Commit Graph

2511 Commits

Author SHA1 Message Date
Brues 60f953178f nameplates: validate unitstr before filling the per-unit cache
cache.player and cache.minion were filled from unitstr before the two guards
that validate it, so a stale identifier poisoned the cache -- and because the
fill is gated on `== nil`, the wrong answer was never recomputed. Players read
back as cache.player == false until the plate was hidden and shown again, which
only appeared to fix it because pool reuse tripped the name/guid wipe.

Two paths produce a stale unitstr: OnUpdate dispatches a targetUpdate to
OnDataChanged before it refreshes plate.istarget, and frameState.mouseoverGuid
is only updated on gaining mouseover, never on losing it.

Hoist the PLAYER_TARGET_CHANGED distrust and the UnitName mismatch check above
the cache fill so an unverified unitstr leaves the cache nil for the next tick
instead of locking in a wrong answer.
2026-09-02 10:56:46 -05:00
Brues 8eee766652 chat: apply Blizzard per-window transparency to docked backdrops
The native chat background transparency slider drives FCF_SetWindowAlpha,
which only touches the ChatFrame*Background textures pfUI hides on docked
frames, so the visible pfUI backdrop never responded to it.

Mirror the selected window's stored alpha (GetChatWindowInfo) onto the pfUI
backdrop and refresh it from RefreshChat, FCF_SetWindowAlpha and
FCF_SelectDockFrame so the native slider drives it live and persists across
/reload. Default the SetupPositions window alpha to 0.8 to keep the historical
look, and migrate existing installs whose windows still carry the old hard-0
alpha so their chat background is not suddenly transparent.

Fixes #48
2026-09-02 01:05:47 -05:00
Brues 2b5288a688 nameplates: don't run GetUnitInfo for minions 2026-08-31 16:43:38 -05:00
Brues 98c7751416 Utilize CAPI Tracking functions
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
2026-08-30 17:19:17 -05:00
Brues 48026008b6 buffwatch: use official dispel-type colours for debuff bars
The debuff-bar auto colour read the vanilla DebuffTypeColor global,
diverging from unitframes/buff which use C_UnitAuras.GetAuraDispelTypeColor
(the BC GlobalColor.dbc palette ClassicAPI ships). Switch buffwatch to the
same accessor so all aura displays share one palette; nil/unknown types
fall back to DEBUFF_TYPE_NONE instead of the old ad-hoc (1, .2, .2).
2026-08-24 11:07:38 -05:00
Brues c1d96bae58 buff/buffwatch: positional aura reads in hot refresh loops
buff.lua RefreshBuffButton runs 50x per PLAYER_AURAS_CHANGED and
buffwatch.lua GetBuffData runs 32x per RefreshBuffBarFrame; both now use
the zero-allocation positional C_UnitAuras.UnitAura instead of the
table-allocating GetAuraDataByIndex.

buffwatch also threads the aura's dispelType out of GetBuffData onto the
frame.buffs row, so the debuff-bar colour reads it from the row instead
of re-fetching the aura with GetDebuffDataByIndex on every name change.

Cold single-lookups (hover/click tooltips) keep the readable table API.
2026-08-24 11:07:38 -05:00
Brues 8f88dfd852 Use positional C_UnitAuras accessors in hot aura scans
Swap the per-frame aura-refresh loops from table-allocating
GetAuraDataByIndex/GetBuffDataByIndex/GetDebuffDataByIndex/GetUnitAuras
to the zero-allocation positional C_UnitAuras.UnitAura/UnitBuff/UnitDebuff.

unitframes: buff/debuff icon loops, the dispellable-indicator 16-slot
scan, the two GetUnitAuras indicator passes, and the custom-debuff scan.
nameplates: the per-plate debuff scan now writes positional results
straight into the reusable display buffer, dropping the per-aura tables
and the result array.

