Quantcast
--[[
# 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.colorHappiness and UnitIsUnit(unit, "pet") and GetPetHappiness and GetPetHappiness()) then
		t = self.colors.happiness[GetPetHappiness()]
	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 and UnitPlayerControlled(unit) and not UnitIsPlayer(unit)) then
		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)

	if element.smoothing then
		element:SetMinMaxSmoothedValue(0, max)

		if(UnitIsConnected(unit)) then
			element:SetSmoothedValue(cur)
		else
			element:SetSmoothedValue(max)
		end
	else
		element:SetMinMaxValues(0, max)

		if(UnitIsConnected(unit)) then
			element:SetValue(cur)
		else
			element:SetValue(max)
		end
	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, ...)
	--[[ 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, ...);

	ColorPath(self, ...)
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)
		else
			element.__owner:UnregisterEvent('UNIT_CONNECTION', 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

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

		if(element.colorDisconnected) then
			self:RegisterEvent('UNIT_CONNECTION', 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.smoothing) then
			element.SetSmoothedValue = SmoothStatusBarMixin.SetSmoothedValue
			element.SetMinMaxSmoothedValue = SmoothStatusBarMixin.SetMinMaxSmoothedValue
		end

		if oUF.Retail then
			self:RegisterEvent('UNIT_HEALTH', Path)
		else
			self:RegisterEvent('UNIT_HEALTH_FREQUENT', Path)
		end

		self:RegisterEvent('UNIT_MAXHEALTH', Path)

		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()

		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('UNIT_THREAT_LIST_UPDATE', ColorPath)
	end
end

oUF:AddElement('Health', Path, Enable, Disable)