* nameplates: source totem icons from UnitCreatedBySpell
Read the totem's icon from the totem-drop spell (UnitCreatedBySpell +
GetSpellTexture) instead of the self-aura at index 1 plus a
UNIT_SPELLCAST_SUCCEEDED capture for active totems. The drop spell is a
broadcast descriptor field present for every summoned unit in range, so
it resolves immediately for passive and active totems alike and gives the
totem's own icon rather than the attack-spell proxy. Drops the
UNIT_SPELLCAST_SUCCEEDED registration and handler.
Re-read the spell each render and key the cached texture on the spell id
so an in-place totem swap (same unit, new drop spell -- no plate re-add)
refreshes the icon without needing the plate to leave and re-enter view.
* CAPI min bumped to 1.13.1
* Gracefully disable pfUI when ClassicAPI is missing
Add API_Check.lua as the first TOC entry. When the ClassicAPI DLL is
absent or below the minimum version it sets pfUI_disabled and stands up
an inert stub so the rest of the addon no-ops instead of flooding load
errors: modules and skins register their bodies into no-ops, and the
setfenv'd api/lib files run inside an environment where CreateFrame and
any missing global resolve to a null object -- so no real frames or live
handlers are created and missing API calls just return null. pfUI.lua
bails early on pfUI_disabled.
* auras: scan through GetAuraSlots instead of by-index loops
Every aura scan loop (unit frame buffs/debuffs, dispel indicators, buff and
custom indicators, player buff frame, buffwatch bars, tooltip buff row) now
enumerates a unit's auras once with C_UnitAuras.GetAuraSlots and reads each
aura by slot id via the positional C_UnitAuras.UnitAuraBySlot. The by-index
getters re-walk the aura array from slot 0 on every call, so a per-button
loop over them was quadratic in the aura count; one enumeration plus a
by-slot read per aura is linear.
pfUI.api.ScanAuraSlots(unit, filter, buf, max) wraps GetAuraSlots' fill-a-
table form (table as the 5th argument) so no vararg Lua frame is involved:
Lua 5.0 allocates an `arg` table for every vararg call, which showed up as
nameplate OnUpdate/OnEvent memory growth in the first cut of this change.
Single by-index reads in tooltip and click handlers are unchanged (one call
each, and SetUnitAura takes the same index).
Requires the ClassicAPI build that adds GetAuraSlots' fill form; on an older
DLL the 5th argument is ignored and ScanAuraSlots would read the first slot
id as the count.
* Show Faction/Race icons in chat
* Load pfUI through ClassicAPI's flavor TOCs
ClassicAPI redirects the read of pfUI\pfUI.toc to a flavored file whenever
the DLL is installed, so which TOC the client opens already answers whether
ClassicAPI is there. Split the manifest three ways and let that do the work:
pfUI.toc fallback, reached only when ClassicAPI is missing;
loads API_Check.lua and nothing else
pfUI_ClassicAPI.toc full addon, every non-Turtle client
pfUI_Turtle.toc full addon plus init\turtle.xml, on Turtle
The fallback TOC declares no SavedVariables. It used to, while API_Check.lua
reset pfUI_profiles to an empty table on the disabled path -- which truncated
the player's profiles on logout.
With the missing-DLL case handled by TOC selection, API_Check.lua drops the
null object stub that kept the other ~140 files quiet, along with
pfUI_disabled and the now unreachable early return in pfUI.lua. It keeps the
version gate, which still matters: the flavor redirect landed in ClassicAPI
v1.11.0, below the v1.13.1 pfUI needs, so an old DLL still gets served a
flavor TOC. pfUI.lua also loses a verbatim duplicate of the whole check.
Turtle-only files move to init\turtle.xml: modules\turtle-wow.lua (its
TURTLE_WOW_VERSION guard is now redundant) and the lft, turtle_shop,
barbershop, transmog and ebc skins. turtle-wow registers last instead of
75th of 84; the only ordering it relies on is pfUI.chat, registered 8th.
pfSellData moves to env\selldata.lua, listed only in pfUI_ClassicAPI.toc,
since turtle-wow.lua replaces the table wholesale on Turtle. env\tables.lua
keeps an empty declaration so sellvalue.lua has something to index when the
turtle-wow module is disabled.
The release workflow pinned PFUI_CLASSIC_API_LATEST in pfUI.lua, which has
not held that constant since it moved to API_Check.lua, so the pin was
silently doing nothing. It also switches to brues-code/packager@vCAPI, which
recognizes the _ClassicAPI and _Turtle suffixes and applies the TOC build
type filters to them.
* Split the vendor price tables into their own manifests
Turtle's pfSellData moves out of modules\turtle-wow.lua into
env\selldata_turtle.lua, matching env\selldata.lua for the stock list, and
each is pulled in by the manifest for its client: init\stock.xml from
pfUI_ClassicAPI.toc, init\turtle.xml from pfUI_Turtle.toc. Either way it
loads after init\env.xml and replaces the empty pfSellData declared there.
Turtle's prices used to be assigned inside the turtle-wow module body, which
put them on pfUI.env and skipped them entirely when that module was
disabled. At file scope they land on _G and apply either way.
* Drop the vanilla compat layer
compat\vanilla.lua named the handful of things that differed between clients
back when pfUI targeted several. Only one client remains, so every constant
had exactly one value. Inline each at its use site and delete the file,
init\compat.xml, and both TOC entries.
