function M.UpdateAuras(frame, unit)
local auras = frame.auras;
- if not auras then return end
for _, aura in ipairs(auras) do
if not aura:IsShown() then break end
aura:Hide();
-- Events.lua
--- TODO -- recheck these, pvp functions not added yet
local _;
local unpack = unpack;
local ssub = string.sub;
local min = math.min;
local ceil = math.ceil;
local UnitName, UnitClass, UnitExists = UnitName, UnitClass, UnitExists;
-local UnitDebuff, UnitIsCharmed, UnitIsFriend = UnitDebuff, UnitIsCharmed, UnitIsFriend;
local UnitPower, UnitPowerMax, UnitPowerType = UnitPower, UnitPowerMax, UnitPowerType;
local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax;
local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI;
-local UnitGroupRolesAssigned = UnitGroupRolesAssigned;
local UnitLevel, UnitClassification = UnitLevel, UnitClassification;
+local UnitAffectingCombat, IsResting = UnitAffectingCombat, IsResting;
+local UnitIsPVPFreeForAll, UnitIsPVP = UnitIsPVPFreeForAll, UnitIsPVP;
+local UnitFactionGroup, UnitIsMercenary = UnitFactionGroup, UnitIsMercenary;
+local UnitIsGroupLeader, UnitIsGroupAssistant = UnitIsGroupLeader, UnitIsGroupAssistant;
+local HasLFGRestrictions = HasLFGRestrictions;
+local UnitPlayerControlled, UnitIsPlayer = UnitPlayerControlled, UnitIsPlayer;
+local UnitIsTapDenied, UnitSelectionColor = UnitIsTapDenied, UnitSelectionColor;
local RAID_CLASS_COLORS = RAID_CLASS_COLORS;
local updateAuraFrames = OmaUFAuras.UpdateAuras;
local M = {};
OmaUFEvents = M;
-function M.RegisterEvents(frame)
+function M.RegisterUnitEvents(frame)
-- events are taken from FrameXML/CompactUnitFrame.lua
-- TODO raid marker support,
-- player flags support (/afk, /dnd)
frame:RegisterUnitEvent("UNIT_CONNECTION", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_FACTION", frame.unit, displayed);
end
-local registerEvents = M.RegisterEvents;
+local registerUnitEvents = M.RegisterUnitEvents;
+
+local function updateMaxHealth(frame, unit)
+ frame.health.max = UnitHealthMax(unit);
+end
local function updateHealth(frame, unit)
local current, max = UnitHealth(unit), frame.health.max;
- frame.health:Show();
- -- sanity check, occasionally UnitHealthMax gives zero
- if current > max then
+ if current > max or max <= 0 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(frame.width);
- return;
- end
- elseif max > 0 then
- frame.health:SetWidth(current/frame.health.max*frame.width);
- else
frame.health:SetWidth(frame.width);
- return;
- end
-
- if UnitIsDeadOrGhost(unit) then
+ updateMaxHealth(frame, unit);
+ frame.health:Show();
+ elseif current <= 0 or UnitIsDeadOrGhost(unit) then
frame.health:Hide();
+ else
+ frame.health:SetWidth(current/max*frame.width);
+ frame.health:Show();
end
end
local function updateHealthText(frame, unit)
- local current, max = UnitHealth(unit), frame.health.max;
if UnitIsDeadOrGhost(unit) then
frame.healthText:SetText("Dead");
- frame.healthText:Show();
elseif not UnitIsConnected(unit) then
frame.healthText:SetText("DC");
- frame.healthText:Show();
- elseif max > 0 then
+ else
+ local current = UnitHealth(unit);
if current > 1200000000 then -- 1.2B
frame.healthText:SetFormattedText("%.1fB", current / 1000000000);
elseif current > 1200000 then -- 1.2M
else
frame.healthText:SetFormattedText("%d", current)
end
- frame.healthText:Show();
- else
- frame.healthText:Hide();
end
end
-local function updateMaxHealth(frame, unit)
- frame.health.max = UnitHealthMax(unit);
+local function updateMaxPower(frame, unit)
+ frame.mana.max = UnitPowerMax(unit);
end
local function updatePower(frame, unit)
local current, max = UnitPower(unit), frame.mana.max;
- -- sanity check, occasionally UnitPowerMax gives zero
- if current == 0 then
+ if current <= 0 then
frame.mana:Hide();
- return;
- elseif current > max then
- frame.mana:Show();
- frame.mana.max = UnitPowerMax(unit);
- max = frame.mana.max;
- if current > max then
- -- error
- frame.mana:SetWidth(frame.width);
- return;
- end
- end
- if max > 0 then
- frame.mana:SetWidth(UnitPower(unit)/max*frame.width);
+ elseif current > max or max <= 0 then
+ frame.mana:SetWidth(frame.width);
+ updateMaxPower(frame, unit);
frame.mana:Show();
else
- frame.mana:SetWidth(frame.width);
+ frame.mana:SetWidth(current/max*frame.width);
frame.mana:Show();
end
end
local function updatePowerText(frame, unit)
local current, max = UnitPower(unit), frame.mana.max;
if UnitIsDeadOrGhost(unit) or not UnitIsConnected(unit) then
- frame.healthText:Hide();
+ frame.manaText:Hide();
