+-- 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