--- /dev/null
+-- events.lua
+-- 2019 Aleksi Blinnikka
+local _;
+local unpack = unpack;
+local ssub = string.sub;
+local min = math.min;
+local UnitName, UnitClass, UnitExists = UnitName, UnitClass, UnitExists;
+local UnitDebuff, UnitIsCharmed = UnitDebuff, UnitIsCharmed;
+local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax;
+local UnitIsAFK, UnitIsDND = UnitIsAFK, UnitIsDND;
+local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
+local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor;
+local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
+local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
+local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI;
+local GetReadyCheckTimeLeft, GetReadyCheckStatus = GetReadyCheckTimeLeft, GetReadyCheckStatus;
+local UnitGroupRolesAssigned = UnitGroupRolesAssigned;
+local GetRaidTargetIndex, SetRaidTargetIconTexture = GetRaidTargetIndex, SetRaidTargetIconTexture;
+local RAID_CLASS_COLORS = RAID_CLASS_COLORS;
+local READY_CHECK_READY_TEXTURE = READY_CHECK_READY_TEXTURE;
+local READY_CHECK_NOT_READY_TEXTURE = READY_CHECK_NOT_READY_TEXTURE;
+local READY_CHECK_WAITING_TEXTURE = READY_CHECK_WAITING_TEXTURE;
+
+local _, addon = ...;
+local baseColor = {0, 0, 0};
+local overlayColorDispel = {1, 0.5, 0, 0.5};
+local overlayColorCharm = {0.8, 0, 1, 0.5};
+local overlayColorAlert = {1, 0, 0, 0.5};
+local width = 80;
+
+function addon.RegisterEvents(frame)
+ frame:RegisterEvent("PLAYER_ENTERING_WORLD");
+ frame:RegisterEvent("PLAYER_ROLES_ASSIGNED");
+ frame:RegisterEvent("READY_CHECK");
+ frame:RegisterEvent("READY_CHECK_FINISHED");
+ frame:RegisterEvent("GROUP_ROSTER_UPDATE");
+ frame:RegisterEvent("RAID_TARGET_UPDATE");
+ if frame.unit == "focus" then frame:RegisterEvent("PLAYER_FOCUS_CHANGED") end
+end
+
+function addon.RegisterUnitEvents(frame)
+ -- events are taken from FrameXML/CompactUnitFrame.lua
+ local displayed = frame.unit ~= frame.displayed and frame.displayed or nil;
+ frame:RegisterUnitEvent("UNIT_HEALTH_FREQUENT", frame.unit, displayed);
+ frame:RegisterUnitEvent("UNIT_MAXHEALTH", 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("PLAYER_FLAGS_CHANGED", frame.unit, displayed);
+ frame:RegisterUnitEvent("READY_CHECK_CONFIRM", frame.unit, displayed);
+ frame:RegisterUnitEvent("UNIT_ENTERED_VEHICLE", frame.unit, displayed);
+ frame:RegisterUnitEvent("UNIT_EXITED_VEHICLE", frame.unit, displayed);
+ frame:RegisterUnitEvent("UNIT_PET", frame.unit, displayed);
+end
+local registerUnitEvents = addon.RegisterUnitEvents;
+
+local function updateText(frame, unit)
+ if UnitIsDeadOrGhost(unit) then
+ frame.dead = true;
+ frame.text:SetText("Dead");
+ frame.text:Show();
+ elseif not UnitIsConnected(unit) then
+ frame.text:SetText("DC");
+ frame.text:Show();
+ elseif UnitIsAFK(unit) then
+ frame.text:SetText("afk");
+ frame.text:Show();
+ elseif UnitIsDND(unit) then
+ frame.text:SetText("dnd");
+ frame.text:Show();
+ else
+ frame.text:Hide();
+ end
+end
+
+local function updateMaxHealth(frame, unit)
+ frame.health.max = UnitHealthMax(unit);
+end
+
+local function updateHealth(frame, unit)