Filters change from HARMFUL|PLAYER/HARMFUL to PLAYER/nil since UnitBuff/
UnitDebuff lock the range and still honor the PLAYER predicate. Cold
single-lookups (hover/click, tooltip, totem icon, libdebuff) keep the
readable table API.
2026-08-24 11:07:37 -05:00
Brues 9bde843e33 utlize inline icons and CreateGoldString in repair module 2026-08-24 11:07:37 -05:00
Brues ad13e6ace3 Utilize SetFormattedText
This change updates several text setters to use `SetFormattedText` instead of passing `string.format(...)` into `SetText`. It also switches a few regex captures from `string.find` to `string.match` for cleaner capture handling, and replaces explicit width/height setters with `SetSize` in the first-run dialog for consistency.
2026-08-24 11:07:37 -05:00
roby-brok a3cfd711fe nameplates: read friendly name colours from the class table
The class-colour write sourced r, g, b from the health bar rather than
from PFUI_CLASS_COLORS[class], which the condition tested for but never
read. So "class colours on friendly names" only produced a class colour
when friendclassc - a bar option - happened to be on as well; otherwise
the name took the generic friendly colour. In every case it also
inherited the tapped-grey and barcombatstate overrides meant for the bar,
neither of which belongs on the name.

The name now reads the class table directly.

The discarded "and PFUI_CLASS_COLORS[class]" term was dead weight: the
table carries an __index metamethod returning a grey ColorMixin for any
missing key, so it was always truthy and merely allocated a throwaway
table per evaluation. "and class" is the real guard. One behaviour change
falls out - a friendly player of an unrecognised class now takes that
grey fallback rather than the bar colour, which is what the option means.

(cherry picked from commit f880dc3528db2ba0d0936b00a4dff8deec48e6d2)
(cherry picked from commit 111d70004d4fb172f168aa48a4cb6177a7f0d393)
2026-08-21 13:31:07 -05:00
roby-brok a7ad1f073f nameplates: give the name colour a single owner
cache.namecolor was written by two writers holding unrelated quantities:
the computed health-bar colour in OnDataChanged, which class-colours
friendly player names when friendclassnamec is on, and Blizzard's own
name FontString in the OnUpdate sync. Sharing one key let either suppress
the other, so the option silently lost - names came out white with
namefightcolor off, or the plain reaction colour with it on.

It also forced a full data pass every throttled tick, because the sync
writer sets update = true whenever it writes and the two kept flipping
the key. That defeats the half-second tick gate entirely.

Compounded by nameplate.cache surviving pool reuse: OnShow re-runs the
data pass but never clears the table, which is built once at plate
creation, so a recycled plate could inherit the previous unit's name
colour.

Ownership is now explicit through cache.ownname, each writer keeps its
own key, and both are invalidated when ownership flips.

(cherry picked from commit 0a4b3a7d6ae523cf70584adbb694a8740024b7cd)
(cherry picked from commit 0df9bb9fa907349182fb03217cab6aa1777aa7d9)
2026-08-21 13:31:07 -05:00
roby-brok fe5b3b135b nameplates: use true difficulty colours for level text
The level string was brightened by +0.3 on all three channels before
display, in the levelFromDB path and again in the OnUpdate colour sync.
A flat offset desaturates toward white and costs the high tiers most,
because their green/blue channels start near zero: verydifficult
1.00/0.50/0.25 becomes 1.00/0.80/0.55 and reads as yellow, impossible
1.00/0.10/0.10 becomes 1.00/0.40/0.40 and reads as orange. Orange and
yellow ended up 0.2 apart on a single channel, so a mob 3-4 levels above
the player showed yellow and a skull-range mob showed orange.

Both offsets dropped. Ownership of the colour is now explicit through
cache.levelfromdb so the two writers no longer race: the sync block
stands down on ?? plates, and the DB path clears cache.levelcolor so the
sync re-asserts cleanly once the level resolves. That also fixes a stale
cache - nameplate.cache is built once at plate creation and survives pool
reuse, so a recycled plate could keep the previous unit's colour.

Deleting the sync block instead would be wrong: it is the only thing that
colours the level on non-?? plates, and plate.level is created with no
colour at all.

Reported by Iden via Discord.

(cherry picked from commit eaa9beac51953d2a959c67d5ff5bc50273a919c3)
(cherry picked from commit 3fdb3b23136b260d111509e24e6d7b0d0b9b1b33)
2026-08-21 13:31:07 -05:00
Brues 18059ffbb7 Class-color aura caster name in tooltips 2026-08-18 04:29:33 -05:00
Brues d75e280238 Show party pets in raidpet frames under raidforgroup
When "Use Raid Frames To Display Group Members" is on and in a party,
raid pet frames tried to show raidpet1..40 (nonexistent in a party)
instead of the player pet and partypet1..4.

