Files
ElvUIModernized/ElvUI/Libraries/oUF/elements/health.lua
T
2026-07-26 15:47:37 +02:00

292 lines
9.2 KiB
Lua

--[[
# 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
.frequentUpdates - Indicates whether to use OnUpdate script instead of UNIT_HEALTH to update the bar (boolean)
.smoothGradient - 9 color values to be used with the .colorSmooth option (table)
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 (boolean)
.colorDisconnected - Use `self.colors.disconnected` to color the bar if the unit is offline (boolean)
.colorHappiness - Use `self.colors.happiness` to color the bar if the unit is pet based on pet happiness (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) (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)
.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) (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]
## Attributes
.disconnected - Indicates whether the unit is disconnected (boolean)
## 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
Health.bg = Background
self.Health = Health
--]]
local ns = oUF
local oUF = ns.oUF
local unpack = unpack
local GetPetHappiness = GetPetHappiness
local UnitClass = UnitClass
local UnitHealth = UnitHealth
local UnitHealthMax = UnitHealthMax
local UnitIsConnected = UnitIsConnected
local UnitIsPlayer = UnitIsPlayer
local UnitIsTapped = UnitIsTapped
local UnitIsTappedByPlayer = UnitIsTappedByPlayer
local UnitIsUnit = UnitIsUnit
local UnitPlayerControlled = UnitPlayerControlled
local UnitReaction = UnitReaction
local updateFrequentUpdates
local function UpdateColor(element, unit, cur, max)
local parent = element.__owner
if element.frequentUpdates ~= element.__frequentUpdates then
element.__frequentUpdates = element.frequentUpdates
updateFrequentUpdates(parent, unit)
end
local r, g, b, t
if(element.colorTapping and not UnitPlayerControlled(unit) and (UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit))) then
t = parent.colors.tapped
elseif(element.colorDisconnected and element.disconnected) then
t = parent.colors.disconnected
elseif(element.colorHappiness and UnitIsUnit(unit, 'pet') and GetPetHappiness()) then
t = parent.colors.happiness[GetPetHappiness()]
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 = parent.colors.class[class]
elseif(element.colorReaction and UnitReaction(unit, 'player')) then
t = parent.colors.reaction[UnitReaction(unit, 'player')]
elseif(element.colorSmooth) then
r, g, b = parent.ColorGradient(cur, max, unpack(element.smoothGradient or parent.colors.smooth))
elseif(element.colorHealth) then
t = parent.colors.health
end
if(t) then
r, g, b = t[1], t[2], t[3]
end
if(r or g or 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
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)
local disconnected = not UnitIsConnected(unit)
element:SetMinMaxValues(0, max)
if(disconnected) then
element:SetValue(max)
else
element:SetValue(cur)
end
element.disconnected = disconnected
--[[ Override: Health:UpdateColor(unit, cur, max)
Used to completely override the internal function for updating the widgets' colors.
* 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)
--]]
element:UpdateColor(unit, cur, 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
return element:PostUpdate(unit, cur, max)
end
end
local function Path(self, event, a, b, c, d, e)
--[[ 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)
--]]
return (self.Health.Override or Update) (self, event, a, b, c, d, e)
end
local function ForceUpdate(element)
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
local function onHealthUpdate()
if(this.disconnected) then return end
local unit = this.__owner.unit
local health = UnitHealth(unit)
if(health ~= this.min) then
this.min = health
return Path(this.__owner, 'OnHealthUpdate', unit)
end
end
function updateFrequentUpdates(self, unit)
if(not unit or string.match(unit, '%w+target$')) then return end
local element = self.Health
if(element.frequentUpdates and not element:GetScript('OnUpdate')) then
element:SetScript('OnUpdate', onHealthUpdate)
if((unit == 'party' or string.match(unit, 'party%d?$'))) then
self:RegisterEvent('UNIT_HEALTH', Path)
elseif(self:IsEventRegistered("UNIT_HEALTH")) then
self:UnregisterEvent('UNIT_HEALTH', Path)
end
elseif(not element.frequentUpdates and element:GetScript('OnUpdate')) then
element:SetScript('OnUpdate', nil)
self:RegisterEvent('UNIT_HEALTH', Path)
end
end
local function Enable(self, unit)
local element = self.Health
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
element.__frequentUpdates = element.frequentUpdates
updateFrequentUpdates(self, unit)
if(element.frequentUpdates and (unit and not string.match(unit, '%w+target$'))) then
element:SetScript('OnUpdate', onHealthUpdate)
-- The party frames need this to handle disconnect states correctly.
if(unit == 'party') then
self:RegisterEvent('UNIT_HEALTH', Path)
end
else
self:RegisterEvent('UNIT_HEALTH', Path)
end
self:RegisterEvent('UNIT_MAXHEALTH', Path)
self:RegisterEvent('UNIT_CONNECTION', Path)
self:RegisterEvent('UNIT_FACTION', Path) -- For tapping
self:RegisterEvent('UNIT_HAPPINESS', Path)
if(element:IsObjectType('StatusBar') and not element:GetStatusBarTexture()) then
element:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
if(not element.UpdateColor) then
element.UpdateColor = UpdateColor
end
element:Show()
return true
end
end
local function Disable(self)
local element = self.Health
if(element) then
if(element:GetScript('OnUpdate')) then
element:SetScript('OnUpdate', nil)
end
element:Hide()
self:UnregisterEvent('UNIT_HEALTH', Path)
self:UnregisterEvent('UNIT_MAXHEALTH', Path)
self:UnregisterEvent('UNIT_CONNECTION', Path)
self:UnregisterEvent('UNIT_FACTION', Path)
self:UnregisterEvent('UNIT_HAPPINESS', Path)
end
end
oUF:AddElement('Health', Path, Enable, Disable)