+ local current, max = UnitHealth(unit), frame.health.max;
+ if current > max or max <= 0 then
+ -- somehow current health has gone over the maximum (missed maxhealth event possibly)
+ -- just put health bar full and update max health for next event
+ frame.health:SetWidth(width);
+ frame.health.width = width;
+ updateMaxHealth(frame, unit);
+ frame.health:Show();
+ elseif current <= 0 or UnitIsDeadOrGhost(unit) then
+ frame.health:Hide();
+ return updateText(frame, unit); -- update death
+ else
+ local w = current/max*width;
+ frame.health:SetWidth(w);
+ frame.health.width = w;
+ frame.health:Show();
+ end
+
+ if frame.dead and current > 0 then
+ frame.dead = nil;
+ updateText(frame, unit); -- update revive
+ end
+end
+
+local function updateName(frame, unit)
+ local name = UnitName(unit);
+ if not name then return end
+ name = ssub(name, 1, 6);
+ if frame.unit == unit then
+ frame.name:SetText(name);
+ else
+ frame.name:SetFormattedText("-%s", name);
+ end
+
+ 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
+ incoming = (incoming / frame.health.max) * width;
+ -- always at least 1 pixel space for heal prediction
+ frame.healpred:SetWidth(min(width - frame.health.width + 1, incoming));
+ 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 space = width - frame.health.width;
+ shield = (shield / frame.health.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
+ absorb = (absorb / frame.health.max) * width;
+ frame.healabsorb:SetWidth(min(frame.health.width, absorb));
+ frame.healabsorb:Show();
+ else
+ frame.healabsorb:Hide();
+ end
+end
+
+local function updateAuras(frame, unit)
+ -- don't overlay charmed when in vehicle
+ if UnitIsCharmed(unit) and unit == frame.unit then
+ if frame.overlay.color ~= overlayColorCharm then
+ frame.overlay:SetVertexColor(unpack(overlayColorCharm));
+ frame.overlay.color = overlayColorCharm;
+ frame.overlay:Show();
+ end
+ elseif UnitDebuff(unit, 1, "RAID") ~= nil then
+ -- something dispellable
+ if frame.overlay.color ~= overlayColorDispel then
+ frame.overlay:SetVertexColor(unpack(overlayColorDispel));
+ frame.overlay.color = overlayColorDispel;
+ frame.overlay:Show();
+ end
+ else
+ if frame.overlay.color ~= nil then
+ frame.overlay.color = nil;
+ frame.overlay:Hide();
+ 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;
+ registerUnitEvents(frame);
+ end
+ elseif frame.inVehicle then
+ frame.inVehicle = false;
+ frame.displayed = frame.unit;
+ registerUnitEvents(frame);
+ end
+end
+
+local function updateRole(frame, unit)
+ local role = UnitGroupRolesAssigned(unit);
+ if role == "HEALER" then
+ frame.role:SetTexCoord(0.75, 1, 0, 1);
+ frame.role:Show();
+ elseif role == "TANK" then
+ frame.role:SetTexCoord(0.5, 0.75, 0, 1);
+ frame.role:Show();
+ else
+ frame.role:Hide();
+ end
+end
+
+local function updateReadyCheck(frame, unit)
+ local status = GetReadyCheckStatus(unit);
+ if status == "ready" then
+ frame.ready:SetTexture(READY_CHECK_READY_TEXTURE);
+ frame.ready:Show()
+ elseif status == "notready" then
+ frame.ready:SetTexture(READY_CHECK_NOT_READY_TEXTURE);
+ frame.ready:Show()