elseif max > 0 and current > 0 and current < max then
frame.manaText:SetText(ceil(current/max*100));
frame.manaText:Show();
end
end
-local function updateMaxPower(frame, unit)
- frame.mana.max = UnitPowerMax(unit);
-end
-
local function updatePowerColor(frame, unit)
frame.mana:SetVertexColor(unpack(powerColors[UnitPowerType(unit)]));
end
local function updateName(frame, unit)
- if not frame.name then return end
local name = UnitName(unit);
if not name then return end
frame.name:SetText(ssub(name, 1, 10));
local function updateHealPred(frame, unit)
local incoming = UnitGetIncomingHeals(unit) or 0;
if incoming > 0 then
- local max = frame.health.max;
local space = frame.width - frame.health:GetWidth() + 1;
- local pred = (incoming / max) * frame.width;
- frame.healpred:SetWidth(min(space, pred));
+ incoming = (incoming / frame.health.max) * frame.width;
+ frame.healpred:SetWidth(min(space, incoming));
frame.healpred:Show();
else
frame.healpred:Hide();
local function updateShield(frame, unit)
local shield = UnitGetTotalAbsorbs(unit) or 0;
if shield > 0 then
- local max = frame.health.max;
local space = frame.width - frame.health:GetWidth();
- shield = (shield / max) * frame.width;
+ shield = (shield / frame.health.max) * frame.width;
if space == 0 then
frame.shield:Hide();
frame.shieldhl:Show();
local function updateHealAbsorb(frame, unit)
local absorb = UnitGetTotalHealAbsorbs(unit) or 0;
if absorb > 0 then
- local max = frame.health.max;
local space = frame.health:GetWidth();
- absorb = (absorb / max) * frame.width;
+ absorb = (absorb / frame.health.max) * frame.width;
frame.healabsorb:SetWidth(min(space, absorb));
frame.healabsorb:Show();
else
end
local function updateAuras(frame, unit)
- updateAuraFrames(frame, unit);
+ if frame.auras then updateAuraFrames(frame, unit) end
end
local function updateAggro(frame, unit)
end
local function updateVehicle(frame)
- local shouldTargetVehicle = UnitHasVehicleUI(frame.unit) and UnitTargetsVehicleInRaidUI(frame.unit) and UnitExists(frame.vehicle);
+ 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);
+ registerUnitEvents(frame);
end
elseif frame.inVehicle then
frame.inVehicle = false;
frame.displayed = frame.unit;
- registerEvents(frame);
- end
-end
-
-local function updateRole(frame, unit)
- local role = UnitGroupRolesAssigned(unit);
- if role == "HEALER" or role == "TANK" or role == "DAMAGER" then
- frame.role:SetTexCoord(GetTexCoordsForRoleSmallCircle(role));
- frame.role:Show();
- else
- frame.role:Hide();
+ registerUnitEvents(frame);
end
end
local function updateLevelText(frame, unit, levelup)
- if not frame.level then return end
if levelup then
-- PLAYER_LEVEL_UP
frame.level:SetText(levelup);
end
local function updateStatus(frame, unit)
- -- coords from PlayerFrame
+ -- coords from FrameXML/PlayerFrame.lua
if frame.inCombat or UnitAffectingCombat(unit) then
frame.status:SetTexCoord(0.5, 1, 0, 0.484375);
frame.status:Show();
elseif UnitIsPVP(unit) then
local faction = UnitFactionGroup(unit);
if faction and faction ~= "Neutral" then
- -- from PlayerFrame, mercenary checks
+ -- from FrameXML/PlayerFrame.lua, mercenary checks
if UnitIsMercenary(unit) then
if faction == "Horde" then
faction = "Alliance";
updateHealthText(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)
updatePower(frame, frame.displayed);
updatePowerText(frame, frame.displayed);
end,
["UNIT_NAME_UPDATE"] = function(frame)
- updateName(frame, frame.displayed);
+ if frame.name then updateName(frame, frame.displayed) end
updateHealthColor(frame, frame.displayed);
end,
["UNIT_CONNECTION"] = function(frame)
updateHealthText(frame, frame.displayed);
updatePowerText(frame, frame.displayed);
end,
- ["PLAYER_ROLES_ASSIGNED"] = function(frame)
- updateRole(frame, frame.unit);
- end,
["UNIT_LEVEL"] = function(frame)
+ -- if this is registered, frame has frame.level
updateLevelText(frame, frame.unit);
end,
["PLAYER_LEVEL_UP"] = function(frame, arg1)
updateLevelText(frame, frame.unit, arg1);
end,
["PLAYER_UPDATE_RESTING"] = function(frame)
+ -- player frame has frame.status
updateStatus(frame, frame.unit);
end,
["PLAYER_REGEN_DISABLED"] = function(frame)
frame.inCombat = true;
- updateStatus(frame, frame.unit);
+ if frame.status then updateStatus(frame, frame.unit) end
end,
["PLAYER_REGEN_ENABLED"] = function(frame)
frame.inCombat = false;
- updateStatus(frame, frame.unit);
+ if frame.status then updateStatus(frame, frame.unit) end
end,
["UNIT_FACTION"] = function(frame)
