Files
coa-elvui/ElvUI/Modules/Nameplates/Elements/Health.lua
T
scorpzor 5ee511181e HealComm: Add toggle for Absorbs and reduce redundant updates (#94)
* HealComm: Add toggle for Absorbs and reduce redundant updates

* HealComm: Throttle updates, cache anchors
2025-12-24 16:16:58 -07:00

454 lines
15 KiB
Lua

local E, L, V, P, G = unpack(ElvUI)
local NP = E:GetModule('NamePlates')
local UF = E:GetModule('UnitFrames')
local LSM = E.Libs.LSM
local ipairs = ipairs
local unpack = unpack
local UnitPlayerControlled = UnitPlayerControlled
local UnitClass = UnitClass
local UnitReaction = UnitReaction
local UnitIsConnected = UnitIsConnected
local CreateFrame = CreateFrame
local UnitIsTapped = UnitIsTapped
local UnitIsTappedByPlayer = UnitIsTappedByPlayer
local UnitIsDeadOrGhost = UnitIsDeadOrGhost
local UnitIsPlayer = UnitIsPlayer
function NP:Health_UpdateColor(_, 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.colorClass and self.isPlayer) or (element.colorClassNPC and not self.isPlayer) or (element.colorClassPet and UnitPlayerControlled(unit) and not self.isPlayer) then
local _, class = UnitClass(unit)
t = self.colors.class[class]
elseif element.colorReaction and UnitReaction(unit, 'player') then
local reaction = UnitReaction(unit, 'player')
t = NP.db.colors.reactions[reaction == 4 and 'neutral' or reaction <= 3 and 'bad' or 'good']
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 = NP.db.colors.health
end
if t then
r, g, b = t.r, t.g, t.b
element.r, element.g, element.b = r, g, b -- save these for the style filter to switch back
end
local db = NP:PlateDB(self)
if db.greyTappedTargets and UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit) and not UnitIsPlayer(unit) and not UnitIsDeadOrGhost(unit) then
r, g, b = 0.5, 0.5, 0.5
element.r, element.g, element.b = r, g, b
end
local sf = NP:StyleFilterChanges(self)
if sf.HealthColor then
r, g, b = sf.HealthColor.r, sf.HealthColor.g, sf.HealthColor.b
end
if b then
element:SetStatusBarColor(r, g, b)
if element.bg then
element.bg:SetVertexColor(r * NP.multiplier, g * NP.multiplier, b * NP.multiplier)
end
end
if element.PostUpdateColor then
element:PostUpdateColor(unit, r, g, b)
end
end
function NP:Construct_Health(nameplate)
local Health = CreateFrame('StatusBar', nameplate:GetName()..'Health', nameplate)
Health:SetParent(nameplate)
Health:CreateBackdrop('Transparent', nil, nil, nil, nil, true, true)
Health:SetStatusBarTexture(LSM:Fetch('statusbar', NP.db.statusbar))
Health.considerSelectionInCombatHostile = true
Health.UpdateColor = NP.Health_UpdateColor
NP.StatusBars[Health] = true
local statusBarTexture = Health:GetStatusBarTexture()
local healthFlashTexture = Health:CreateTexture(nameplate:GetName()..'FlashTexture', 'OVERLAY')
healthFlashTexture:SetTexture(LSM:Fetch('background', 'ElvUI Blank'))
healthFlashTexture:Point('BOTTOMLEFT', statusBarTexture, 'BOTTOMLEFT')
healthFlashTexture:Point('TOPRIGHT', statusBarTexture, 'TOPRIGHT')
healthFlashTexture:Hide()
nameplate.HealthFlashTexture = healthFlashTexture
local clipFrame = CreateFrame("Frame", nil, Health)
clipFrame:SetScript("OnUpdate", UF.HealthClipFrame_OnUpdate)
clipFrame:SetAllPoints()
clipFrame:EnableMouse(false)
clipFrame.__frame = Health
Health.ClipFrame = clipFrame
return Health
end
function NP:Health_SetColors(nameplate, threatColors)
if threatColors then -- managed by ThreatIndicator_PostUpdate
nameplate.Health:SetColorTapping(nil)
nameplate.Health:SetColorSelection(nil)
nameplate.Health.colorReaction = nil
nameplate.Health.colorClass = nil
else
local db = NP:PlateDB(nameplate)
