+-- CFrame.lua
+local _;
+local unpack, pairs, ipairs = unpack, pairs, ipairs;
+local ssub = string.sub;
+local min = math.min;
+local UnitName, UnitInRange, UnitDebuff = UnitName, UnitInRange, UnitDebuff;
+local UnitPower, UnitPowerMax, UnitPowerType = UnitPower, UnitPowerMax, UnitPowerType;
+local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax;
+local UnitInParty, UnitInRaid = UnitInParty, UnitInRaid;
+local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
+local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
+local IsInGroup, IsInRaid = IsInGroup, IsInRaid;
+local UnitIsCharmed = UnitIsCharmed;
+local CreateFrame, RegisterStateDriver, RegisterUnitWatch = CreateFrame, RegisterStateDriver, RegisterUnitWatch;
+local SPELL_POWER_MANA = SPELL_POWER_MANA;
+
+local CFrame = CreateFrame("Frame", "OmaCFrame", UIParent);
+local party = {};
+local raid = {};
+local positions = {"TOPRIGHT", "BOTTOMLEFT"};
+
+-- configurable settings
+local width, height = 80, 40;
+local anchorX, anchorY = 0, -200;
+local indSize = 14;
+local bgColor = {0.7, 0.7, 0.7};
+local bgColorDispel = {1, 0.5, 0};
+local healthColor = {0.3, 0.3, 0.3};
+local healthColorDispel = {0.8, 0.4, 0};
+local shieldColor = {0, 0.7, 1};
+local shieldhlColor = {0.5, 0.8, 1};
+local healpredColor = {0.5, 0.6, 0.5};
+local healabsorbColor = {0.1, 0.1, 0.1};
+local powerColors = {
+ [SPELL_POWER_MANA] = {0, 0.5, 1},
+ [SPELL_POWER_RAGE] = {1, 0.2, 0},
+ [SPELL_POWER_FOCUS] = {1, 0.5, 0},
+ [SPELL_POWER_ENERGY] = {1, 0.8, 0},
+ [SPELL_POWER_RUNIC_POWER] = {0.9, 0, 0.1},
+};
+-- watch to not remove mana entry
+setmetatable(powerColors, {__index = function(t) return t[SPELL_POWER_MANA] end});
+
+local function updateHealth(frame, unit)
+ local current = UnitHealth(unit);
+ local _, max = frame.health:GetMinMaxValues();
+ local healthLost = max - current;
+ frame.health:SetValue(current);
+ if healthLost > 0 then
+ if healthLost > 1200000000 then -- 1.2B
+ frame.text:SetFormattedText("-%.1fB", healthLost / 1000000000);
+ elseif healthLost > 1200000 then -- 1.2M
+ frame.text:SetFormattedText("-%.1fM", healthLost / 1000000);
+ elseif healthLost > 1000 then -- 1K
+ frame.text:SetFormattedText("-%dK", healthLost / 1000);
+ else
+ frame.text:SetFormattedText("-%d", healthLost)
+ end
+ if not frame.text:IsShown() then frame.text:Show() end
+ else
+ if frame.text:IsShown() then frame.text:Hide() end
+ end
+end
+
+local function updateMaxHealth(frame, unit)
+ frame.health:SetMinMaxValues(0, UnitHealthMax(unit));
+end
+
+local function updatePower(frame, unit)
+ frame.mana:SetValue(UnitPower(unit));
+end
+
+local function updateMaxPower(frame, unit)
+ frame.mana:SetMinMaxValues(0, UnitPowerMax(unit));
+end
+
+local function updatePowerColor(frame, unit)
+ frame.mana:SetStatusBarColor(unpack(powerColors[UnitPowerType(unit)]));
+end
+
+local function updateName(frame, unit)
+ frame.name:SetText(ssub(UnitName(unit), 1, 6));
+end
+
+local function updateHealPred(frame, unit)
+ local incoming = UnitGetIncomingHeals(unit) or 0;
+ if incoming > 0 then
+ local _, max = frame.health:GetMinMaxValues();
+ local space = width - frame.health.bar:GetWidth() + 1;