COOLDOWN_FRAME_TYPE -> "Model"
LOOT_BUTTON_FRAME_TYPE -> "LootButton"
MINIMAP_TRACKING_FRAME -> _G.MiniMapTrackingFrame
FRIENDS_NAME_LOCATION -> "ButtonTextNameLocation"
EVENTS_MINIMAP_ZONE_UPDATE -> the event list, in panel.lua
MICRO_BUTTONS -> a local in panel.lua
NAMEPLATE_OBJECTORDER -> a local in nameplates.lua
ACTIONBAR_SECURE_TEMPLATE_BAR/_BUTTON -> nil, so the argument goes away
NAMEPLATE_FRAMETYPE and PLAYER_BUFF_START_ID had no readers left.
RunMacroText moves to pfUI.lua. compat\vanilla.lua was setfenv'd into the
pfUI environment, so the function only ever existed on pfUI.env; at file
scope it lands on _G as a real export instead. Nothing in pfUI calls it, and
ClassicAPI neither defines nor looks for a RunMacroText global -- it does
the same throwaway edit box natively in src/macro/Execute.cpp and only
defers to a global RunMacro.
* bump CAPI min to 11303
* auras: uncap the self-debuff tooltip lookup
With selfdebuff on, the displayed debuff list is PLAYER-filtered while
GameTooltip:SetUnitAura indexes the unfiltered HARMFUL list, so both
handlers map one to the other by matching name + sourceGUID. That mapping
scanned slots 1..16 only.
The unfiltered harmful list is not capped at 16. Once a unit's 16 debuff
slots are full the server parks further debuffs in buff slots, and
C_UnitAuras classifies by the aura's polarity flag rather than its slot
range, so it reports those as harmful too -- verified live at 18 harmful on
a 20-aura target. Past the sixteenth the lookup found nothing and fell
through to the raw filtered index, opening the wrong tooltip or none.
Both now enumerate however many harmful auras the unit actually has, via
ScanAuraSlots, which also drops the per-index rescan the by-index accessor
was doing. Each handler gets its own slot buffer: OnEnter can fire while a
refresh is showing/hiding frames under the cursor, so sharing the refresh
buffer could clobber a scan mid-walk.
The nameplate module still collects at most 16 debuffs per plate. That one
is a display cap matching its 16 configured icon frames, not an aura-count
assumption, so it is left alone.
* bump CAPI min to 11304
Seed the SavedVariables globals only when absent (X = X or {}) rather
than unconditionally assigning {}. Behaviorally identical under the
current load order -- a returning character's data is restored over these
between file load and ADDON_LOADED -- but expresses intent as a default
and won't clobber data if that timing ever changed.
commit 8ea5c81789
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Mon Aug 24 23:40:01 2026 -0500
bump CAPI min to 1.12.4
commit 39a46563a1
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Mon Aug 24 23:35:49 2026 -0500
tracking: use native ClassicAPI tracking API
Replace the hardcoded knownTrackingSpells class table and the
icon-substring spellbook scan with ClassicAPI's native tracking
functions:
- RefreshSpells now enumerates GetNumTrackingTypes() / GetTrackingInfo(),
which the DLL derives from the spellbook by tracking-aura effect. This
drops the per-class spell/icon table and picks up server-custom
trackers (e.g. Turtle's Find Trees) automatically.
- Selecting a tracker in the menu uses SetTracking(index) instead of
CastSpell(slot, BOOKTYPE_SPELL).
- Keep the Druid Cat Form gate on Track Humanoids (5225) and the
existing invalidSpells filter. Falls back to no entries if the tracking
API is absent.
Active icon (GetTrackingTexture), cancel (CancelTrackingBuff), and the
hover tooltip (GameTooltip:SetTrackingSpell) were already native and are
unchanged.
Fixes#42
Introduce pfUI.handlesHookScript boolean in pfUI.lua to signal that this fork's actionbar buttons correctly support the modern HookScript widget method. This prevents ClassicAPI's AddOnCompat shim from shadowing HookScript during actionbar load. The flag documents behavior (not identity): forks that maintain HookScript-correct actionbar code should keep the flag; forks that do not should clear it to opt into the safe compatibility fallback.
Initialize pfUI.env.L["race"] by iterating C_CreatureInfo.GetRaceInfo and C_CreatureInfo.GetFactionInfo. Builds a table keyed by clientFileString containing raceName, raceID and faction (groupTag).
Squashed from the classicapi-next branch:
- Read spell fields through ClassicAPI instead of nampower (libdebuff, swingtimer)
- Read friend and who-list class tokens from C_FriendList (socialmod, libunitscan)
- Count online friends with C_FriendList.GetNumOnlineFriends
- Add a friend notes module (modules/friendnotes.lua)
- Bump ClassicAPI minimum version to 10906
Replace the hardcoded per-locale ["class"] reverse-lookup tables (localized
class name -> token) with a runtime build in GetEnvironment:
L["class"] = tInvert(FillLocalizedClassList({}))
The client's own class list supplies the localized names for whatever locale is
running, so the tables were pure duplication -- and this also covers locales the
hardcoded tables never listed. Consumers (libunitscan, panel, socialmod) are
unchanged. Drop ["class"] from every locale file.
Release tags often include a leading 'v' (e.g. "v9.0.18"). Previously the code split the raw tag directly which could yield a nil major version and fall back to 0.