- updatePVP(frame, frame.unit);
+ if frame.pvp then updatePVP(frame, frame.unit) end
updateHealthColor(frame, frame.displayed);
end,
["PARTY_LEADER_CHANGED"] = function(frame)
updateLeaderIcon(frame, frame.unit);
end,
["UPDATE_ALL_BARS"] = function(frame)
- updateVehicle(frame);
+ if frame.vehicle then updateVehicle(frame) end
updateMaxHealth(frame, frame.displayed);
updateMaxPower(frame, frame.displayed);
updateHealth(frame, frame.displayed);
updateHealAbsorb(frame, frame.displayed);
updatePowerColor(frame, frame.displayed);
updateAggro(frame, frame.displayed);
- updateName(frame, frame.displayed);
- updateRole(frame, frame.unit);
- updateLevelText(frame, frame.unit);
- updateStatus(frame, frame.unit);
- updatePVP(frame, frame.unit);
- updateLeaderIcon(frame, frame.unit);
+ if frame.name then updateName(frame, frame.displayed) end
+ if frame.level then updateLevelText(frame, frame.unit) end
+ if frame.status then updateStatus(frame, frame.unit) end
+ if frame.pvp then updatePVP(frame, frame.unit) end
+ if frame.leader then updateLeaderIcon(frame, frame.unit) end
updateHealthColor(frame, frame.displayed);
end,
};
Auras.lua
Events.lua
UnitFrames.lua
+PlayerFrame.lua
+TargetFrame.lua
--- /dev/null
+-- PlayerFrame.lua
+local _;
+local unpack, pairs = unpack, pairs;
+local format = string.format;
+local CreateFrame, RegisterStateDriver, RegisterUnitWatch = CreateFrame, RegisterStateDriver, RegisterUnitWatch;
+local STANDARD_TEXT_FONT = STANDARD_TEXT_FONT;
+local GameTooltip = nil;
+local GameTooltip_SetDefaultAnchor = nil;
+
+local registerUnitEvents = OmaUFEvents.RegisterUnitEvents;
+local unitEvent = OmaUFEvents.UnitEvent;
+local createAuraFrame = OmaUFAuras.CreateAuraFrame;
+
+local Settings = OmaUFSettings;
+local baseColor = Settings.BaseColor;
+local bgColor = Settings.BgColor;
+local healthColor = Settings.HealthColor;
+local shieldColor = Settings.ShieldColor;
+local shieldhlColor = Settings.ShieldhlColor;
+local healpredColor = Settings.HealpredColor;
+local healabsorbColor = Settings.HealabsorbColor;
+local width, height = Settings.Player.Width, Settings.Player.Height;
+local anchorX, anchorY = Settings.Player.AnchorX, Settings.Player.AnchorY;
+-- placeholders with visible values when error happens
+local attributes = {};
+
+local inheritedFrames = "SecureUnitButtonTemplate,SecureHandlerStateTemplate";
+
+local function frameShow(frame)
+ frame:RegisterEvent("UNIT_ENTERED_VEHICLE");
+ frame:RegisterEvent("UNIT_EXITED_VEHICLE");
+ frame:RegisterEvent("UNIT_PET"); -- TODO needed?
+ frame:RegisterEvent("PLAYER_ENTERING_WORLD");
+ frame:RegisterEvent("PLAYER_LEVEL_UP");
+ frame:RegisterEvent("PLAYER_REGEN_DISABLED");
+ frame:RegisterEvent("PLAYER_REGEN_ENABLED");
+ frame:RegisterEvent("PLAYER_UPDATE_RESTING");
+ frame:RegisterEvent("PARTY_LEADER_CHANGED");
+ registerUnitEvents(frame);
+ unitEvent(frame, "UPDATE_ALL_BARS");
+end
+
+local function frameHide(frame)
+ frame:UnregisterAllEvents();
+end
+
+local function showTooltip(secure)
+ GameTooltip_SetDefaultAnchor(GameTooltip, secure);
+ GameTooltip:SetUnit(secure:GetAttribute("unit"));
+end
+
+local function hideTooltip(secure)
+ GameTooltip:FadeOut();
+end
+
+function OmaUnitFrames.InitializePlayer(parent)
+ GameTooltip = _G["GameTooltip"];
+ GameTooltip_SetDefaultAnchor = _G["GameTooltip_SetDefaultAnchor"];
+ attributes = Settings.Character.Clickheal;
+
+ local secure = CreateFrame("Button", "OmaPlayerSecure", parent, inheritedFrames);
+ local frame = CreateFrame("Frame", "OmaPlayer", parent);
+ local unit = "player";
+ secure:SetPoint("CENTER", parent, "CENTER", anchorX, anchorY);
+ secure:SetAttribute("unit", unit);
+ frame:SetPoint("CENTER", parent, "CENTER", anchorX, anchorY);
+ frame:SetAttribute("unit", unit);
+ frame.unit = unit;
+ frame.displayed = unit;
+ frame.vehicle = "vehicle";
+ -- hide frame to get initial frameShow call
+ frame:Hide();
+ -- create visuals
+ secure:SetWidth(width+2);
+ secure:SetHeight(height+2);
+ frame:SetWidth(width+2);
+ frame:SetHeight(height+2);
+ frame.width = width;
+ frame.base = frame:CreateTexture(nil, "BACKGROUND");
+ frame.base:SetAllPoints();
+ frame.base:SetColorTexture(1, 1, 1);
+ frame.base:SetVertexColor(unpack(baseColor));
+ frame.healthback = frame:CreateTexture(nil, "BACKGROUND", nil, 1);
+ frame.healthback:SetPoint("TOPLEFT", frame, "TOPLEFT", 1, -1);
+ frame.healthback:SetPoint("BOTTOMRIGHT", frame, "RIGHT", -1, -5);
+ frame.healthback:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