+ local pred = (incoming / max) * width;
+ frame.healpred:SetWidth(min(space, pred));
+ if not frame.healpred:IsShown() then frame.healpred:Show() end
+ else
+ if frame.healpred:IsShown() then frame.healpred:Hide() end
+ end
+end
+
+local function updateShield(frame, unit)
+ local shield = UnitGetTotalAbsorbs(unit) or 0;
+ if shield > 0 then
+ local _, max = frame.health:GetMinMaxValues();
+ local space = width - frame.health.bar:GetWidth();
+ shield = (shield / max) * width;
+ frame.shield:SetWidth(min(space, shield));
+ if not frame.shield:IsShown() then
+ frame.shield:Show();
+ frame.shieldhl:Show();
+ end
+ else
+ if frame.shield:IsShown() then
+ frame.shield:Hide();
+ frame.shieldhl:Hide();
+ end
+ end
+end
+
+local function updateHealAbsorb(frame, unit)
+ local absorb = UnitGetTotalHealAbsorbs(unit) or 0;
+ if absorb > 0 then
+ local _, max = frame.health:GetMinMaxValues();
+ local space = frame.health.bar:GetWidth();
+ absorb = (absorb / max) * width;
+ frame.healabsorb:SetWidth(min(space, absorb));
+ if not frame.healabsorb:IsShown() then frame.healabsorb:Show() end
+ else
+ if frame.healabsorb:IsShown() then frame.healabsorb:Hide() end
+ end
+end
+
+local function updateAuras(frame, unit)
+ if UnitDebuff(unit, 1, "RAID") ~= nil then
+ -- something dispellable
+ if frame.health.color ~= healthColorDispel then
+ -- TODO change to a texture layered on top tinting whole bar
+ frame.health:SetStatusBarColor(unpack(healthColorDispel));
+ frame.background:SetColorTexture(unpack(bgColorDispel));
+ frame.health.color = healthColorDispel;
+ end
+ elseif UnitIsCharmed(unit) then
+ -- TODO purple
+ else
+ if frame.health.color ~= healthColor then
+ frame.health:SetStatusBarColor(unpack(healthColor));
+ frame.background:SetColorTexture(unpack(bgColor));
+ frame.health.color = healthColor;
+ end
+ end
+end
+
+local function unitEvent(self, event, ...)
+ local arg1, arg2, arg3, arg4 = ...;
+ if event == "UNIT_HEALTH" or event == "UNIT_HEALTH_FREQUENT" then
+ updateHealth(self, arg1);
+ elseif event == "UNIT_POWER" then
+ updatePower(self, arg1);
+ elseif event == "UNIT_AURA" then
+ updateAuras(self, arg1);
+ elseif event == "UNIT_ABSORB_AMOUNT_CHANGED" then
+ updateShield(self, arg1);
+ elseif event == "UNIT_HEAL_PREDICTION" then
+ updateHealPred(self, arg1);
+ elseif event == "UNIT_HEAL_ABSORB_AMOUNT_CHANGED" then
+ updateHealAbsorb(self, arg1);
+ elseif event == "UNIT_MAXHEALTH" then
+ updateMaxHealth(self, arg1);
+ elseif event == "UNIT_MAXPOWER" then
+ updateMaxPower(self, arg1);
+ elseif event == "UNIT_DISPLAYPOWER" then
+ updatePowerColor(self, arg1);
+ elseif event == "UNIT_NAME_UPDATE" then
+ updateName(self, arg1);
+ elseif event == "UPDATE_ALL_BARS" then
+ updateHealth(self, arg1);
+ updatePower(self, arg1);
+ updateAuras(self, arg1);
+ updateShield(self, arg1);
+ updateHealPred(self, arg1);
+ updateMaxHealth(self, arg1);
+ updateMaxPower(self, arg1);
+ updatePowerColor(self, arg1);
+ updateName(self, arg1);
+ end
+end
+
+local function unitUpdate(self, elapsed)
+ -- there's no in/out of range event, have to check each frame
+ -- indicator update here?