* Add pfUI-native macro icon picker
Replace Blizzard's MacroPopupFrame (the name + icon dialog) with a
custom pfUI picker driven by IconDataProviderMixin, so the full spell +
item + loose icon set is available instead of the stock spell-only list.
It has a searchable, filterable icon grid and saves through
C_Macro.CreateMacro / C_Macro.EditMacro, which take the icon as a texture
string -- so arbitrary icons (including index-less INV_* item icons)
persist. The macro-frame API is identical on the modern (Turtle/Octo)
and stock-vanilla macro UIs, so the picker works on both with no client
detection.
The new macroicons module takes over the New / Change-Icon buttons and
retires the stock popup; the blizzard macro skin now only skins
MacroPopupFrame when that module is disabled.
* Gate the macro icon hook behind a config flag
Run the Blizzard_MacroUI hook only when C.disabled["macroicons"] is
"1".
* Add search to the icon pickers and fix set editing
Equipment manager:
- Move the OK button next to Cancel at the bottom-right.
- Add an icon search box in the freed bottom-left space.
- Shift the popup contents up and shrink the window after the title
was removed.
- Show the current icon when you edit a set. Keep a full icon path as
is instead of adding a second prefix, and match grid icons by name.
- Close the name/icon popup when the manager frame closes. Remove the
duplicate OnHide hook.
Both pickers now use Blizzard global strings for the labels and the
icon filters.
* Replace the row hover poll with OnLeave handlers
The gear button sits inside the set row's rectangle, so MouseIsOver(row)
is true for both. Show the gear on row enter. Hide it from a shared
OnLeave on the row and the gear when the cursor leaves the row. This
removes the per-frame OnUpdate poll.
* Handle missing C_Macro.CreateMacro API
Add guards to detect if C_Macro.CreateMacro is unavailable. The macroicons module now returns early if the API doesn't exist, and turtle-wow.lua uses the alternative Blizzard_MacroUI fallback path in such cases.
* Remove the macro picker title and shrink the window
Delete the title font string and its SetText calls. Move every
top-anchored element up 14px and shrink the window height from 498 to
484. The OK, Cancel, and search controls are bottom-anchored, so they
keep their spacing to the grid.
* bump ClassicAPI min version to 1.9.3
* Extract a shared icon picker widget
The macro icon picker and the equipment manager's name/icon popup carried
near-identical copies of the icon grid, All/Spells/Items filter, name search,
and the IconDataProvider state machine. Pull that into a single
pfUI.api.CreateIconPicker helper; each module keeps only its own frame shell,
buttons, and save flow.
Also fix the grid tooltip: pass white to GameTooltip:SetText (it defaults to
red) and derive the icon name with the case-insensitive basename key so
mixed-case provider paths show a clean name instead of the full path.
* Migrate player castbar to ClassicAPI UNIT_SPELLCAST_* events
Drive the player cast path off ClassicAPI's synthesized, player-only
UNIT_SPELLCAST_* events instead of the vanilla SPELLCAST_* plus nampower
SPELL_{START,GO,DELAYED}_SELF mix. START/CHANNEL_START poll UnitCastingInfo/
UnitChannelInfo and stamp; STOP/CHANNEL_STOP/FAILED/INTERRUPTED clear;
SUCCEEDED drives tradeskill craft counting; DELAYED/CHANNEL_UPDATE re-poll.
Since UNIT_SPELLCAST_START fires for chained same-spell recasts, the nampower
SELF deps and their RunNextFrame co-hook-ordering workarounds are gone.
Remote target/focus bars keep SPELL_*_OTHER (the new events are player-only).
Fix the cast-start flash: StampBar now primes the fill on the stamp frame,
and ClearBar no longer snaps the bar to full (that snap lingered in the fade
tail and flashed when the next cast stamped).
Add a red flash on a cancelled cast: new appearance.castbar.failcolor,
flashed by ClearBar only when a cast was actually in progress.
Handle pushback Quartz-style: DELAYED/CHANNEL_UPDATE re-poll just the times
and accumulate the endMs shift into this.delay for the +/- indicator (cast
+X, channel -X), rather than a full restamp.
* Route target/focus castbars through remote UNIT_SPELLCAST_*
ClassicAPI now fires UNIT_SPELLCAST_* for remote tokens (target/focus/...)
via PollRemote, so drop the nampower SPELL_*_OTHER path and drive all three
bars off one event model. The gate is now token-based (arg1 == this.unitstr,
plus the arg1=="player" + UnitIsUnit case for target=self); the RunNextFrame
defer is gone since the remote poll fires after UnitCastingInfo is readable.
Cast detection is now nampower-free across every bar.
Use the event's rank payload (arg5): thread it through RefreshBar into
StampBar, which now only calls C_Spell.GetSpellSubtext as a fallback on the
retarget re-poll (PLAYER_TARGET/FOCUS_CHANGED) where no event is in hand.
* Drive nameplate castbars off UNIT_SPELLCAST_*
ClassicAPI now fires UNIT_SPELLCAST_* for nameplate tokens, so populate the
per-GUID castState cache from UNIT_SPELLCAST_{START,CHANNEL_START} (poll
PollCastInfo for the timing the payload omits) and clear it on
{STOP,CHANNEL_STOP} -- the remote poll fires STOP for natural end, interrupt,
and cancel alike. Replaces the nampower SPELL_{START,FAILED}_OTHER path; the
^nameplate arg1 gate ignores the target/focus/party fires of the same events,
and the NAME_PLATE_UNIT_ADDED seed still catches a plate spawning mid-cast.
