-- Swing Timer and Wand Timer -- -- Ported from brues-code/pfUI's swingtimer module (MIT, Shagu and -- contributors) and restyled as classic cast bars with the weapon icon. -- ClassicAPI's PLAYER_SWING event reports the server's attack timers -- (white hits, Heroic Strike/Maul, parry haste, extra attacks, Auto Shot -- and wand Shoot), so nothing here guesses from the combat log. local _G = ShaguTweaks.GetGlobalEnv() local T = ShaguTweaks.T local API = ShaguTweaks.API or {} local swing = ShaguTweaks:register({ title = T["Swing Timer"], description = T["Shows main-hand and off-hand swing timers above the cast bar, with the weapon's icon. Hold , and to move them; right-click to reset."], expansions = { ["vanilla"] = true }, category = T["Action Bar"], enabled = false, }) local wand = ShaguTweaks:register({ title = T["Wand Timer"], description = T["Shows the time until your next wand shot (or Auto Shot) above the cast bar, with the weapon's icon."], expansions = { ["vanilla"] = true }, category = T["Action Bar"], enabled = false, }) local WIDTH, HEIGHT = 195, 13 local SPACING = 24 -- one bar plus its cast bar border local GRACE = .15 -- bridge the frame or two until the next PLAYER_SWING local THROTTLE = .02 local AUTOSHOT_WINDUP = .5 local COLORS = { mainhand = { 1, .7, 0 }, -- the cast bar's own gold offhand = { 0, 1, 0 }, -- the channel bar's green ranged = { .3, .6, 1 }, far = { .5, .5, .5 }, -- target out of range windup = { 1, 0, 0 }, -- Auto Shot wind-up: don't move -- queued on-next-swing abilities, on the main-hand bar hs = { .4, .8, 1 }, -- Heroic Strike: light blue (gold would hide pfUI's yellow) cleave = { .2, .9, .2 }, -- Cleave: green, as in pfUI maul = { 1, .55, 0 }, -- Maul: orange, as in pfUI } -- Rank 1 spell IDs; every rank shares the localized name. local QUEUE_SPELLS = { hs = 78, cleave = 845, maul = 6807 } local SLOTS = { mainhand = 16, offhand = 17, ranged = 18 } local ORDER = { "mainhand", "offhand", "ranged" } local PREVIEW = { mainhand = T["Main Hand"], offhand = T["Off Hand"], ranged = T["Ranged"] } -- Everything lives in one table: Lua 5.0 allows only 32 upvalues per function. local S = { melee = false, ranged = false, autoattack = false, autorepeat = false, combat = false, hunter = false, preview = false, elapsed = 0, far = {}, bars = {}, -- Heroic Strike / Cleave / Maul queue queue = false, -- this class can queue one of them queued = nil, -- "hs", "cleave", "maul" or nil queuedSeen = false, -- its action button has been seen lit queueNames = {}, -- localized name -> kind queueSlots = {}, -- kind -> action slots holding it nextMelee = {}, -- spellID -> kind or false } -- Classify a spell ID as "hs", "cleave", "maul" or nil. local function QueueKind(spellID) if not spellID or spellID <= 0 then return end local known = S.nextMelee[spellID] if known ~= nil then return known or nil end local kind = false if _G.C_Spell.IsNextMeleeSpell(spellID) then kind = S.queueNames[_G.C_Spell.GetSpellName(spellID) or ""] or false end S.nextMelee[spellID] = kind return kind or nil end -- Find the action buttons that hold each ability. A queued ability lights -- its button (IsCurrentAction); Esc or a second press un-queues it without -- any event, so the lit buttons are how a cancel is noticed. local function ScanQueueSlots() S.queueSlots = { hs = {}, cleave = {}, maul = {} } if not S.queue then return end for slot = 1, 