+ local inRange, checked = UnitInRange(self.unit);
+ if checked and not inRange then
+ self:SetAlpha(0.55);
+ else
+ self:SetAlpha(1);
+ end
+end
+
+local function registerEvents(frame, unit)
+ frame:RegisterUnitEvent("UNIT_HEALTH", unit);
+ frame:RegisterUnitEvent("UNIT_HEALTH_FREQUENT", unit);
+ frame:RegisterUnitEvent("UNIT_MAXHEALTH", unit);
+ frame:RegisterUnitEvent("UNIT_POWER", unit);
+ frame:RegisterUnitEvent("UNIT_MAXPOWER", unit);
+ frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", unit);
+ frame:RegisterUnitEvent("UNIT_NAME_UPDATE", unit);
+ frame:RegisterUnitEvent("UNIT_AURA", unit);
+ frame:RegisterUnitEvent("UNIT_HEAL_PREDICTION", unit);
+ frame:RegisterUnitEvent("UNIT_ABSORB_AMOUNT_CHANGED", unit);
+ frame:RegisterUnitEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", unit);
+end
+
+local function vis(frame, vis)
+ if vis then
+ frame:Show();
+ frame:SetScript("OnUpdate", unitUpdate);
+ frame:UnregisterAllEvents();
+ registerEvents(frame, frame.unit);
+ unitEvent(frame, "UPDATE_ALL_BARS", frame.unit);
+ else
+ frame:Hide();
+ frame:SetScript("OnUpdate", nil);
+ frame:UnregisterAllEvents();
+ end;
+end
+
+local function updateGroup()
+ if IsInGroup() then
+ if IsInRaid() then
+ -- show raid
+ for _, val in ipairs(raid) do
+ if UnitInRaid(val.frame.unit) then
+ if not val.frame:IsShown() then vis(val.frame, true) end
+ elseif val.frame:IsShown() then
+ vis(val.frame, false);
+ end
+ end
+ -- hide player + party (use pairs, not ipairs)
+ for _, val in pairs(party) do
+ if val.frame:IsShown() then vis(val.frame, false) end
+ end
+ else
+ -- show player + party
+ for _, val in pairs(party) do
+ if UnitInParty(val.frame.unit) then
+ if not val.frame:IsShown() then vis(val.frame, true) end
+ elseif val.frame:IsShown() then
+ vis(val.frame, false);
+ end
+ end
+ -- hide raid
+ for _, val in ipairs(raid) do
+ if val.frame:IsShown() then vis(val.frame, false) end
+ end
+ end
+ else
+ -- show player
+ if not party[0].frame:IsShown() then vis(party[0].frame, true) end
+ -- hide all other frames
+ for _, val in ipairs(party) do
+ if val.frame:IsShown() then vis(val.frame, false) end
+ end
+ for _, val in ipairs(raid) do
+ if val.frame:IsShown() then vis(val.frame, false) end
+ end
+ end
+end
+
+local function setupIndicators(frame)
+ frame.inds = CreateFrame("Frame", nil, frame);
+ frame.inds:SetAllPoints();
+ for _, pos in pairs(positions) do
+ frame.inds[pos] = frame.inds:CreateTexture(nil, "OVERLAY");
+ frame.inds[pos]:SetPoint(pos, frame.inds, pos);
+ frame.inds[pos]:SetWidth(indSize);
+ frame.inds[pos]:SetHeight(indSize);
+ frame.inds[pos]:SetTexture("Interface\\AddOns\\OmaRF\\images\\rhomb");
+ end
+end
+
+local function setupFrame(frame, secure, unit)
+ -- create visuals
+ secure:SetWidth(width+2);
+ frame:SetWidth(width+2);
+ frame.base = frame:CreateTexture(nil, "BACKGROUND");
+ frame.base:SetAllPoints();
+ frame.base:SetColorTexture(0, 0, 0);
+ frame.background = frame:CreateTexture(nil, "BACKGROUND", nil, 1);
+ frame.background:SetPoint("TOPLEFT", frame, "TOPLEFT", 1, -1);
+ frame.background:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -1, 1);
+ frame.background:SetColorTexture(unpack(bgColor));
+ frame.health = CreateFrame("StatusBar", nil, frame);
+ frame.health:SetPoint("TOPLEFT", frame.background, "TOPLEFT");
+ frame.health:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT", 0, 2);
