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https://github.com/brues-code/pfUI.git
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Use ClassicAPI animation groups for fades and pulses
Replace hand-rolled OnUpdate alpha loops with engine animation groups: unit frame aggro/combat glow, tracking icon pulse, new-mail blink, castbar fade-out, autohide, XP/rep bar fade, info box timeout and the unlock-mode scale label. Timing no longer depends on framerate, and the always-running glow driver and tracking OnUpdate are gone. The XP bar tracks hover through OnEnter/OnLeave instead of MouseIsOver, so a fade can't restart under the cursor.
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+13
-3
@@ -1555,11 +1555,20 @@ function pfUI.api.EnableAutohide(frame, timeout, combat)
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frame.hover.parent = frame
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frame.hover:Show()
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if not frame.hover.fade then
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frame.hover.fade = frame:CreateAnimationGroup()
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local fade = frame.hover.fade:CreateAnimation("Alpha")
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fade:SetChange(-1)
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fade:SetDuration(1)
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frame.hover.fade:SetScript("OnFinished", function() frame:SetAlpha(0) end)
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end
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if combat then
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frame.hover:RegisterEvent("PLAYER_REGEN_ENABLED")
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frame.hover:RegisterEvent("PLAYER_REGEN_DISABLED")
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frame.hover:SetScript("OnEvent", function()
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if event == "PLAYER_REGEN_DISABLED" then
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this.fade:Stop()
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this.parent:SetAlpha(1)
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this.activeTo = "keep"
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elseif event == "PLAYER_REGEN_ENABLED" then
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@@ -1577,11 +1586,11 @@ function pfUI.api.EnableAutohide(frame, timeout, combat)
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if MouseIsOver(this, 10, -10, -10, 10) then
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this.activeTo = GetTime() + timeout
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this.fade:Stop()
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this.parent:SetAlpha(1)
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elseif this.activeTo then
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if this.activeTo < GetTime() and this.parent:GetAlpha() > 0 then
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local fps = (60 / math.max(GetFramerate(), 1))
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this.parent:SetAlpha(this.parent:GetAlpha() - 0.05*fps)
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if this.activeTo < GetTime() and this.parent:GetAlpha() > 0 and not this.fade:IsPlaying() then
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this.fade:Play()
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end
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else
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this.activeTo = GetTime() + timeout
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@@ -1598,6 +1607,7 @@ function pfUI.api.DisableAutohide(frame)
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frame.hover:SetScript("OnEvent", nil)
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frame.hover:SetScript("OnUpdate", nil)
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frame.hover:Hide()
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frame.hover.fade:Stop()
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frame:SetAlpha(1)
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end
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