+ elseif status == "waiting" then
+ frame.ready:SetTexture(READY_CHECK_WAITING_TEXTURE);
+ frame.ready:Show()
+ else
+ frame.ready:Hide()
+ end
+end
+
+local function updateRaidMarker(frame, unit)
+ local index = GetRaidTargetIndex(unit);
+ if index then
+ SetRaidTargetIconTexture(frame.targeticon, index);
+ frame.targeticon:Show();
+ else
+ frame.targeticon:Hide();
+ end
+end
+
+local eventFuncs = {
+ ["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_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);
+ updateShield(frame, frame.displayed);
+ updateHealAbsorb(frame, frame.displayed);
+ end,
+ ["UNIT_NAME_UPDATE"] = function(frame)
+ updateName(frame, frame.unit);
+ end,
+ ["UNIT_CONNECTION"] = function(frame)
+ updateText(frame, frame.displayed);
+ end,
+ ["PLAYER_ROLES_ASSIGNED"] = function(frame)
+ updateRole(frame, frame.unit);
+ end,
+ ["READY_CHECK"] = function(frame)
+ updateReadyCheck(frame, frame.unit);
+ end,
+ ["RAID_TARGET_UPDATE"] = function(frame)
+ updateRaidMarker(frame, frame.displayed);
+ end,
+ ["UPDATE_ALL_BARS"] = function(frame)
+ updateRole(frame, frame.unit);
+ updateVehicle(frame);
+ updateMaxHealth(frame, frame.displayed);
+ updateHealth(frame, frame.displayed);
+ updateText(frame, frame.displayed);
+ updateAuras(frame, frame.displayed);
+ updateShield(frame, frame.displayed);
+ updateHealPred(frame, frame.displayed);
+ updateHealAbsorb(frame, frame.displayed);
+ updateAggro(frame, frame.displayed);
+ updateName(frame, frame.unit);
+ updateReadyCheck(frame, frame.unit);
+ updateRaidMarker(frame, frame.displayed);
+ end,
+};
+eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"];
+eventFuncs["PLAYER_FLAGS_CHANGED"] = eventFuncs["UNIT_CONNECTION"];
+eventFuncs["READY_CHECK_CONFIRM"] = eventFuncs["READY_CHECK"];
+eventFuncs["READY_CHECK_FINISHED"] = eventFuncs["READY_CHECK"];
+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_FOCUS_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
+
+function addon.UnitEvent(self, event)
+ return eventFuncs[event](self);
+end
--- /dev/null
+-- frame.lua
+-- 2019 Aleksi Blinnikka
+local _, addon = ...;
+local unpack = unpack;
+local format = string.format;
+local CreateFrame = CreateFrame;
+local CTimerAfter = C_Timer.After;
+
+local updaters = {};
+local function showTooltip(frame)
+ GameTooltip_SetDefaultAnchor(GameTooltip, frame);
+ GameTooltip:SetUnit(frame:GetAttribute("unit"));
+end
+local function hideTooltip(frame)
+ if GameTooltip:IsOwned(frame) then GameTooltip:FadeOut() end
+end
+
+local barTexture = "Interface\\AddOns\\kehys\\images\\minimalist";
+local frameid = 1;
+function addon.NewRaidFrame(parent, width, height, unit, attributes,
+ update, event, onshow)
+ assert(type(parent) == "table", "Frame creation missing parent!");
+ assert(type(width) == "number", "Frame creation missing width!");
+ assert(type(height) == "number", "Frame creation missing height!");
+ assert(type(unit) == "string", "Frame creation missing unit!");
+ assert(type(attributes) == "table",
+ "Frame creation missing attributes table!");
+ assert(type(update) == "function",
+ "Frame creation missing update function!");
