2020-11-13 14:27:50 -05:00

380 lines
13 KiB
Lua

--[[
# Element: Health Bar
Handles the updating of a status bar that displays the unit's health.
## Widget
Health - A `StatusBar` used to represent the unit's health.
## Sub-Widgets
.bg - A `Texture` used as a background. It will inherit the color of the main StatusBar.
## Notes
A default texture will be applied if the widget is a StatusBar and doesn't have a texture set.
## Options
.smoothGradient - 9 color values to be used with the .colorSmooth option (table)
.considerSelectionInCombatHostile - Indicates whether selection should be considered hostile while the unit is in
combat with the player (boolean)
The following options are listed by priority. The first check that returns true decides the color of the bar.
.colorDisconnected - Use `self.colors.disconnected` to color the bar if the unit is offline (boolean)
.colorTapping - Use `self.colors.tapping` to color the bar if the unit isn't tapped by the player (boolean)
.colorThreat - Use `self.colors.threat[threat]` to color the bar based on the unit's threat status. `threat` is
defined by the first return of [UnitThreatSituation](https://wow.gamepedia.com/API_UnitThreatSituation) (boolean)
.colorClass - Use `self.colors.class[class]` to color the bar based on unit class. `class` is defined by the
second return of [UnitClass](http://wowprogramming.com/docs/api/UnitClass.html) (boolean)
.colorClassNPC - Use `self.colors.class[class]` to color the bar if the unit is a NPC (boolean)
.colorClassPet - Use `self.colors.class[class]` to color the bar if the unit is player controlled, but not a player
(boolean)
.colorSelection - Use `self.colors.selection[selection]` to color the bar based on the unit's selection color.
`selection` is defined by the return value of Private.unitSelectionType, a wrapper function
for [UnitSelectionType](https://wow.gamepedia.com/API_UnitSelectionType) (boolean)
.colorReaction - Use `self.colors.reaction[reaction]` to color the bar based on the player's reaction towards the
unit. `reaction` is defined by the return value of
[UnitReaction](http://wowprogramming.com/docs/api/UnitReaction.html) (boolean)
.colorSmooth - Use `smoothGradient` if present or `self.colors.smooth` to color the bar with a smooth gradient
based on the player's current health percentage (boolean)
.colorHealth - Use `self.colors.health` to color the bar. This flag is used to reset the bar color back to default
if none of the above conditions are met (boolean)
## Sub-Widgets Options
.multiplier - Used to tint the background based on the main widgets R, G and B values. Defaults to 1 (number)[0-1]
## Examples
-- Position and size
local Health = CreateFrame('StatusBar', nil, self)
Health:SetHeight(20)
Health:SetPoint('TOP')
Health:SetPoint('LEFT')
Health:SetPoint('RIGHT')
-- Add a background
local Background = Health:CreateTexture(nil, 'BACKGROUND')
Background:SetAllPoints(Health)
Background:SetTexture(1, 1, 1, .5)
-- Options
Health.colorTapping = true
Health.colorDisconnected = true
Health.colorClass = true
Health.colorReaction = true
Health.colorHealth = true
-- Make the background darker.