+ frame.healthback:SetVertexColor(unpack(bgColor));
+ frame.health = frame:CreateTexture(nil, "BORDER");
+ frame.health:SetPoint("TOPLEFT", frame.healthback, "TOPLEFT");
+ frame.health:SetPoint("BOTTOMLEFT", frame.healthback, "BOTTOMLEFT");
+ frame.health:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
+ frame.health:SetVertexColor(unpack(healthColor));
+ frame.healthText = frame:CreateFontString(nil, "ARTWORK", "GameFontHighlightLarge");
+ frame.healthText:SetPoint("RIGHT", frame.healthback, "RIGHT", -2, 0);
+ frame.manaback = frame:CreateTexture(nil, "BACKGROUND", nil, 1);
+ frame.manaback:SetPoint("TOPLEFT", frame, "LEFT", 1, -5);
+ frame.manaback:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -1, 1);
+ frame.manaback:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
+ frame.manaback:SetVertexColor(unpack(bgColor));
+ frame.mana = frame:CreateTexture(nil, "BORDER");
+ frame.mana:SetPoint("TOPLEFT", frame.manaback, "TOPLEFT");
+ frame.mana:SetPoint("BOTTOMLEFT", frame.manaback, "BOTTOMLEFT");
+ frame.mana:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
+ frame.manaText = frame:CreateFontString(nil, "ARTWORK", "GameFontHighlight");
+ frame.manaText:SetPoint("RIGHT", frame.manaback, "RIGHT", -2, 0);
+ frame.manaText:Hide();
+ frame.shield = frame:CreateTexture(nil, "BORDER");
+ frame.shield:SetPoint("TOPLEFT", frame.health, "TOPRIGHT");
+ frame.shield:SetPoint("BOTTOMLEFT", frame.health, "BOTTOMRIGHT");
+ frame.shield:SetTexture("Interface\\RaidFrame\\Shield-Fill");
+ frame.shield:SetVertexColor(unpack(shieldColor));
+ frame.shield:Hide();
+ frame.shieldhl = frame:CreateTexture(nil, "ARTWORK");
+ frame.shieldhl:SetPoint("TOPLEFT", frame.healthback, "TOPRIGHT", -1, 0);
+ frame.shieldhl:SetPoint("BOTTOMRIGHT", frame.healthback, "BOTTOMRIGHT", 1, 0);
+ frame.shieldhl:SetColorTexture(unpack(shieldhlColor));
+ frame.shieldhl:Hide();
+ frame.healpred = frame:CreateTexture(nil, "ARTWORK");
+ frame.healpred:SetPoint("TOPLEFT", frame.health, "TOPRIGHT");
+ frame.healpred:SetPoint("BOTTOMLEFT", frame.health, "BOTTOMRIGHT");
+ frame.healpred:SetColorTexture(unpack(healpredColor));
+ frame.healpred:Hide();
+ frame.healabsorb = frame:CreateTexture(nil, "ARTWORK");
+ frame.healabsorb:SetPoint("TOPRIGHT", frame.health, "TOPRIGHT");
+ frame.healabsorb:SetPoint("BOTTOMRIGHT", frame.health, "BOTTOMRIGHT");
+ frame.healabsorb:SetColorTexture(unpack(healabsorbColor));
+ frame.healabsorb:Hide();
+ frame.status = frame:CreateTexture(nil, "OVERLAY");
+ frame.status:SetPoint("TOPLEFT", frame.manaback, "BOTTOMLEFT", -8, 8);
+ frame.status:SetPoint("BOTTOMRIGHT", frame.manaback, "BOTTOMLEFT", 8, -8);
+ frame.status:SetTexture("Interface\\CHARACTERFRAME\\UI-StateIcon");
+ frame.status:Hide();
+ frame.pvp = frame:CreateTexture(nil, "OVERLAY");
+ frame.pvp:SetPoint("TOPLEFT", frame.manaback, "BOTTOMLEFT", 8, 6);
+ frame.pvp:SetPoint("BOTTOMRIGHT", frame.manaback, "BOTTOMLEFT", 32, -18);
+ frame.pvp:SetTexture("Interface\\TARGETINGFRAME\\UI-PVP-Horde");
+ frame.pvp:Hide();
+ frame.leader = frame:CreateTexture(nil, "OVERLAY");
+ frame.leader:SetPoint("TOPLEFT", frame.healthback, "TOPLEFT", -6, 6);
+ frame.leader:SetPoint("BOTTOMRIGHT", frame.healthback, "TOPLEFT", 6, -6);
+ frame.leader:Hide();
+ frame.level = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
+ frame.level:SetPoint("LEFT", frame.manaback, "LEFT", 2, 1);
+ -- set scripts
+ frame:SetScript("OnShow", frameShow);
+ frame:SetScript("OnHide", frameHide);
+ frame:SetScript("OnEvent", unitEvent);
+ secure:SetScript("OnEnter", showTooltip);
+ secure:SetScript("OnLeave", hideTooltip);
+ -- set attributes
+ secure:RegisterForClicks("AnyDown");
+ for attr, val in pairs(attributes) do
+ secure:SetAttribute(attr, val);
+ end
+ -- rest give target and menu
+ secure:SetAttribute("*type1", "target");
+ secure:SetAttribute("*type2", "togglemenu");
+ RegisterUnitWatch(frame);
+ RegisterUnitWatch(secure);
+ return frame;
+end
local chars = {
["Stormreaver"] = {
["Vildan"] = {
- AnchorX = 0,
- AnchorY = -330,
Clickheal = {
["type1"] = "spell",
["type2"] = "spell",
},
},
["Gedren"] = {
- AnchorX = 0,
- AnchorY = -330,
Clickheal = {
["type1"] = "spell",
["type2"] = "spell",
-- account-wide settings
local settings = {
- Width = 160,
- Height = 50,
+ Player = {
+ Width = 160,
+ Height = 50,
+ AnchorX = -300,
+ AnchorY = -175,
+ },
+ Pet = {
+ Width = 80,
+ Height = 25,
+ AnchorX = -10,
+ AnchorY = 0,
+ },
+ Target = {
+ Width = 160,
