local ssub = string.sub;
local min = math.min;
local UnitName, UnitClass = UnitName, UnitClass;
-local UnitInRange, UnitDebuff, UnitIsCharmed = UnitInRange, UnitDebuff, UnitIsCharmed;
+local UnitDebuff, UnitIsCharmed = UnitDebuff, UnitIsCharmed;
local UnitPower, UnitPowerMax, UnitPowerType = UnitPower, UnitPowerMax, UnitPowerType;
local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax;
local UnitInParty, UnitInRaid = UnitInParty, UnitInRaid;
local function updateHealth(frame, unit)
local current, max = UnitHealth(unit), frame.health.max;
local healthLost = max - current;
+ frame.health:Show();
-- sanity check, occasionally UnitHealthMax gives zero
- if max > 0 then
+ 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);
+ frame.text:Hide();
+ return;
+ end
+ elseif max > 0 then
frame.health:SetWidth(current/frame.health.max*width);
else
frame.health:SetWidth(width);
end
if UnitIsDeadOrGhost(unit) then
- frame.health:SetWidth(1);
+ frame.health:Hide();
if UnitHasIncomingResurrection(unit) then
frame.text:SetText("Rez");
else
frame.text:SetText("Dead");
end
elseif not UnitIsConnected(unit) then
- frame.health:SetWidth(1);
+ frame.health:Hide();
frame.text:SetText("DC");
elseif healthLost > 0 then
if healthLost > 1200000000 then -- 1.2B
end
local function updatePower(frame, unit)
- local max = frame.mana.max;
+ local current, max = UnitPower(unit), frame.mana.max;
-- sanity check, occasionally UnitPowerMax gives zero
- if max > 0 then
+ if current > max then
+ frame.mana.max = UnitPowerMax(unit);
+ max = frame.mana.max;
+ if current > max then
+ -- error
+ frame.mana:SetWidth(width);
+ return;
+ end
+ elseif max > 0 then
frame.mana:SetWidth(UnitPower(unit)/max*width);
else
frame.mana:SetWidth(width);
end
local function updatePowerColor(frame, unit)
- frame.mana:SetColorTexture(unpack(powerColors[UnitPowerType(unit)]));
+ frame.mana:SetVertexColor(unpack(powerColors[UnitPowerType(unit)]));
end
local function updateName(frame, unit)
if UnitDebuff(unit, 1, "RAID") ~= nil then
-- something dispellable
if frame.overlay.color ~= overlayColorDispel then
- frame.overlay:SetColorTexture(unpack(overlayColorDispel));
+ frame.overlay:SetVertexColor(unpack(overlayColorDispel));
frame.overlay:Show();
frame.overlay.color = overlayColorDispel;
end
elseif UnitIsCharmed(unit) then
if frame.overlay.color ~= overlayColorCharm then
- frame.overlay:SetColorTexture(unpack(overlayColorCharm));
+ frame.overlay:SetVertexColor(unpack(overlayColorCharm));
frame.overlay:Show();
frame.overlay.color = overlayColorCharm;
end
local function updateAggro(frame, unit)
local status = UnitThreatSituation(unit);
if status and status > 0 then
- frame.base:SetColorTexture(GetThreatStatusColor(status));
+ frame.base:SetVertexColor(GetThreatStatusColor(status));
else
- frame.base:SetColorTexture(unpack(baseColor));
+ frame.base:SetVertexColor(unpack(baseColor));
end
end
eventFuncs[event](self, arg1);
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);
- if checked and not inRange then
- self:SetAlpha(0.55);
- else
- self:SetAlpha(1);
- end
-end
-
-local function registerEvents(frame, unit)
- -- 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
- frame:RegisterEvent("PARTY_MEMBER_ENABLE");
- frame:RegisterEvent("PARTY_MEMBER_DISABLE");
- 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);
- frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", unit);
- frame:RegisterUnitEvent("UNIT_CONNECTION", unit);
- frame:RegisterUnitEvent("INCOMING_RESURRECT_CHANGED", unit);
-end
-
-local function vis(frame, vis)
- if vis then
- frame:Show();
- frame:SetScript("OnUpdate", unitUpdate);
- --frame:UnregisterAllEvents();
- --registerEvents(frame, frame.unit);
- -- wait one frame to update data
- -- create function if needed to pass arguments to unitEvent
- local func = updaters[frame];
- if not func then
- func = function() unitEvent(frame, "UPDATE_ALL_BARS", frame.unit) end;
- updaters[frame] = func;
- end
- CTimerAfter(0.01, func);
- 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
- vis(val.frame, true);
- 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
- vis(val.frame, true);
- 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
- vis(party[0].frame, true);
- -- 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 initialize()
CFrame:SetPoint("CENTER", nil, "CENTER", anchorX, anchorY);
CFrame:SetHeight((height+2)*8);
CFrame:SetScript("OnEvent", function(self, event, ...)
