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