60bc5ec - Add basic player and target frames in separate addon
authorAleksi Blinnikka <aleksi.blinnikka@gmail.com>
Fri, 26 Jan 2018 21:44:24 +0000
committerAleksi Blinnikka <aleksi.blinnikka@gmail.com>
Fri, 26 Jan 2018 21:44:24 +0000
OmaUF/Events.lua [new file with mode: 0644]
OmaUF/OmaUF.toc [new file with mode: 0644]
OmaUF/Settings.lua [new file with mode: 0644]
OmaUF/UnitFrames.lua [new file with mode: 0644]

diff --git a/OmaUF/Events.lua b/OmaUF/Events.lua
new file mode 100644 (file)
index 0000000..6e4fa69
--- /dev/null
@@ -0,0 +1,434 @@
+-- Events.lua
+local _;
+local unpack = unpack;
+local ssub = string.sub;
+local min = math.min;
+local ceil = math.ceil;
+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 UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
+local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor;
+local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
+local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
+local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI;
+local UnitGroupRolesAssigned = UnitGroupRolesAssigned;
+local UnitLevel, UnitClassification = UnitLevel, UnitClassification;
+local RAID_CLASS_COLORS = RAID_CLASS_COLORS;
+
+local Settings = OmaUFSettings;
+local baseColor = Settings.BaseColor;
+local overlayColorDispel = Settings.OverlayColorDispel;
+local overlayColorCharm = Settings.OverlayColorCharm;
+local overlayColorAlert = Settings.OverlayColorAlert;
+local powerColors = Settings.PowerColors;
+local width = 10;
+
+local M = {};
+OmaUFEvents = M;
+function M.RegisterEvents(frame)
+    -- events are taken from FrameXML/CompactUnitFrame.lua
+    -- TODO 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);
+    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("UNIT_FACTION", frame.unit, displayed);
+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
+        frame.health:SetWidth(width);
+        return;
+    end
+
+    if UnitIsDeadOrGhost(unit) then
+        frame.health:Hide();
+    end
+end
+
+local function updateHealthText(frame, unit)
+    local current, max = UnitHealth(unit), frame.health.max;
+    if UnitIsDeadOrGhost(unit) then
+        frame.healthText:SetText("Dead");
+        frame.healthText:Show();
+    elseif not UnitIsConnected(unit) then
+        frame.healthText:SetText("DC");
+        frame.healthText:Show();
+    elseif max > 0 and current < max then
+        frame.healthText:SetText(ceil(current/max*100));
+        frame.healthText:Show();
+    else
+        frame.healthText:Hide();
+    end
+end
+
+local function updateMaxHealth(frame, unit)
+    frame.health.max = UnitHealthMax(unit);
+end
+
+local function updatePower(frame, unit)
+    local current, max = UnitPower(unit), frame.mana.max;
+    -- sanity check, occasionally UnitPowerMax gives zero
+    if current == 0 then
+        frame.mana:Hide();
+        return;
+    elseif current > max then
+        frame.mana:Show();
+        frame.mana.max = UnitPowerMax(unit);
+        max = frame.mana.max;
+        if current > max then
+            -- error
+            frame.mana:SetWidth(width);
+            return;
+        end
+    end
+    if max > 0 then
+        frame.mana:SetWidth(UnitPower(unit)/max*width);
+        frame.mana:Show();
+    else
+        frame.mana:SetWidth(width);
+        frame.mana:Show();
+    end
+end
+
+local function updatePowerText(frame, unit)
+    local current, max = UnitPower(unit), frame.mana.max;
+    if UnitIsDeadOrGhost(unit) or not UnitIsConnected(unit) then
+        frame.healthText:Hide();
+    elseif max > 0 and current > 0 and current < max then
+        frame.manaText:SetText(ceil(current/max*100));
+        frame.manaText:Show();