Nameplate cast detection is now nampower-free.
* We no longer use these features from SuperWoW/Nampower
* Use secure unit attributes; remove mouseover scripts
Switch unitframes to attribute-driven clicks and remove mouseover tooltip handlers. Adds SetAttribute("unit") in UpdateVisibility and sets frame attributes (unit and type1='target') when creating frames. Removes OnEnter/OnLeave functions and their SetScript registrations and eliminates direct TargetUnit calls in ClickAction
* Use SetShown and simplify component default
Replace explicit Show/Hide conditionals in api/unitframes.lua with SetShown(...) for ressIcon, leaderIcon, lootIcon, pvpIcon, and restIcon to reduce branching and improve readability. Also remove the local shadowing of the parameter 'component' by using assignment (component = component or ""). No intended behavior changes.
* Drive unit-frame clicks via secure attributes
Replace the Lua OnClick dispatch (OnClick/ClickAction/RightClickAction) with
secure frame attributes: default type1=target / type2=menu, and EnableClickCast
now writes type/spell/macrotext/menu/target/focus attributes per button+modifier
instead of caching a clickactions table read at click time. Drops the now-dead
clickactions table and buttons list.
Also set a "unit" attribute on each frame (at creation and re-synced in
UpdateVisibility to the live token, so a party shown on the raid grid reports
partyN, not raidN) so the hovered unit resolves from the frame.
Match the target/focus/menu click keywords exactly rather than by prefix, so a
spell whose name starts with "focus"/"target"/"menu" (e.g. Focus Magic) casts
instead of being swallowed as the keyword action.
* Simplify marktracking colors and refresh per mark
Replace the hand-rolled ParseColor plus its default-color table with
GetStringColor -- the raidmarkercolor_* config keys already carry those same
defaults, so the fallback was dead code.
Restructure the refresh off observed mark tokens: UNIT_HEALTH/UNIT_MAXHEALTH
now arrive as arg1 == "markN", so refresh just that one row (UpdateRow) instead
of rescanning all eight on every nearby unit's health tick. A visibility flip
(into range / death / hp crossing 0) re-packs the rows, so UpdateRow hands off
to a full UpdateDisplay; RAID_TARGET_UPDATE / PLAYER_ENTERING_WORLD stay full
refreshes, with the 1s poll as the range-change backstop.
* not true anymore
* Poll marktracking fallback via C_Timer instead of OnUpdate
The 1s range-change safety net ran a per-frame OnUpdate that no-oped ~59 of
every 60 frames. Replace it with C_Timer.NewTicker(FALLBACK_INTERVAL,
UpdateDisplay) -- one wakeup per second off the shared timer driver -- and drop
the elapsed accumulator. The scanner frame is now purely event-driven.
* SuperWoW is now optional
* Update README feature list
Add 'Mouseover Unit Frames' and 'Click-casting' to the main features list. Update the SuperWoW entry to reflect that it tracks party/raid units on the minimap (replacing the prior SetMouseoverUnit note).
* Replace fixed-interval OnUpdate polls with C_Timer/RunNextFrame
Swap hand-rolled per-frame throttles for the modern timer primitives:
- turtle-wow: one-shot next-frame defer (self-hiding OnUpdate frame) -> RunNextFrame
- panel: clock, combat, and fps widgets -> NewTicker(1); guild roster -> NewTicker(60)
- minimap: coordinates text -> NewTicker(0.1)
- addonbuttons: one-shot init -> RunNextFrame; 5s button rescan -> NewTicker(5),
guarded by IsShown() to preserve the old "paused while hidden" behavior
Ticker callbacks reference frames via upvalue since 'this' is unbound outside
OnUpdate. Genuine per-frame work (bar fills, fades, drag) and polls already
coordinated through pfUI.throttle are left as-is.
* update pfQuest link
* Use SetShown/SetSize in panel module
Replace manual Show/Hide toggles with SetShown(not ... ) and replace SetWidth/SetHeight with SetSize in modules/panel.lua. Changes simplify toggle logic (timer, WorldMap, chat hide buttons) and unify sizing calls for timer, frames, textures, and microbutton. No behavior changes intended; purely refactor for conciseness and consistency.
* Bump ClassicAPI min version to 1.9.0
* Drive reagent counter from events instead of a polling OnUpdate
The pfReagentCounter frame ran an OnUpdate that (1) progressively rescanned
all 120 action slots one-per-100ms on any slot change and (2) recounted
reagent inventory on a 1s throttle. Replace both with direct event handling:
- ACTIONBAR_SLOT_CHANGED updates just the changed slot (arg1), full-scanning
only when arg1 is 0/nil, instead of restarting a ~12s rescan on every edit
- BAG_UPDATE_DELAYED recounts tracked reagents directly (it is already
Blizzard's coalesced bag event, so the extra 1s throttle was redundant)
- PLAYER_ENTERING_WORLD seeds the full reagent map once
UpdateSlot now seeds a new reagent's real count via GetItemCount so a freshly
placed reagent spell shows the correct number immediately. The updatecache ->
BarsUpdate render path and the IsReagentAction/GetReagentCount accessors are
unchanged.
commit 70b1e66c2d
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Sun Jul 26 18:30:18 2026 -0500
Use SetSize/SetShown and simplify minimap/map
commit 7b6bfe9975
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Sat Jul 25 11:27:14 2026 -0500
Include raidpet frames in /pftest test mode
The unit-frame test toggle (showall) only previews frames that exist and
are positioned. Raidpet frames are created when raidpet.visible == "1",
but LayoutPets' collapse mode only positions pets whose raidpet<N> unit
actually exists, so solo/in test mode they stayed hidden.