if event == "GROUP_ROSTER_UPDATE" or event == "PLAYER_REGEN_ENABLED" or
event == "PLAYER_ENTERING_WORLD" then
- updateGroup();
+ --updateGroup();
elseif event == "PLAYER_LOGIN" then
initialize();
elseif event == "ADDON_LOADED" then
-- FrameInit.lua
local _;
local unpack, pairs, rawget = unpack, pairs, rawget;
+local format = string.format;
local UnitHealthMax, UnitPowerMax = UnitHealthMax, UnitPowerMax;
+local UnitInRange = UnitInRange;
local CreateFrame, RegisterStateDriver, RegisterUnitWatch = CreateFrame, RegisterStateDriver, RegisterUnitWatch;
local PowerTypeMana = Enum.PowerType.Mana;
local PowerTypeRage = Enum.PowerType.Rage;
local PowerTypeEnergy = Enum.PowerType.Energy;
local PowerTypeRunic = Enum.PowerType.RunicPower;
+local unitEvent = nil;
+
local M = {};
OmaFrames = M;
M.Positions = {"TOPRIGHT", "BOTTOMLEFT"};
M.Width, M.Height = 80, 40;
M.AnchorX, M.AnchorY = 0, -330;
-M.IndSize = 14;
-M.BaseColor = {0, 0, 0};
+M.IndSize = 14; M.BaseColor = {0, 0, 0};
M.BgColor = {0.7, 0.7, 0.7};
M.HealthColor = {0.3, 0.3, 0.3};
M.ShieldColor = {0, 0.7, 1};
end
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);
+ if checked and not inRange then
+ self:SetAlpha(0.55);
+ else
+ self:SetAlpha(1);
+ end
+end
+
+local function frameShow(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
+ 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:SetScript("OnUpdate", unitUpdate);
+ unitEvent(frame, "UPDATE_ALL_BARS", frame.unit);
+end
+
+local function frameHide(frame)
+ frame:UnregisterAllEvents();
+ frame:SetScript("OnUpdate", nil);
+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(unpack(baseColor));
+ frame.base:SetColorTexture(1, 1, 1);
+ frame.base:SetVertexColor(unpack(baseColor));
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.overlay = frame:CreateTexture(nil, "ARTWORK", nil, 1);
frame.overlay:SetPoint("TOPLEFT", frame.background, "TOPLEFT");
frame.overlay:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT", 0, 2);
+ frame.overlay:SetColorTexture(1, 1, 1);
frame.overlay:Hide();
frame.name = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
frame.name:SetPoint("CENTER", frame.background, "CENTER", 0, 11);
frame.text:SetPoint("CENTER", frame.background, "CENTER", 0, -1);
frame.text:Hide();
setupIndicators(frame);
- -- setup events
- frame:RegisterEvent("PARTY_MEMBER_ENABLE");
- frame:RegisterEvent("PARTY_MEMBER_DISABLE");
- 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);
- frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", unit);
- frame:RegisterUnitEvent("UNIT_CONNECTION", unit);
- frame:RegisterUnitEvent("INCOMING_RESURRECT_CHANGED", unit);
+ frame:SetScript("OnShow", frameShow);
+ frame:SetScript("OnHide", frameHide);
-- set attributes
secure:RegisterForClicks("AnyDown");
secure:SetAttribute("type1", "spell"); -- left click
secure:SetAttribute("*type2", "togglemenu");
end
+-- TODO reorganizing needed for eventhandler stuff
function M.InitializeParty(parent, party, eventhandler)
+ unitEvent = eventhandler;
local secure = CreateFrame("Button", "OmaPartySecure0", parent, "SecureUnitButtonTemplate");
local frame = CreateFrame("Frame", "OmaParty0", parent);
local unit = "player";
secure:SetPoint("TOPLEFT", parent, "TOPLEFT");
secure:SetHeight(height+2);
frame.unit = unit;
+ frame:SetAttribute("unit", unit);
frame:SetPoint("TOPLEFT", parent, "TOPLEFT");
frame:SetHeight(height+2);
frame:SetScript("OnEvent", eventhandler);
frame:Hide();
setupFrame(frame, secure, unit);
+ RegisterStateDriver(frame, "visibility", "[@player,group:raid] hide; show");
RegisterStateDriver(secure, "visibility", "[@player,group:raid] hide; show");
party[0] = {secure=secure, frame=frame};
for i = 1,4 do
secure:SetPoint("TOPLEFT", party[i-1].secure, "TOPRIGHT");
secure:SetPoint("BOTTOMLEFT", party[i-1].secure, "BOTTOMRIGHT");
frame.unit = unit;
+ frame:SetAttribute("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);
+ local visible = format("[@%s,exists,group:raid] hide; [@%s,exists] show; hide", unit, unit);
+ RegisterStateDriver(frame, "visibility", visible);
+ RegisterStateDriver(secure, "visibility", visible);
party[i] = {secure=secure, frame=frame};
end
end
secure:SetPoint("TOPLEFT", parent, "TOPLEFT");
secure:SetHeight(height+2);
frame.unit = unit;
+ frame:SetAttribute("unit", unit);
frame:SetPoint("TOPLEFT", parent, "TOPLEFT");
frame:SetHeight(height+2);
frame:SetScript("OnEvent", eventhandler);
frame:Hide();
setupFrame(frame, secure, unit);
+ RegisterUnitWatch(frame);
RegisterUnitWatch(secure);
raid[1] = {secure=secure, frame=frame};
for y = 1,7 do
secure:SetPoint("TOPLEFT", raid[i-5].secure, "BOTTOMLEFT");
secure:SetHeight(height+2);
frame.unit = unit;
+ frame:SetAttribute("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(frame);
RegisterUnitWatch(secure);
raid[i] = {secure=secure, frame=frame};
end
secure:SetPoint("TOPLEFT", raid[i-1].secure, "TOPRIGHT");
secure:SetPoint("BOTTOMLEFT", raid[i-1].secure, "BOTTOMRIGHT");
frame.unit = unit;
+ frame:SetAttribute("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(frame);
RegisterUnitWatch(secure);
raid[i] = {secure=secure, frame=frame};
end