+    else
+        frame.manaText:Hide();
+    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
+
+local function updateName(frame, unit)
+    local name = UnitName(unit);
+    if not name then return end
+    frame.name:SetText(ssub(name, 1, 10));
+
+    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.max;
+        local space = width - frame.health:GetWidth() + 1;
+        local pred = (incoming / max) * width;
+        frame.healpred:SetWidth(min(space, pred));
+        frame.healpred:Show();
+    else
+        frame.healpred:Hide();
+    end
+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 == 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
+    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.max;
+        local space = frame.health:GetWidth();
+        absorb = (absorb / max) * width;
+        frame.healabsorb:SetWidth(min(space, absorb));
+        frame.healabsorb:Show();
+    else
+        frame.healabsorb:Hide();
+    end
+end
+
+local function updateAuras(frame, unit)
+    if 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;
+        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;
+        end
+    else
+        if frame.overlay.color ~= nil then
+            frame.overlay:Hide();
+            frame.overlay.color = nil;
+        end
+    end
+end
+
+local function updateAggro(frame, unit)
+    local status = UnitThreatSituation(unit);
+    if status and status > 0 then
+        frame.base:SetVertexColor(GetThreatStatusColor(status));
+    else
+        frame.base:SetVertexColor(unpack(baseColor));
+    end
+end
+
+local function updateVehicle(frame)
+    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);
+        end
+    elseif frame.inVehicle then
+        frame.inVehicle = false;
+        frame.displayed = frame.unit;
+        registerEvents(frame);
+    end
+end
+
+local function updateRole(frame, unit)
+    local role = UnitGroupRolesAssigned(unit);
+    if role == "HEALER" or role == "TANK" or role == "DAMAGER" then
+        frame.role:SetTexCoord(GetTexCoordsForRole(role));
+        frame.role:Show();
+    else
+        frame.role:Hide();
+    end
+end
+
+local function updateLevelText(frame, unit, levelup)
+    if levelup then
+        -- PLAYER_LEVEL_UP
+        frame.level:SetText(levelup);
+    else
+        local level = UnitLevel(unit);
+        local class = UnitClassification(unit);
+        local leveltext, classtext;
+        if level < 0 then
+            if class == "worldboss" then
+                leveltext = "Boss";
+            else
+                leveltext = "??";
+            end
+        else
+            leveltext = level;
+        end
+        if class == "rareelite" then
+            classtext = " Rare Elite";
+        elseif class == "elite" then
+            classtext = " Elite";
+        elseif class == "rare" then
+            classtext = " Rare";
+        else
+            classtext = "";
+        end
+        frame.level:SetFormattedText("%s%s", leveltext, classtext);
+    end
+end
+
+local function updateStatus(frame, unit)
+    -- coords from PlayerFrame
+    if frame.inCombat or UnitAffectingCombat(unit) then
+        frame.status:SetTexCoord(0.5, 1, 0, 0.484375);
+        frame.status:Show();
+    elseif unit == "player" and IsResting() then
+        frame.status:SetTexCoord(0, 0.5, 0, 0.421875);
+        frame.status:Show();
+    else
+        frame.status:Hide();
+    end
+end
+
+local function updatePVP(frame, unit)
+    if UnitIsPVPFreeForAll(unit) then
+        frame.pvp:SetTexture("Interface\\TARGETINGFRAME\\UI-PVP-FFA");
+        frame.pvp:Show();
+    elseif UnitIsPVP(unit) then
