function() updateIndicators(frame, unit) end;
+ updaters[frame] = func;
+ end
+ CTimerAfter(0.16, func);
end
- CTimerAfter(1, func);]]
- elseif frame.inds:IsShown() then
+ else
frame.inds:Hide();
- end
- if frame.showMajors then
- if not frame.major:IsShown() then frame.major:Show() end
- elseif frame.major:IsShown() then
frame.major:Hide();
end
end
-