local unpack, pairs, ipairs = unpack, pairs, ipairs;
local ssub = string.sub;
local min = math.min;
-local UnitName, UnitClass = UnitName, UnitClass;
+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 UnitHasIncomingResurrection = UnitHasIncomingResurrection;
local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
local IsInGroup, IsInRaid = IsInGroup, IsInRaid;
+local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI;
local CTimerAfter = C_Timer.After;
local RAID_CLASS_COLORS = RAID_CLASS_COLORS;
local Frames = OmaFrames;
+local registerEvents = OmaFrames.RegisterEvents;
local Indicators = OmaIndicators;
local checkIndicators = Indicators.CheckIndicators;
local function updateMaxHealth(frame, unit)
frame.health.max = UnitHealthMax(unit);
- updateHealth(frame, unit);
end
local function updatePower(frame, unit)
local function updateMaxPower(frame, unit)
frame.mana.max = UnitPowerMax(unit);
- updatePower(frame, unit);
end
local function updatePowerColor(frame, unit)
frame.overlay:Show();
frame.overlay.color = overlayColorDispel;
end
- elseif UnitIsCharmed(unit) then
+ -- 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();
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 eventFuncs = {
- ["UNIT_HEALTH"] = function(frame, unit)
- updateHealth(frame, unit);
- updateShield(frame, unit);
- updateHealAbsorb(frame, unit);
+ ["UNIT_HEALTH"] = function(frame)
+ updateHealth(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, unit)
- updatePower(frame, unit);
+ ["UNIT_POWER"] = function(frame)
+ updatePower(frame, frame.displayed);
end,
- ["UNIT_AURA"] = function(frame, unit)
- updateAuras(frame, unit);
+ ["UNIT_AURA"] = function(frame)
+ updateAuras(frame, frame.displayed);
end,
- ["UNIT_HEAL_PREDICTION"] = function(frame, unit)
- updateHealPred(frame, unit);
+ ["UNIT_HEAL_PREDICTION"] = function(frame)
+ updateHealPred(frame, frame.displayed);
end,
- ["UNIT_ABSORB_AMOUNT_CHANGED"] = function(frame, unit)
- updateShield(frame, unit);
+ ["UNIT_ABSORB_AMOUNT_CHANGED"] = function(frame)
+ updateShield(frame, frame.displayed);
end,
- ["UNIT_HEAL_ABSORB_AMOUNT_CHANGED"] = function(frame, unit)
- updateHealAbsorb(frame, unit);
+ ["UNIT_HEAL_ABSORB_AMOUNT_CHANGED"] = function(frame)
+ updateHealAbsorb(frame, frame.displayed);
end,
- ["UNIT_THREAT_SITUATION_UPDATE"] = function(frame, unit)
- updateAggro(frame, unit);
+ ["UNIT_THREAT_SITUATION_UPDATE"] = function(frame)
+ updateAggro(frame, frame.displayed);
end,
- ["UNIT_MAXHEALTH"] = function(frame, unit)
- updateMaxHealth(frame, unit);
+ ["UNIT_MAXHEALTH"] = function(frame)
+ updateMaxHealth(frame, frame.displayed);
+ updateHealth(frame, frame.displayed);
+ updateShield(frame, frame.displayed);
+ updateHealAbsorb(frame, frame.displayed);
end,
- ["UNIT_MAXPOWER"] = function(frame, unit)
- updateMaxPower(frame, unit);
+ ["UNIT_MAXPOWER"] = function(frame)
+ updateMaxPower(frame, frame.displayed);
+ updatePower(frame, frame.displayed);
end,
- ["UNIT_DISPLAYPOWER"] = function(frame, unit)
- updatePowerColor(frame, unit);
+ ["UNIT_DISPLAYPOWER"] = function(frame)
+ updatePowerColor(frame, frame.displayed);
end,
- ["UNIT_NAME_UPDATE"] = function(frame, unit)
- updateName(frame, unit);