+ Height = 50,
+ AnchorX = 300,
+ AnchorY = -175,
+ },
+ ToT = {
+ Width = 80,
+ Height = 25,
+ AnchorX = 10,
+ AnchorY = 0,
+ },
BaseColor = {0, 0, 0, 0.5},
BgColor = {0.1, 0.1, 0.1, 0.4},
HealthColor = {0.5, 0.5, 0.5},
--- /dev/null
+-- TargetFrame.lua
+local _;
+local unpack, pairs = unpack, pairs;
+local format = string.format;
+local CreateFrame, RegisterStateDriver, RegisterUnitWatch = CreateFrame, RegisterStateDriver, RegisterUnitWatch;
+local STANDARD_TEXT_FONT = STANDARD_TEXT_FONT;
+local GameTooltip = nil;
+local GameTooltip_SetDefaultAnchor = nil;
+
+local registerUnitEvents = OmaUFEvents.RegisterUnitEvents;
+local unitEvent = OmaUFEvents.UnitEvent;
+local createAuraFrame = OmaUFAuras.CreateAuraFrame;
+
+local Settings = OmaUFSettings;
+local baseColor = Settings.BaseColor;
+local bgColor = Settings.BgColor;
+local healthColor = Settings.HealthColor;
+local shieldColor = Settings.ShieldColor;
+local shieldhlColor = Settings.ShieldhlColor;
+local healpredColor = Settings.HealpredColor;
+local healabsorbColor = Settings.HealabsorbColor;
+local width, height = Settings.Target.Width, Settings.Target.Height;
+local anchorX, anchorY = Settings.Target.AnchorX, Settings.Target.AnchorY;
+-- placeholders with visible values when error happens
+local attributes = {};
+
+local inheritedFrames = "SecureUnitButtonTemplate,SecureHandlerStateTemplate";
+
+local function frameShow(frame)
+ frame:RegisterEvent("UNIT_ENTERED_VEHICLE");
+ frame:RegisterEvent("UNIT_EXITED_VEHICLE");
+ frame:RegisterEvent("UNIT_PET");
+ frame:RegisterEvent("GROUP_ROSTER_UPDATE"); -- TODO needed? won't be having group number in frames
+ frame:RegisterEvent("PLAYER_ENTERING_WORLD");
+ frame:RegisterEvent("PLAYER_TARGET_CHANGED");
+ frame:RegisterEvent("PARTY_LEADER_CHANGED");
+ frame:RegisterUnitEvent("UNIT_LEVEL", frame.unit);
+ registerUnitEvents(frame);
+ unitEvent(frame, "UPDATE_ALL_BARS");
+end
+
+local function frameHide(frame)
+ frame:UnregisterAllEvents();
+end
+
+local function showTooltip(secure)
+ GameTooltip_SetDefaultAnchor(GameTooltip, secure);
+ GameTooltip:SetUnit(secure:GetAttribute("unit"));
+end
+
+local function hideTooltip(secure)
+ GameTooltip:FadeOut();
+end
+
+function OmaUnitFrames.InitializeTarget(parent)
+ GameTooltip = _G["GameTooltip"];
+ GameTooltip_SetDefaultAnchor = _G["GameTooltip_SetDefaultAnchor"];
+ attributes = Settings.Character.Clickheal;
+
+ local secure = CreateFrame("Button", "OmaTargetSecure", parent, inheritedFrames);
+ local frame = CreateFrame("Frame", "OmaTarget", parent);
+ local unit = "target";
+ secure:SetPoint("CENTER", parent, "CENTER", anchorX, anchorY);
+ secure:SetAttribute("unit", unit);
+ frame:SetPoint("CENTER", parent, "CENTER", anchorX, anchorY);
+ frame:SetAttribute("unit", unit);
+ frame.unit = unit;
+ frame.displayed = unit;
+ --frame.vehicle = unit.."pet"; -- TODO nothing extra needed for target vehicles?
+ -- hide frame to get initial frameShow call
+ frame:Hide();
+ -- create visuals
+ secure:SetWidth(width+2);
+ secure:SetHeight(height+2);
+ frame:SetWidth(width+2);
+ frame:SetHeight(height+2);
+ frame.width = width;
+ frame.base = frame:CreateTexture(nil, "BACKGROUND");
+ frame.base:SetAllPoints();
+ frame.base:SetColorTexture(1, 1, 1);
+ frame.base:SetVertexColor(unpack(baseColor));
+ frame.healthback = frame:CreateTexture(nil, "BACKGROUND", nil, 1);
+ frame.healthback:SetPoint("TOPLEFT", frame, "TOPLEFT", 1, -1);
+ frame.healthback:SetPoint("BOTTOMRIGHT", frame, "RIGHT", -1, -5);
+ frame.healthback:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
+ frame.healthback:SetVertexColor(unpack(bgColor));
+ frame.health = frame:CreateTexture(nil, "BORDER");
+ frame.health:SetPoint("TOPLEFT", frame.healthback, "TOPLEFT");
+ frame.health:SetPoint("BOTTOMLEFT", frame.healthback, "BOTTOMLEFT");
+ frame.health:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
+ frame.health:SetVertexColor(unpack(healthColor));
+ frame.healthText = frame:CreateFontString(nil, "ARTWORK", "GameFontHighlightLarge");
+ frame.healthText:SetPoint("RIGHT", frame.healthback, "RIGHT", -2, 0);
+ frame.manaback = frame:CreateTexture(nil, "BACKGROUND", nil, 1);
+ frame.manaback:SetPoint("TOPLEFT", frame, "LEFT", 1, -5);
+ frame.manaback:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -1, 1);
+ frame.manaback:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
+ frame.manaback:SetVertexColor(unpack(bgColor));
+ frame.mana = frame:CreateTexture(nil, "BORDER");