120 do local kind, id = GetActionInfo(slot) local name if kind == "spell" then name = _G.C_Spell.GetSpellName(id) elseif kind == "macro" then name = GetMacroSpell(id) end local queueKind = name and S.queueNames[name] if queueKind then table.insert(S.queueSlots[queueKind], slot) end end end local function ClearQueue() S.queued = nil S.queuedSeen = false end -- Keep the queued color while a button of that ability is lit. Once seen -- lit and then dark, it was cancelled. Never seen lit (cast from a macro or -- keybind not on the bars): keep it until the spell goes off or fails. local function ReconcileQueue() if not S.queued then return end local slots = S.queueSlots[S.queued] if not slots then return end for i = 1, table.getn(slots) do if IsCurrentAction(slots[i]) then S.queuedSeen = true return end end if S.queuedSeen then ClearQueue() end end local function Supported() if not _G.C_SwingTimer or not _G.Enum or not _G.Enum.PlayerSwingType then return end local utils = _G.C_EventUtils if utils and utils.IsEventValid and not utils.IsEventValid("PLAYER_SWING") then return end return true end local function ModifiersDown() local shift = API.IsShiftKeyDown or IsShiftKeyDown local ctrl = API.IsControlKeyDown or IsControlKeyDown local alt = API.IsAltKeyDown or IsAltKeyDown return shift() and ctrl() and alt() end local function HasOffhandWeapon() local items = _G.C_Item if items and items.GetItemInventoryType then local invtype = items.GetItemInventoryType({ equipmentSlotIndex = SLOTS.offhand }) return invtype == 13 or invtype == 22 -- one-hand, off-hand weapon end local link = GetInventoryItemLink("player", SLOTS.offhand) local _, _, id = link and string.find(link, "item:(%d+)") if not id then return false end local _, _, _, _, _, _, _, equip = GetItemInfo(tonumber(id)) return equip == "INVTYPE_WEAPON" or equip == "INVTYPE_WEAPONOFFHAND" end local function UpdateSpeeds() local mh, oh = UnitAttackSpeed("player") S.bars.mainhand.speed = (mh and mh > 0) and mh or S.bars.mainhand.speed or 0 S.bars.offhand.speed = (HasOffhandWeapon() and oh and oh > 0) and oh or 0 local ra = UnitRangedDamage("player") S.bars.ranged.speed = (ra and ra > 0) and ra or 0 end local function UpdateIcon(bar) local texture = GetInventoryItemTexture("player", bar.slot) if texture then bar.icon.texture:SetTexture(texture) bar.icon:Show() else bar.icon:Hide() end end local function Wanted(bar) if bar.key == "ranged" then return S.ranged end return S.melee end -- Stack the shown bars upward from the container, in a fixed order. local function Layout() local slot = 0 for i = 1, 3 do local bar = S.bars[ORDER[i]] if bar:IsShown() then bar:ClearAllPoints() bar:SetPoint("BOTTOM", S.container, "BOTTOM", 0, slot * SPACING) slot = slot + 1 end end end local function SetProgress(bar, progress, r, g, b) bar:SetValue(progress) bar:SetStatusBarColor(r, g, b) bar.spark:SetPoint("CENTER", bar, "LEFT", progress * WIDTH, 2) end local function StopBar(bar) bar.active = false bar.timer = 0 bar.graceAt = nil if not S.preview then bar:Hide() end end local function StartBar(bar, remaining) if not Wanted(bar) or S.preview then return end UpdateSpeeds() if bar.speed <= 0 then return end -- remaining can be shorter than the weapon speed (parry haste, Auto Shot -- wind-up): keep the full swing as the bar length and start part-way. bar.max = math.max(bar.speed, remaining) bar.timer = remaining