+ assert(type(event) == "function",
+ "Frame creation missing event function!");
+ assert(type(onshow) == "function",
+ "Frame creation missing onshow function!");
+
+ local f = CreateFrame(
+ "Button",
+ format("kehys%i", frameid),
+ parent,
+ "SecureUnitButtonTemplate,SecureHandlerStateTemplate"
+ );
+ frameid = frameid + 1;
+ f:Hide(); -- hide frame to have an initial frame:OnShow call
+ f:SetWidth(width);
+ f:SetHeight(height);
+ f:SetAttribute("unit", unit);
+ f.unit = unit;
+ f.displayed = unit;
+ f.vehicle = unit == "player" and "vehicle" or format("%spet", unit);
+ f.prev = {} -- values stored from previous update
+ -- set up periodic updates
+ updaters[f] = function()
+ if f.updating then
+ CTimerAfter(0.25, updaters[f]);
+ return update(f)
+ end
+ end
+ -- set scripts
+ f:SetScript("OnShow", function()
+ onshow(f);
+ f.updating = true;
+ updaters[f]();
+ end);
+ f:SetScript("OnHide", function()
+ f:UnregisterAllEvents();
+ f.updating = false;
+ end);
+ f:SetScript("OnEvent", event);
+ f:SetScript("OnEnter", showTooltip);
+ f:SetScript("OnLeave", hideTooltip);
+ -- set attributes
+ f:RegisterForClicks("AnyDown");
+ for attr, val in pairs(attributes) do
+ f:SetAttribute(attr, val);
+ end
+ -- rest give target and menu
+ f:SetAttribute("*type1", "target");
+ f:SetAttribute("*type2", "togglemenu");
+
+ -- create visuals
+ f.base = f:CreateTexture(nil, "BACKGROUND");
+ f.base:SetAllPoints();
+ f.base:SetColorTexture(1, 1, 1);
+ f.base:SetVertexColor(unpack(addon.Colors.Base));
+ f.background = f:CreateTexture(nil, "BACKGROUND", nil, 1);
+ f.background:SetPoint("TOPLEFT", f, "TOPLEFT", 1, -1);
+ f.background:SetPoint("BOTTOMRIGHT", f, "BOTTOMRIGHT", -1, 1);
+ f.background:SetColorTexture(0.7, 0.7, 0.7);
+ f.health = f:CreateTexture(nil, "BORDER");
+ f.health:SetPoint("TOPLEFT", f.background, "TOPLEFT");
+ f.health:SetPoint("BOTTOMLEFT", f.background, "BOTTOMLEFT");
+ f.health:SetTexture(barTexture);
+ f.health:SetVertexColor(0.3, 0.3, 0.3);
+ f.health:Hide();
+ f.shield = f:CreateTexture(nil, "BORDER");
+ f.shield:SetPoint("TOPLEFT", f.health, "TOPRIGHT");
+ f.shield:SetPoint("BOTTOMLEFT", f.health, "BOTTOMRIGHT");
+ f.shield:SetTexture(barTexture);
+ f.shield:SetVertexColor(0, 0.7, 1);
+ f.shield:Hide();
+ f.shieldhl = f:CreateTexture(nil, "ARTWORK");
+ f.shieldhl:SetPoint("TOPLEFT", f, "TOPRIGHT", -2, 0);
+ f.shieldhl:SetPoint("BOTTOMRIGHT");
+ f.shieldhl:SetColorTexture(0.5, 0.8, 1);
+ f.shieldhl:Hide();
+ f.healpred = f:CreateTexture(nil, "ARTWORK");
+ f.healpred:SetPoint("TOPLEFT", f.health, "TOPRIGHT");
+ f.healpred:SetPoint("BOTTOMLEFT", f.health, "BOTTOMRIGHT");
+ f.healpred:SetColorTexture(0.5, 0.6, 0.5);
+ f.healpred:Hide();
+ f.healabsorb = f:CreateTexture(nil, "ARTWORK");
+ f.healabsorb:SetPoint("TOPRIGHT", f.health, "TOPRIGHT");
+ f.healabsorb:SetPoint("BOTTOMRIGHT", f.health, "BOTTOMRIGHT");
+ f.healabsorb:SetColorTexture(0.1, 0.1, 0.1);
+ f.healabsorb:Hide();
+ f.overlay = f:CreateTexture(nil, "ARTWORK", nil, 1);
+ f.overlay:SetPoint("TOPLEFT", f.background, "TOPLEFT");
+ f.overlay:SetPoint("BOTTOMRIGHT", f.background, "BOTTOMRIGHT");