+        local faction = UnitFactionGroup(unit);
+        if faction and faction ~= "Neutral" then
+            -- from PlayerFrame, mercenary checks
+            if UnitIsMercenary(unit) then
+                if faction == "Horde" then
+                    faction = "Alliance";
+                elseif faction == "Alliance" then
+                    faction = "Horde";
+                end
+            end
+            frame.pvp:SetTexture("Interface\\TARGETINGFRAME\\UI-PVP-"..faction);
+            frame.pvp:Show();
+        else
+            frame.pvp:Hide();
+        end
+    else
+        frame.pvp:Hide();
+    end
+end
+
+local eventFuncs = {
+    ["UNIT_HEALTH"] = function(frame)
+        updateHealth(frame, frame.displayed);
+        updateHealthText(frame, frame.displayed);
+        updateShield(frame, frame.displayed);
+        updateHealAbsorb(frame, frame.displayed);
+        -- no heal prediction update, that doesn't overflow too much
+    end,
+    ["UNIT_POWER"] = function(frame)
+        updatePower(frame, frame.displayed);
+        updatePowerText(frame, frame.displayed);
+    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);
+        updateHealthText(frame, frame.displayed);
+        updateShield(frame, frame.displayed);
+        updateHealAbsorb(frame, frame.displayed);
+    end,
+    ["UNIT_MAXPOWER"] = function(frame)
+        updateMaxPower(frame, frame.displayed);
+        updatePower(frame, frame.displayed);
+        updatePowerText(frame, frame.displayed);
+    end,
+    ["UNIT_DISPLAYPOWER"] = function(frame)
+        updatePowerColor(frame, frame.displayed);
+    end,
+    ["UNIT_NAME_UPDATE"] = function(frame)
+        updateName(frame, frame.displayed);
+    end,
+    ["UNIT_CONNECTION"] = function(frame)
+        updateHealthText(frame, frame.displayed);
+        updatePowerText(frame, frame.displayed);
+    end,
+    ["PLAYER_ROLES_ASSIGNED"] = function(frame)
+        updateRole(frame, frame.unit);
+    end,
+    ["UNIT_LEVEL"] = function(frame)
+        updateLevelText(frame, frame.unit);
+    end,
+    ["PLAYER_LEVEL_UP"] = function(frame, arg1)
+        updateLevelText(frame, frame.unit, arg1);
+    end,
+    ["PLAYER_UPDATE_RESTING"] = function(frame)
+        updateStatus(frame, frame.unit);
+    end,
+    ["PLAYER_REGEN_DISABLED"] = function(frame)
+        frame.inCombat = true;
+        updateStatus(frame, frame.unit);
+    end,
+    ["PLAYER_REGEN_ENABLED"] = function(frame)
+        frame.inCombat = false;
+        updateStatus(frame, frame.unit);
+    end,
+    ["UNIT_FACTION"] = function(frame)
+        updatePVP(frame, frame.unit);
+    end,
+    ["UPDATE_ALL_BARS"] = function(frame)
+        updateVehicle(frame);
+        updateMaxHealth(frame, frame.displayed);
+        updateMaxPower(frame, frame.displayed);
+        updateHealth(frame, frame.displayed);
+        updateHealthText(frame, frame.displayed);
+        updatePower(frame, frame.displayed);
+        updatePowerText(frame, frame.displayed);
+        updateAuras(frame, frame.displayed);
+        updateShield(frame, frame.displayed);
+        updateHealPred(frame, frame.displayed);
+        updateHealAbsorb(frame, frame.displayed);
+        updatePowerColor(frame, frame.displayed);
+        updateAggro(frame, frame.displayed);
+        updateName(frame, frame.displayed);
+        updateRole(frame, frame.unit);
+        updateLevelText(frame, frame.unit);
+        updateStatus(frame, frame.unit);
+        updatePVP(frame, frame.unit);
+    end,
+};
+eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"];
+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_TARGET_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
