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Make focus/focustarget event-driven via ClassicAPI unit events
ClassicAPI now fires UNIT_* (health/mana/aura/...) with arg1 == "focus" and arg1 == "focustarget", observed per-unit like target/party/raid. Both frames already registered those events (focus/focustarget are in pfValidUnits) and their OnEvent already matches arg1 == label, so the 0.2s polling ticks were pure workarounds for the missing events. Drop both ticks; the frames now refresh on-event like target, with range/glow still on the shared 0.5s state pass and PLAYER_FOCUS_CHANGED still driving assign/clear.
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+5
-3
@@ -2,20 +2,22 @@ pfUI:RegisterModule("focus", function ()
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-- do not go further on disabled UFs
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if C.unitframes.disable == "1" then return end
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pfUI.uf.focus = pfUI.uf:CreateUnitFrame("Focus", nil, C.unitframes.focus, .2)
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pfUI.uf.focus = pfUI.uf:CreateUnitFrame("Focus", nil, C.unitframes.focus)
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pfUI.uf.focus:UpdateFrameSize()
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pfUI.uf.focus:SetPoint("BOTTOMLEFT", UIParent, "BOTTOM", 220, 220)
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UpdateMovable(pfUI.uf.focus)
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pfUI.uf.focus:Hide()
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pfUI.uf.focustarget = pfUI.uf:CreateUnitFrame("FocusTarget", nil, C.unitframes.focustarget, .2)
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pfUI.uf.focustarget = pfUI.uf:CreateUnitFrame("FocusTarget", nil, C.unitframes.focustarget)
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pfUI.uf.focustarget:UpdateFrameSize()
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pfUI.uf.focustarget:SetPoint("BOTTOMLEFT", pfUI.uf.focus, "TOP", 0, 10)
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UpdateMovable(pfUI.uf.focustarget)
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pfUI.uf.focustarget:Hide()
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-- PLAYER_FOCUS_CHANGED drives immediate refresh on focus assign / clear.
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-- The frame's 0.2s tick keeps health/power/aura data fresh between events.
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-- Between events, ClassicAPI fires UNIT_* (health/mana/aura/...) with
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-- arg1 == "focus" and arg1 == "focustarget", so both frames update
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-- event-driven like target and need no polling tick.
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local refresher = CreateFrame("Frame")
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refresher:RegisterEvent("PLAYER_FOCUS_CHANGED")
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refresher:SetScript("OnEvent", function()
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