forked from Dusk/ShaguTweaks-ClassicAPI
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019W3rwusM4i1CYaHQAYixJ7
599 lines
19 KiB
Lua
599 lines
19 KiB
Lua
-- Swing Timer and Wand Timer
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--
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-- Ported from brues-code/pfUI's swingtimer module (MIT, Shagu and
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-- contributors) and restyled as classic cast bars with the weapon icon.
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-- ClassicAPI's PLAYER_SWING event reports the server's attack timers
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-- (white hits, Heroic Strike/Maul, parry haste, extra attacks, Auto Shot
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-- and wand Shoot), so nothing here guesses from the combat log.
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local _G = ShaguTweaks.GetGlobalEnv()
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local T = ShaguTweaks.T
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local API = ShaguTweaks.API or {}
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local swing = ShaguTweaks:register({
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title = T["Swing Timer"],
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description = T["Shows main-hand and off-hand swing timers above the cast bar, with the weapon's icon. Hold <Ctrl>, <Shift> and <Alt> to move each bar on its own; right-click a bar to reset it."],
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expansions = { ["vanilla"] = true },
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category = T["Action Bar"],
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enabled = false,
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})
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local wand = ShaguTweaks:register({
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title = T["Wand Timer"],
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description = T["Shows the time until your next wand shot (or Auto Shot) above the cast bar, with the weapon's icon."],
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expansions = { ["vanilla"] = true },
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category = T["Action Bar"],
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enabled = false,
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})
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local WIDTH, HEIGHT = 195, 13
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local SPACING = 24 -- one bar plus its cast bar border
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local GRACE = .15 -- bridge the frame or two until the next PLAYER_SWING
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local THROTTLE = .02
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local AUTOSHOT_WINDUP = .5
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local COLORS = {
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mainhand = { 1, .7, 0 }, -- the cast bar's own gold
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offhand = { 0, 1, 0 }, -- the channel bar's green
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ranged = { .3, .6, 1 },
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far = { .5, .5, .5 }, -- target out of range
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windup = { 1, 0, 0 }, -- Auto Shot wind-up: don't move
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-- queued on-next-swing abilities, on the main-hand bar
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hs = { .4, .8, 1 }, -- Heroic Strike: light blue (gold would hide pfUI's yellow)
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cleave = { .2, .9, .2 }, -- Cleave: green, as in pfUI
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maul = { 1, .55, 0 }, -- Maul: orange, as in pfUI
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}
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-- Rank 1 spell IDs; every rank shares the localized name.
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local QUEUE_SPELLS = { hs = 78, cleave = 845, maul = 6807 }
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local SLOTS = { mainhand = 16, offhand = 17, ranged = 18 }
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local ORDER = { "mainhand", "offhand", "ranged" }
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local PREVIEW = { mainhand = T["Main Hand"], offhand = T["Off Hand"], ranged = T["Ranged"] }
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-- Everything lives in one table: Lua 5.0 allows only 32 upvalues per function.
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local S = {
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melee = false, ranged = false,
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autoattack = false, autorepeat = false, combat = false,
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hunter = false, preview = false, elapsed = 0,
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far = {},
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bars = {},
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-- Heroic Strike / Cleave / Maul queue
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queue = false, -- this class can queue one of them
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queued = nil, -- "hs", "cleave", "maul" or nil
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queuedSeen = false, -- its action button has been seen lit
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queueNames = {}, -- localized name -> kind
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queueSlots = {}, -- kind -> action slots holding it
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nextMelee = {}, -- spellID -> kind or false
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}
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-- Classify a spell ID as "hs", "cleave", "maul" or nil.
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local function QueueKind(spellID)
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if not spellID or spellID <= 0 then return end
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local known = S.nextMelee[spellID]
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if known ~= nil then return known or nil end
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local kind = false
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if _G.C_Spell.IsNextMeleeSpell(spellID) then
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kind = S.queueNames[_G.C_Spell.GetSpellName(spellID) or ""] or false
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end
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S.nextMelee[spellID] = kind
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return kind or nil
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end
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-- Find the action buttons that hold each ability. A queued ability lights
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-- its button (IsCurrentAction); Esc or a second press un-queues it without
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-- any event, so the lit buttons are how a cancel is noticed.
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local function ScanQueueSlots()
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S.queueSlots = { hs = {}, cleave = {}, maul = {} }
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if not S.queue then return end
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for slot = 1, 120 do
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local kind, id = GetActionInfo(slot)
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local name
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if kind == "spell" then
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name = _G.C_Spell.GetSpellName(id)
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elseif kind == "macro" then
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name = GetMacroSpell(id)
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end
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local queueKind = name and S.queueNames[name]
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if queueKind then table.insert(S.queueSlots[queueKind], slot) end
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end
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end
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local function ClearQueue()
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S.queued = nil
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S.queuedSeen = false
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end
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-- Keep the queued color while a button of that ability is lit. Once seen
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-- lit and then dark, it was cancelled. Never seen lit (cast from a macro or
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-- keybind not on the bars): keep it until the spell goes off or fails.