+ f.overlay:SetColorTexture(1, 1, 1);
+ f.overlay:Hide();
+ f.role = f:CreateTexture(nil, "ARTWORK", nil, 2);
+ f.role:SetPoint("BOTTOMRIGHT", f, "BOTTOMRIGHT", -3, 3);
+ f.role:SetPoint("TOPLEFT", f, "BOTTOMRIGHT", -15, 15);
+ f.role:SetTexture("Interface\\LFGFRAME\\LFGROLE");
+ f.role:Hide();
+ f.name = f:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
+ f.name:SetPoint("CENTER", f, "CENTER", 0, 11);
+ f.text = f:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
+ f.text:SetPoint("CENTER", f, "CENTER", 0, -1);
+ f.text:SetFont(STANDARD_TEXT_FONT, 13);
+ f.text:Hide();
+ f.ready = f:CreateTexture(nil, "OVERLAY");
+ f.ready:SetPoint("TOPLEFT", f, "BOTTOMLEFT", 1, 15);
+ f.ready:SetPoint("BOTTOMRIGHT", f, "BOTTOMLEFT", 15, 1);
+ f.ready:Hide();
+ f.targeticon = f:CreateTexture(nil, "OVERLAY");
+ f.targeticon:SetPoint("CENTER", f, "TOP", 0, -1);
+ f.targeticon:SetWidth(12);
+ f.targeticon:SetHeight(12);
+ f.targeticon:SetTexture("Interface\\TARGETINGFRAME\\UI-RaidTargetingIcons");
+ f.targeticon:Hide();
+
+ return f;
+end
--- /dev/null
+-- hideblizz.lua
+-- 2019 Aleksi Blinnikka
+local _;
+local InCombatLockdown = InCombatLockdown;
+-- hiding Blizzard frames somewhat based on ShadowedUF
+local function hideBlizzardRaidButton()
+ if InCombatLockdown() then return end
+ local manager = CompactRaidFrameManager;
+ -- remove show and unlock buttons from manager
+ manager.displayFrame.hiddenModeToggle:Hide();
+ manager.displayFrame.lockedModeToggle:Hide();
+end
+
+local hidden = false;
+local function hideBlizzardRaid()
+ if hidden then return end
+ hidden = true;
+ local function hide()
+ if InCombatLockdown() then return end
+ CompactRaidFrameContainer:Hide();
+ local shown = CompactRaidFrameManager_GetSetting("IsShown");
+ if shown and shown ~= "0" then
+ CompactRaidFrameManager_SetSetting("IsShown", "0");
+ end
+ end
+
+ CompactRaidFrameContainer:UnregisterAllEvents();
+ -- there may still be frames created at startup getting events
+ for i=1,MAX_RAID_MEMBERS do
+ local frame = _G["CompactRaidFrame"..i];
+ if not frame then break end
+ frame:UnregisterAllEvents();
+ end
+ hooksecurefunc("CompactRaidFrameManager_UpdateShown", hide);
+ hide();
+ CompactRaidFrameContainer:HookScript("OnShow", hide);
+ hooksecurefunc("CompactRaidFrameManager_UpdateOptionsFlowContainer", hideBlizzardRaidButton);
+ hideBlizzardRaidButton();
+
+ -- hide focus frame
+ for _, frame in pairs({FocusFrame, FocusFrameToT, FocusFrameSpellBar}) do
+ frame:UnregisterAllEvents();
+ if frame.healthbar then frame.healthbar:UnregisterAllEvents() end
+ if frame.manabar then frame.manabar:UnregisterAllEvents() end
+ if frame.spellbar then frame.spellbar:UnregisterAllEvents() end
+ if frame.powerBarAlt then frame.powerBarAlt:UnregisterAllEvents() end
+ frame:Hide();
+ end
+end
+
+local hider = CreateFrame("Frame");
+hider:Hide();
+hider:RegisterEvent("PLAYER_LOGIN");
+hider:RegisterEvent("PLAYER_REGEN_ENABLED");
+hider:SetScript("OnEvent", function(self, event)
+ if event == "PLAYER_REGEN_ENABLED" then
+ -- if CompactRaidFrameManager_UpdateOptionsFlowContainer was called in combat