+ frame.mana:SetPoint("TOPLEFT", frame.manaback, "TOPLEFT");
+ frame.mana:SetPoint("BOTTOMLEFT", frame.manaback, "BOTTOMLEFT");
+ frame.mana:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
+ frame.manaText = frame:CreateFontString(nil, "ARTWORK", "GameFontHighlight");
+ frame.manaText:SetPoint("RIGHT", frame.manaback, "RIGHT", -2, 0);
+ frame.manaText:Hide();
+ frame.shield = frame:CreateTexture(nil, "BORDER");
+ frame.shield:SetPoint("TOPLEFT", frame.health, "TOPRIGHT");
+ frame.shield:SetPoint("BOTTOMLEFT", frame.health, "BOTTOMRIGHT");
+ frame.shield:SetTexture("Interface\\RaidFrame\\Shield-Fill");
+ frame.shield:SetVertexColor(unpack(shieldColor));
+ frame.shield:Hide();
+ frame.shieldhl = frame:CreateTexture(nil, "ARTWORK");
+ frame.shieldhl:SetPoint("TOPLEFT", frame.healthback, "TOPRIGHT", -1, 0);
+ frame.shieldhl:SetPoint("BOTTOMRIGHT", frame.healthback, "BOTTOMRIGHT", 1, 0);
+ frame.shieldhl:SetColorTexture(unpack(shieldhlColor));
+ frame.shieldhl:Hide();
+ frame.healpred = frame:CreateTexture(nil, "ARTWORK");
+ frame.healpred:SetPoint("TOPLEFT", frame.health, "TOPRIGHT");
+ frame.healpred:SetPoint("BOTTOMLEFT", frame.health, "BOTTOMRIGHT");
+ frame.healpred:SetColorTexture(unpack(healpredColor));
+ frame.healpred:Hide();
+ frame.healabsorb = frame:CreateTexture(nil, "ARTWORK");
+ frame.healabsorb:SetPoint("TOPRIGHT", frame.health, "TOPRIGHT");
+ frame.healabsorb:SetPoint("BOTTOMRIGHT", frame.health, "BOTTOMRIGHT");
+ frame.healabsorb:SetColorTexture(unpack(healabsorbColor));
+ frame.healabsorb:Hide();
+ frame.status = frame:CreateTexture(nil, "OVERLAY");
+ frame.status:SetPoint("TOPLEFT", frame.manaback, "BOTTOMLEFT", -8, 8);
+ frame.status:SetPoint("BOTTOMRIGHT", frame.manaback, "BOTTOMLEFT", 8, -8);
+ frame.status:SetTexture("Interface\\CHARACTERFRAME\\UI-StateIcon");
+ frame.status:Hide();
+ frame.pvp = frame:CreateTexture(nil, "OVERLAY");
+ frame.pvp:SetPoint("TOPLEFT", frame.manaback, "BOTTOMLEFT", 8, 6);
+ frame.pvp:SetPoint("BOTTOMRIGHT", frame.manaback, "BOTTOMLEFT", 32, -18);
+ frame.pvp:SetTexture("Interface\\TARGETINGFRAME\\UI-PVP-Horde");
+ frame.pvp:Hide();
+ frame.leader = frame:CreateTexture(nil, "OVERLAY");
+ frame.leader:SetPoint("TOPLEFT", frame.healthback, "TOPLEFT", -6, 6);
+ frame.leader:SetPoint("BOTTOMRIGHT", frame.healthback, "TOPLEFT", 6, -6);
+ frame.leader:Hide();
+ frame.name = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlightLarge");
+ frame.name:SetPoint("LEFT", frame.healthback, "LEFT", 2, 1);
+ frame.level = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
+ frame.level:SetPoint("LEFT", frame.manaback, "LEFT", 2, 1);
+ -- set scripts
+ frame:SetScript("OnShow", frameShow);
+ frame:SetScript("OnHide", frameHide);
+ frame:SetScript("OnEvent", unitEvent);
+ secure:SetScript("OnEnter", showTooltip);
+ secure:SetScript("OnLeave", hideTooltip);
+ -- set attributes
+ secure:RegisterForClicks("AnyDown");
+ for attr, val in pairs(attributes) do
+ secure:SetAttribute(attr, val);
+ end
+ -- rest give target and menu
+ secure:SetAttribute("*type1", "target");
+ secure:SetAttribute("*type2", "togglemenu");
+ createAuraFrame(frame, unit);
+ RegisterUnitWatch(frame);
+ RegisterUnitWatch(secure);
+ return frame;
+end
--- RaidFrame.lua
+-- UnitFrames.lua
local _;
-local unpack, pairs = unpack, pairs;
-local format = string.format;
-local UnitHealthMax, UnitPowerMax = UnitHealthMax, UnitPowerMax;
-local CreateFrame, RegisterStateDriver, RegisterUnitWatch = CreateFrame, RegisterStateDriver, RegisterUnitWatch;
-local STANDARD_TEXT_FONT = STANDARD_TEXT_FONT;
-local GameTooltip = nil;
-local GameTooltip_SetDefaultAnchor = nil;
-
-local registerEvents = OmaUFEvents.RegisterEvents;
-local unitEvent = OmaUFEvents.UnitEvent;
-local createAuraFrame = OmaUFAuras.CreateAuraFrame;
-
-local Settings = OmaUFSettings;
-local indSize = Settings.IndSize;
-local baseColor = Settings.BaseColor;
-local bgColor = Settings.BgColor;
-local healthColor = Settings.HealthColor;
-local shieldColor = Settings.ShieldColor;
-local shieldhlColor = Settings.ShieldhlColor;
-local healpredColor = Settings.HealpredColor;
-local healabsorbColor = Settings.HealabsorbColor;
-local width, height = Settings.Width, Settings.Height;
--- placeholders with visible values when error happens
-local anchorX, anchorY = 10, 10;
-local attributes = {};
+local pairs = pairs;
local UnitFrames = CreateFrame("Frame", "OmaUnitFrames");
-local inheritedFrames = "SecureUnitButtonTemplate,SecureHandlerStateTemplate";
-