Remap raidpet grid slots to pet / partypet<N> in UpdateVisibility,
keyed on a stable pfRaidPet<N> slot, mirroring the raid player frames.
LayoutPets now mirror-places the party pet slots, and the raid updater
runs LayoutPets when in a party (not just a raid).

Also exclude raid pet frames (label "partypet", cache_raidpet set) from
the hide_in_raid group-hiding clause so they are not hidden.
2026-08-13 18:03:56 -05:00
Brues 74fbbb6154 Use PFUI_CLASS_COLORS in loothistory 2026-08-12 14:33:05 -05:00
Brues b230a45b92 Show spell and unit IDs on tooltips
Add "Show Spell IDs" and "Show Unit IDs" options alongside the existing
item-ID line. Spell IDs come from GameTooltip:GetSpell() on spell
tooltips and from the aura's spellId on unit-aura tooltips; unit IDs
come from C_CreatureInfo.GetCreatureID on the mouseover unit's GUID
(skipped for players and guarded when the GUID carries no entry).
2026-08-11 00:38:28 -05:00
Brues ef1fa47539 Dock GreedMeter into the chat panel
Register GreedMeter's primary window on the meter dock's damage slot,
mirroring the ShaguDPS integration. GreedMeter builds its windows lazily
and supports several, so frames are resolved at call time.

A second GreedMeter window docks into the panel's other half: pfUI's
dock decides fill-vs-split by whether the threat slot is filled, so hook
GreedMeter's window add/remove to reconcile that slot and re-run the
resize. Only the first two windows fit the panel; any beyond that float.
2026-08-10 23:52:52 -05:00
Brues ab0ad7dcf9 Group tooltip settings into sections 2026-08-10 15:07:01 -05:00
Brues c82813df5b Use GetRGB() for NORMAL_FONT_COLOR 2026-08-10 15:05:48 -05:00
Brues 6e1f8095a2 Allow whitespace-only macro names
strtrim collapsed a name like " " to "" and the empty guard then
rejected the save, but a whitespace-only name is valid in vanilla and a
common way to make a name-less macro. Save the raw text and only reject
a truly empty box.
2026-08-10 09:53:34 -05:00
roby-brok e017dbf515 Fix guards, cache keys and comparisons that never match (#40)
* chat: detect whispers before the timestamp is prepended

Whisper detection tests for the whisper colour code at position 1, but the
timestamp is prepended first, so with timestamps enabled the code is no longer
at position 1 and every whisper failed the test -- losing both the recolour and
the correct chat-history entry.

(cherry picked from commit 4b69d597631c422d9360a94ff129323288a28cc2)

* macrotweak + libpredict: inverted install guard, misspelled globals

macrotweak: _AddHistoryLine is the backup slot this block creates, so it is nil
until line 18 runs. Guarding on its truthiness meant the chat-history filter
never installed at all -- macro calls kept landing in chat input history.

libpredict: UKNOWNBEING / UNKOWNBEING are misspelled, so both resolve to nil and
the guards never matched the real UNKNOWNBEING. Neutral if the global is absent
on this client, correct if present.

Not needed: his libpredict already fixed the always-true
'event == "A" or "B"' condition (libs/libpredict.lua:828).

(cherry picked from commit 4068110dc4134823f1c09f60ca5f8959302cd14f)

* mapreveal: look the explore cache up by the key it is actually stored under

explorecaches is keyed by the plain area name (line ~160), but the hover frame
carried only a decorated 'mapFileName (area)' display string, so every lookup
missed and the hover highlight never fired. Store the plain name alongside it
and key off that; the tooltip keeps the decorated string.

(cherry picked from commit 5e6fe969a03a88c68e28614548b9d44db562ab9a)

* socialmod: don't clobber the friend-online match with the offline one

The offline match was assigned unconditionally over the online match, so a
friend coming online never had lastseen recorded.

(cherry picked from commit ad927806c46042163f84bde4db1082726bedf28b)

* swingtimer: off-hand weapons are inventory type 22, not 21

The off-hand slot accepts one-hand (13) and off-hand (22) weapons. Type 21 is
INVTYPE_WEAPONMAINHAND and can never be equipped there, so the off-hand swing
timer never recognised a real off-hand weapon.