Add a showall branch to LayoutPets that mirror-lays every pet cell and
shows it (bypassing collapse and the roster gate), still guarded by the
existing showpets check so nothing happens when raidpet is disabled. Call
LayoutPets from the /pftest handler so the grid updates immediately on
toggle-on and restores to the normal layout on toggle-off.
commit 4c65c38647
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Sat Jul 25 10:34:33 2026 -0500
Remove unused RangeCache local in UnitInRange
commit 6c96bbbe6c
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Sat Jul 25 10:34:33 2026 -0500
Use Clamp() for the two-sided clamps in ui-widgets
Replace the hand-rolled math.min/math.max and if/elseif clamp idioms in the
status bar and scroll frame with Clamp(). Equivalent for every value seen
(min <= max always holds), just clearer.
commit 830e0a0be1
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Sat Jul 25 10:34:33 2026 -0500
Drop vanilla GetItemInfo shim for C_Item.GetItemInfo
The compat/vanilla.lua GetItemInfo override reshaped vanilla's tuple into
retail order by inserting nil at slot 4 (itemLevel), but truncated at 8
fields, dropping itemEquipLoc/itemTexture. ClassicAPI's global GetItemInfo
keeps the vanilla shape (its hook only warms the item cache), so the shim
stayed necessary but incomplete.
Remove it and point the three callers at ClassicAPI's C_Item.GetItemInfo,
which returns the full 18-field retail tuple. Positions 1-8 are identical
to the old shim output, so bags/roll are unchanged; character.lua's
itemSlot (equipLoc, field 9) was always nil under the truncating shim and
now resolves correctly for ShaguScore.
commit c0da63657d
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Sat Jul 25 10:09:34 2026 -0500
Various cleanup
Removes version compatibility checks for TBC/Vanilla, consolidating code to target a single WoW version. Refactors repetitive SetWidth/SetHeight calls to SetSize for cleaner code. Removes duplicate function definitions from unitxp module and simplifies conditional show/hide operations using SetShown.
commit 11a6302c2d
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Sat Jul 25 09:53:37 2026 -0500
Delegate pfUI.api.strsplit to ClassicAPI's strsplit
Replace the Lua pattern-based implementation with a thin wrapper around
ClassicAPI's C-level strsplit. Keeps the pfUI.api.strsplit entry point for
backwards compatibility with addons that call it, while dropping the
redundant reimplementation.
Behavioral note: the old version used ([^delim]+) which silently collapsed
empty fields; delegating to real strsplit now preserves them
("a,,b" -> "a", "", "b"). All in-repo callers split numeric color tuples,
version strings, or build name-keyed lookup tables, none of which are
affected by empty-field preservation.
commit 67c126eac8
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Sat Jul 25 01:01:02 2026 -0500
Bump ClassicAPI minimum version to 1.8.0
commit a6cf157518
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Sat Jul 25 00:49:50 2026 -0500
read spell rank via C_Spell.GetSpellSubtext
The rank string comes from the spell subtext ("Rank N"), which ClassicAPI's
C_Spell.GetSpellSubtext returns directly -- so drop nampower's
GetSpellRecField(spellId, "rank") here. The existing "Rank " gsub parse is
unchanged.
commit 4b1ba99b4f
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Sat Jul 25 00:33:20 2026 -0500
Move player info overlay onto ClassicAPI (drop Nampower)
The haste/spell-power overlay read both values through Nampower and disabled
itself entirely without it. Move both to ClassicAPI so it works on any
ClassicAPI client:
- Spell power: GetSpellPower("net") (nampower) -> GetSpellBonusDamage(i)
(ClassicAPI, same per-school field). Merged the build+scan into one loop;
the default school seeds the tiebreak so equal schools still favor it.
- Haste: GetUnitField("player", "modCastSpeed") -> UnitSpellHaste("player"),
which returns the haste percentage directly (the (1/modCastSpeed-1)*100
conversion is now baked in, off the same UNIT_MOD_CAST_SPEED field, signed).
- Dropped the "if not GetUnitField then return" gate -- UpdateInfoText no
longer touches Nampower, so the overlay runs everywhere.
commit 7df4aa6d50
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Sat Jul 25 00:32:44 2026 -0500
Hook the real global _G.UnitHealth for feign death
Inside a RegisterModule body, `function UnitHealth(...)` defines UnitHealth on
the pfUI environment, not the real global -- so the feign-death real-HP fix
only reached callers that resolve UnitHealth through pfUI's env, and missed
_G consumers (Blizzard frames, other addons). Hook _G.UnitHealth explicitly
(and capture oldUnitHealth from _G) so the un-gate applies everywhere.
commit b0bf2fd869
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Fri Jul 24 21:10:58 2026 -0500
Refactor nampower module
Simplify reactive spell storage by using spell IDs instead of texture/name tables. Update to use modern C_Spell APIs (GetSpellTexture, GetSpellName) instead of manual texture paths. Consolidate SetWidth/SetHeight calls to SetSize and use print() instead of DEFAULT_CHAT_FRAME:AddMessage().
commit 0b06961333
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Fri Jul 24 20:54:23 2026 -0500
Use GetNamePlateForUnit for target lookups; drop dead ScanGuid block
- Replace the three GetNamePlateForGUID(UnitGUID("target")) round-trips with
GetNamePlateForUnit("target"), which resolves the token to a GUID internally
-- no UnitGUID string detour, and it returns nil for no-target/no-plate so
the UnitExists guards collapse. GetNamePlateForGUID is left for raw-GUID cases.