nameplate.Health:SetColorTapping(true)
nameplate.Health:SetColorSelection(true)
nameplate.Health.colorReaction = true
nameplate.Health.colorClass = db.health and db.health.useClassColor
end
end
function NP:Update_Health(nameplate, skipUpdate)
local db = NP:PlateDB(nameplate)
NP:Health_SetColors(nameplate)
if skipUpdate then return end
if db.health.enable then
if not nameplate:IsElementEnabled('Health') then
nameplate:EnableElement('Health')
end
nameplate.Health:Point('CENTER')
nameplate.Health:Point('LEFT')
nameplate.Health:Point('RIGHT')
E:SetSmoothing(nameplate.Health, NP.db.smoothbars)
elseif nameplate:IsElementEnabled('Health') then
nameplate:DisableElement('Health')
end
nameplate.Health.width = db.health.width
nameplate.Health.height = db.health.height
nameplate.Health:Height(db.health.height)
end
function NP:Update_HealComm(nameplate)
local db = NP:PlateDB(nameplate)
if db.health.enable and db.health.healPrediction and db.health.healPrediction.enable then
if not nameplate:IsElementEnabled('HealCommBar') then
nameplate:EnableElement('HealCommBar')
end
local c = NP.db.colors.healPrediction
nameplate.HealCommBar.myBar:SetStatusBarColor(c.personal.r, c.personal.g, c.personal.b)
nameplate.HealCommBar.otherBar:SetStatusBarColor(c.others.r, c.others.g, c.others.b)
if nameplate.HealCommBar.absorbBar then
nameplate.HealCommBar.absorbBar:SetStatusBarColor(c.absorbs.r, c.absorbs.g, c.absorbs.b, c.absorbs.a)
end
if nameplate.HealCommBar.healAbsorbBar then
nameplate.HealCommBar.healAbsorbBar:SetStatusBarColor(c.healAbsorbs.r, c.healAbsorbs.g, c.healAbsorbs.b, c.healAbsorbs.a)
end
if nameplate.HealCommBar.overAbsorb then
nameplate.HealCommBar.overAbsorb:SetVertexColor(c.overAbsorbs.r, c.overAbsorbs.g, c.overAbsorbs.b, c.overAbsorbs.a)
end
if nameplate.HealCommBar.overHealAbsorb then
nameplate.HealCommBar.overHealAbsorb:SetVertexColor(c.overHealAbsorbs.r, c.overHealAbsorbs.g, c.overHealAbsorbs.b, c.overHealAbsorbs.a)
end
elseif nameplate:IsElementEnabled('HealCommBar') then
nameplate:DisableElement('HealCommBar')
end
end
function NP.HealthClipFrame_HealComm(frame)
local pred = frame.HealCommBar
if pred then
NP:SetAlpha_HealComm(pred, true)
NP:SetVisibility_HealComm(pred)
end
end
function NP:SetAlpha_HealComm(obj, show)
obj.myBar:SetAlpha(show and 1 or 0)
obj.otherBar:SetAlpha(show and 1 or 0)
if obj.absorbBar then
obj.absorbBar:SetAlpha(show and 1 or 0)
end
if obj.healAbsorbBar then
obj.healAbsorbBar:SetAlpha(show and 1 or 0)
end
end
function NP:SetVisibility_HealComm(obj)
-- the first update is from `HealthClipFrame_HealComm`
-- we set this variable to allow `Configure_HealComm` to
-- update the elements overflow lock later on by option
if not obj.allowClippingUpdate then
obj.allowClippingUpdate = true
end
if obj.maxOverflow > 1 then
obj.myBar:SetParent(obj.health)
obj.otherBar:SetParent(obj.health)
if obj.absorbBar then
obj.absorbBar:SetParent(obj.health)
end
if obj.healAbsorbBar then
obj.healAbsorbBar:SetParent(obj.health)
end
else
obj.myBar:SetParent(obj.parent)
obj.otherBar:SetParent(obj.parent)
if obj.absorbBar then
obj.absorbBar:SetParent(obj.parent)
end
if obj.healAbsorbBar then
obj.healAbsorbBar:SetParent(obj.parent)
end
end
end
function NP:Construct_HealComm(frame)
local health = frame.Health
local parent = health.ClipFrame
local myBar = E:CreateReversibleStatusBar(nil, parent)
local otherBar = E:CreateReversibleStatusBar(nil, parent)
local absorbBar = E:CreateReversibleStatusBar(nil, parent)
local healAbsorbBar = E:CreateReversibleStatusBar(nil, parent)
myBar:SetFrameLevel(health:GetFrameLevel()+2)
