From 084e0f6c357adbd2cdefd88dd5b6c45ba81d783a Mon Sep 17 00:00:00 2001 From: Aleksi Blinnikka Date: Thu, 1 Feb 2018 23:47:42 +0200 Subject: [PATCH 1/1] Tidy up some events --- OmaRF/DruidIndicators.lua | 2 +- OmaRF/Events.lua | 87 ++++++++++++++----------------------- OmaRF/PaladinIndicators.lua | 2 +- OmaRF/RaidFrame.lua | 4 +- 4 files changed, 37 insertions(+), 58 deletions(-) diff --git a/OmaRF/DruidIndicators.lua b/OmaRF/DruidIndicators.lua index f956791..9871fdc 100644 --- a/OmaRF/DruidIndicators.lua +++ b/OmaRF/DruidIndicators.lua @@ -7,7 +7,7 @@ local square = "Interface\\AddOns\\OmaRF\\images\\square"; local positions = {"TOPLEFT"}; local M = {}; -OmaRFIndicators.Class["Druid"] = M; +OmaRFIndicators.Class["DRUID"] = M; M.Auras = { ["Lifebloom"] = "TOPLEFT", ["Rejuvenation"] = "TR1", diff --git a/OmaRF/Events.lua b/OmaRF/Events.lua index aeafc6a..7c31381 100644 --- a/OmaRF/Events.lua +++ b/OmaRF/Events.lua @@ -90,34 +90,28 @@ function M.RegisterUnitEvents(frame) end 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 - -- 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); - return; - end - elseif max > 0 then - frame.health:SetWidth(current/frame.health.max*width); - else + 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); - return; - end - - if UnitIsDeadOrGhost(unit) then + updateMaxHealth(frame, unit); + frame.health:Show(); + elseif UnitIsDeadOrGhost(unit) then frame.health:Hide(); + else + frame.health:SetWidth(current/max*width); + frame.health:Show(); end end local function updateText(frame, unit) - local current, max = UnitHealth(unit), frame.health.max; - local healthLost = max - current; + local healthLost = frame.health.max - UnitHealth(unit); if UnitIsDeadOrGhost(unit) then frame.text:SetText("Dead"); frame.text:Show(); @@ -147,39 +141,24 @@ local function updateText(frame, unit) end local function updateIncomingRes(frame, unit) - if UnitHasIncomingResurrection(unit) then - frame.rez:Show(); - else - frame.rez:Hide(); - end + if UnitHasIncomingResurrection(unit) then frame.rez:Show(); + else frame.rez: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 > 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 + if current > max or max <= 0 then frame.mana:SetWidth(width); + updateMaxPower(frame, unit); + else + frame.mana:SetWidth(current/max*width); 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 @@ -197,10 +176,10 @@ end local function updateHealPred(frame, unit) local incoming = UnitGetIncomingHeals(unit) or 0; if incoming > 0 then - local max = frame.health.max; + -- always at least 1 pixel space for heal prediction local space = width - frame.health:GetWidth() + 1; - local pred = (incoming / max) * width; - frame.healpred:SetWidth(min(space, pred)); + incoming = (incoming / frame.health.max) * width; + frame.healpred:SetWidth(min(space, incoming)); frame.healpred:Show(); else frame.healpred:Hide(); @@ -212,7 +191,7 @@ local function updateShield(frame, unit) if shield > 0 then local max = frame.health.max; local space = width - frame.health:GetWidth(); - shield = (shield / max) * width; + shield = (shield / frame.health.max) * width; if space < shield then frame.shield:SetWidth(space); frame.shieldhl:Show(); @@ -230,9 +209,8 @@ end 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) * width; + absorb = (absorb / frame.health.max) * width; frame.healabsorb:SetWidth(min(space, absorb)); frame.healabsorb:Show(); else @@ -245,27 +223,27 @@ local function updateAuras(frame, unit) if alert then if frame.overlay.color ~= overlayColorAlert then frame.overlay:SetVertexColor(unpack(overlayColorAlert)); - frame.overlay:Show(); frame.overlay.color = overlayColorAlert; + 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:Show(); frame.overlay.color = overlayColorDispel; + frame.overlay:Show(); end -- don't overlay charmed when in vehicle elseif UnitIsCharmed(unit) and unit == frame.unit then if frame.overlay.color ~= overlayColorCharm then frame.overlay:SetVertexColor(unpack(overlayColorCharm)); - frame.overlay:Show(); frame.overlay.color = overlayColorCharm; + frame.overlay:Show(); end else if frame.overlay.color ~= nil then - frame.overlay:Hide(); frame.overlay.color = nil; + frame.overlay:Hide(); end end end @@ -280,7 +258,8 @@ 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; diff --git a/OmaRF/PaladinIndicators.lua b/OmaRF/PaladinIndicators.lua index becda9b..fdb5950 100644 --- a/OmaRF/PaladinIndicators.lua +++ b/OmaRF/PaladinIndicators.lua @@ -6,7 +6,7 @@ local rhomb = "Interface\\AddOns\\OmaRF\\images\\rhomb"; local positions = {"TOPRIGHT", "BOTTOMLEFT"}; local M = {}; -OmaRFIndicators.Class["Paladin"] = M; +OmaRFIndicators.Class["PALADIN"] = M; M.Auras = { [53563] = "TOPRIGHT", -- Beacon of Light [156910] = "TOPRIGHT", -- Beacon of Faith diff --git a/OmaRF/RaidFrame.lua b/OmaRF/RaidFrame.lua index 955c816..6e2c6c9 100644 --- a/OmaRF/RaidFrame.lua +++ b/OmaRF/RaidFrame.lua @@ -129,7 +129,7 @@ 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"); - frame.overlay:SetColorTexture(1, 1, 1); + frame.overlay:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill"); frame.overlay:Hide(); frame.name = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlight"); frame.name:SetPoint("CENTER", frame.background, "CENTER", 0, 11); @@ -273,8 +273,8 @@ local function initialize() -- let other addons hook these to anchor tooltip elsewhere GameTooltip = _G["GameTooltip"]; GameTooltip_SetDefaultAnchor = _G["GameTooltip_SetDefaultAnchor"]; + _, class = UnitClass("player"); loadCharSettings(); - class = UnitClass("player"); CFrame:SetPoint("CENTER", nil, "CENTER", anchorX, anchorY); CFrame:SetHeight((height+2)*8); CFrame:SetWidth((width+2)*5); -- 2.39.5