- Remove the dead libunitscan.ScanGuid nameplate block (ScanGuid was deleted
from libunitscan long ago, so the guard was never true) -- it carried the
last GetUnitField("npcFlags") read.
commit 3e6210086e
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Fri Jul 24 20:54:23 2026 -0500
Drop Nampower stats system and polling from unit frames
GetUnitStats now reads health/power straight from UnitHealth/UnitPower
(the descriptor fields the server broadcasts) -- for a real unit token
GetUnitField read nothing different, so the whole Nampower-vs-fallback
apparatus was measuring a distinction that no longer exists. Removed:
- The stats system: pfUI.uf.stats, pfUIStatsFrame + UpdateStatsDisplay, the
lastUnitStats change-cache, the /pfuistats slash command, and every counter
increment (event/heartbeat/earlyReturn/throttledSkip/nampower/fallback).
- All GetUnitField health reads (GetUnitStats, heal-prediction, health-gradient
color) -- collapsed to the UnitHealth/UnitHealthMax they already fell back to.
- The heartbeat-polling backstop and its fallbackThrottle/lastEventUpdate deps.
Frames now refresh on events only; eventless frames still use their own tick,
and range/aggro still run in the eventless-actions block.
commit 63001b7b0c
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Fri Jul 24 20:09:42 2026 -0500
Move nameplates onto ClassicAPI stable nameplate tokens
ClassicAPI now assigns retail-exact, per-plate-stable "nameplateN" tokens and
fires vanilla UNIT_* events for them, so the nameplate module can key off the
token instead of Nampower/SuperWoW GUID primitives:
- Events: UNIT_AURA_GUID/UNIT_FLAGS_GUID -> UNIT_AURA/UNIT_FLAGS, matched by
the "nameplateN" token (guarded on the token prefix, since these also fire
for target/party/raid). Registered unconditionally -- no GetUnitField gate.
- Health: GetUnitField(guid, "health"/"maxHealth") -> UnitHealth/UnitHealthMax
on the plate's cached token. Same UNIT_FIELD_HEALTH the server broadcasts
(real HP on Turtle; the ~= 100 scaled-vs-real guard is unchanged).
- Combat/target in GetCombatStateColor: GetUnitField("flags") + HasFlag ->
UnitAffectingCombat(token); GetUnitField("target") + SuperWoW "<guid>target"
-> the "nameplateNtarget" chain. Dropped the now-dead HasFlag,
UNIT_FLAG_IN_COMBAT, and guidTargetTokenCache.
- GetCastInfo now takes the token directly; every caller already holds it, so
the UnitTokenFromGUID(guid) round-trip is gone (unused module-wide now).
NAME_PLATE_UNIT_ADDED caches the token as plate.nameplate.unit alongside the
GUID; REMOVED clears both. GUID is retained only as the stable cache key
(debuffCache/threatMemory/combatColorCache). Only GetUnitField("npcFlags")
remains -- it has no token/vanilla equivalent.
commit ce1c49fcbb
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Fri Jul 24 18:20:06 2026 -0500
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.
commit f19d7402810637fc32460864104cb792ac5af863
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Wed Jul 22 01:05:52 2026 -0500
remove comment
commit 60f4968f06d19d42bdc6347f98ff4d5a34785e97
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Wed Jul 22 01:05:06 2026 -0500
Bump ClassicAPI minimum version to 10705
Update the minimum required ClassicAPI version from 10704 (1.7.4) to 10705 (1.7.5).
commit 088dba4c23f4aa7ce98b9ce9d75bc5892cd40520
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Wed Jul 22 01:04:04 2026 -0500
Add raid-pet frames: an independent, roster-driven pet grid
New "raidpet" unitframe type that shows raid members' pets (raidpet1..40)
in their own movable block (pfRaidPetCluster), off by default. It's a
flat pool of frames laid out by pfUI.uf.raid:LayoutPets straight from the
raid roster -- cell N shows raidpet<N> -- so it's fully decoupled from how
the raid grid arranges its own slots.
Layout is independent of the raid grid: raidpet carries its own
width/height plus a Layout section (raidlayout / raidpadding / raidfill),
and its own Collapse Empty Slots toggle that packs only the pets that
exist into the leading cells. The raid grid gets the same collapse option
(sequential slot assignment in AddUnitToGroup instead of by subgroup).
Collapsed pets re-pack on roster changes and on UNIT_PET so summons and
dismisses track live without polling.
Also:
- unitframes: a "raidpet" branch in UpdateVisibility (hide when the pet is
out of range or its raid<N> owner is gone), and fix cache_raid so the
"pfRaid" prefix check doesn't misread pfRaidPet<n> frames (char 7 is
non-numeric -> nil compare crash).
- New "Owner Name" text option: on any pet frame (raidpet/partypet/pet) it
shows the owner's class-colored name so you can tell whose pet it is.
