--[[ # 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.colorHealth = true -- Make the background darker. Background.multiplier = .5 -- Register it with oUF Health.bg = Background self.PBHealth = Health --]] local PA = _G.ProjectAzilroka local oUF = PA.oUF if not oUF then return end local function UpdateColor(self, event, unit) local element = self.PBHealth local r, g, b, t if(element.colorClass) then local _, class = UnitClass("player") t = self.colors.class[class] 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 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.PBHealth.UpdateColor or UpdateColor)(self, ...) end local function Update(self, event, unit) local petInfo = self.pbouf_petinfo if not petInfo then return end local element = self.PBHealth --[[ 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 = C_PetBattles.GetHealth(petInfo.petOwner, petInfo.petIndex), C_PetBattles.GetMaxHealth(petInfo.petOwner, petInfo.petIndex) element:SetMinMaxValues(0, max) element:SetValue(cur) 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, event, ...) --[[ 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.PBHealth.Override or Update)(self, event, ...) ColorPath(self, event, ...) end local function ForceUpdate(element) Path(element.__owner, "ForceUpdate", element.__owner.unit) end local function Enable(self, unit) local element = self.PBHealth if (element) then element.__owner = self element.ForceUpdate = ForceUpdate self:RegisterEvent("PET_BATTLE_OPENING_START", Path, true) self:RegisterEvent("PET_BATTLE_OPENING_DONE", Path, true) self:RegisterEvent("PET_BATTLE_HEALTH_CHANGED", Path, true) self:RegisterEvent("PET_BATTLE_MAX_HEALTH_CHANGED", Path, true) if (element:IsObjectType("StatusBar") and not element:GetStatusBarTexture()) then element:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]]) end element:Show() return true end end local function Disable(self) local element = self.PBHealth if (element) then element:Hide() element:SetScript("OnUpdate", nil) -- ElvUI changed self:UnregisterEvent("PET_BATTLE_HEALTH_CHANGED", Path) self:UnregisterEvent("PET_BATTLE_MAX_HEALTH_CHANGED", Path) self:UnregisterEvent("PET_BATTLE_OPENING_DONE", Path) self:UnregisterEvent("PET_BATTLE_OPENING_START", Path) end end oUF:AddElement("PBHealth", Path, Enable, Disable)