+ frame.health.bar = frame.health:CreateTexture(nil, "ARTWORK");
+ frame.health.bar:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
+ frame.health:SetStatusBarTexture(frame.health.bar);
+ frame.health:SetStatusBarColor(unpack(healthColor));
+ frame.health.color = healthColor;
+ frame.shield = frame.health:CreateTexture(nil, "ARTWORK");
+ frame.shield:SetPoint("TOPLEFT", frame.health.bar, "TOPRIGHT");
+ frame.shield:SetPoint("BOTTOMLEFT", frame.health.bar, "BOTTOMRIGHT");
+ frame.shield:SetColorTexture(unpack(shieldColor));
+ frame.shield:Hide();
+ frame.shieldhl = frame:CreateTexture(nil, "ARTWORK");
+ frame.shieldhl:SetPoint("TOPLEFT", frame.shield, "TOPRIGHT", -1, 0);
+ frame.shieldhl:SetPoint("BOTTOMRIGHT", frame.shield, "BOTTOMRIGHT", 1, 0);
+ frame.shieldhl:SetColorTexture(unpack(shieldhlColor));
+ frame.shieldhl:Hide();
+ frame.healpred = frame.health:CreateTexture(nil, "ARTWORK", nil, 1);
+ frame.healpred:SetPoint("TOPLEFT", frame.health.bar, "TOPRIGHT");
+ frame.healpred:SetPoint("BOTTOMLEFT", frame.health.bar, "BOTTOMRIGHT");
+ frame.healpred:SetColorTexture(unpack(healpredColor));
+ frame.healpred:Hide();
+ frame.healabsorb = frame.health:CreateTexture(nil, "ARTWORK", nil, 1);
+ frame.healabsorb:SetPoint("TOPRIGHT", frame.health.bar, "TOPRIGHT");
+ frame.healabsorb:SetPoint("BOTTOMRIGHT", frame.health.bar, "BOTTOMRIGHT");
+ frame.healabsorb:SetColorTexture(unpack(healabsorbColor));
+ frame.healabsorb:Hide();
+ frame.mana = CreateFrame("StatusBar", nil, frame);
+ frame.mana:SetPoint("TOPLEFT", frame.background, "BOTTOMLEFT", 0, 2);
+ frame.mana:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT");
+ frame.mana.bar = frame.mana:CreateTexture(nil, "ARTWORK");
+ frame.mana.bar:SetColorTexture(1, 1, 1);
+ frame.mana:SetStatusBarTexture(frame.mana.bar);
+ frame.name = frame.health:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
+ frame.name:SetPoint("TOPLEFT", frame.background, "TOPLEFT");
+ local name = UnitName(unit);
+ frame.name:SetText(name and ssub(name, 1, 6) or "");
+ frame.text = frame.health:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
+ frame.text:SetFont(STANDARD_TEXT_FONT, 13);
+ frame.text:SetPoint("CENTER", frame.background, "CENTER");
+ frame.text:Hide();
+ setupIndicators(frame);
+ -- set attributes
+ secure:RegisterForClicks("AnyDown");
+ secure:SetAttribute("type1", "spell"); -- left click
+ secure:SetAttribute("type2", "spell"); -- right click
+ secure:SetAttribute("shift-type1", "spell"); -- shift left click
+ secure:SetAttribute("shift-type2", "spell"); -- shift right click
+ secure:SetAttribute("ctrl-type1", "spell"); -- ctrl left click
+ secure:SetAttribute("alt-type2", "spell"); -- alt right click
+ secure:SetAttribute("alt-shift-type1", "spell"); -- alt+shift left click
+ secure:SetAttribute("alt-shift-type2", "spell"); -- alt+shift right click
+ secure:SetAttribute("spell1", "Holy Light");
+ secure:SetAttribute("spell2", "Bestow Faith");
+ secure:SetAttribute("shift-spell1", "Flash of Light");
+ secure:SetAttribute("shift-spell2", "Light of the Martyr");
+ secure:SetAttribute("ctrl-spell1", "Cleanse");
+ secure:SetAttribute("alt-spell2", "Lay on Hands");
+ secure:SetAttribute("alt-shift-spell1", "Beacon of Light");
+ secure:SetAttribute("alt-shift-spell2", "Beacon of Faith");
+ -- rest give target and menu
+ secure:SetAttribute("*type1", "target");
+ secure:SetAttribute("*type2", "togglemenu");