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local function ReconcileQueue()
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if not S.queued then return end
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local slots = S.queueSlots[S.queued]
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if not slots then return end
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for i = 1, table.getn(slots) do
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if IsCurrentAction(slots[i]) then
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S.queuedSeen = true
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return
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end
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end
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if S.queuedSeen then ClearQueue() end
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end
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local function Supported()
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if not _G.C_SwingTimer or not _G.Enum or not _G.Enum.PlayerSwingType then return end
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local utils = _G.C_EventUtils
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if utils and utils.IsEventValid and not utils.IsEventValid("PLAYER_SWING") then return end
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return true
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end
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local function ModifiersDown()
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local shift = API.IsShiftKeyDown or IsShiftKeyDown
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local ctrl = API.IsControlKeyDown or IsControlKeyDown
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local alt = API.IsAltKeyDown or IsAltKeyDown
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return shift() and ctrl() and alt()
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end
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local function HasOffhandWeapon()
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local items = _G.C_Item
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if items and items.GetItemInventoryType then
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local invtype = items.GetItemInventoryType({ equipmentSlotIndex = SLOTS.offhand })
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return invtype == 13 or invtype == 22 -- one-hand, off-hand weapon
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end
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local link = GetInventoryItemLink("player", SLOTS.offhand)
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local _, _, id = link and string.find(link, "item:(%d+)")
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if not id then return false end
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local _, _, _, _, _, _, _, equip = GetItemInfo(tonumber(id))
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return equip == "INVTYPE_WEAPON" or equip == "INVTYPE_WEAPONOFFHAND"
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end
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local function UpdateSpeeds()
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local mh, oh = UnitAttackSpeed("player")
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S.bars.mainhand.speed = (mh and mh > 0) and mh or S.bars.mainhand.speed or 0
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S.bars.offhand.speed = (HasOffhandWeapon() and oh and oh > 0) and oh or 0
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local ra = UnitRangedDamage("player")
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S.bars.ranged.speed = (ra and ra > 0) and ra or 0
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end
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local function UpdateIcon(bar)
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local texture = GetInventoryItemTexture("player", bar.slot)
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if texture then
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bar.icon.texture:SetTexture(texture)
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bar.icon:Show()
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else
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bar.icon:Hide()
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end
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end
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local function Wanted(bar)
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if bar.key == "ranged" then return S.ranged end
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return S.melee
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end
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-- Every bar can have its own saved spot ("SwingTimerPosition_<bar>").
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local function BarPosition(key)
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local pos = ShaguTweaks_config and ShaguTweaks_config["SwingTimerPosition_" .. key]
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if pos and pos[1] and pos[2] then return pos end
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end
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-- Bars without a saved spot stack upward from the container, in a fixed
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-- order; bars with one sit where they were put.
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local function Layout()
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local slot = 0
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for i = 1, 3 do
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local bar = S.bars[ORDER[i]]
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if bar:IsShown() then
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local pos = BarPosition(bar.key)
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bar:ClearAllPoints()
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if pos then
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bar:SetPoint("BOTTOMLEFT", UIParent, "BOTTOMLEFT", pos[1], pos[2])
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else
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bar:SetPoint("BOTTOM", S.container, "BOTTOM", 0, slot * SPACING)
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slot = slot + 1
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end
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end
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end
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end
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local function SetProgress(bar, progress, r, g, b)
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bar:SetValue(progress)
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bar:SetStatusBarColor(r, g, b)
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bar.spark:SetPoint("CENTER", bar, "LEFT", progress * WIDTH, 2)
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end
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local function StopBar(bar)
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bar.active = false
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bar.timer = 0
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bar.graceAt = nil
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if not S.preview then bar:Hide() end
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end
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local function StartBar(bar, remaining)
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if not Wanted(bar) or S.preview then return end
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UpdateSpeeds()
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if bar.speed <= 0 then return end
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-- remaining can be shorter than the weapon speed (parry haste, Auto Shot
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-- wind-up): keep the full swing as the bar length and start part-way.
