92fe6f2 - Vehicle support
authorAleksi Blinnikka <aleksi.blinnikka@gmail.com>
Sat, 20 Jan 2018 16:31:17 +0000
committerAleksi Blinnikka <aleksi.blinnikka@gmail.com>
Sat, 20 Jan 2018 16:31:17 +0000
Messy solution, reorganization needed

OmaRF/CFrame.lua
OmaRF/FrameInit.lua

index 753b90a..ff674d3 100644 (file)
@@ -3,7 +3,7 @@ local _;
 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;
@@ -14,10 +14,12 @@ local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
 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;
 
@@ -85,7 +87,6 @@ end
 
 local function updateMaxHealth(frame, unit)
     frame.health.max = UnitHealthMax(unit);
-    updateHealth(frame, unit);
 end
 
 local function updatePower(frame, unit)
@@ -108,7 +109,6 @@ end
 
 local function updateMaxPower(frame, unit)
     frame.mana.max = UnitPowerMax(unit);
-    updatePower(frame, unit);
 end
 
 local function updatePowerColor(frame, unit)
@@ -180,7 +180,8 @@ local function updateAuras(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();
@@ -203,74 +204,98 @@ local function updateAggro(frame, unit)
     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()
index 658e5db..df34967 100644 (file)
@@ -92,7 +92,7 @@ end
 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
@@ -100,29 +100,38 @@ local function unitUpdate(self, elapsed)
     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)
@@ -212,16 +221,29 @@ local function setupFrame(frame, secure, unit)
     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);
@@ -230,15 +252,19 @@ function M.InitializeParty(parent, party, eventhandler)
     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");
@@ -246,20 +272,25 @@ function M.InitializeParty(parent, party, eventhandler)
         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);
@@ -268,16 +299,21 @@ function M.InitializeRaid(parent, raid, eventhandler)
     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);
@@ -286,18 +322,23 @@ function M.InitializeRaid(parent, raid, eventhandler)
         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");
@@ -306,6 +347,9 @@ function M.InitializeRaid(parent, raid, eventhandler)
             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