+ ["UNIT_NAME_UPDATE"] = function(frame)
+ updateName(frame, frame.displayed);
end,
- ["UNIT_CONNECTION"] = function(frame, unit)
- updateHealth(frame, unit);
+ ["UNIT_CONNECTION"] = function(frame)
+ updateHealth(frame, frame.displayed);
end,
- ["INCOMING_RESURRECT_CHANGED"] = function(frame, unit)
+ ["INCOMING_RESURRECT_CHANGED"] = function(frame)
-- TODO have an icon
- updateHealth(frame, unit);
+ updateHealth(frame, frame.displayed);
end,
["PARTY_MEMBER_ENABLE"] = function(frame)
-- new power info possibly (FrameXML/CompactUnitFrame.lua)
- updateMaxPower(frame, frame.unit);
- updatePowerColor(frame, frame.unit);
+ updateMaxPower(frame, frame.displayed);
+ updatePowerColor(frame, frame.displayed);
end,
- ["UPDATE_ALL_BARS"] = function(frame, unit)
- updateMaxHealth(frame, unit);
- updateMaxPower(frame, unit);
- --updateHealth(frame, unit); -- MaxHealth covers this
- --updatePower(frame, unit); -- MaxPower covers this
- updateAuras(frame, unit);
- updateShield(frame, unit);
- updateHealPred(frame, unit);
- updateHealAbsorb(frame, unit);
- updatePowerColor(frame, unit);
- updateAggro(frame, unit);
- updateName(frame, unit);
+ ["UPDATE_ALL_BARS"] = function(frame)
+ updateVehicle(frame);
+ updateMaxHealth(frame, frame.displayed);
+ updateMaxPower(frame, frame.displayed);
+ updateHealth(frame, frame.displayed);
+ updatePower(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);
end,
};
eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"];
eventFuncs["PARTY_MEMBER_DISABLE"] = eventFuncs["PARTY_MEMBER_ENABLE"];
-local function unitEvent(self, event, ...)
- local arg1, arg2, arg3, arg4 = ...;
- eventFuncs[event](self, arg1);
+eventFuncs["UNIT_ENTERED_VEHICLE"] = eventFuncs["UPDATE_ALL_BARS"];
+eventFuncs["UNIT_EXITED_VEHICLE"] = eventFuncs["UPDATE_ALL_BARS"];
+eventFuncs["UNIT_PET"] = eventFuncs["UPDATE_ALL_BARS"];
+--local function unitEvent(self, event, ...)
+local function unitEvent(self, event)
+ --local arg1, arg2, arg3, arg4 = ...;
+ eventFuncs[event](self);
end
local function initialize()
local function unitUpdate(self, elapsed)
-- there's no in/out of range event, have to check each frame
-- from FrameXML/CompactUnitFrame.lua
- local inRange, checked = UnitInRange(self.unit);
+ local inRange, checked = UnitInRange(self.displayed);
if checked and not inRange then
self:SetAlpha(0.55);
else
end
end
-local function frameShow(frame)
+function M.RegisterEvents(frame)
-- events are taken from FrameXML/CompactUnitFrame.lua
-- TODO vehicle support, ready check support, raid marker support,
-- player flags support (/afk, /dnd)
-- TODO only update for vehicle events here
+ local displayed = frame.unit ~= frame.displayed and frame.displayed or nil;
frame:RegisterEvent("PARTY_MEMBER_ENABLE");
frame:RegisterEvent("PARTY_MEMBER_DISABLE");
- frame:RegisterUnitEvent("UNIT_HEALTH", frame.unit);
- frame:RegisterUnitEvent("UNIT_HEALTH_FREQUENT", frame.unit);
- frame:RegisterUnitEvent("UNIT_MAXHEALTH", frame.unit);
- frame:RegisterUnitEvent("UNIT_POWER", frame.unit);
- frame:RegisterUnitEvent("UNIT_MAXPOWER", frame.unit);
- frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", frame.unit);
- frame:RegisterUnitEvent("UNIT_NAME_UPDATE", frame.unit);