The other two swingtimer fixes are not needed here: his hunter check already
uses UnitClassBase (locale-independent, better than our UnitClass second
return), and his generic on-next-swing detection covers Raptor Strike without
our hardcoded spell-id list.

(cherry picked from commit 9ab7f5f7224d12361ca6cd5a49181cbb4bebd387)

* superwow: compare the version numerically, not by exact string

SUPERWOW_VERSION == "1.5" silently disables the GUID-to-name combat text hook
on any release past 1.5. Currently 1.5 here, so this is forward-compat only.

Not needed: the clickthrough slash commands already go through
RegisterSlashCommand, which writes _G properly.

(cherry picked from commit 82a37752a5782479849ce7e1304c24733c2ff97a)

* api: measure a real pixel against UIParent, not the uiScale cvar

The uiScale cvar caps at 1.0 while both the pixelperfect module and the
firstrun slider push UIParent past it via SetScale, and it is ignored entirely
while useUiScale is off, so borders came out the wrong thickness on the
Huge/Large presets. Ask the frame for its effective scale instead, and guard an
unparseable gxResolution.

Also cache GetItemLinkByName and count its failures: the scan walked every id
on each call with no memory, so an unresolvable name hitched on every tooltip
hover. Raise the ceiling from 25818 to 61000 as well -- Octo/Turtle custom
items live well past the vanilla range and never resolved.

(cherry picked from commit dac2d3416aef85a4c4b71c0239d93d309e76e30b)

* init: load pixelperfect first so GetPerfectPixel caches the right scale

pixelperfect sets the UI scale that GetPerfectPixel measures against, and that
value is cached on first use. Loading it 56th baked in the previous scale.

(cherry picked from commit dd89a210330583f890a51a82b29e968f3ad36b34)

* modules: route two global overrides through _G so they leave the sandbox

pfUI.env has __index but no __newindex, so a bare global assignment inside a
RegisterModule closure is written into the sandbox table and never reaches _G.
unitxp's BattlefieldFrame_Show override therefore never fired the BG queue-pop
notification, and RaidFrame.lua never saw GROUP_REPLACE_PARTY.

The slash-command half of this fix is not needed here: RegisterSlashCommand
already writes through _G.

(cherry picked from commit 617c8320aca2465af62cf0ff5be7dceaed29a3b2)

* bags: remove the duplicate search OnHide handler

Two byte-identical frame.search OnHide handlers were installed back to back;
the second overwrote the first, so the first was dead code.

(cherry picked from commit e77650448b92e5d7f18ae58632e4531cb2813ea6)

* buffwatch: invalidate the filter cache when a skill is listed

fcache is built once per config table and never cleared, so ctrl/shift-clicking
a skill onto the whitelist or blacklist had no effect until the next reload.

* roll: actually capture the everyone-passed subject

strfind(LOOT_ROLL_ALL_PASSED, LOOT_ROLL_PASSED) has no captures, so `everyone`
was always nil, never reached the blacklist, and "Everyone has passed on: X"
was recorded as a real player passing.

Builds a sample from LOOT_ROLL_ALL_PASSED and runs the same LOOT_ROLL_PASSED
match the scanner uses, so the subject is captured the way it will actually
appear.
2026-08-10 01:13:32 -05:00
roby-brok 69d778d6d6 Fix two dangling skin includes and four error paths (#39)
* skins: drop includes for two files that were never committed

init/skins.xml referenced custom_merchant.lua and arena_score.lua, neither of
which is tracked in git. Every install -- release zips included, since the
release workflow packages the repo -- throws two 'Error loading' lines at
login and ships without those two skins.

(cherry picked from commit b338b4a16d0def4ae89fde5c6026e58a796b8c00)

* map: don't re-anchor the world map to the frame GetPoint returned

Ctrl+scroll rescales the map and repositions it to keep the top-left fixed, but
it re-anchored using the relative frame GetPoint handed back. Once anything else
is anchored to WorldMapFrame that throws

  WorldMapFrame:SetPoint(): <unnamed> is dependent on this

and the error aborts the rest of the zoom handler, so SetScale never runs.

Anchor to the parent instead. That is what the rest of pfUI's movable system
already assumes -- LoadMovable uses the 3-arg form and SaveMovable stores only
xpos/ypos with no relative frame.