+
+function M.UnitEvent(self, event, arg1)
+    eventFuncs[event](self, arg1);
+end
+
+function M.LoadChar()
+    width = Settings.Character.Width;
+end
diff --git a/OmaUF/OmaUF.toc b/OmaUF/OmaUF.toc
new file mode 100644 (file)
index 0000000..8a3beed
--- /dev/null
@@ -0,0 +1,9 @@
+## Interface: 70300
+## Title: Oma Unit Frame
+## Version: 1.0
+## Author: schyrio
+## Notes: My unit frames
+
+Settings.lua
+Events.lua
+UnitFrames.lua
diff --git a/OmaUF/Settings.lua b/OmaUF/Settings.lua
new file mode 100644 (file)
index 0000000..ce9441f
--- /dev/null
@@ -0,0 +1,119 @@
+-- Settings.lua
+local PowerTypeMana = Enum.PowerType.Mana;
+local PowerTypeRage = Enum.PowerType.Rage;
+local PowerTypeFocus = Enum.PowerType.Focus;
+local PowerTypeEnergy = Enum.PowerType.Energy;
+local PowerTypeRunic = Enum.PowerType.RunicPower;
+local rawget = rawget;
+
+-- configurable settings
+-- character specific settings
+local charDefaults = {
+    Width = 80,
+    Height = 40,
+    AnchorX = 0,
+    AnchorY = -330,
+    Clickheal = {
+    },
+};
+local chars = {
+    ["Stormreaver"] = {
+        ["Vildan"] = {
+            Width = 160,
+            Height = 50,
+            AnchorX = 0,
+            AnchorY = -330,
+            Clickheal = {
+                ["type1"] = "spell",
+                ["type2"] = "spell",
+                ["shift-type1"] = "spell",
+                ["shift-type2"] = "spell",
+                ["ctrl-type1"] = "spell",
+                ["alt-type2"] = "spell",
+                ["alt-shift-type1"] = "spell",
+                ["alt-shift-type2"] = "spell",
+                ["spell1"] = "Holy Light",
+                ["spell2"] = "Bestow Faith",
+                ["shift-spell1"] = "Flash of Light",
+                ["shift-spell2"] = "Light of the Martyr",
+                ["ctrl-spell1"] = "Cleanse",
+                ["alt-spell2"] = "Lay on Hands",
+                ["alt-shift-spell1"] = "Beacon of Light",
+                ["alt-shift-spell2"] = "Beacon of Faith",
+            },
+        },
+        ["Gedren"] = {
+            Width = 160,
+            Height = 80,
+            AnchorX = 0,
+            AnchorY = -330,
+            Clickheal = {
+                ["type1"] = "spell",
+                ["type2"] = "spell",
+                ["shift-type1"] = "spell",
+                ["shift-type2"] = "spell",
+                ["ctrl-type1"] = "spell",
+                ["alt-type2"] = "spell",
+                ["spell1"] = "Healing Touch",
+                ["spell2"] = "Lifebloom",
+                ["shift-spell1"] = "Regrowth",
+                ["shift-spell2"] = "Swiftmend",
+                ["ctrl-spell1"] = "Nature's Cure",
+                ["alt-spell2"] = "Rebirth",
+            },
+        },
+    },
+};
+
+-- account-wide settings
+local settings = {
+    BaseColor = {0, 0, 0},
+    BgColor = {0.9, 0.9, 0.9},
+    HealthColor = {0.3, 0.3, 0.3},
+    ShieldColor = {0.1, 0.8, 1},
+    ShieldhlColor = {0.5, 0.8, 1},
+    HealpredColor = {0.5, 0.6, 0.5},
+    HealabsorbColor = {0.1, 0.1, 0.1},
+    OverlayColorDispel = {1, 0.5, 0, 0.5},
+    OverlayColorCharm = {0.8, 0, 1, 0.5},
+    OverlayColorAlert = {1, 0, 0, 0.5},
+    PowerColors = {
+        [PowerTypeMana] = {0, 0.5, 1},
+        [PowerTypeRage] = {1, 0, 0},
+        [PowerTypeFocus] = {1, 0.5, 0},
+        [PowerTypeEnergy] = {1, 0.8, 0},
+        [PowerTypeRunic] = {0.9, 0, 0.1},
+    },
+    MajorAuras = {
+        -- Antorus
+        ["Psychic Assault"] = true,
+        ["Everburning Flames"] = true,
+        ["Corrupt"] = true,
+        ["Sleep Canister"] = true,
+        ["Misery"] = true,
+        ["Necrotic Embrace"] = true,
