From 2f553796e9d199c00890cf09e8ff86265d591696 Mon Sep 17 00:00:00 2001 From: Aleksi Blinnikka Date: Tue, 16 Jan 2018 20:36:15 +0200 Subject: [PATCH 1/1] Add proper indicator support and fix bugs found while playing --- OmaRF/CFrame.lua | 234 ++++++++++++++++++++++++++++++------------- OmaRF/Indicators.lua | 132 ++++++++++++------------ 2 files changed, 225 insertions(+), 141 deletions(-) diff --git a/OmaRF/CFrame.lua b/OmaRF/CFrame.lua index 4aa70e6..a5c43fd 100644 --- a/OmaRF/CFrame.lua +++ b/OmaRF/CFrame.lua @@ -9,8 +9,14 @@ local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax; local UnitInParty, UnitInRaid = UnitInParty, UnitInRaid; local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs; local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs; +local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected; local IsInGroup, IsInRaid = IsInGroup, IsInRaid; local UnitIsCharmed = UnitIsCharmed; +local CTimerAfter = C_Timer.After; +local UnitClass = UnitClass; +local UnitHasIncomingResurrection = UnitHasIncomingResurrection; +local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor; +local RAID_CLASS_COLORS = RAID_CLASS_COLORS; local CreateFrame, RegisterStateDriver, RegisterUnitWatch = CreateFrame, RegisterStateDriver, RegisterUnitWatch; local SPELL_POWER_MANA = SPELL_POWER_MANA; local checkIndicators = OmaCheckIndicators; @@ -19,11 +25,13 @@ local CFrame = CreateFrame("Frame", "OmaCFrame", UIParent); local party = {}; local raid = {}; local positions = {"TOPRIGHT", "BOTTOMLEFT"}; +local updaters = {}; -- configurable settings local width, height = 80, 40; local anchorX, anchorY = 0, -330; local indSize = 14; +local baseColor = {0, 0, 0}; local bgColor = {0.7, 0.7, 0.7}; local healthColor = {0.3, 0.3, 0.3}; local shieldColor = {0, 0.7, 1}; @@ -35,7 +43,7 @@ local overlayColorCharm = {0.8, 0, 1, 0.5}; local overlayColorAlert = {1, 0, 0, 0.5}; local powerColors = { [SPELL_POWER_MANA] = {0, 0.5, 1}, - [SPELL_POWER_RAGE] = {1, 0.2, 0}, + [SPELL_POWER_RAGE] = {1, 0, 0}, [SPELL_POWER_FOCUS] = {1, 0.5, 0}, [SPELL_POWER_ENERGY] = {1, 0.8, 0}, [SPELL_POWER_RUNIC_POWER] = {0.9, 0, 0.1}, @@ -44,11 +52,28 @@ local powerColors = { 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 current, max = UnitHealth(unit), frame.health.max; local healthLost = max - current; - frame.health:SetValue(current); - if healthLost > 0 then + -- sanity check, occasionally UnitHealthMax gives zero + if max > 0 then + frame.health:SetWidth(current/frame.health.max*width); + else + frame.health:SetWidth(width); + frame.text:Hide(); + return; + end + + if UnitIsDeadOrGhost(unit) then + frame.health:SetWidth(1); + if UnitHasIncomingResurrection(unit) then + frame.text:SetText("Rez"); + else + frame.text:SetText("Dead"); + end + elseif not UnitIsConnected(unit) then + frame.health:SetWidth(1); + frame.text:SetText("DC"); + elseif healthLost > 0 then if healthLost > 1200000000 then -- 1.2B frame.text:SetFormattedText("-%.1fB", healthLost / 1000000000); elseif healthLost > 1200000 then -- 1.2M @@ -58,74 +83,89 @@ local function updateHealth(frame, unit) else frame.text:SetFormattedText("-%d", healthLost) end - if not frame.text:IsShown() then frame.text:Show() end + frame.text:Show(); else - if frame.text:IsShown() then frame.text:Hide() end + frame.text:Hide(); end end local function updateMaxHealth(frame, unit) - frame.health:SetMinMaxValues(0, UnitHealthMax(unit)); + frame.health.max = UnitHealthMax(unit); + updateHealth(frame, unit); end local function updatePower(frame, unit) - frame.mana:SetValue(UnitPower(unit)); + local max = frame.mana.max; + -- sanity check, occasionally UnitPowerMax gives zero + if max > 0 then + frame.mana:SetWidth(UnitPower(unit)/max*width); + else + frame.mana:SetWidth(width); + end end local function