- frame:RegisterUnitEvent("UNIT_AURA", frame.unit);
- frame:RegisterUnitEvent("UNIT_HEAL_PREDICTION", frame.unit);
- frame:RegisterUnitEvent("UNIT_ABSORB_AMOUNT_CHANGED", frame.unit);
- frame:RegisterUnitEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", frame.unit);
- frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit);
- frame:RegisterUnitEvent("UNIT_CONNECTION", frame.unit);
- frame:RegisterUnitEvent("INCOMING_RESURRECT_CHANGED", frame.unit);
+ frame:RegisterEvent("UNIT_ENTERED_VEHICLE");
+ frame:RegisterEvent("UNIT_EXITED_VEHICLE");
+ frame:RegisterEvent("UNIT_PET");
+ 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("INCOMING_RESURRECT_CHANGED", frame.unit, displayed);
+end
+local registerEvents = M.RegisterEvents;
+
+local function frameShow(frame)
+ registerEvents(frame);
frame:SetScript("OnUpdate", unitUpdate);
- unitEvent(frame, "UPDATE_ALL_BARS", frame.unit);
+ unitEvent(frame, "UPDATE_ALL_BARS", frame.displayed);
end
local function frameHide(frame)
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
+ print(unit, "in vehicle, still target player");
+ self:SetAttribute("toggleForVehicle", false);
+ else
+ self:SetAttribute("toggleForVehicle", true);
+ end
+]=]
+
-- TODO reorganizing needed for eventhandler stuff
function M.InitializeParty(parent, party, eventhandler)
unitEvent = eventhandler;
- local secure = CreateFrame("Button", "OmaPartySecure0", parent, "SecureUnitButtonTemplate");
+ local secure = CreateFrame("Button", "OmaPartySecure0", parent, "SecureUnitButtonTemplate,SecureHandlerStateTemplate");
local frame = CreateFrame("Frame", "OmaParty0", parent);
local unit = "player";
secure:SetAttribute("unit", unit);
secure:SetPoint("TOPLEFT", parent, "TOPLEFT");
secure:SetHeight(height+2);
frame.unit = unit;
+ frame.vehicle = "vehicle";
+ frame.displayed = unit;
frame:SetAttribute("unit", unit);
frame:SetPoint("TOPLEFT", parent, "TOPLEFT");
frame:SetHeight(height+2);
setupFrame(frame, secure, unit);
RegisterStateDriver(frame, "visibility", "[@player,group:raid] hide; show");
RegisterStateDriver(secure, "visibility", "[@player,group:raid] hide; show");
+ RegisterStateDriver(secure, "vehicleui", "[vehicleui] vehicle; no");
+ secure:SetAttribute("_onstate-vehicleui", vehicletoggle);
party[0] = {secure=secure, frame=frame};
for i = 1,4 do
- local secure = CreateFrame("Button", "OmaPartySecure"..i, parent, "SecureUnitButtonTemplate");
+ local secure = CreateFrame("Button", "OmaPartySecure"..i, parent, "SecureUnitButtonTemplate,SecureHandlerStateTemplate");
local frame = CreateFrame("Frame", "OmaParty"..i, parent);
local unit = "party"..i;
secure:SetAttribute("unit", unit);
secure:SetPoint("TOPLEFT", party[i-1].secure, "TOPRIGHT");
secure:SetPoint("BOTTOMLEFT", party[i-1].secure, "BOTTOMRIGHT");
frame.unit = unit;
+ frame.vehicle = unit.."pet";
+ frame.displayed = unit;
frame:SetAttribute("unit", unit);
frame:SetPoint("TOPLEFT", party[i-1].frame, "TOPRIGHT");
frame:SetPoint("BOTTOMLEFT", party[i-1].frame, "BOTTOMRIGHT");
frame:Hide();
setupFrame(frame, secure, unit);
local visible = format("[@%s,exists,group:raid] hide; [@%s,exists] show; hide", unit, unit);
+ local vehicle = format("[@%s,unithasvehicleui] vehicle; no", unit);