+        ["Fulminating Pulse"] = true,
+        ["Chilled Blood"] = true,
+        ["Soulblight"] = true,
+        ["Soulburst"] = true,
+        ["Soulbomb"] = true,
+        -- Proving Grounds for testing
+        ["Aqua Bomb"] = true,
+        -- Mythic+
+        [209858] = true, -- Necrotic Rot
+        [240559] = true, -- Grievous Wound
+        [240443] = true, -- Burst
+    },
+};
+OmaUFSettings = settings;
+-- watch to not remove mana entry
+setmetatable(settings.PowerColors, {__index = function(t) return rawget(t, PowerTypeMana) end});
+
+function OmaUFLoadChar()
+    local name, realm = UnitFullName("player");
+    if chars[realm] and chars[realm][name] then
+        settings.Character = chars[realm][name];
+    else
+        settings.Character = charDefaults;
+    end
+end
diff --git a/OmaUF/UnitFrames.lua b/OmaUF/UnitFrames.lua
new file mode 100644 (file)
index 0000000..8a49add
--- /dev/null
@@ -0,0 +1,255 @@
+-- RaidFrame.lua
+local _;
+local unpack, pairs = unpack, pairs;
+local format = string.format;
+local UnitHealthMax, UnitPowerMax = UnitHealthMax, UnitPowerMax;
+local CreateFrame, RegisterStateDriver, RegisterUnitWatch = CreateFrame, RegisterStateDriver, RegisterUnitWatch;
+local STANDARD_TEXT_FONT = STANDARD_TEXT_FONT;
+local GameTooltip = nil;
+local GameTooltip_SetDefaultAnchor = nil;
+
+local registerEvents = OmaUFEvents.RegisterEvents;
+local unitEvent = OmaUFEvents.UnitEvent;
+
+local Settings = OmaUFSettings;
+local indSize = Settings.IndSize;
+local baseColor = Settings.BaseColor;
+local bgColor = Settings.BgColor;
+local healthColor = Settings.HealthColor;
+local shieldColor = Settings.ShieldColor;
+local shieldhlColor = Settings.ShieldhlColor;
+local healpredColor = Settings.HealpredColor;
+local healabsorbColor = Settings.HealabsorbColor;
+-- placeholders with visible values when error happens
+local width, height = 10, 10;
+local anchorX, anchorY = 10, 10;
+local attributes = {};
+
+local UnitFrames = CreateFrame("Frame", "OmaUnitFrames");
+local inheritedFrames = "SecureUnitButtonTemplate,SecureHandlerStateTemplate";
+
+local events = {
+    ["player"] = {
+        "UNIT_ENTERED_VEHICLE",
+        "UNIT_EXITED_VEHICLE",
+        "UNIT_PET",
+        "PLAYER_ROLES_ASSIGNED",
+        "PLAYER_ENTERING_WORLD",
+        "PLAYER_LEVEL_UP",
+        "PLAYER_REGEN_DISABLED",
+        "PLAYER_REGEN_ENABLED",
+        "PLAYER_UPDATE_RESTING",
+    },
+    ["target"] = {
+        "UNIT_ENTERED_VEHICLE",
+        "UNIT_EXITED_VEHICLE",
+        "UNIT_PET",
+        "UNIT_LEVEL",
+        "GROUP_ROSTER_UPDATE",
+        "PLAYER_ROLES_ASSIGNED",
+        "PLAYER_ENTERING_WORLD",
+        "PLAYER_TARGET_CHANGED",
+    },
+};
+
+local M = {};
+OmaUnitFrames = M;
+
+local function frameShow(frame)
+    for _, ev in pairs(events[frame.unit]) do
+        frame:RegisterEvent(ev);
+    end
+    registerEvents(frame);
+    unitEvent(frame, "UPDATE_ALL_BARS");
+end
+
+local function frameHide(frame)
+    frame:UnregisterAllEvents();
+end
+
+local function showTooltip(frame)
+    GameTooltip_SetDefaultAnchor(GameTooltip, PlayerFrame);
+    GameTooltip:SetUnit(frame:GetAttribute("unit"));
+end
+
+local function hideTooltip(frame)
+    GameTooltip:FadeOut();
+end
+
+local function setupFrame(frame, secure, unit)
+    secure:SetAttribute("unit", unit);
+    frame:SetAttribute("unit", unit);
+    frame.unit = unit;
+    frame.displayed = unit;
+    -- hide frame to get initial frameShow call
+    frame:Hide();
+    if unit == "player" then
+        frame.vehicle = "vehicle";
+    else
+        frame.vehicle = unit.."pet";
+    end
+    -- create visuals
+    frame.base = frame:CreateTexture(nil, "BACKGROUND");