- unlock: a pfRaidPet drag cluster, a numeric-suffix guard so pfRaid no
longer matches (and crashes on) pet frames, and RaidPet config mappings.
- config/gui/translations for all of the above.
commit 52f02c8963fe7ec90f36100ebe069c7807529301
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Mon Jul 20 23:09:06 2026 -0500
Enumerate chat bubbles via ClassicAPI instead of scanning WorldFrame
ClassicAPI's C_ChatBubbles.GetAllChatBubbles() walks the engine's own
bubble list and returns the exact set of live bubble frames, with real
GetRegions(), so the decoration idiom works unchanged. Replace the
WorldFrame:GetChildren() sweep and drop the IsBubble heuristic (unnamed
frame whose first region is the ChatBubble-Background texture) -- the API
only ever hands back bubbles, so that guess is both redundant and more
fragile than the engine list. Cheaper too: it iterates only live bubbles
rather than every world child on each chat event.
pfUI's TOC depends on the !!!ClassicAPI addon, so a nil CLASSIC_API_VERSION
means the addon loaded but the DLL isn't present -- yet the graceful-disable
branch itself called ClassicAPI APIs (EventUtil.ContinueOnPlayerLogin, and
Mixin/CallbackRegistryMixin for pfUI.events), so it crashed instead of
informing the user.
- Defer the popup with a bare PLAYER_ENTERING_WORLD frame (stock 1.12)
instead of EventUtil/IsLoggedIn/PLAYER_LOGIN (ClassicAPI-era).
- Read the editbox via getglobal rather than _G.
- Guard pfUI.events creation behind `not pfUI.disabled`.
- Reword the notice: since the addon is present but the DLL isn't (or is
outdated), tell the user the addon ships bundled with the DLL and to
delete the !!!ClassicAPI folder and (re)install the latest release.
New module built on ClassicAPI's C_NewItems + BAG_NEW_ITEMS_UPDATED.
Glows bag slots (bags 0-4) holding items acquired since login, keyed on
item GUID so the flag survives rearranging. Hovering an item
acknowledges it (RemoveNewItem); closing the bags clears the rest via
ClearAll. Glow is UI-ActionButton-Border, sized off the slot width so it
tracks the icon_size config.
To stay decoupled from the bag frames, the bag module now broadcasts a
reusable "bag:closed" event through pfUI.events from its OnHide (carrying
the container so subscribers can tell backpack from bank), guarded so the
initial setup Hide() doesn't fire a phantom close.
Config: appearance.bags.newitem + newitem_color, with GUI toggles.
The libtipscan approach scanned each bag/bank item's tooltip for red
text, then had to carve out broken (0-durability) items since those also
color red. C_PlayerInfo.CanUseItem checks item requirements directly
(proficiency, level, class/race, skill/spell/rep) and ignores item
state, so broken-but-equippable gear is never flagged and the durability
exclusion drops out entirely. Bank slots resolve through
C_Container.GetContainerItemID(-1, slot) instead of the inventory-slot
workaround the scanner needed.
commit d63057474083aa67fda2aa28ee6301334ffc4fdf
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Mon Jul 6 00:59:17 2026 -0500
Use C_Map.GetMapOverlays instead of hardcoded pfMapOverlayData
ClassicAPI's C_Map.GetMapOverlays reads WorldMapOverlay.dbc directly and
returns the full overlay list for a zone (explored + unexplored) — the
data vanilla's GetMapOverlayInfo withholds. mapreveal now iterates it
straight (named fields: textureName/texturePath/width/height/offsets),
dropping unpack_hash and the pfMapOverlayData tables entirely.
Also fixes the explored-check: it compared the full texture path against
GetMapOverlayInfo's bare-name keys, so the magnifying glass never
suppressed on explored overlays. Now matches on the bare name.
Removes ~870 lines of hand-measured overlay data (base + Turtle).
commit ad12c8209a80cd1211fe08e83f7013d24b5efd2d
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Sun Jul 5 23:45:09 2026 -0500
utilize HookScript from ClassicAPI
pfUI's Lua hooksecurefunc lived in pfUI.env and shadowed ClassicAPI's C
global for all pfUI code. Replace it with a thin pfUI.hooksecurefunc shim
that keeps the missing-target no-op our call sites rely on (ClassicAPI
errors on a nil target) and delegates the actual hook to _G.hooksecurefunc.
Migrated all 70 internal call sites (modules/libs/skins) to
pfUI.hooksecurefunc; bare hooksecurefunc now resolves to ClassicAPI's C
version everywhere. Dropped the unused prepend path and the orphaned
pfUI.hooks table.
Introduce a central pfUI.events registry (ClassicAPI's
CallbackRegistryMixin, undefined events allowed) initialized in pfUI.lua
before any module body runs, so publishers/subscribers don't depend on
module load order.
firstrun sets `pfUI.firstrun.completed` and fires `firstrun:complete` at
the point NextStep detects no pending steps. PLAYER_ENTERING_WORLD re-
enters this path on every zone, so the flag is a one-shot guard.
addoncompat drops its 0.1s OnUpdate poll and either RunQueues immediately
(returning user, all steps already done) or subscribes to the event.
Replaces the 99999999 sentinel with `LATEST = MIN`. The elseif
`< LATEST` then reduces to `< MIN` on source builds, which the
preceding `if` branch always catches first — so the soft-nudge never
fires for unpinned installs. No explicit guard needed.