bar.graceAt = nil bar.active = true UpdateIcon(bar) if not bar:IsShown() then bar:Show() Layout() end S.driver:Show() end local function ResetAll() for i = 1, 3 do StopBar(S.bars[ORDER[i]]) end Layout() end local function Tick(bar, delta, now) if not bar.active then return end bar.timer = bar.timer - delta if bar.timer <= 0 then bar.timer = 0 -- Keep a full bar while auto-attack or Shoot is still on (the target may -- just be out of reach); hide it once the attacks stopped. local running = bar.key == "ranged" and S.autorepeat or (bar.key ~= "ranged" and S.autoattack and S.combat) if not bar.graceAt then bar.graceAt = now + GRACE elseif now >= bar.graceAt and not running then StopBar(bar) Layout() return end end local r, g, b = unpack(COLORS[bar.key]) if bar.key == "mainhand" and S.queued then ReconcileQueue() if S.queued then r, g, b = unpack(COLORS[S.queued]) end end if bar.key == "ranged" and S.hunter and bar.timer > 0 and bar.timer <= AUTOSHOT_WINDUP then r, g, b = unpack(COLORS.windup) end if S.far[bar.swingType] then r, g, b = unpack(COLORS.far) end SetProgress(bar, 1 - bar.timer / bar.max, r, g, b) local text = string.format("%.1f", math.floor(bar.timer * 10) / 10) if bar.lastText ~= text then bar.lastText = text bar.text:SetText(text) end end local function OnUpdate() S.elapsed = S.elapsed + arg1 if S.elapsed < THROTTLE then return end local delta = S.elapsed S.elapsed = 0 local now = GetTime() local any = false for i = 1, 3 do local bar = S.bars[ORDER[i]] Tick(bar, delta, now) any = any or bar.active end if not any then this:Hide() end end -- Classic cast bar look: dark background, UI-StatusBar fill, the cast bar -- border and spark, and an icon frame like Improved Castbar's. local function CreateBar(key) local bar = CreateFrame("StatusBar", "ShaguTweaksSwingTimer_" .. key, S.container) bar:SetWidth(WIDTH) bar:SetHeight(HEIGHT) bar:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar") bar:SetMinMaxValues(0, 1) bar:SetValue(0) bar:Hide() bar.bg = bar:CreateTexture(nil, "BACKGROUND") bar.bg:SetAllPoints(bar) bar.bg:SetTexture(0, 0, 0, .5) bar.border = bar:CreateTexture(nil, "ARTWORK") bar.border:SetTexture("Interface\\CastingBar\\UI-CastingBar-Border") bar.border:SetWidth(256) bar.border:SetHeight(64) bar.border:SetPoint("TOP", bar, "TOP", 0, 28) bar.spark = bar:CreateTexture(nil, "OVERLAY") bar.spark:SetTexture("Interface\\CastingBar\\UI-CastingBar-Spark") bar.spark:SetBlendMode("ADD") bar.spark:SetWidth(32) bar.spark:SetHeight(32) bar.spark:SetPoint("CENTER", bar, "LEFT", 0, 2) bar.text = bar:CreateFontString(nil, "OVERLAY", "GameFontHighlight") bar.text:SetPoint("CENTER", bar, "CENTER", 0, 3) bar.icon = CreateFrame("Frame", nil, bar) bar.icon:SetPoint("RIGHT", bar, "LEFT", -10, 2) bar.icon:SetWidth(28) bar.icon:SetHeight(28) bar.icon:SetBackdrop({ edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border", tile = true, tileSize = 8, edgeSize = 12, insets = { left = 2, right = 2, top = 2, bottom = 2 } }) if ShaguTweaks.DarkMode then bar.icon:SetBackdropBorderColor(.3, .3, .3, .9) end bar.icon.texture = bar.icon:CreateTexture(nil, "BACKGROUND") bar.icon.texture:SetPoint("CENTER", 0, 0) bar.icon.texture:SetWidth(24) bar.icon.texture:SetHeight(24) bar.icon.texture:SetTexCoord(.08, .92, .08, .92) bar.key = key bar.slot = SLOTS[key] bar.swingType = _G.Enum.PlayerSwingType[key == "mainhand" and "MainHand" or key == "offhand" and "OffHand" or "Ranged"] bar.speed, bar.timer, bar.max = 0, 0, 1 return bar end -- Hold Ctrl+Shift+Alt to show every enabled bar and drag them as one. local function SetPreview(on) if S.preview == on then return end S.preview = on S.container:EnableMouse(on) for i = 1, 3 do local bar = S.bars[ORDER[i]] if on and Wanted(bar) then UpdateIcon(bar) local r, g, b = unpack(COLORS[bar.key]) SetProgress(bar, 1, r, g, b) bar.text:SetText(PREVIEW[bar.key]) bar.lastText = nil bar:Show() elseif not bar.active then bar:Hide() end end if on then S.container:SetHeight(HEIGHT + 2 * SPACING) else S.container:StopMovingOrSizing() S.container:SetHeight(HEIGHT) end Layout() end local function RestorePosition() local pos = ShaguTweaks_config and ShaguTweaks_config["SwingTimerPosition"] S.container:ClearAllPoints() if pos and pos[1] and pos[2] then S.container:SetPoint("BOTTOMLEFT", UIParent, "BOTTOMLEFT", pos[1], pos[2]) else -- default: stacked just above the cast bar S.container:SetPoint("BOTTOM", CastingBarFrame, "TOP", 0, 20) end end local function CreateCore() if S.container then return true end if not Supported() then return end S.container = CreateFrame("Frame", "ShaguTweaksSwingTimer", UIParent) S.container:SetWidth(WIDTH) S.container:SetHeight(HEIGHT) S.container:SetMovable(true) S.container:SetClampedToScreen(true) S.container:EnableMouse(false) S.container:SetScript("OnMouseDown", function() if arg1 == "LeftButton" then this:StartMoving() end end) S.container:SetScript("OnMouseUp", function() this:StopMovingOrSizing() if arg1 == "RightButton" then ShaguTweaks_config["SwingTimerPosition"] = nil else ShaguTweaks_config["SwingTimerPosition"] = { this:GetLeft(), this:GetBottom() } end RestorePosition() end) for i = 1, 3 do S.bars[ORDER[i]] = CreateBar(ORDER[i]) end S.driver = CreateFrame("Frame", nil, UIParent) S.driver:Hide() S.driver:SetScript("OnUpdate", OnUpdate) S.events = CreateFrame("Frame") S.events:SetScript("OnEvent", function() if event == "PLAYER_SWING" then local swingType = _G.Enum.PlayerSwingType if arg2 == swingType.MainHand then StartBar(S.bars.mainhand, arg1) elseif arg2 == swingType.OffHand then StartBar(S.bars.offhand, arg1) elseif arg2 == swingType.Ranged then StartBar(S.bars.ranged, arg1) end elseif event == "PLAYER_SWING_RANGE_UPDATE" then -- arg1 swing type, arg2 in range, arg3 a check was possible S.far[arg1] = arg3 and not arg2 elseif event == "PLAYER_TARGET_CHANGED" then for i = 1, 3 do local swingType = S.bars[ORDER[i]].swingType S.far[swingType] = _G.C_SwingTimer.IsTargetWithinSwingRange(swingType) == false end elseif event == "PLAYER_ENTER_COMBAT" or event == "START_AUTOATTACK" then S.autoattack = true elseif event == "PLAYER_LEAVE_COMBAT" or event == "STOP_AUTOATTACK" then S.autoattack = false elseif event == "START_AUTOREPEAT_SPELL" then S.autorepeat = true elseif event == "STOP_AUTOREPEAT_SPELL" then S.autorepeat = false elseif event == "PLAYER_REGEN_DISABLED" then S.combat = true elseif event == "PLAYER_REGEN_ENABLED" then S.combat = false ClearQueue() elseif event == "UNIT_SPELLCAST_SENT" then -- arg1 unit, arg4 spellID: Heroic Strike, Cleave or Maul queued if arg1 == "player" and S.queue then local kind = QueueKind(arg4) if kind then S.queued = kind S.queuedSeen = false end end elseif event == "UNIT_SPELLCAST_SUCCEEDED" or event == "UNIT_SPELLCAST_FAILED" then -- arg1 unit, arg3 spellID: the