+    frame.base:SetAllPoints();
+    frame.base:SetColorTexture(1, 1, 1);
+    frame.base:SetVertexColor(unpack(baseColor));
+    frame.healthback = frame:CreateTexture(nil, "BACKGROUND", nil, 1);
+    frame.healthback:SetPoint("TOPLEFT", frame, "TOPLEFT", 1, -1);
+    frame.healthback:SetPoint("BOTTOMRIGHT", frame, "RIGHT", -1, -5);
+    frame.healthback:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
+    frame.healthback:SetVertexColor(unpack(bgColor));
+    frame.health = frame:CreateTexture(nil, "BORDER");
+    frame.health:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
+    frame.health:SetPoint("TOPLEFT", frame.healthback, "TOPLEFT");
+    frame.health:SetPoint("BOTTOMLEFT", frame.healthback, "BOTTOMLEFT");
+    frame.health:SetVertexColor(unpack(healthColor));
+    frame.health:SetWidth(width);
+    frame.health.max = UnitHealthMax(unit);
+    frame.healthText = frame:CreateFontString(nil, "ARTWORK", "GameFontHighlightLarge");
+    frame.healthText:SetPoint("RIGHT", frame.healthback, "RIGHT", -2, 0);
+    frame.healthText:Hide();
+    frame.manaback = frame:CreateTexture(nil, "BACKGROUND", nil, 1);
+    frame.manaback:SetPoint("TOPLEFT", frame, "LEFT", 1, -5);
+    frame.manaback:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -1, 1);
+    frame.manaback:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
+    frame.manaback:SetVertexColor(unpack(bgColor));
+    frame.mana = frame:CreateTexture(nil, "BORDER");
+    frame.mana:SetPoint("TOPLEFT", frame.manaback, "TOPLEFT");
+    frame.mana:SetPoint("BOTTOMLEFT", frame.manaback, "BOTTOMLEFT");
+    frame.mana:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
+    frame.mana:SetWidth(width);
+    frame.mana.max = UnitPowerMax(unit);
+    frame.manaText = frame:CreateFontString(nil, "ARTWORK", "GameFontHighlight");
+    frame.manaText:SetPoint("RIGHT", frame.manaback, "RIGHT", -2, 0);
+    frame.manaText:Hide();
+    frame.shield = frame:CreateTexture(nil, "BORDER");
+    frame.shield:SetPoint("TOPLEFT", frame.health, "TOPRIGHT");
+    frame.shield:SetPoint("BOTTOMLEFT", frame.health, "BOTTOMRIGHT");
+    frame.shield:SetTexture("Interface\\RaidFrame\\Shield-Fill");
+    frame.shield:SetVertexColor(unpack(shieldColor));
+    frame.shield:Hide();
+    frame.shieldhl = frame:CreateTexture(nil, "ARTWORK");
+    frame.shieldhl:SetPoint("TOPLEFT", frame.healthback, "TOPRIGHT", -1, 0);
+    frame.shieldhl:SetPoint("BOTTOMRIGHT", frame.healthback, "BOTTOMRIGHT", 1, 0);
+    frame.shieldhl:SetColorTexture(unpack(shieldhlColor));
+    frame.shieldhl:Hide();
+    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: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.overlay = frame:CreateTexture(nil, "ARTWORK", nil, 1);
+    frame.overlay:SetPoint("TOPLEFT", frame.healthback, "TOPLEFT");
+    frame.overlay:SetPoint("BOTTOMRIGHT", frame.healthback, "BOTTOMRIGHT");
+    frame.overlay:SetColorTexture(1, 1, 1);
+    frame.overlay:Hide();
+    frame.role = frame:CreateTexture(nil, "OVERLAY");
+    frame.role:SetPoint("TOPLEFT", frame.healthback, "TOPRIGHT", -8, 8);
+    frame.role:SetPoint("BOTTOMRIGHT", frame.healthback, "TOPRIGHT", 8, -8);
+    frame.role:SetTexture("Interface\\LFGFRAME\\UI-LFG-ICON-ROLES");
+    frame.role:Hide();
+    frame.status = frame:CreateTexture(nil, "OVERLAY");
+    frame.status:SetPoint("TOPLEFT", frame.manaback, "BOTTOMLEFT", -8, 8);
+    frame.status:SetPoint("BOTTOMRIGHT", frame.manaback, "BOTTOMLEFT", 8, -8);
+    frame.status:SetTexture("Interface\\CHARACTERFRAME\\UI-StateIcon");
+    frame.status:Hide();
+    frame.pvp = frame:CreateTexture(nil, "OVERLAY");
+    frame.pvp:SetPoint("TOPLEFT", frame.healthback, "TOPLEFT", -6, 6);