-local events = {
- ["player"] = {
- "UNIT_ENTERED_VEHICLE",
- "UNIT_EXITED_VEHICLE",
- "UNIT_PET",
- "PLAYER_ROLES_ASSIGNED",
- "PLAYER_ENTERING_WORLD",
- "PLAYER_LEVEL_UP",
- "PLAYER_REGEN_DISABLED",
- "PLAYER_REGEN_ENABLED",
- "PLAYER_UPDATE_RESTING",
- },
- ["target"] = {
- "UNIT_ENTERED_VEHICLE",
- "UNIT_EXITED_VEHICLE",
- "UNIT_PET",
- "UNIT_LEVEL",
- "GROUP_ROSTER_UPDATE",
- "PLAYER_ROLES_ASSIGNED",
- "PLAYER_ENTERING_WORLD",
- "PLAYER_TARGET_CHANGED",
- },
- ["pet"] = {
- "UNIT_ENTERED_VEHICLE",
- "UNIT_EXITED_VEHICLE",
- "UNIT_PET",
- "PLAYER_ENTERING_WORLD",
- "PLAYER_LEVEL_UP",
- "PLAYER_REGEN_DISABLED",
- "PLAYER_REGEN_ENABLED",
- },
-};
local M = {};
OmaUnitFrames = M;
-local function frameShow(frame)
- for _, ev in pairs(events[frame.unit]) do
- frame:RegisterEvent(ev);
- end
- registerEvents(frame);
- unitEvent(frame, "UPDATE_ALL_BARS");
-end
-
-local function frameHide(frame)
- frame:UnregisterAllEvents();
-end
-
-local function showTooltip(secure)
- GameTooltip_SetDefaultAnchor(GameTooltip, secure);
- GameTooltip:SetUnit(secure:GetAttribute("unit"));
-end
-
-local function hideTooltip(secure)
- GameTooltip:FadeOut();
-end
-
-local function setupFrame(frame, secure, unit, width, height)
- secure:SetAttribute("unit", unit);
- frame:SetAttribute("unit", unit);
- frame.unit = unit;
- frame.displayed = unit;
- -- hide frame to get initial frameShow call
- frame:Hide();
- if unit == "player" then
- frame.vehicle = "vehicle";
- else
- frame.vehicle = unit.."pet";
- end
- -- create visuals
- secure:SetWidth(width+2);
- secure:SetHeight(height+2);
- frame:SetWidth(width+2);
- frame:SetHeight(height+2);
- frame.width = width;
- frame.base = frame:CreateTexture(nil, "BACKGROUND");
- frame.base:SetAllPoints();
- frame.base:SetColorTexture(1, 1, 1);
- frame.base:SetVertexColor(unpack(baseColor));
- frame.healthback = frame:CreateTexture(nil, "BACKGROUND", nil, 1);
- frame.healthback:SetPoint("TOPLEFT", frame, "TOPLEFT", 1, -1);
- frame.healthback:SetPoint("BOTTOMRIGHT", frame, "RIGHT", -1, -5);
- frame.healthback:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
- frame.healthback:SetVertexColor(unpack(bgColor));
- frame.health = frame:CreateTexture(nil, "BORDER");
- frame.health:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
- frame.health:SetPoint("TOPLEFT", frame.healthback, "TOPLEFT");
- frame.health:SetPoint("BOTTOMLEFT", frame.healthback, "BOTTOMLEFT");
- frame.health:SetVertexColor(unpack(healthColor));
- frame.health:SetWidth(width);
- frame.health.max = UnitHealthMax(unit);
- frame.healthText = frame:CreateFontString(nil, "ARTWORK", "GameFontHighlightLarge");
- frame.healthText:SetPoint("RIGHT", frame.healthback, "RIGHT", -2, 0);
- frame.healthText:Hide();
- frame.manaback = frame:CreateTexture(nil, "BACKGROUND", nil, 1);
- frame.manaback:SetPoint("TOPLEFT", frame, "LEFT", 1, -5);
- frame.manaback:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -1, 1);
- frame.manaback:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
- frame.manaback:SetVertexColor(unpack(bgColor));
- frame.mana = frame:CreateTexture(nil, "BORDER");
- frame.mana:SetPoint("TOPLEFT", frame.manaback, "TOPLEFT");
- frame.mana:SetPoint("BOTTOMLEFT", frame.manaback, "BOTTOMLEFT");
- frame.mana:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
- frame.mana:SetWidth(width);
- frame.mana.max = UnitPowerMax(unit);
- frame.manaText = frame:CreateFontString(nil, "ARTWORK", "GameFontHighlight");
- frame.manaText:SetPoint("RIGHT", frame.manaback, "RIGHT", -2, 0);
- frame.manaText:Hide();
- frame.shield = frame:CreateTexture(nil, "BORDER");
- frame.shield:SetPoint("TOPLEFT", frame.health, "TOPRIGHT");
- frame.shield:SetPoint("BOTTOMLEFT", frame.health, "BOTTOMRIGHT");
- frame.shield:SetTexture("Interface\\RaidFrame\\Shield-Fill");
- frame.shield:SetVertexColor(unpack(shieldColor));
- frame.shield:Hide();
- frame.shieldhl = frame:CreateTexture(nil, "ARTWORK");
- frame.shieldhl:SetPoint("TOPLEFT", frame.healthback, "TOPRIGHT", -1, 0);
- frame.shieldhl:SetPoint("BOTTOMRIGHT", frame.healthback, "BOTTOMRIGHT", 1, 0);
- frame.shieldhl:SetColorTexture(unpack(shieldhlColor));
- frame.shieldhl:Hide();
- frame.healpred = frame:CreateTexture(nil, "ARTWORK");
- frame.healpred:SetPoint("TOPLEFT", frame.health, "TOPRIGHT");
- frame.healpred:SetPoint("BOTTOMLEFT", frame.health, "BOTTOMRIGHT");
- frame.healpred:SetColorTexture(unpack(healpredColor));
- frame.healpred:Hide();
- frame.healabsorb = frame:CreateTexture(nil, "ARTWORK");