otherBar:SetFrameLevel(health:GetFrameLevel()+2)
absorbBar:SetFrameLevel(health:GetFrameLevel()+2)
healAbsorbBar:SetFrameLevel(health:GetFrameLevel()+2)
local texture = health:GetStatusBarTexture() or E.media.blankTex
myBar:SetStatusBarTexture(texture)
otherBar:SetStatusBarTexture(texture)
absorbBar:SetStatusBarTexture(texture)
healAbsorbBar:SetStatusBarTexture(texture)
myBar:SetMinMaxValues(0, 1)
myBar:SetValue(0)
otherBar:SetMinMaxValues(0, 1)
otherBar:SetValue(0)
absorbBar:SetMinMaxValues(0, 1)
absorbBar:SetValue(0)
healAbsorbBar:SetMinMaxValues(0, 1)
healAbsorbBar:SetValue(0)
local healPrediction = {
myBar = myBar,
otherBar = otherBar,
absorbBar = absorbBar,
healAbsorbBar = healAbsorbBar,
PostUpdate = NP.UpdateHealComm,
maxOverflow = 1,
health = health,
parent = parent,
frame = frame
}
NP:SetAlpha_HealComm(healPrediction)
return healPrediction
end
function NP:Configure_HealComm(frame)
local db = NP:PlateDB(frame)
if db.health.enable and db.health.healPrediction then
if not frame:IsElementEnabled('HealComm4') then
frame:EnableElement('HealComm4')
end
local healPrediction = frame.HealCommBar
local myBar = healPrediction.myBar
local otherBar = healPrediction.otherBar
local absorbBar = healPrediction.absorbBar
local healAbsorbBar = healPrediction.healAbsorbBar
local c = db.colors.healPrediction
healPrediction.maxOverflow = 1 + (c.maxOverflow or 0)
healPrediction.overflowHeals = c.overflowHeals
healPrediction.overflowAbsorbs = c.overflowAbsorbs
healPrediction.absorbs = frame.db.healPrediction.absorbs
if healPrediction.allowClippingUpdate then
NP:SetVisibility_HealComm(healPrediction)
end
local health = frame.Health
local orientation = health:GetOrientation()
local healthTexture = health:GetStatusBarTexture()
local width = health:GetWidth()
width = (width > 0 and width) or health.WIDTH
local height = health:GetHeight()
height = (height > 0 and height) or health.HEIGHT
healPrediction.healthBarTexture = healthTexture
healPrediction.myBarTexture = myBar:GetStatusBarTexture()
healPrediction.otherBarTexture = otherBar:GetStatusBarTexture()
myBar:SetOrientation(orientation)
otherBar:SetOrientation(orientation)
absorbBar:SetOrientation(orientation)
healAbsorbBar:SetOrientation(orientation)
healPrediction.cachedOrientation = orientation
myBar._anchorState = nil
otherBar._anchorState = nil
absorbBar._anchorState = nil
healAbsorbBar._anchorState = nil
if orientation == "HORIZONTAL" then
local p1 = "LEFT"
local p2 = "RIGHT"
healPrediction.anchor1 = p1
healPrediction.anchor2 = p2
myBar:SetSize(width, height)
myBar:ClearAllPoints()
myBar:Point("TOP", health)
myBar:Point("BOTTOM", health)
myBar:Point(p1, healthTexture, p2)
myBar:SetReverseFill(false)
otherBar:SetSize(width, height)
otherBar:ClearAllPoints()
otherBar:Point("TOP", health)
otherBar:Point("BOTTOM", health)
otherBar:Point(p1, healPrediction.myBarTexture, p2)
otherBar:SetReverseFill(false)
absorbBar:SetSize(width, height)
absorbBar:ClearAllPoints()
absorbBar:Point("TOP", health)
absorbBar:Point("BOTTOM", health)
absorbBar:Point(p1, healthTexture, p2)
absorbBar:SetReverseFill(false)
healAbsorbBar:SetSize(width, height)
healAbsorbBar:ClearAllPoints()
healAbsorbBar:Point("TOP", health)
healAbsorbBar:Point("BOTTOM", health)
healAbsorbBar:Point(p2, healthTexture, p2)
healAbsorbBar:SetReverseFill(true)
else -- VERTICAL
local p1 = "BOTTOM"
local p2 = "TOP"
healPrediction.anchor1 = p1
healPrediction.anchor2 = p2
myBar:SetSize(width, height)
myBar:ClearAllPoints()
myBar:Point("LEFT", health)
myBar:Point("RIGHT", health)
myBar:Point(p1, healthTexture, p2)
myBar:SetReverseFill(false)