+    frame.pvp:SetPoint("BOTTOMRIGHT", frame.healthback, "TOPLEFT", 16, -16);
+    frame.pvp:SetTexture("Interface\\TARGETINGFRAME\\UI-PVP-Horde");
+    frame.pvp:Hide();
+    frame.name = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlightLarge");
+    frame.name:SetPoint("LEFT", frame.healthback, "LEFT", 2, 1);
+    frame.level = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
+    frame.level:SetPoint("LEFT", frame.manaback, "LEFT", 2, 1);
+    -- set scripts
+    frame:SetScript("OnShow", frameShow);
+    frame:SetScript("OnHide", frameHide);
+    frame:SetScript("OnEvent", unitEvent);
+    -- let other addons hook these to anchor tooltip elsewhere
+    GameTooltip = _G["GameTooltip"];
+    GameTooltip_SetDefaultAnchor = _G["GameTooltip_SetDefaultAnchor"];
+    secure:SetScript("OnEnter", showTooltip);
+    secure:SetScript("OnLeave", hideTooltip);
+    -- set attributes
+    secure:RegisterForClicks("AnyDown");
+    for attr, val in pairs(attributes) do
+        secure:SetAttribute(attr, val);
+    end
+    -- rest give target and menu
+    secure:SetAttribute("*type1", "target");
+    secure:SetAttribute("*type2", "togglemenu");
+end
+
+-- vehicle toggle from Shadowed Unit Frames
+local vehicletoggle = [=[
+    local unit = self:GetAttribute("unit");
+    if unit and newstate == "vehicle" and not UnitTargetsVehicleInRaidUI(unit) then
+        self:SetAttribute("toggleForVehicle", false);
+    else
+        self:SetAttribute("toggleForVehicle", true);
+    end
+]=]
+
+local function initializePlayer(parent)
+    local secure = CreateFrame("Button", "OmaPlayerSecure", parent, inheritedFrames);
+    local frame = CreateFrame("Frame", "OmaPlayer", parent);
+    local unit = "player";
+    secure:SetPoint("CENTER", parent, "CENTER", -320, -100);
+    secure:SetWidth(width+2);
+    secure:SetHeight(height+2);
+    frame:SetPoint("CENTER", parent, "CENTER", -320, -100);
+    frame:SetWidth(width+2);
+    frame:SetHeight(height+2);
+    setupFrame(frame, secure, unit);
+    RegisterUnitWatch(frame);
+    RegisterUnitWatch(secure);
+    RegisterStateDriver(secure, "vehicleui", "[vehicleui] vehicle; no");
+    secure:SetAttribute("_onstate-vehicleui", vehicletoggle);
+end
+
+local function initializeTarget(parent)
+    local secure = CreateFrame("Button", "OmaTargetSecure", parent, inheritedFrames);
+    local frame = CreateFrame("Frame", "OmaTarget", parent);
+    local unit = "target";
+    secure:SetPoint("CENTER", parent, "CENTER", 320, -100);
+    secure:SetWidth(width+2);
+    secure:SetHeight(height+2);
+    frame:SetPoint("CENTER", parent, "CENTER", 320, -100);
+    frame:SetWidth(width+2);
+    frame:SetHeight(height+2);
+    setupFrame(frame, secure, unit);
+    -- TODO target frame buffs/debuffs
+    RegisterUnitWatch(frame);
+    RegisterUnitWatch(secure);
+    RegisterStateDriver(secure, "vehicleui", "[vehicleui] vehicle; no");
+    secure:SetAttribute("_onstate-vehicleui", vehicletoggle);
+end
+
+local function initialize()
+    initializePlayer(UIParent);
+    initializeTarget(UIParent);
+end
+
+local function loadCharSettings()
+    width, height = Settings.Character.Width, Settings.Character.Height;
+    anchorX, anchorY = Settings.Character.AnchorX, Settings.Character.AnchorY;
+    attributes = Settings.Character.Clickheal;
+end
+
+UnitFrames:RegisterEvent("ADDON_LOADED");
+UnitFrames:RegisterEvent("PLAYER_LOGIN");
+UnitFrames:SetScript("OnEvent", function(self, event)
+    if event == "PLAYER_LOGIN" then
+        initialize();
+    elseif event == "ADDON_LOADED" then
+        OmaUFLoadChar();
+        loadCharSettings();
+        OmaUFEvents.LoadChar();
+    end
+end);