--[[ # 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)