RegisterStateDriver(frame, "visibility", visible);
RegisterStateDriver(secure, "visibility", visible);
+ RegisterStateDriver(secure, "vehicleui", vehicle);
+ secure:SetAttribute("_onstate-vehicleui", vehicletoggle);
party[i] = {secure=secure, frame=frame};
end
end
function M.InitializeRaid(parent, raid, eventhandler)
- local secure = CreateFrame("Button", "OmaRaidSecure1", parent, "SecureUnitButtonTemplate");
+ local secure = CreateFrame("Button", "OmaRaidSecure1", parent, "SecureUnitButtonTemplate,SecureHandlerStateTemplate");
local frame = CreateFrame("Frame", "OmaRaid1", parent);
local unit = "raid1";
secure:SetAttribute("unit", unit);
secure:SetPoint("TOPLEFT", parent, "TOPLEFT");
secure:SetHeight(height+2);
frame.unit = unit;
+ frame.vehicle = unit.."pet";
+ frame.displayed = unit;
frame:SetAttribute("unit", unit);
frame:SetPoint("TOPLEFT", parent, "TOPLEFT");
frame:SetHeight(height+2);
setupFrame(frame, secure, unit);
RegisterUnitWatch(frame);
RegisterUnitWatch(secure);
+ local vehicle = format("[@%s,unithasvehicleui] vehicle; no", unit);
+ RegisterStateDriver(secure, "vehicleui", vehicle);
+ secure:SetAttribute("_onstate-vehicleui", vehicletoggle);
raid[1] = {secure=secure, frame=frame};
for y = 1,7 do
local i = y*5+1;
- local secure = CreateFrame("Button", "OmaRaidSecure"..i, parent, "SecureUnitButtonTemplate");
+ local secure = CreateFrame("Button", "OmaRaidSecure"..i, parent, "SecureUnitButtonTemplate,SecureHandlerStateTemplate");
local frame = CreateFrame("Frame", "OmaRaid"..i, parent);
local unit = "raid"..i;
secure:SetAttribute("unit", unit);
secure:SetPoint("TOPLEFT", raid[i-5].secure, "BOTTOMLEFT");
secure:SetHeight(height+2);
frame.unit = unit;
+ frame.vehicle = unit.."pet";
+ frame.displayed = unit;
frame:SetAttribute("unit", unit);
frame:SetPoint("TOPLEFT", raid[i-5].frame, "BOTTOMLEFT");
frame:SetHeight(height+2);
setupFrame(frame, secure, unit);
RegisterUnitWatch(frame);
RegisterUnitWatch(secure);
+ local vehicle = format("[@%s,unithasvehicleui] vehicle; no", unit);
+ RegisterStateDriver(secure, "vehicleui", vehicle);
+ secure:SetAttribute("_onstate-vehicleui", vehicletoggle);
raid[i] = {secure=secure, frame=frame};
end
for y = 0,7 do
for x = 1,4 do
local i = y*5+x+1;
- local secure = CreateFrame("Button", "OmaRaidSecure"..i, parent, "SecureUnitButtonTemplate");
+ local secure = CreateFrame("Button", "OmaRaidSecure"..i, parent, "SecureUnitButtonTemplate,SecureHandlerStateTemplate");
local frame = CreateFrame("Frame", "OmaRaid"..i, parent);
local unit = "raid"..i;
secure:SetAttribute("unit", unit);
secure:SetPoint("TOPLEFT", raid[i-1].secure, "TOPRIGHT");
secure:SetPoint("BOTTOMLEFT", raid[i-1].secure, "BOTTOMRIGHT");
frame.unit = unit;
+ frame.vehicle = unit.."pet";
+ frame.displayed = unit;
frame:SetAttribute("unit", unit);
frame:SetPoint("TOPLEFT", raid[i-1].frame, "TOPRIGHT");
frame:SetPoint("BOTTOMLEFT", raid[i-1].frame, "BOTTOMRIGHT");
setupFrame(frame, secure, unit);
RegisterUnitWatch(frame);
RegisterUnitWatch(secure);
+ local vehicle = format("[@%s,unithasvehicleui] vehicle; no", unit);
+ RegisterStateDriver(secure, "vehicleui", vehicle);
+ secure:SetAttribute("_onstate-vehicleui", vehicletoggle);
raid[i] = {secure=secure, frame=frame};
end
end