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--[[ Element: Heal Prediction Bar
Handle updating and visibility of the heal prediction status bars.
Widget
HealPrediction - A table containing `myBar` and `otherBar`.
Sub-Widgets
myBar - A StatusBar used to represent your incoming heals.
otherBar - A StatusBar used to represent other peoples incoming heals.
absorbBar - A StatusBar used to represent total absorbs.
healAbsorbBar - A StatusBar used to represent heal absorbs.
Notes
The default StatusBar texture will be applied if the UI widget doesn't have a
status bar texture or color defined.
Options
.maxOverflow - Defines the maximum amount of overflow past the end of the
health bar.
.frequentUpdates - Update on UNIT_HEALTH_FREQUENT instead of UNIT_HEALTH. Use
this if .frequentUpdates is also set on the Health element.
Examples
-- Position and size
local myBar = CreateFrame('StatusBar', nil, self.Health)
myBar:SetPoint('TOP')
myBar:SetPoint('BOTTOM')
myBar:SetPoint('LEFT', self.Health:GetStatusBarTexture(), 'RIGHT')
myBar:SetWidth(200)
local otherBar = CreateFrame('StatusBar', nil, self.Health)
otherBar:SetPoint('TOP')
otherBar:SetPoint('BOTTOM')
otherBar:SetPoint('LEFT', self.Health:GetStatusBarTexture(), 'RIGHT')
otherBar:SetWidth(200)
local absorbBar = CreateFrame('StatusBar', nil, self.Health)
absorbBar:SetPoint('TOP')
absorbBar:SetPoint('BOTTOM')
absorbBar:SetPoint('LEFT', self.Health:GetStatusBarTexture(), 'RIGHT')
absorbBar:SetWidth(200)
local healAbsorbBar = CreateFrame('StatusBar', nil, self.Health)
healAbsorbBar:SetPoint('TOP')
healAbsorbBar:SetPoint('BOTTOM')
healAbsorbBar:SetPoint('LEFT', self.Health:GetStatusBarTexture(), 'RIGHT')
healAbsorbBar:SetWidth(200)
-- Register with oUF
self.HealPrediction = {
myBar = myBar,
otherBar = otherBar,
absorbBar = absorbBar,
healAbsorbBar = healAbsorbBar,
maxOverflow = 1.05,
frequentUpdates = true,
}
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 _, ns = ...
local oUF = ns.oUF
local function Update(self, event, unit)
if(self.unit ~= unit) then return end
local hp = self.HealPrediction
if(hp.PreUpdate) then hp:PreUpdate(unit) end
local myIncomingHeal = UnitGetIncomingHeals(unit, 'player') or 0
local allIncomingHeal = UnitGetIncomingHeals(unit) or 0
local totalAbsorb = UnitGetTotalAbsorbs(unit) or 0
local myCurrentHealAbsorb = UnitGetTotalHealAbsorbs(unit) or 0
local health, maxHealth = UnitHealth(unit), UnitHealthMax(unit)
local overHealAbsorb = false
if(health < myCurrentHealAbsorb) then
overHealAbsorb = true
myCurrentHealAbsorb = health
end
if(health - myCurrentHealAbsorb + allIncomingHeal > maxHealth * hp.maxOverflow) then
allIncomingHeal = maxHealth * hp.maxOverflow - health + myCurrentHealAbsorb
end
local otherIncomingHeal = 0
if(allIncomingHeal < myIncomingHeal) then
myIncomingHeal = allIncomingHeal
else
otherIncomingHeal = allIncomingHeal - myIncomingHeal
end
local overAbsorb = false
if(health - myCurrentHealAbsorb + allIncomingHeal + totalAbsorb >= maxHealth or health + totalAbsorb >= maxHealth) then
if(totalAbsorb > 0) then
overAbsorb = true
end