otherBar:SetSize(width, height)
otherBar:ClearAllPoints()
otherBar:Point("LEFT", health)
otherBar:Point("RIGHT", health)
otherBar:Point(p1, healPrediction.myBarTexture, p2)
otherBar:SetReverseFill(false)
absorbBar:SetSize(width, height)
absorbBar:ClearAllPoints()
absorbBar:Point("LEFT", health)
absorbBar:Point("RIGHT", health)
absorbBar:Point(p1, healthTexture, p2)
absorbBar:SetReverseFill(false)
healAbsorbBar:SetSize(width, height)
healAbsorbBar:ClearAllPoints()
healAbsorbBar:Point("LEFT", health)
healAbsorbBar:Point("RIGHT", health)
healAbsorbBar:Point(p2, healthTexture, p2)
healAbsorbBar:SetReverseFill(true)
end
local hpc = NP.db.colors.healPrediction
frame.HealCommBar.myBar:SetStatusBarColor(hpc.personal.r, hpc.personal.g, hpc.personal.b)
frame.HealCommBar.otherBar:SetStatusBarColor(hpc.others.r, hpc.others.g, hpc.others.b)
frame.HealCommBar.absorbBar:SetStatusBarColor(hpc.absorbs.r, hpc.absorbs.g, hpc.absorbs.b, hpc.absorbs.a)
frame.HealCommBar.healAbsorbBar:SetStatusBarColor(hpc.healAbsorbs.r, hpc.healAbsorbs.g, hpc.healAbsorbs.b, hpc.healAbsorbs.a)
if not healPrediction.absorbs then
absorbBar:Hide()
healAbsorbBar:Hide()
end
elseif frame:IsElementEnabled('HealComm4') then
frame:DisableElement('HealComm4')
end
end
local function AnchorPredictionBar(bar, health, orientation, anchorTexture, hasEnoughSpace, overflowMode, p1, p2, reverseAnchorTexture)
local needsReverse = not overflowMode and not hasEnoughSpace
local anchorKey = orientation .. (overflowMode and "O" or (hasEnoughSpace and "E" or "R"))
if bar._anchorState == anchorKey and bar._reverseFill == needsReverse then
return
end
bar._anchorState = anchorKey
bar._reverseFill = needsReverse
bar:ClearAllPoints()
if orientation == "HORIZONTAL" then
bar:Point("TOP", health)
bar:Point("BOTTOM", health)
else -- VERTICAL
bar:Point("LEFT", health)
bar:Point("RIGHT", health)
end
if overflowMode then
bar:Point(p1, anchorTexture, p2)
bar:SetReverseFill(false)
elseif hasEnoughSpace then
bar:Point(p1, anchorTexture, p2)
bar:SetReverseFill(false)
else
local reverseAnchor = reverseAnchorTexture or health
bar:Point(p2, reverseAnchor, p2)
bar:SetReverseFill(true)
end
end
function NP:UpdateHealComm(unit, myIncomingHeal, allIncomingHeal, totalAbsorb, myCurrentHealAbsorb, allHealAbsorb)
if not self.frame or not self.health then return end
local health = self.health
local healthTexture = self.healthBarTexture
if not healthTexture then
healthTexture = health:GetStatusBarTexture()
self.healthBarTexture = healthTexture
end
local currentHealth = UnitHealth(unit) or 0
local maxHealth = UnitHealthMax(unit) or 1
local missingHealth = maxHealth - currentHealth
local otherIncomingHeal = allIncomingHeal - myIncomingHeal
local totalIncomingHeal = myIncomingHeal + otherIncomingHeal
local orientation = self.cachedOrientation or health:GetOrientation()
local p1 = self.anchor1 or (orientation == "HORIZONTAL" and "LEFT" or "BOTTOM")
local p2 = self.anchor2 or (orientation == "HORIZONTAL" and "RIGHT" or "TOP")
local overflowHeals = self.overflowHeals or false
local overflowAbsorbs = self.overflowAbsorbs or false
AnchorPredictionBar(self.myBar, health, orientation, healthTexture, missingHealth >= myIncomingHeal, overflowHeals, p1, p2)
AnchorPredictionBar(self.otherBar, health, orientation, self.myBarTexture, missingHealth >= totalIncomingHeal, overflowHeals, p1, p2)
AnchorPredictionBar(self.absorbBar, health, orientation, healthTexture, missingHealth >= totalAbsorb, overflowAbsorbs, p1, p2)
AnchorPredictionBar(self.healAbsorbBar, health, orientation, healthTexture, false, false, p1, p2, healthTexture)
end