local ns = oUF local oUF = ns.oUF assert(oUF, "oUF not loaded") local cos, sin, sqrt2, max, atan2 = math.cos, math.sin, math.sqrt(2), math.max, math.atan2 local tinsert, tremove = table.insert, table.remove local pi2 = 3.141592653589793 / 2 local GetPlayerMapPosition = GetPlayerMapPosition local UnitInParty = UnitInParty local UnitInRaid = UnitInRaid local UnitInRange = UnitInRange local UnitIsConnected = UnitIsConnected local UnitIsUnit = UnitIsUnit local _FRAMES, OnUpdateFrame = {} local function CalculateCorner(r) return .5 + cos(r) / sqrt2, .5 + sin(r) / sqrt2 end local function RotateTexture(texture, angle) local LRx, LRy = CalculateCorner(angle + 0.785398163) local LLx, LLy = CalculateCorner(angle + 2.35619449) local ULx, ULy = CalculateCorner(angle + 3.92699082) local URx, URy = CalculateCorner(angle - 0.785398163) texture:SetTexCoord(ULx, ULy, LLx, LLy, URx, URy, LRx, LRy) end local GetAngle = function(unit1, unit2) local x1, y1 = GetPlayerMapPosition(unit1) if x1 <= 0 and y1 <= 0 then return nil end local x2, y2 = GetPlayerMapPosition(unit2) if x2 <= 0 and y2 <= 0 then return nil end -- print(pi2, GetPlayerFacing(), y2, y1, x2, x1) return -pi2 - GetPlayerFacing() - atan2(y2 - y1, x2 - x1) end local minThrottle = 0.02 local numArrows, inRange, unit, GPS local Update = function(self, elapsed) if self.elapsed and self.elapsed > (self.throttle or minThrottle) then numArrows = 0; for _, object in next, _FRAMES do if object:IsShown() then GPS = object.GPS; unit = object.unit; if unit then if unit and GPS.outOfRange then inRange = true; end if not unit or not (UnitInParty(unit) or UnitInRaid(unit)) or UnitIsUnit(unit, "player") or not UnitIsConnected(unit) or (GPS.onMouseOver and (GetMouseFocus() ~= object)) or (GPS.outOfRange and inRange) then GPS:Hide() else local angle = GetAngle("player", unit); if angle == nil then GPS:Hide(); else GPS:Show(); RotateTexture(GPS.Texture, angle); numArrows = numArrows + 1; end end else GPS:Hide(); end end end self.elapsed = 0; self.throttle = max(minThrottle, 0.005 * numArrows); else self.elapsed = (self.elapsed or 0) + tonumber(elapsed); end end local Enable = function(self) local GPS = self.GPS if GPS then tinsert(_FRAMES, self) if not OnUpdateFrame then OnUpdateFrame = CreateFrame("Frame") OnUpdateFrame:SetScript("OnUpdate", function() Update(this, arg1) end) end OnUpdateFrame:Show() return true end end local Disable = function(self) local GPS = self.GPS if GPS then for k, frame in next, _FRAMES do if frame == self then tremove(_FRAMES, k) GPS:Hide() break end end if getn(_FRAMES) == 0 and OnUpdateFrame then OnUpdateFrame:Hide() end end end oUF:AddElement("GPS", function() end, Enable, Disable)