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bar.max = math.max(bar.speed, remaining)
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bar.timer = remaining
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bar.graceAt = nil
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bar.active = true
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UpdateIcon(bar)
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if not bar:IsShown() then
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bar:Show()
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Layout()
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end
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S.driver:Show()
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end
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local function ResetAll()
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for i = 1, 3 do StopBar(S.bars[ORDER[i]]) end
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Layout()
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end
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local function Tick(bar, delta, now)
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if not bar.active then return end
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bar.timer = bar.timer - delta
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if bar.timer <= 0 then
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bar.timer = 0
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-- Keep a full bar while auto-attack or Shoot is still on (the target may
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-- just be out of reach); hide it once the attacks stopped.
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local running = bar.key == "ranged" and S.autorepeat or (bar.key ~= "ranged" and S.autoattack and S.combat)
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if not bar.graceAt then
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bar.graceAt = now + GRACE
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elseif now >= bar.graceAt and not running then
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StopBar(bar)
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Layout()
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return
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end
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end
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local r, g, b = unpack(COLORS[bar.key])
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if bar.key == "mainhand" and S.queued then
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ReconcileQueue()
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if S.queued then r, g, b = unpack(COLORS[S.queued]) end
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end
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if bar.key == "ranged" and S.hunter and bar.timer > 0 and bar.timer <= AUTOSHOT_WINDUP then
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r, g, b = unpack(COLORS.windup)
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end
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if S.far[bar.swingType] then
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r, g, b = unpack(COLORS.far)
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end
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SetProgress(bar, 1 - bar.timer / bar.max, r, g, b)
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local text = string.format("%.1f", math.floor(bar.timer * 10) / 10)
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if bar.lastText ~= text then
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bar.lastText = text
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bar.text:SetText(text)
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end
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end
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local function OnUpdate()
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S.elapsed = S.elapsed + arg1
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if S.elapsed < THROTTLE then return end
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local delta = S.elapsed
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S.elapsed = 0
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local now = GetTime()
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local any = false
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for i = 1, 3 do
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local bar = S.bars[ORDER[i]]
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Tick(bar, delta, now)
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any = any or bar.active
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end
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if not any then this:Hide() end
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end
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-- Classic cast bar look: dark background, UI-StatusBar fill, the cast bar
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-- border and spark, and an icon frame like Improved Castbar's.
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local function CreateBar(key)
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local bar = CreateFrame("StatusBar", "ShaguTweaksSwingTimer_" .. key, S.container)
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bar:SetWidth(WIDTH)
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bar:SetHeight(HEIGHT)
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bar:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar")
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bar:SetMinMaxValues(0, 1)
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bar:SetValue(0)
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bar:Hide()
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bar.bg = bar:CreateTexture(nil, "BACKGROUND")
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bar.bg:SetAllPoints(bar)
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bar.bg:SetTexture(0, 0, 0, .5)
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bar.border = bar:CreateTexture(nil, "ARTWORK")
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bar.border:SetTexture("Interface\\CastingBar\\UI-CastingBar-Border")
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bar.border:SetWidth(256)
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bar.border:SetHeight(64)
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bar.border:SetPoint("TOP", bar, "TOP", 0, 28)
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bar.spark = bar:CreateTexture(nil, "OVERLAY")
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bar.spark:SetTexture("Interface\\CastingBar\\UI-CastingBar-Spark")
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bar.spark:SetBlendMode("ADD")
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bar.spark:SetWidth(32)
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bar.spark:SetHeight(32)
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bar.spark:SetPoint("CENTER", bar, "LEFT", 0, 2)
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bar.text = bar:CreateFontString(nil, "OVERLAY", "GameFontHighlight")
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bar.text:SetPoint("CENTER", bar, "CENTER", 0, 3)
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bar.icon = CreateFrame("Frame", nil, bar)
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bar.icon:SetPoint("RIGHT", bar, "LEFT", -10, 2)
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bar.icon:SetWidth(28)
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bar.icon:SetHeight(28)
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bar.icon:SetBackdrop({
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edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
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tile = true, tileSize = 8, edgeSize = 12,
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insets = { left = 2, right = 2, top = 2, bottom = 2 }
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})
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if ShaguTweaks.DarkMode then
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bar.icon:SetBackdropBorderColor(.3, .3, .3, .9)
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end
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bar.icon.texture = bar.icon:CreateTexture(nil, "BACKGROUND")
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bar.icon.texture:SetPoint("CENTER", 0, 0)
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bar.icon.texture:SetWidth(24)
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bar.icon.texture:SetHeight(24)
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bar.icon.texture:SetTexCoord(.08, .92, .08, .92)
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-- Each bar is dragged on its own while the preview is up.
