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Action bars: route events to narrow passes, drop the OnUpdate
The pfActionBar frame ran an OnUpdate every frame and fully rebuilt all 140 buttons on events that only touch one part of them. - Events go where the stock 1.12 bars send them: page and bonus-bar changes to the main bar's pager only, UPDATE_BINDINGS to the keybind text only, combat, auto repeat and tradeskill events to the active-border pass, and aura/form changes to the stance buttons that exist. Full rebuilds are left for entering the world, slot changes and the drag grid. - Keybind text is read once per binding change from a fixed per-button command, no longer formatted and gsub'd on every slot update. - Updates flush on the next frame through RunNextFrame instead of a 40 Hz OnUpdate; range is polled on a C_Timer ticker only while glowrange is on. - Passes check visibility once per bar and walk only its shown buttons; a bar refreshes its buttons from OnShow, replacing the polled stale catch-up. Range no longer checks the buttons of disabled bars. - Cooldowns skip CooldownFrame_SetTimer when start/duration/enable are unchanged; the active border only touches widgets when its state changes, and the "statechange" animation now follows every state change. - PET_BAR_UPDATE only shows or hides the pet bar instead of re-running its whole layout; unlock mode is hooked instead of polled. - Stance and pet buttons no longer inherit the previous button's oom tint. pfUI.bars.update is replaced by pfUI.bars.QueueSlot(slot).
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@@ -899,7 +899,7 @@ pfUI:RegisterModule("thirdparty-vanilla", function()
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-- trigger the event whenever SuperMacro got an update
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hooksecurefunc("SM_UpdateActionSpell", function()
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for slot=1,120 do pfUI.bars.update[slot] = true end
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for slot=1,120 do pfUI.bars.QueueSlot(slot) end
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end)
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end)
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