Background.multiplier = .5
-- Register it with oUF
Health.bg = Background
self.Health = Health
--]]
local _, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
local unitSelectionType = Private.unitSelectionType
local function UpdateColor(self, event, unit)
if(not unit or self.unit ~= unit) then return end
local element = self.Health
local r, g, b, t
if(element.colorDisconnected and not UnitIsConnected(unit)) then
t = self.colors.disconnected
elseif(element.colorTapping and not UnitPlayerControlled(unit) and UnitIsTapDenied(unit)) then
t = self.colors.tapped
elseif(element.colorThreat and not UnitPlayerControlled(unit) and UnitThreatSituation('player', unit)) then
t = self.colors.threat[UnitThreatSituation('player', unit)]
elseif(element.colorClass and UnitIsPlayer(unit))
or (element.colorClassNPC and not UnitIsPlayer(unit))
or ((element.colorClassPet or element.colorPetByUnitClass) and UnitPlayerControlled(unit) and not UnitIsPlayer(unit)) then
if element.colorPetByUnitClass then unit = unit == 'pet' and 'player' or gsub(unit, 'pet', '') end
local _, class = UnitClass(unit)
t = self.colors.class[class]
elseif(element.colorSelection and unitSelectionType(unit, element.considerSelectionInCombatHostile)) then
t = self.colors.selection[unitSelectionType(unit, element.considerSelectionInCombatHostile)]
elseif(element.colorReaction and UnitReaction(unit, 'player')) then
t = self.colors.reaction[UnitReaction(unit, 'player')]
elseif(element.colorSmooth) then
r, g, b = self:ColorGradient(element.cur or 1, element.max or 1, unpack(element.smoothGradient or self.colors.smooth))
elseif(element.colorHealth) then
t = self.colors.health
end
if(t) then
r, g, b = t[1], t[2], t[3]
end
if(b) then
element:SetStatusBarColor(r, g, b)
local bg = element.bg
if(bg) then
local mu = bg.multiplier or 1
bg:SetVertexColor(r * mu, g * mu, b * mu)
end
end
--[[ Callback: Health:PostUpdateColor(unit, r, g, b)
Called after the element color has been updated.
* self - the Health element
* unit - the unit for which the update has been triggered (string)
* r - the red component of the used color (number)[0-1]
* g - the green component of the used color (number)[0-1]
* b - the blue component of the used color (number)[0-1]
--]]
if(element.PostUpdateColor) then
element:PostUpdateColor(unit, r, g, b)
end
end
local function ColorPath(self, ...)
--[[ Override: Health.UpdateColor(self, event, unit)
Used to completely override the internal function for updating the widgets' colors.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
--]]
(self.Health.UpdateColor or UpdateColor) (self, ...)
end
local function Update(self, event, unit)
if(not unit or self.unit ~= unit) then return end
local element = self.Health
--[[ Callback: Health:PreUpdate(unit)
Called before the element has been updated.
* self - the Health element
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PreUpdate) then
element:PreUpdate(unit)
end
local cur, max = UnitHealth(unit), UnitHealthMax(unit)
element:SetMinMaxValues(0, max)
if(UnitIsConnected(unit)) then
element:SetValue(cur)
else
element:SetValue(max)
end
element.cur = cur
element.max = max
--[[ Callback: Health:PostUpdate(unit, cur, max)
Called after the element has been updated.
* self - the Health element
* unit - the unit for which the update has been triggered (string)
* cur - the unit's current health value (number)
* max - the unit's maximum possible health value (number)
--]]
if(element.PostUpdate) then
element:PostUpdate(unit, cur, max)
end
end
local function Path(self, event, ...)
if (self.isForced and event ~= 'ElvUI_UpdateAllElements') then return end -- ElvUI changed
--[[ Override: Health.Override(self, event, unit)
Used to completely override the internal update function.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
--]]
(self.Health.Override or Update) (self, event, ...);
ColorPath(self, event, ...)
end
local function ForceUpdate(element)
Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
--[[ Health:SetColorDisconnected(state, isForced)
Used to toggle coloring if the unit is offline.
* self - the Health element
* state - the desired state (boolean)
* isForced - forces the event update even if the state wasn't changed (boolean)
--]]
local function SetColorDisconnected(element, state, isForced)
if(element.colorDisconnected ~= state or isForced) then
element.colorDisconnected = state
if(state) then
element.__owner:RegisterEvent('UNIT_CONNECTION', ColorPath)
element.__owner:RegisterEvent('PARTY_MEMBER_ENABLE', ColorPath)
element.__owner:RegisterEvent('PARTY_MEMBER_DISABLE', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_CONNECTION', ColorPath)
element.__owner:UnregisterEvent('PARTY_MEMBER_ENABLE', ColorPath)
element.__owner:UnregisterEvent('PARTY_MEMBER_DISABLE', ColorPath)
end
end
end
--[[ Health:SetColorSelection(state, isForced)
Used to toggle coloring by the unit's selection.