+end
+
+local function initializeParty()
+ local secure = CreateFrame("Button", "OmaPartySecure0", CFrame, "SecureUnitButtonTemplate");
+ local frame = CreateFrame("Frame", "OmaParty0", CFrame);
+ local unit = "player";
+ secure:SetAttribute("unit", unit);
+ secure:SetPoint("TOPLEFT", CFrame, "TOPLEFT");
+ secure:SetHeight(height+2);
+ frame.unit = unit;
+ frame:SetPoint("TOPLEFT", CFrame, "TOPLEFT");
+ frame:SetHeight(height+2);
+ frame:SetScript("OnEvent", unitEvent);
+ frame:Hide();
+ setupFrame(frame, secure, unit);
+ RegisterStateDriver(secure, "visibility", "[@player,group:raid] hide; show");
+ party[0] = {secure=secure, frame=frame};
+ for i = 1,4 do
+ local secure = CreateFrame("Button", "OmaPartySecure"..i, CFrame, "SecureUnitButtonTemplate");
+ local frame = CreateFrame("Frame", "OmaParty"..i, CFrame);
+ 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:SetPoint("TOPLEFT", party[i-1].frame, "TOPRIGHT");
+ frame:SetPoint("BOTTOMLEFT", party[i-1].frame, "BOTTOMRIGHT");
+ frame:SetScript("OnEvent", unitEvent);
+ frame:Hide();
+ setupFrame(frame, secure, unit);
+ RegisterUnitWatch(secure);
+ party[i] = {secure=secure, frame=frame};
+ end
+end
+
+local function initializeRaid()
+ local secure = CreateFrame("Button", "OmaRaidSecure1", CFrame, "SecureUnitButtonTemplate");
+ local frame = CreateFrame("Frame", "OmaRaid1", CFrame);
+ local unit = "raid1";
+ secure:SetAttribute("unit", unit);
+ secure:SetPoint("TOPLEFT", CFrame, "TOPLEFT");
+ secure:SetHeight(height+2);
+ frame.unit = unit;
+ frame:SetPoint("TOPLEFT", CFrame, "TOPLEFT");
+ frame:SetHeight(height+2);
+ frame:SetScript("OnEvent", unitEvent);
+ frame:Hide();
+ setupFrame(frame, secure, unit);
+ RegisterUnitWatch(secure);
+ raid[1] = {secure=secure, frame=frame};
+ for y = 1,7 do
+ local i = y*5+1;
+ local secure = CreateFrame("Button", "OmaRaidSecure"..i, CFrame, "SecureUnitButtonTemplate");
+ local frame = CreateFrame("Frame", "OmaRaid"..i, CFrame);
+ local unit = "raid"..i;
+ secure:SetAttribute("unit", unit);
+ secure:SetPoint("TOPLEFT", raid[i-5].secure, "BOTTOMLEFT");
+ secure:SetHeight(height+2);
+ frame.unit = unit;
+ frame:SetPoint("TOPLEFT", raid[i-5].frame, "BOTTOMLEFT");
+ frame:SetHeight(height+2);
+ frame:SetScript("OnEvent", unitEvent);
+ frame:Hide();
+ setupFrame(frame, secure, unit);
+ RegisterUnitWatch(secure);
+ 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, CFrame, "SecureUnitButtonTemplate");
+ local frame = CreateFrame("Frame", "OmaRaid"..i, CFrame);
+ 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:SetPoint("TOPLEFT", raid[i-1].frame, "TOPRIGHT");
+ frame:SetPoint("BOTTOMLEFT", raid[i-1].frame, "BOTTOMRIGHT");
+ frame:SetScript("OnEvent", unitEvent);
+ frame:Hide();
+ setupFrame(frame, secure, unit);
+ RegisterUnitWatch(secure);
+ raid[i] = {secure=secure, frame=frame};
+ end
+ end
+end
+
+local function initialize()
+ CFrame:SetPoint("CENTER", nil, "CENTER", anchorX, anchorY);
+ CFrame:SetHeight((height+2)*8);
+ CFrame:SetWidth((width+2)*5+1); -- extra pixel for shield overflow
+ initializeParty();
+ initializeRaid();
+ updateGroup();
+end
+
+CFrame:RegisterEvent("PLAYER_LOGIN");
+CFrame:RegisterEvent("GROUP_ROSTER_UPDATE");
+CFrame:SetScript("OnEvent", function(self, event, ...)
+ if event == "GROUP_ROSTER_UPDATE" then
+ updateGroup();
+ elseif event == "PLAYER_LOGIN" then
+ initialize();
+ end
+end);