if(allIncomingHeal > myCurrentHealAbsorb) then
totalAbsorb = max(0, maxHealth - (health - myCurrentHealAbsorb + allIncomingHeal))
else
totalAbsorb = max(0, maxHealth - health)
end
end
if(myCurrentHealAbsorb > allIncomingHeal) then
myCurrentHealAbsorb = myCurrentHealAbsorb - allIncomingHeal
else
myCurrentHealAbsorb = 0
end
if(hp.myBar) then
hp.myBar:SetMinMaxValues(0, maxHealth)
hp.myBar:SetValue(myIncomingHeal)
hp.myBar:Show()
end
if(hp.otherBar) then
hp.otherBar:SetMinMaxValues(0, maxHealth)
hp.otherBar:SetValue(otherIncomingHeal)
hp.otherBar:Show()
end
if(hp.absorbBar) then
hp.absorbBar:SetMinMaxValues(0, maxHealth)
hp.absorbBar:SetValue(totalAbsorb)
hp.absorbBar:Show()
end
if(hp.healAbsorbBar) then
hp.healAbsorbBar:SetMinMaxValues(0, maxHealth)
hp.healAbsorbBar:SetValue(myCurrentHealAbsorb)
hp.healAbsorbBar:Show()
end
if(hp.PostUpdate) then
return hp:PostUpdate(unit, overAbsorb, overHealAbsorb)
end
end
local function Path(self, ...)
return (self.HealPrediction.Override or Update) (self, ...)
end
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
local function Enable(self)
local hp = self.HealPrediction
if(hp) then
hp.__owner = self
hp.ForceUpdate = ForceUpdate
self:RegisterEvent('UNIT_HEAL_PREDICTION', Path)
self:RegisterEvent('UNIT_MAXHEALTH', Path)
if(hp.frequentUpdates) then
self:RegisterEvent('UNIT_HEALTH_FREQUENT', Path)
else
self:RegisterEvent('UNIT_HEALTH', Path)
end
self:RegisterEvent('UNIT_ABSORB_AMOUNT_CHANGED', Path)
self:RegisterEvent('UNIT_HEAL_ABSORB_AMOUNT_CHANGED', Path)
if(not hp.maxOverflow) then
hp.maxOverflow = 1.05
end
if(hp.myBar) then
if(hp.myBar:IsObjectType'StatusBar' and not hp.myBar:GetStatusBarTexture()) then
hp.myBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
hp.myBar:Show()
end
if(hp.otherBar) then
if(hp.otherBar:IsObjectType'StatusBar' and not hp.otherBar:GetStatusBarTexture()) then
hp.otherBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
hp.otherBar:Show()
end
if(hp.absorbBar) then
if(hp.absorbBar:IsObjectType'StatusBar' and not hp.absorbBar:GetStatusBarTexture()) then
hp.absorbBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
hp.absorbBar:Show()
end
if(hp.healAbsorbBar) then
if(hp.healAbsorbBar:IsObjectType'StatusBar' and not hp.healAbsorbBar:GetStatusBarTexture()) then
hp.healAbsorbBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
hp.healAbsorbBar:Show()
end
return true
end
end
local function Disable(self)
local hp = self.HealPrediction
if(hp) then
if(hp.myBar) then
hp.myBar:Hide()
end
if(hp.otherBar) then
hp.otherBar:Hide()
end
if(hp.absorbBar) then
hp.absorbBar:Hide()
end
if(hp.healAbsorbBar) then
hp.healAbsorbBar:Hide()
end
self:UnregisterEvent('UNIT_HEAL_PREDICTION', Path)
self:UnregisterEvent('UNIT_MAXHEALTH', Path)
self:UnregisterEvent('UNIT_HEALTH', Path)
self:UnregisterEvent('UNIT_HEALTH_FREQUENT', Path)
self:UnregisterEvent('UNIT_ABSORB_AMOUNT_CHANGED', Path)
self:UnregisterEvent('UNIT_HEAL_ABSORB_AMOUNT_CHANGED', Path)
end
end
oUF:AddElement('HealPrediction', Path, Enable, Disable)
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