A source/cloned install previously showed "ClassicAPI v9999.99.99 is
available" because the sentinel leaked into FormatVersion before the
release workflow could patch it. With this layout, source installs are
silent and only properly-pinned release zips trigger the nudge.
Workflow sed broadens to "= .*" so it overwrites the line regardless
of whether the RHS is a digit string or a Lua identifier.
The earlier change pulled the ClassicAPI URL via
GetAddOnMetadata("!!!ClassicAPI", "X-Website"), but that's only
readable when ClassicAPI is loaded — and the popup that needs the URL
is exactly the case where the dep is absent or out of date. Hardcode
PFUI_CLASSIC_API_WEBSITE as a constant in pfUI.lua instead.
Also points the editbox and chat messages at /releases/latest rather
than /releases/tag/<MIN>. GitHub redirects to the actual latest
release, so users land on something current instead of the version
floor (which may be an ancient tag).
Splits the ClassicAPI version check into a hard floor (MIN, manual)
and a soft target (LATEST, pinned by the release workflow). Below MIN
pfUI disables itself entirely as before; between MIN and LATEST it
runs normally but fires a delayed chat nudge after PLAYER_LOGIN with
the available update. PLAYER_LOGIN handlers swap to
EventUtil.ContinueOnPlayerLogin so we don't have to spin a frame for
each branch.
URLs centralize on toc X-Website fields. pfUI.lua factors out
ClassicAPIReleaseUrl(version) sourcing from !!!ClassicAPI's metadata;
modules/gui.lua and libs/libdebuff.lua replace hardcoded
me0wg4ming/pfUI links with GetAddOnMetadata(pfUI.name, "X-Website")
lookups.
release.yml gains a pre-package step that queries ClassicAPI's latest
release tag, packs it (X*10000 + Y*100 + Z), and seds only the LATEST
line in pfUI.lua so the published zip ships with the correct soft
target.
Switches the addon-message prefix to "pfUI-brues" so we don't share an
inbound queue with upstream pfUI installs at all — they don't register
a listener for this prefix, so our broadcasts get dropped at the engine
level instead of needing branch-string filtering on their end. The
"main" branch tag stays as a tiebreaker for any future fork variant
sharing this prefix.
Source/dev installs leave the toc Version as "@project-version@" until
release tooling substitutes it. pfUI.lua now stamps those as "dev" with
major/minor/fix=0 instead of silently falling back to 1.2.0, and
updatenotify short-circuits on pfUI.version.string == "dev" before
broadcasting so dev installs don't ship a stale low version to everyone
in guild/raid. Single source of truth — the dev marker lives in pfUI.lua.
URLs centralize via the toc's X-Website. updatenotify and firstrun read
it via GetAddOnMetadata + string.format("%s"), and all eight translation
files swap their hardcoded shagu.org references for the same %s slot.
Drive-bys: groupsize math uses ClassicAPI's IsInRaid/IsInGroup; toc
Author typo "modfied" → "modified".
The popup text and chat message both had hard-coded "v1.2.0" strings
that fell out of sync every time the constant bumped. Decode the
packed X*10000 + Y*100 + Z form into "vX.Y.Z" via a FormatVersion
helper and substitute it into both messages. The edit-box URL also
deep-links to the matching releases/tag/<version> page so users land
directly on the release they need.
* equipmentmanager
* use BAG_UPDATE_DELAYED
* CharacterFrame.backdrop doesn't on creation so check onShow
* adjust button positioning
* Show Equipment Set tooltip
* fix icon select scrolling issue
* Equip Set on double click
* slot tooltips: use location-aware GameTooltip methods
Branch on EquipmentManager_GetLocationData: SetBagItem for bagged items,
SetInventoryItem for equipped, fall back to SetInventoryItemByID for
missing or unresolved entries. Surfaces durability/charges/enchants in
the tooltip when the item is reachable.
Also cache C_EquipmentSet.GetItemLocations once per Refresh and store
it on each slot button instead of re-fetching inside the missing-item
border branch.
* purg esome comments
* use GameTooltip_Hide from !!!classicapi
* moved flyout to character frame
* ignore item icon shows on item slots now
* defer ignored-slot toggles until Save
Toggling a slot's ignored state in the flyout no longer immediately
calls SaveEquipmentSet. Instead the change is recorded in a per-set
pendingIgnoredToggles table; the overlay reflects the effective
state (persisted XOR pending) so the user sees the visual change
right away, and Save commits the toggles by replaying them into
ClassicAPI's session ignored list before SaveEquipmentSet.
Pending toggles clear on Save (committed) and on set deletion.
* overhaul icon picker
* fixed width
* fixed issue where selected icon got cleared out
* correct flyout button order
* backport more equipment manager icons
* refactor window
* fixed gear menu
* remove set cap
* bump minimum classicapi version
* bump minimum version to 1.3.3
* row menu: close on outside click
GLOBAL_MOUSE_DOWN fires regardless of which frame absorbs the click
and (unlike a veil frame) doesn't consume the original event, so
clicking another row's gear closes the old menu and opens the new
one in a single click. The gear's own OnClick handles the same-row
toggle close, since GLOBAL_MOUSE_DOWN's anchorBtn check excludes it.
Bumps minimum ClassicAPI to 1.3.4 for GLOBAL_MOUSE_DOWN /
IsMouseButtonDown.
* use pfUI.path
* comment cleanup
* bump min classicapi version
---------
Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>