+ -- couldn't hide the button
+ hideBlizzardRaidButton();
+ elseif event == "PLAYER_LOGIN" then
+ hideBlizzardRaid();
+ end
+end);
--- /dev/null
+## Interface: 80100
+## Title: Kehys frames
+## Version: 1.0
+## Author: schyrio
+## Notes: My frames
+
+hideblizz.lua
+setup.lua
+paladin.lua
+events.lua
+frame.lua
+raid.lua
--- /dev/null
+-- paladin.lua
+local indSize = 14;
+local rhomb = "Interface\\AddOns\\kuuttiRaid\\images\\rhomb";
+
+local _, addon = ...;
+local auras = {
+ [53563] = "TOPRIGHT", -- Beacon of Light
+ [156910] = "TOPRIGHT", -- Beacon of Faith
+ [200025] = "TOPRIGHT", -- Beacon of Virtue
+}
+addon.ClassAuras["PALADIN"] = auras;
+addon.ClassIndicators["PALADIN"] = function(base)
+ local inds = {};
+ inds["TOPRIGHT"] = base:CreateTexture(nil, "OVERLAY");
+ inds["TOPRIGHT"]:SetPoint("TOPRIGHT", base, "TOPRIGHT");
+ inds["TOPRIGHT"]:SetWidth(indSize);
+ inds["TOPRIGHT"]:SetHeight(indSize);
+ inds["TOPRIGHT"]:SetTexture(rhomb);
+ inds["TOPRIGHT"]:SetVertexColor(1, 0, 0);
+ inds["TOPRIGHT"]:Hide();
+ return inds;
+end
+addon.Clickheal["PALADIN"] = {
+ ["type1"] = "spell",
+ ["type2"] = "spell",
+ ["shift-type1"] = "spell",
+ ["shift-type2"] = "spell",
+ ["ctrl-type1"] = "macro",
+ ["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-macro1"] = "Cleansing",
+ ["alt-spell2"] = "Lay on Hands",
+ ["alt-shift-spell1"] = "Beacon of Light",
+ ["alt-shift-spell2"] = "Beacon of Faith",
+};
--- /dev/null
+-- raid.lua
+-- 2019 Aleksi Blinnikka
+local _, addon = ...;
+local format = string.format;
+local UnitInRange = UnitInRange;
+local RegisterStateDriver, RegisterUnitWatch = RegisterStateDriver, RegisterUnitWatch;
+
+local registerEvents = addon.RegisterEvents;
+local registerUnitEvents = addon.RegisterUnitEvents;
+local unitEvent = addon.UnitEvent;
+
+local width, height = 82, 42;
+local anchorX, anchorY = 0, -330;
+local attributes = {};
+
+local CFrame = CreateFrame("Frame", "kehysMain", UIParent);
+local class = nil;
+local party = {};
+local raid = {};
+
+local function unitUpdate(frame)
+ -- there's no in/out of range event, have to check each frame
+ -- from FrameXML/CompactUnitFrame.lua
+ local inRange, checked = UnitInRange(frame.displayed);
+ if checked and not inRange then
+ frame:SetAlpha(0.55);
+ else
+ frame:SetAlpha(1);
+ end
+end
+
+local function frameShow(frame)
+ registerEvents(frame);
+ registerUnitEvents(frame);
+ unitEvent(frame, "UPDATE_ALL_BARS");
+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 vehiclestates = "[@%s,unithasvehicleui] vehicle; no";
+
+local function initializeParty(parent)
+ assert(type(parent) == "table",
+ "Party initialization missing parent frame!");
+ local visibility = "[@%s,exists,group:raid] hide; [@%s,exists] show; hide";
+ local unit = "player";
+ local frame = addon.NewRaidFrame(parent, width, height, unit, attributes,
+ unitUpdate, unitEvent, frameShow);
+ frame:SetPoint("TOPLEFT", parent, "TOPLEFT");
+ RegisterStateDriver(frame, "visibility", "[@player,group:raid] hide; show");
+ RegisterStateDriver(frame, "vehicleui", "[vehicleui] vehicle; no");
