d9a8d3f - Fix small issues, use StateDrivers instead of reimplementing
authorAleksi Blinnikka <aleksi.blinnikka@gmail.com>
Thu, 18 Jan 2018 23:51:58 +0000
committerAleksi Blinnikka <aleksi.blinnikka@gmail.com>
Thu, 18 Jan 2018 23:51:58 +0000
OmaRF/CFrame.lua
OmaRF/FrameInit.lua
OmaRF/Indicators.lua

index 9d1e678..753b90a 100644 (file)
@@ -4,7 +4,7 @@ local unpack, pairs, ipairs = unpack, pairs, ipairs;
 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;
@@ -37,8 +37,19 @@ local powerColors = Frames.PowerColors;
 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);
@@ -47,14 +58,14 @@ local function updateHealth(frame, unit)
     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
@@ -78,9 +89,17 @@ local function updateMaxHealth(frame, unit)
 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);
@@ -93,7 +112,7 @@ local function updateMaxPower(frame, unit)
 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)
@@ -157,13 +176,13 @@ local function updateAuras(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
@@ -178,9 +197,9 @@ 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
 
@@ -254,103 +273,6 @@ local function unitEvent(self, event, ...)
     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);
@@ -367,7 +289,7 @@ CFrame:RegisterEvent("PLAYER_REGEN_ENABLED");
 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
index 51c59e3..658e5db 100644 (file)
@@ -1,7 +1,9 @@
 -- 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;
@@ -9,6 +11,8 @@ local PowerTypeFocus = Enum.PowerType.Focus;
 local PowerTypeEnergy = Enum.PowerType.Energy;
 local PowerTypeRunic = Enum.PowerType.RunicPower;
 
+local unitEvent = nil;
+
 local M = {};
 OmaFrames = M;
 
@@ -16,8 +20,7 @@ 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};
@@ -86,13 +89,55 @@ local function setupIndicators(frame)
     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);
@@ -133,6 +178,7 @@ local function setupFrame(frame, secure, unit)
     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);
@@ -141,23 +187,8 @@ local function setupFrame(frame, secure, unit)
     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
@@ -181,7 +212,9 @@ local function setupFrame(frame, secure, unit)
     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";
@@ -189,11 +222,13 @@ function M.InitializeParty(parent, party, eventhandler)
     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
@@ -204,12 +239,15 @@ function M.InitializeParty(parent, party, eventhandler)
         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
@@ -222,11 +260,13 @@ function M.InitializeRaid(parent, raid, eventhandler)
     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
@@ -238,11 +278,13 @@ function M.InitializeRaid(parent, raid, eventhandler)
         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
@@ -256,11 +298,13 @@ function M.InitializeRaid(parent, raid, eventhandler)
             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
index 8a5882c..b3ad0ef 100644 (file)
@@ -3,7 +3,6 @@ local pairs, ipairs = pairs, ipairs;
 local floor = math.floor;
 local GetTime = GetTime;
 local UnitAura = UnitAura;
-local UnitIsPlayer = UnitIsPlayer;
 local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
 local CTimerAfter = C_Timer.After;
 
@@ -101,7 +100,7 @@ function M.CheckIndicators(frame, unit)
             name, _, icon, count, _, _, expires, caster, _, _, id = UnitAura(unit, i, filter);
             if not id then break end
             local pos = watchedAuras[id] or watchedAuras[name];
-            if pos and UnitIsPlayer(caster) then
+            if pos and caster == "player" then
                 needUpdate = remaining(frame.inds[pos].text, expires, current);
                 frame.inds[pos].expires = expires;
                 frame.inds[pos]:Show();