Quantcast
--GLOBAL NAMESPACE
local _G = _G;
--LUA
local unpack        = _G.unpack;
local select        = _G.select;
local assert        = _G.assert;
local error         = _G.error;
local print         = _G.print;
local pairs         = _G.pairs;
local next          = _G.next;
local tostring      = _G.tostring;
local type  		= _G.type;

--BLIZZARD API
local InCombatLockdown  = _G.InCombatLockdown;
local UnitHealth        = _G.UnitHealth;
local UnitExists        = _G.UnitExists;
local UnitHealthMax     = _G.UnitHealthMax;
local UnitCastingInfo   = _G.UnitCastingInfo;
local UnitChannelInfo   = _G.UnitChannelInfo;

local parent, ns = ...
local oUF = ns.oUF
local frames, allFrames = {}, {}
local showStatus

local CheckForReset = function()
	for frame, unit in pairs(allFrames) do
		if frame.___fadereset then
			frame:SetAlpha(1)
			frame.___fadereset = nil
		end
	end
end

local FadeFramesInOut = function(fade, unit)
	for frame, unit in pairs(frames) do
		if not UnitExists(unit) then return end
		if fade then
			if(frame:GetAlpha() ~= 1 or (frame.___fadeset and frame.___fadeset[2] == 0)) then
				frame:FadeIn(0.15)
			end
		else
			if frame:GetAlpha() ~= 0 then
				frame:FadeOut(0.15)
				frame:FadeCallback(CheckForReset)
			else
				showStatus = false;
				return
			end
		end
	end

	if unit == 'player' then
		showStatus = fade
	end
end

local Update = function(self, arg1, arg2)
	if arg1 == "UNIT_HEALTH" and self and self.unit ~= arg2 then return end
	if type(arg1) == 'boolean' and not frames[self] then return end

	if(not frames[self]) then
		self:FadeIn(0.15)
		self.___fadereset = true
		return
	end

	local combat = InCombatLockdown()
	local cur, max = UnitHealth("player"), UnitHealthMax("player")
	local cast, channel = UnitCastingInfo("player"), UnitChannelInfo("player")
	local target, focus = UnitExists("target"), UnitExists("focus")

	if (cast or channel) and showStatus ~= true then
		FadeFramesInOut(true, frames[self])
	elseif cur ~= max and showStatus ~= true then
		FadeFramesInOut(true, frames[self])
	elseif (target or focus) and showStatus ~= true then
		FadeFramesInOut(true, frames[self])
	elseif arg1 == true and showStatus ~= true then
		FadeFramesInOut(true, frames[self])
	else
		if combat and showStatus ~= true then
			FadeFramesInOut(true, frames[self])
		elseif not target and not combat and not focus and (cur == max) and not (cast or channel) then
			FadeFramesInOut(false, frames[self])
		end
	end
end

local Enable = function(self, unit)
	if(self.CombatFade) then
		frames[self] = self.unit
		allFrames[self] = self.unit

		if unit == 'player' then
			showStatus = false;
		end

		self:RegisterEvent("PLAYER_ENTERING_WORLD", Update)
		self:RegisterEvent("PLAYER_REGEN_ENABLED", Update)
		self:RegisterEvent("PLAYER_REGEN_DISABLED", Update)
		self:RegisterEvent("PLAYER_TARGET_CHANGED", Update)
		self:RegisterEvent("PLAYER_FOCUS_CHANGED", Update)
		self:RegisterEvent("UNIT_HEALTH", Update)
		self:RegisterEvent("UNIT_SPELLCAST_START", Update)
		self:RegisterEvent("UNIT_SPELLCAST_STOP", Update)
		self:RegisterEvent("UNIT_SPELLCAST_CHANNEL_START", Update)
		self:RegisterEvent("UNIT_SPELLCAST_CHANNEL_STOP", Update)
		self:RegisterEvent("UNIT_PORTRAIT_UPDATE", Update)
		self:RegisterEvent("UNIT_MODEL_CHANGED", Update)

		if not self.CombatFadeHooked then
			self:HookScript("OnEnter", function(self) Update(self, true) end)
			self:HookScript("OnLeave", function(self) Update(self, false) end)
			self.CombatFadeHooked = true
		end
		return true
	end
end

local Disable = function(self)
	if(self.CombatFade) then
		frames[self] = nil
		Update(self)

		self:UnregisterEvent("PLAYER_ENTERING_WORLD", Update)
		self:UnregisterEvent("PLAYER_REGEN_ENABLED", Update)
		self:UnregisterEvent("PLAYER_REGEN_DISABLED", Update)
		self:UnregisterEvent("PLAYER_TARGET_CHANGED", Update)
		self:UnregisterEvent("PLAYER_FOCUS_CHANGED", Update)
		self:UnregisterEvent("UNIT_HEALTH", Update)
		self:UnregisterEvent("UNIT_SPELLCAST_START", Update)
		self:UnregisterEvent("UNIT_SPELLCAST_STOP", Update)
		self:UnregisterEvent("UNIT_SPELLCAST_CHANNEL_START", Update)
		self:UnregisterEvent("UNIT_SPELLCAST_CHANNEL_STOP", Update)
		self:UnregisterEvent("UNIT_PORTRAIT_UPDATE", Update)
		self:UnregisterEvent("UNIT_MODEL_CHANGED", Update)
	end
end

oUF:AddElement('CombatFade', Update, Enable, Disable)