queued swing went off or was refused if arg1 == "player" and S.queued and QueueKind(arg3) then ClearQueue() end elseif event == "ACTIONBAR_SLOT_CHANGED" then if S.queue then ScanQueueSlots() end elseif event == "PLAYER_EQUIPMENT_CHANGED" or event == "UNIT_INVENTORY_CHANGED" then if event == "PLAYER_EQUIPMENT_CHANGED" and arg1 ~= 16 and arg1 ~= 17 and arg1 ~= 18 then return end UpdateSpeeds() for i = 1, 3 do local bar = S.bars[ORDER[i]] UpdateIcon(bar) if bar.active and bar.speed <= 0 then StopBar(bar) end end Layout() elseif event == "MODIFIER_STATE_CHANGED" then SetPreview(ModifiersDown() and true or false) elseif event == "PLAYER_DEAD" then ClearQueue() ResetAll() elseif event == "PLAYER_ENTERING_WORLD" then local _, class = UnitClass("player") S.hunter = class == "HUNTER" UpdateSpeeds() RestorePosition() end end) local events = { "PLAYER_SWING", "PLAYER_SWING_RANGE_UPDATE", "PLAYER_TARGET_CHANGED", "PLAYER_ENTER_COMBAT", "PLAYER_LEAVE_COMBAT", "START_AUTOREPEAT_SPELL", "STOP_AUTOREPEAT_SPELL", "PLAYER_REGEN_DISABLED", "PLAYER_REGEN_ENABLED", "PLAYER_DEAD", "PLAYER_ENTERING_WORLD", "MODIFIER_STATE_CHANGED", -- ClassicAPI v1.18.14+; the 1.12 combat events above cover older versions "START_AUTOATTACK", "STOP_AUTOATTACK", } local utils = _G.C_EventUtils for i = 1, table.getn(events) do if not utils or not utils.IsEventValid or utils.IsEventValid(events[i]) then S.events:RegisterEvent(events[i]) end end -- ClassicAPI's per-slot equipment event when present, else the 1.12 one if utils and utils.IsEventValid and utils.IsEventValid("PLAYER_EQUIPMENT_CHANGED") then S.events:RegisterEvent("PLAYER_EQUIPMENT_CHANGED") else S.events:RegisterEvent("UNIT_INVENTORY_CHANGED") end local _, class = UnitClass("player") S.hunter = class == "HUNTER" S.combat = UnitAffectingCombat("player") and true or false UpdateSpeeds() RestorePosition() return true end -- The range event fires only on a change, so read the state once. local function EnableRangeCheck(bar) _G.C_SwingTimer.EnableRangeCheck(bar.swingType, true) S.far[bar.swingType] = _G.C_SwingTimer.IsTargetWithinSwingRange(bar.swingType) == false end -- Heroic Strike / Cleave (warriors) and Maul (druids) queue colors. local function EnableQueueColors() local spell = _G.C_Spell if not spell or not spell.IsNextMeleeSpell or not spell.GetSpellName or not GetActionInfo then return end local _, class = UnitClass("player") local kinds = class == "WARRIOR" and { "hs", "cleave" } or class == "DRUID" and { "maul" } if not kinds then return end for i = 1, table.getn(kinds) do local name = spell.GetSpellName(QUEUE_SPELLS[kinds[i]]) if name then S.queueNames[name] = kinds[i] end end S.queue = true ScanQueueSlots() -- player-only where ClassicAPI can filter: SUCCEEDED fires for every unit local events = S.events local unitEvents = { "UNIT_SPELLCAST_SENT", "UNIT_SPELLCAST_SUCCEEDED", "UNIT_SPELLCAST_FAILED" } for i = 1, table.getn(unitEvents) do if events.RegisterUnitEvent then events:RegisterUnitEvent(unitEvents[i], "player") else events:RegisterEvent(unitEvents[i]) end end events:RegisterEvent("ACTIONBAR_SLOT_CHANGED") end swing.enable = function(self) if not CreateCore() then return end S.melee = true EnableRangeCheck(S.bars.mainhand) EnableRangeCheck(S.bars.offhand) EnableQueueColors() end wand.enable = function(self) if not CreateCore() then return end S.ranged = true EnableRangeCheck(S.bars.ranged) end