+ frame:SetAttribute("_onstate-vehicleui", vehicletoggle);
+ party[0] = frame;
+ for i = 1,4 do
+ unit = "party"..i;
+ frame = addon.NewRaidFrame(parent, width, height, unit, attributes,
+ unitUpdate, unitEvent, frameShow);
+ frame:SetPoint("TOPLEFT", party[i-1], "TOPRIGHT");
+ RegisterStateDriver(frame, "visibility", format(visibility, unit, unit));
+ RegisterStateDriver(frame, "vehicleui", format(vehiclestates, unit));
+ frame:SetAttribute("_onstate-vehicleui", vehicletoggle);
+ party[i] = frame;
+ end
+end
+
+local function initializeRaid(parent)
+ assert(type(parent) == "table",
+ "Raid initialization missing parent frame!");
+ local unit = "raid1";
+ local frame = addon.NewRaidFrame(parent, width, height, unit, attributes,
+ unitUpdate, unitEvent, frameShow);
+ frame:SetPoint("TOPLEFT", parent, "TOPLEFT");
+ RegisterUnitWatch(frame);
+ RegisterStateDriver(frame, "vehicleui", format(vehiclestates, unit));
+ frame:SetAttribute("_onstate-vehicleui", vehicletoggle);
+ raid[1] = frame;
+ for y = 1,7 do
+ local i = y*5+1;
+ unit = "raid"..i;
+ frame = addon.NewRaidFrame(parent, width, height, unit, attributes,
+ unitUpdate, unitEvent, frameShow);
+ frame:SetPoint("TOPLEFT", raid[i-5], "BOTTOMLEFT");
+ RegisterUnitWatch(frame);
+ RegisterStateDriver(frame, "vehicleui", format(vehiclestates, unit));
+ frame:SetAttribute("_onstate-vehicleui", vehicletoggle);
+ raid[i] = frame;
+ end
+ for y = 0,7 do
+ for x = 1,4 do
+ local i = y*5+x+1;
+ unit = "raid"..i;
+ frame = addon.NewRaidFrame(parent, width, height, unit, attributes,
+ unitUpdate, unitEvent, frameShow);
+ frame:SetPoint("TOPLEFT", raid[i-1], "TOPRIGHT");
+ RegisterUnitWatch(frame);
+ RegisterStateDriver(frame, "vehicleui", format(vehiclestates, unit));
+ frame:SetAttribute("_onstate-vehicleui", vehicletoggle);
+ raid[i] = frame;
+ end
+ end
+end
+
+local function initializeFocus(parent)
+ assert(type(parent) == "table",
+ "Focus initialization missing parent frame!");
+ local unit = "focus";
+ local frame = addon.NewRaidFrame(parent, width, height, unit, attributes,
+ unitUpdate, unitEvent, frameShow);
+ frame:SetPoint("BOTTOMLEFT", parent, "TOPLEFT");
+ RegisterUnitWatch(frame);
+ RegisterStateDriver(frame, "vehicleui", format(vehiclestates, unit));
+ frame:SetAttribute("_onstate-vehicleui", vehicletoggle);
+end
+
+local function initialize()
+ _, class = UnitClass("player");
+ attributes = addon.Clickheal[class];
+ CFrame:SetFrameStrata("LOW");
+ CFrame:SetPoint("CENTER", nil, "CENTER", anchorX, anchorY);
+ CFrame:SetHeight((height+2)*8);
+ CFrame:SetWidth((width+2)*5);
+ initializeParty(CFrame);
+ initializeRaid(CFrame);
+ initializeFocus(CFrame);
+end
+
+CFrame:SetScript("OnEvent", function(self)
+ self:UnregisterAllEvents();
+ initialize();
+end);
+CFrame:RegisterEvent("PLAYER_LOGIN");
--- /dev/null
+-- setup.lua
+-- 2019 Aleksi Blinnikka
+local _;
+
+local _, addon = ...;
+
+addon.ClassAuras = {};
+addon.ClassIndicators = {};
+addon.Clickheal = {};
+
+addon.Colors = {
+ Base = {0, 0, 0},
+ HealthColor = {0.3, 0.3, 0.3},
+ ShieldColor = {0, 0.7, 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},
+}