updateMaxPower(frame, unit) - frame.mana:SetMinMaxValues(0, UnitPowerMax(unit)); + frame.mana.max = UnitPowerMax(unit); + updatePower(frame, unit); end local function updatePowerColor(frame, unit) - frame.mana:SetStatusBarColor(unpack(powerColors[UnitPowerType(unit)])); + frame.mana:SetColorTexture(unpack(powerColors[UnitPowerType(unit)])); end local function updateName(frame, unit) - frame.name:SetText(ssub(UnitName(unit), 1, 6)); + local name = UnitName(unit); + if not name then return end + frame.name:SetText(ssub(name, 1, 6)); + + local _, class = UnitClass(unit); + local color = RAID_CLASS_COLORS[class]; + if color then frame.name:SetVertexColor(color.r, color.g, color.b) end 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 max = frame.health.max; + local space = width - frame.health:GetWidth() + 1; local pred = (incoming / max) * width; frame.healpred:SetWidth(min(space, pred)); - if not frame.healpred:IsShown() then frame.healpred:Show() end + frame.healpred:Show(); else - if frame.healpred:IsShown() then frame.healpred:Hide() end + frame.healpred:Hide(); 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(); + local max = frame.health.max; + local space = width - frame.health:GetWidth(); shield = (shield / max) * width; - frame.shield:SetWidth(min(space, shield)); - if not frame.shield:IsShown() then - frame.shield:Show(); + if space < shield then + frame.shield:SetWidth(space); frame.shieldhl:Show(); - end - else - if frame.shield:IsShown() then - frame.shield:Hide(); + else + frame.shield:SetWidth(shield); frame.shieldhl:Hide(); end + frame.shield:Show(); + else + frame.shield:Hide(); + frame.shieldhl:Hide(); 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(); + local max = frame.health.max; + local space = frame.health:GetWidth(); absorb = (absorb / max) * width; frame.healabsorb:SetWidth(min(space, absorb)); - if not frame.healabsorb:IsShown() then frame.healabsorb:Show() end + frame.healabsorb:Show(); else - if frame.healabsorb:IsShown() then frame.healabsorb:Hide() end + frame.healabsorb:Hide(); end end @@ -152,10 +192,22 @@ local function updateAuras(frame, unit) end end +local function updateAggro(frame, unit) + local status = UnitThreatSituation(unit); + if status and status > 0 then + frame.base:SetColorTexture(GetThreatStatusColor(status)); + else + frame.base:SetColorTexture(unpack(baseColor)); + 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); + updateShield(self, arg1); + updateHealAbsorb(self, arg1); + -- no heal prediction update, that doesn't overflow too much elseif event == "UNIT_POWER" then updatePower(self, arg1); elseif event == "UNIT_AURA" then @@ -166,23 +218,34 @@ local function unitEvent(self, event, ...) updateHealPred(self, arg1); elseif event == "UNIT_HEAL_ABSORB_AMOUNT_CHANGED" then updateHealAbsorb(self, arg1); + elseif event == "UNIT_THREAT_SITUATION_UPDATE" then + updateAggro(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 == "INCOMING_RESURRECT_CHANGED" then + -- TODO have an icon + updateHealth(self, arg1); elseif event == "UNIT_NAME_UPDATE" then updateName(self, arg1); - elseif event == "UPDATE_ALL_BARS" then + elseif event == "PARTY_MEMBER_ENABLE" or event == "PARTY_MEMBER_DISABLE" then + -- new power info possibly (FrameXML/CompactUnitFrame.lua) + updateMaxPower(self, self.unit); + updatePowerColor(self, self.unit); + elseif event == "UNIT_CONNECTION" then updateHealth(self, arg1); - updatePower(self, arg1); + elseif event == "UPDATE_ALL_BARS" then + updateMaxHealth(self, arg1); + updateMaxPower(self, arg1); + --updateHealth(self, arg1); -- MaxHealth covers this + --updatePower(self, arg1); -- MaxPower covers this updateAuras(self, arg1); updateShield(self, arg1); updateHealPred(self, arg1); updateHealAbsorb(self, arg1); - updateMaxHealth(self, arg1); - updateMaxPower(self, arg1); updatePowerColor(self, arg1); updateName(self, arg1); end @@ -190,7 +253,7 @@ end local function unitUpdate(self, elapsed) -- there's no in/out of range event, have to check each frame - -- indicator update here? + -- from FrameXML/CompactUnitFrame.lua local inRange, checked = UnitInRange(self.unit); if checked and not inRange then self:SetAlpha(0.55); @@ -200,6 +263,11 @@ local function unitUpdate(self, elapsed) 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) + 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); @@ -211,6 +279,9 @@ local function registerEvents(frame, 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) @@ -219,7 +290,14 @@ local function vis(frame, vis) frame:SetScript("OnUpdate", unitUpdate); frame:UnregisterAllEvents(); registerEvents(frame, frame.unit); - unitEvent(frame, "UPDATE_ALL_BARS", 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); @@ -233,7 +311,7 @@ local function updateGroup() -- 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 + vis(val.frame, true); elseif val.frame:IsShown() then vis(val.frame, false); end @@ -246,7 +324,7 @@ local function updateGroup() -- 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 + vis(val.frame, true); elseif val.frame:IsShown() then vis(val.frame, false); end @@ -258,7 +336,7 @@ local function updateGroup() end else -- show player - if not party[0].frame:IsShown() then vis(party[0].frame, true) end + 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 @@ -272,13 +350,18 @@ end local function setupIndicators(frame) frame.inds = CreateFrame("Frame", nil, frame); frame.inds:SetAllPoints(); + frame.inds:Hide(); 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"); + frame.inds[pos]:SetVertexColor(1, 0, 0); frame.inds[pos]:Hide(); + frame.inds[pos].text = frame.inds:CreateFontString(nil, "OVERLAY", "GameFontHighlight"); + frame.inds[pos].text:SetPoint("BOTTOMRIGHT", frame.inds[pos], "BOTTOMRIGHT"); + frame.inds[pos].text:Hide(); end frame.major = CreateFrame("Frame", nil, frame); frame.major:SetPoint("TOPLEFT", frame, "TOPLEFT", 4, -indSize + 4); @@ -293,6 +376,12 @@ local function setupIndicators(frame) frame.major[i]:SetWidth(indSize*2); frame.major[i]:SetHeight(indSize*2); frame.major[i]:Hide(); + frame.major[i].text = frame.major:CreateFontString(nil, "OVERLAY", "GameFontHighlight"); + frame.major[i].text:SetPoint("BOTTOMRIGHT", frame.major[i], "BOTTOMRIGHT"); + frame.major[i].text:Hide(); + frame.major[i].stack = frame.major:CreateFontString(nil, "OVERLAY", "GameFontHighlight"); + frame.major[i].stack:SetPoint("TOPLEFT", frame.major[i], "TOPLEFT"); + frame.major[i].stack:Hide(); end end @@ -302,54 +391,53 @@ local function setupFrame(frame, secure, unit) frame:SetWidth(width+2); frame.base = frame:CreateTexture(nil, "BACKGROUND"); frame.base:SetAllPoints(); - frame.base:SetColorTexture(0, 0, 0); + frame.base:SetColorTexture(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.background:SetColorTexture(unpack(bgColor)); - frame.health = CreateFrame("StatusBar", nil, frame); + frame.health = frame:CreateTexture(nil, "BORDER"); + frame.health:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill"); 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.shield = frame.health:CreateTexture(nil, "ARTWORK"); - frame.shield:SetPoint("TOPLEFT", frame.health.bar, "TOPRIGHT"); - frame.shield:SetPoint("BOTTOMLEFT", frame.health.bar, "BOTTOMRIGHT"); + frame.health:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT", 0, 2); + frame.health:SetVertexColor(unpack(healthColor)); + frame.health:SetWidth(width); + frame.health.max = UnitHealthMax(unit); + frame.mana = frame:CreateTexture(nil, "BORDER"); + frame.mana:SetPoint("TOPLEFT", frame.background, "BOTTOMLEFT", 0, 