* self - the Health element
* state - the desired state (boolean)
* isForced - forces the event update even if the state wasn't changed (boolean)
--]]
local function SetColorSelection(element, state, isForced)
if(element.colorSelection ~= state or isForced) then
element.colorSelection = state
if(state) then
element.__owner:RegisterEvent('UNIT_FLAGS', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_FLAGS', ColorPath)
end
end
end
--[[ Health:SetColorTapping(state, isForced)
Used to toggle coloring if the unit isn't tapped by the player.
* self - the Health element
* state - the desired state (boolean)
* isForced - forces the event update even if the state wasn't changed (boolean)
--]]
local function SetColorTapping(element, state, isForced)
if(element.colorTapping ~= state or isForced) then
element.colorTapping = state
if(state) then
element.__owner:RegisterEvent('UNIT_FACTION', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_FACTION', ColorPath)
end
end
end
--[[ Health:SetColorThreat(state, isForced)
Used to toggle coloring by the unit's threat status.
* self - the Health element
* state - the desired state (boolean)
* isForced - forces the event update even if the state wasn't changed (boolean)
--]]
local function SetColorThreat(element, state, isForced)
if(element.colorThreat ~= state or isForced) then
element.colorThreat = state
if(state) then
element.__owner:RegisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
end
end
end
-- ElvUI changed block
local onUpdateElapsed, onUpdateWait = 0, 0.25
local function onUpdateHealth(self, elapsed)
if onUpdateElapsed > onUpdateWait then
Path(self.__owner, 'OnUpdate', self.__owner.unit)
onUpdateElapsed = 0
else
onUpdateElapsed = onUpdateElapsed + elapsed
end
end
local function SetHealthUpdateSpeed(self, state)
onUpdateWait = state
end
local function SetHealthUpdateMethod(self, state, force)
if self.effectiveHealth ~= state or force then
self.effectiveHealth = state
if state then
self.Health:SetScript('OnUpdate', onUpdateHealth)
self:UnregisterEvent('UNIT_HEALTH', Path)
self:UnregisterEvent('UNIT_MAXHEALTH', Path)
else
self.Health:SetScript('OnUpdate', nil)
self:RegisterEvent('UNIT_HEALTH', Path)
self:RegisterEvent('UNIT_MAXHEALTH', Path)
end
end
end
-- end block
local function Enable(self, unit)
local element = self.Health
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
element.SetColorDisconnected = SetColorDisconnected
element.SetColorSelection = SetColorSelection
element.SetColorTapping = SetColorTapping
element.SetColorThreat = SetColorThreat
-- ElvUI changed block
self.SetHealthUpdateSpeed = SetHealthUpdateSpeed
self.SetHealthUpdateMethod = SetHealthUpdateMethod
SetHealthUpdateMethod(self, self.effectiveHealth, true)
-- end block
if(element.colorDisconnected) then
self:RegisterEvent('UNIT_CONNECTION', ColorPath)
self:RegisterEvent('PARTY_MEMBER_ENABLE', ColorPath)
self:RegisterEvent('PARTY_MEMBER_DISABLE', ColorPath)
end
if(element.colorSelection) then
self:RegisterEvent('UNIT_FLAGS', ColorPath)
end
if(element.colorTapping) then
self:RegisterEvent('UNIT_FACTION', ColorPath)
end
if(element.colorThreat) then
self:RegisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
end
if(element:IsObjectType('StatusBar') and not (element:GetStatusBarTexture() or element:GetStatusBarAtlas())) then
element:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
element:Show()
return true
end
end
local function Disable(self)
local element = self.Health
if(element) then
element:Hide()
element:SetScript('OnUpdate', nil) -- ElvUI changed
self:UnregisterEvent('UNIT_HEALTH', Path)
self:UnregisterEvent('UNIT_MAXHEALTH', Path)
self:UnregisterEvent('UNIT_CONNECTION', ColorPath)
self:UnregisterEvent('UNIT_FACTION', ColorPath)
self:UnregisterEvent('UNIT_FLAGS', ColorPath)
self:UnregisterEvent('PARTY_MEMBER_ENABLE', ColorPath)
self:UnregisterEvent('PARTY_MEMBER_DISABLE', ColorPath)
self:UnregisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
end
end
oUF:AddElement('Health', Path, Enable, Disable)