- frame.healabsorb:SetPoint("TOPRIGHT", frame.health, "TOPRIGHT");
- frame.healabsorb:SetPoint("BOTTOMRIGHT", frame.health, "BOTTOMRIGHT");
- frame.healabsorb:SetColorTexture(unpack(healabsorbColor));
- frame.healabsorb:Hide();
- frame.role = frame:CreateTexture(nil, "OVERLAY");
- frame.role:SetPoint("TOPLEFT", frame.healthback, "TOPRIGHT", -8, 8);
- frame.role:SetPoint("BOTTOMRIGHT", frame.healthback, "TOPRIGHT", 8, -8);
- frame.role:SetTexture("Interface\\LFGFRAME\\UI-LFG-ICON-PORTRAITROLES");
- frame.role:Hide();
- frame.status = frame:CreateTexture(nil, "OVERLAY");
- frame.status:SetPoint("TOPLEFT", frame.manaback, "BOTTOMLEFT", -8, 8);
- frame.status:SetPoint("BOTTOMRIGHT", frame.manaback, "BOTTOMLEFT", 8, -8);
- frame.status:SetTexture("Interface\\CHARACTERFRAME\\UI-StateIcon");
- frame.status:Hide();
- frame.pvp = frame:CreateTexture(nil, "OVERLAY");
- frame.pvp:SetPoint("TOPLEFT", frame.manaback, "BOTTOMLEFT", 8, 6);
- frame.pvp:SetPoint("BOTTOMRIGHT", frame.manaback, "BOTTOMLEFT", 32, -18);
- frame.pvp:SetTexture("Interface\\TARGETINGFRAME\\UI-PVP-Horde");
- frame.pvp:Hide();
- frame.leader = frame:CreateTexture(nil, "OVERLAY");
- frame.leader:SetPoint("TOPLEFT", frame.healthback, "TOPLEFT", -6, 6);
- frame.leader:SetPoint("BOTTOMRIGHT", frame.healthback, "TOPLEFT", 6, -6);
- frame.leader:Hide();
- if unit ~= "pet" then
- frame.name = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlightLarge");
- frame.name:SetPoint("LEFT", frame.healthback, "LEFT", 2, 1);
- frame.level = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
- frame.level:SetPoint("LEFT", frame.manaback, "LEFT", 2, 1);
- end
- -- set scripts
- frame:SetScript("OnShow", frameShow);
- frame:SetScript("OnHide", frameHide);
- frame:SetScript("OnEvent", unitEvent);
- secure:SetScript("OnEnter", showTooltip);
- secure:SetScript("OnLeave", hideTooltip);
- -- set attributes
- secure:RegisterForClicks("AnyDown");
- for attr, val in pairs(attributes) do
- secure:SetAttribute(attr, val);
- end
- -- rest give target and menu
- secure:SetAttribute("*type1", "target");
- 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
- self:SetAttribute("toggleForVehicle", false);
- else
- self:SetAttribute("toggleForVehicle", true);
- end
-]=]
-
-local function initializePlayer(parent)
- local secure = CreateFrame("Button", "OmaPlayerSecure", parent, inheritedFrames);
- local frame = CreateFrame("Frame", "OmaPlayer", parent);
- local unit = "player";
- secure:SetPoint("CENTER", parent, "CENTER", -300, -175);
- frame:SetPoint("CENTER", parent, "CENTER", -300, -175);
- setupFrame(frame, secure, unit, width, height);
- RegisterUnitWatch(frame);
- RegisterUnitWatch(secure);
- --RegisterStateDriver(secure, "vehicleui", "[vehicleui] vehicle; no");
- --secure:SetAttribute("_onstate-vehicleui", vehicletoggle);
-end
-
-local function initializePet(parent)
- local secure = CreateFrame("Button", "OmaPetSecure", parent, inheritedFrames);
- local frame = CreateFrame("Frame", "OmaPet", parent);
- local unit = "pet";
- secure:SetPoint("TOPRIGHT", parent, "TOPLEFT", -10, 0);
- frame:SetPoint("TOPRIGHT", parent, "TOPLEFT", -10, 0);
- setupFrame(frame, secure, unit, width/2, height/2);
- RegisterUnitWatch(frame);
- RegisterUnitWatch(secure);
-end
-
-local function initializeTarget(parent)
- local secure = CreateFrame("Button", "OmaTargetSecure", parent, inheritedFrames);
- local frame = CreateFrame("Frame", "OmaTarget", parent);
- local unit = "target";
- secure:SetPoint("CENTER", parent, "CENTER", 300, -175);
- frame:SetPoint("CENTER", parent, "CENTER", 300, -175);
- setupFrame(frame, secure, unit, width, height);
- createAuraFrame(frame, unit);
- RegisterUnitWatch(frame);
- RegisterUnitWatch(secure);
-end
-
-local function loadCharSettings()
- anchorX, anchorY = Settings.Character.AnchorX, Settings.Character.AnchorY;
- attributes = Settings.Character.Clickheal;
-end
-
local function initialize()
- loadCharSettings();
- -- let other addons hook these to anchor tooltip elsewhere
- GameTooltip = _G["GameTooltip"];
- GameTooltip_SetDefaultAnchor = _G["GameTooltip_SetDefaultAnchor"];
- initializePlayer(UIParent);
- initializePet(_G["OmaPlayer"]);
- initializeTarget(UIParent);
- -- TODO boss frames, pet frame, (arena frames)
+ local player = M.InitializePlayer(UIParent);
+ --M.InitializePet(player);
+ local target = M.InitializeTarget(UIParent);
+ --M.InitializeToT(target);
+ -- TODO boss frames, (arena frames)
end
local hidden = false;