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--[[ Element: Health Bar
Handles updating of `self.Health` based on the units health.
Widget
Health - A StatusBar used to represent current unit health.
Sub-Widgets
.bg - A Texture which functions as a background. It will inherit the color of
the main StatusBar.
Notes
The default StatusBar texture will be applied if the UI widget doesn't have a
status bar texture or color defined.
Options
The following options are listed by priority. The first check that returns
true decides the color of the bar.
.colorTapping - Use `self.colors.tapping` to color the bar if the unit
isn't tapped by the player.
.colorDisconnected - Use `self.colors.disconnected` to color the bar if the
unit is offline.
.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).
.colorClassNPC - Use `self.colors.class[class]` to color the bar if the
unit is a NPC.
.colorClassPet - Use `self.colors.class[class]` to color the bar if the
unit is player controlled, but not a player.
.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).
.colorSmooth - Use `self.colors.smooth` to color the bar with a smooth
gradient based on the player's current health percentage.
.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.
Sub-Widgets Options
.multiplier - Defines a multiplier, which is used to tint the background based
on the main widgets R, G and B values. Defaults to 1 if not
present.
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.frequentUpdates = true
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
self.Health = Health
self.Health.bg = Background
Hooks
Override(self) - Used to completely override the internal update function.
Removing the table key entry will make the element fall-back
to its internal function again.
]]
local parent, ns = ...
local oUF = ns.oUF
oUF.colors.health = {49/255, 207/255, 37/255}
local Update = function(self, event, unit)
if(self.unit ~= unit) then return end
local health = self.Health
if(health.PreUpdate) then health:PreUpdate(unit) end
local min, max = UnitHealth(unit), UnitHealthMax(unit)
local disconnected = not UnitIsConnected(unit)
health:SetMinMaxValues(0, max)
if(disconnected) then
health:SetValue(max)
else
health:SetValue(min)
end
health.disconnected = disconnected
local r, g, b, t
if(health.colorTapping and UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit)) then
t = self.colors.tapped
elseif(health.colorDisconnected and not UnitIsConnected(unit)) then
t = self.colors.disconnected
elseif(health.colorClass and UnitIsPlayer(unit)) or
(health.colorClassNPC and not UnitIsPlayer(unit)) or
(health.colorClassPet and UnitPlayerControlled(unit) and not UnitIsPlayer(unit)) then
local _, class = UnitClass(unit)
t = self.colors.class[class]
elseif(health.colorReaction and UnitReaction(unit, 'player')) then
t = self.colors.reaction[UnitReaction(unit, "player")]
elseif(health.colorSmooth) then
r, g, b = self.ColorGradient(min, max, unpack(health.smoothGradient or self.colors.smooth))
elseif(health.colorHealth) then
t = self.colors.health
end
if(t) then
r, g, b = t[1], t[2], t[3]
end
if(b) then
health:SetStatusBarColor(r, g, b)
local bg = health.bg
if(bg) then local mu = bg.multiplier or 1
bg:SetVertexColor(r * mu, g * mu, b * mu)
end
end
if(health.PostUpdate) then
return health:PostUpdate(unit, min, max)
end
end
local Path = function(self, ...)
return (self.Health.Override or Update) (self, ...)
end
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
local Enable = function(self, unit)
local health = self.Health
if(health) then
health.__owner = self
health.ForceUpdate = ForceUpdate
if(health.frequentUpdates) then
self:RegisterEvent('UNIT_HEALTH_FREQUENT', Path)
else
self:RegisterEvent('UNIT_HEALTH', Path)
end
self:RegisterEvent("UNIT_MAXHEALTH", Path)
self:RegisterEvent('UNIT_CONNECTION', Path)
-- For tapping.
self:RegisterEvent('UNIT_FACTION', Path)
if(health:IsObjectType'StatusBar' and not health:GetStatusBarTexture()) then
health:SetStatusBarTexture[[Interface\TargetingFrame\UI-StatusBar]]
end
return true
end
end
local Disable = function(self)
local health = self.Health
if(health) then
self:UnregisterEvent('UNIT_HEALTH_FREQUENT', Path)
self:UnregisterEvent('UNIT_HEALTH', Path)
self:UnregisterEvent('UNIT_MAXHEALTH', Path)
self:UnregisterEvent('UNIT_CONNECTION', Path)
self:UnregisterEvent('UNIT_FACTION', Path)
end
end
oUF:AddElement('Health', Path, Enable, Disable)
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