2); + frame.mana:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT"); + frame.mana:SetColorTexture(1, 1, 1); + frame.mana:SetWidth(width); + frame.mana.max = UnitPowerMax(unit); + frame.shield = frame:CreateTexture(nil, "BORDER"); + frame.shield:SetPoint("TOPLEFT", frame.health, "TOPRIGHT"); + frame.shield:SetPoint("BOTTOMLEFT", frame.health, "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:SetPoint("TOPLEFT", frame.background, "TOPRIGHT", -1, 0); + frame.shieldhl:SetPoint("BOTTOMRIGHT", frame.background, "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 = 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.health:CreateTexture(nil, "ARTWORK", nil, 1); - frame.healabsorb:SetPoint("TOPRIGHT", frame.health.bar, "TOPRIGHT"); - frame.healabsorb:SetPoint("BOTTOMRIGHT", frame.health.bar, "BOTTOMRIGHT"); + 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.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.overlay = frame.health:CreateTexture(nil, "ARTWORK", nil, 2); - frame.overlay:SetAllPoints(); + 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:Hide(); - 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.name = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlight"); + frame.name:SetPoint("CENTER", frame.background, "CENTER", 0, 11); + frame.text = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlight"); frame.text:SetFont(STANDARD_TEXT_FONT, 13); - frame.text:SetPoint("CENTER", frame.background, "CENTER"); + frame.text:SetPoint("CENTER", frame.background, "CENTER", 0, -1); frame.text:Hide(); setupIndicators(frame); -- set attributes @@ -467,13 +555,15 @@ local function initialize() CFrame:SetWidth((width+2)*5+1); -- extra pixel for shield overflow initializeParty(); initializeRaid(); - updateGroup(); end CFrame:RegisterEvent("PLAYER_LOGIN"); +CFrame:RegisterEvent("PLAYER_ENTERING_WORLD"); CFrame:RegisterEvent("GROUP_ROSTER_UPDATE"); +CFrame:RegisterEvent("PLAYER_REGEN_ENABLED"); CFrame:SetScript("OnEvent", function(self, event, ...) - if event == "GROUP_ROSTER_UPDATE" then + if event == "GROUP_ROSTER_UPDATE" or event == "PLAYER_REGEN_ENABLED" or + event == "PLAYER_ENTERING_WORLD" then updateGroup(); elseif event == "PLAYER_LOGIN" then initialize(); diff --git a/OmaRF/Indicators.lua b/OmaRF/Indicators.lua index c408815..8dd2ba9 100644 --- a/OmaRF/Indicators.lua +++ b/OmaRF/Indicators.lua @@ -1,8 +1,10 @@ -- Indicators.lua 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; local watchedAuras = { @@ -27,80 +29,65 @@ local majorAuras = { }; local updaters = {}; +local updating = {}; local positions = {"TOPRIGHT", "BOTTOMLEFT"}; local auraFilters = {"HELPFUL", "HARMFUL"}; --- TODO text ---[[local function remaining(expires, current) - if expires == 0 then return "" end +local function remaining(text, expires, current) + if expires == 0 then + text:SetText(""); + return false; + end local remain = expires - current; - if remain > 60 then - return format("%dm", ceil(remain/60)); + if remain > 8 then + text:SetText(""); + else + text:SetText(floor(remain+0.5)); end - return floor(remain+0.5); -end]] + return true; +end ---[[local function updateIndicators(frame, unit) - if not frame:IsShown() then +local function updateIndicators(frame, unit) + if not frame:IsShown() or not UnitIsConnected(unit) or UnitIsDeadOrGhost(unit) then + updating[frame] = nil; return; - elseif not UnitIsConnected(unit) or UnitIsDeadOrGhost(unit) then - if frame.inds:IsShown() then frame.inds:Hide() end - return; - elseif not frame.inds:IsShown() then - frame.inds:Show(); end + local needUpdate = false; local current = GetTime(); - for pos, ind in pairs(frame.inds) do + for _, pos in pairs(positions) do + local ind = frame.inds[pos]; if ind.expires ~= nil then - if OmaRF.db.profile.indicators[pos].showText then - ind.text:SetText(remaining(ind.expires, current)); - end - else - if ind.icon:IsShown() then ind.icon:Hide() end - if ind.text:IsShown() then ind.text:Hide() end + needUpdate = remaining(ind.text, ind.expires, current) or needUpdate; end end - for _, ind in ipairs(frame.majorInds) do + for i = 1,3 do + local ind = frame.major[i]; if ind.expires ~= nil then - ind.expireText:SetText(remaining(ind.expires, current)); - else - if ind.icon:IsShown() then ind.icon:Hide() end - if ind.expireText:IsShown() then ind.expireText:Hide() end - if ind.stackText:IsShown() then ind.stackText:Hide() end + needUpdate = remaining(ind.text, ind.expires, current) or needUpdate; end end -end]] - ---local function showIndicator(ind, caster, expires, current, config) -local function showIndicator(ind, caster) - --if not config.mine or UnitIsPlayer(caster) then - if UnitIsPlayer(caster) then - --if config.showIcon and not ind:IsShown() then - if not ind:IsShown() then - ind:Show(); - end - --ind.expires = expires; - --[[if config.showText then - ind.text:SetText(remaining(expires, current)); - if not ind.text:IsShown() then ind.text:Show() end - end]] + if needUpdate then + CTimerAfter(0.16, updaters[frame]); + else + updating[frame] = nil; end end function OmaCheckIndicators(frame, unit) for _, pos in pairs(positions) do - --ind.expires = nil; - if frame.inds[pos]:IsShown() then frame.inds[pos]:Hide() end + frame.inds[pos].expires = nil; + frame.inds[pos]:Hide(); + frame.inds[pos].text:Hide(); end for i = 1,3 do - --ind.expires = nil; - if frame.major[1]:IsShown() then frame.major[1]:Hide() end + frame.major[i].expires = nil; + frame.major[i]:Hide(); + frame.major[i].text:Hide(); + frame.major[i].stack:Hide(); end - frame.showInds = false; - frame.showMajors = false; - local name, icon, count, expires, caster, id; + local showInds, showMajors, needUpdate = false, false, false; local majorPos = 1; local current = GetTime(); for _, filter in ipairs(auraFilters) do @@ -109,37 +96,44 @@ function OmaCheckIndicators(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 then - frame.showInds = true; - if UnitIsPlayer(caster) and not frame.inds[pos]:IsShown() then - frame.inds[pos]:Show(); - end + if pos and UnitIsPlayer(caster) then + needUpdate = remaining(frame.inds[pos].text, expires, current); + frame.inds[pos].expires = expires; + frame.inds[pos]:Show(); + frame.inds[pos].text:Show(); + showInds = true; end if (majorAuras[id] or majorAuras[name]) and majorPos <= 3 then + needUpdate = remaining(frame.major[majorPos].text, expires, current); + frame.major[majorPos].expires = expires; frame.major[majorPos]:SetTexture(icon); frame.major[majorPos]:Show(); - frame.showMajors = true; + frame.major[majorPos].text:Show(); + if count > 1 then + frame.major[majorPos].stack:SetText(count); + frame.major[majorPos].stack:Show(); + end + showMajors = true; majorPos = majorPos + 1; end i = i + 1; end end - if frame.showInds then - if not frame.inds:IsShown() then frame.inds:Show() end - -- create a function for updating the indicator each second - --[[local func = updaters[frame]; - if not func then - func = function() updateIndicators(frame, unit) end; - updaters[frame] = func; + if showInds or showMajors then + frame.inds:Show(); + frame.major:Show(); + if needUpdate and not updating[frame] then + updating[frame] = true; -- race? + -- create a function for updating the indicator + local func = updaters[frame]; + if not func then + func = function() updateIndicators(frame, unit) end; + updaters[frame] = func; + end + CTimerAfter(0.16, func); end - CTimerAfter(1, func);]] - elseif frame.inds:IsShown() then + else frame.inds:Hide(); - end - if frame.showMajors then - if not frame.major:IsShown() then frame.major:Show() end - elseif frame.major:IsShown() then frame.major:Hide(); end end - -- 2.39.5