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bar:SetMovable(true)
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bar:SetClampedToScreen(true)
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bar:EnableMouse(false)
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bar:SetScript("OnMouseDown", function()
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if arg1 == "LeftButton" then this:StartMoving() end
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end)
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bar:SetScript("OnMouseUp", function()
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this:StopMovingOrSizing()
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ShaguTweaks_config = ShaguTweaks_config or {}
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if arg1 == "RightButton" then
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ShaguTweaks_config["SwingTimerPosition_" .. this.key] = nil
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else
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ShaguTweaks_config["SwingTimerPosition_" .. this.key] = { this:GetLeft(), this:GetBottom() }
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end
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Layout()
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end)
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bar.key = key
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bar.slot = SLOTS[key]
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bar.swingType = _G.Enum.PlayerSwingType[key == "mainhand" and "MainHand" or key == "offhand" and "OffHand" or "Ranged"]
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bar.speed, bar.timer, bar.max = 0, 0, 1
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return bar
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end
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-- Hold Ctrl+Shift+Alt to show every enabled bar and drag each one on its own;
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-- right-click a bar to put just that one back.
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local function SetPreview(on)
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if S.preview == on then return end
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S.preview = on
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for i = 1, 3 do
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local bar = S.bars[ORDER[i]]
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bar:EnableMouse(on)
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if not on then bar:StopMovingOrSizing() end
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if on and Wanted(bar) then
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UpdateIcon(bar)
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local r, g, b = unpack(COLORS[bar.key])
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SetProgress(bar, 1, r, g, b)
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bar.text:SetText(PREVIEW[bar.key])
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bar.lastText = nil
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bar:Show()
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elseif not bar.active then
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bar:Hide()
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end
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end
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Layout()
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end
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-- Keep the bars where they are when something they were stacked on (the cast
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-- bar) is dragged: every bar that still follows the default spot is pinned.
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ShaguTweaks.FreezeSwingBars = function()
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if not S.container then return end
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for i = 1, 3 do
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local bar = S.bars[ORDER[i]]
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local key = "SwingTimerPosition_" .. bar.key
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local left, bottom = bar:GetLeft(), bar:GetBottom()
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if bar:IsShown() and left and bottom and not BarPosition(bar.key) then
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ShaguTweaks_config = ShaguTweaks_config or {}
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ShaguTweaks_config[key] = { left, bottom }
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end
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end
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Layout()
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end
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local function RestorePosition()
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local pos = ShaguTweaks_config and ShaguTweaks_config["SwingTimerPosition"]
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S.container:ClearAllPoints()
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if pos and pos[1] and pos[2] then
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S.container:SetPoint("BOTTOMLEFT", UIParent, "BOTTOMLEFT", pos[1], pos[2])
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else
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-- default: stacked just above the cast bar
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S.container:SetPoint("BOTTOM", CastingBarFrame, "TOP", 0, 20)
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end
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end
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local function CreateCore()
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if S.container then return true end
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if not Supported() then return end
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S.container = CreateFrame("Frame", "ShaguTweaksSwingTimer", UIParent)
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S.container:SetWidth(WIDTH)
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S.container:SetHeight(HEIGHT)
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S.container:EnableMouse(false)
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for i = 1, 3 do S.bars[ORDER[i]] = CreateBar(ORDER[i]) end
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S.driver = CreateFrame("Frame", nil, UIParent)
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S.driver:Hide()
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S.driver:SetScript("OnUpdate", OnUpdate)
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S.events = CreateFrame("Frame")
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S.events:SetScript("OnEvent", function()
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if event == "PLAYER_SWING" then
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local swingType = _G.Enum.PlayerSwingType
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if arg2 == swingType.MainHand then
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StartBar(S.bars.mainhand, arg1)
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elseif arg2 == swingType.OffHand then
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StartBar(S.bars.offhand, arg1)
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elseif arg2 == swingType.Ranged then
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StartBar(S.bars.ranged, arg1)
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end
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elseif event == "PLAYER_SWING_RANGE_UPDATE" then
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-- arg1 swing type, arg2 in range, arg3 a check was possible
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S.far[arg1] = arg3 and not arg2
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elseif event == "PLAYER_TARGET_CHANGED" then
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for i = 1, 3 do
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local swingType = S.bars[ORDER[i]].swingType
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S.far[swingType] = _G.C_SwingTimer.IsTargetWithinSwingRange(swingType) == false
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end
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elseif event == "PLAYER_ENTER_COMBAT" or event == "START_AUTOATTACK" then
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S.autoattack = true
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elseif event == "PLAYER_LEAVE_COMBAT" or event == "STOP_AUTOATTACK" then
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S.autoattack = false
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elseif event == "START_AUTOREPEAT_SPELL" then
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S.autorepeat = true
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elseif event == "STOP_AUTOREPEAT_SPELL" then
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S.autorepeat = false
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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
|