(cherry picked from commit bf055d87fc0a04ac912c13fa874a4331f47bdfa8)

* firstrun: return after bailing on a disabled chat module

All three chat setup steps printed 'Chat module is disabled' and then carried on
into the nil pfUI.chat they had just tested for.

(cherry picked from commit 1af427e3b38bb7c13f645ae7a48b8ade3e7455a9)

* unitxp: stop the free-frame distance poller on logout

The PLAYER_LOGOUT handler stops the indicators to avoid the UnitXP crash on
exit, but in free-frame distance mode the polling runs on a separate scanner
frame that was never exposed, so the handler could not reach it and its
OnUpdate kept calling into UnitXP during teardown.

Exposes the frame as pfUI.uf.target.distanceScanner and stops it alongside the
others.

* roll: bail out on an item the client has not cached

C_Item.GetItemInfo returns nil for an item that is not cached yet, and the next
line assigns pfUI.roll.cache[itemName], which throws "table index is nil" on a
nil key. Easy to hit on a fresh login when someone rolls on an item you have
never seen.

* cooldown: return after hiding on a nil parent

Without the return it falls straight through to parent:GetName() on the nil it
just tested for.
2026-08-10 01:00:47 -05:00
Brues 75a25cf614 Show a mouseover unit's buffs on the tooltip
Add a "Show Unit Buffs" option that draws a row of buff icons above the
tooltip for mouseover units. Icons come from a ClassicAPI object pool
and are re-anchored left-to-right on each refresh; a single throttled
ticker counts down the remaining time on the visible icons.
2026-08-09 23:12:20 -05:00
Brues 9daf6165fd Show a note-only menu for offline friends
The friend right-click menu only opens for online players, so notes
could not be edited on offline friends. The full menu is useless
offline anyway (Whisper/Invite/Target need an online player), so open
a menu of our own with just the note editor for offline friends.
2026-08-09 22:47:28 -05:00
Brues 06768c985a Merge classicapi-next: friend list and spell fields on ClassicAPI
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
2026-08-09 19:14:40 -05:00
Brues 2dfaa65168 Gate combopoint updates and fold player class-color branches
- combopoints: only ever show on the target's plate, so re-issue Show/Hide
  only when the target's combo count changes, and skip non-target plates once
  cleared (they start hidden) -- instead of hiding all five every tick on every
  plate. plate.cpShown tracks the shown count and stays in sync with the frames.
- player class color: merge the identical ENEMY_PLAYER / FRIENDLY_PLAYER
  branches into one condition.
2026-08-09 13:01:29 -05:00
Brues 97ef039d3a Fetch the totem buff icon via GetBuffDataByIndex
Use C_UnitAuras.GetBuffDataByIndex(guid, 1) instead of GetUnitAuras(guid)[1]:
a passive totem's provided buff is its single helpful aura, so the buff-
filtered single-slot fetch is both more precise and cheaper than building the
full aura list to take the first entry.
2026-08-09 03:39:11 -05:00
Brues 48d1da2015 Localize hardcoded user-facing nameplate/bag/frame strings
Route the remaining hardcoded English labels through the T translation
table and register the keys in enUS:

- bags: "Sort Bags" / "Sort Bank" tooltips
- farmmode: "FARM MODE" overlay
- unitxp: "BEHIND" / "NO LOS" target indicators
- unitframes: raid group header "Group" (reuses the existing key)
- bgscore: "Battleground Frames" mover title
2026-08-09 03:15:01 -05:00
Brues ff29e9d3c2 Detect nameplate totems and critters by creature type
Replace the localized L["totems"] / L["critters"] name-substring matching
with ClassicAPI's UnitCreatureTypeID (CreatureType.dbc: 8 = Critter,
11 = Totem), cached per plate and reset on reuse. Locale-independent,
covers custom/Turtle units, rejects mobs merely named "...Totem...", and
cheaper than the per-plate name loop.

Totem icons now come straight from the game instead of a hand-picked table:
passive totems self-cast their provided buff, so their single aura's icon
is read via C_UnitAuras.GetUnitAuras; active totems (Searing/Magma/Fire Nova)
carry no self-aura, so their icon is captured from UNIT_SPELLCAST_SUCCEEDED
(C_Spell.GetSpellTexture) and cached. Detection and icons read through the
plate's ClassicAPI-provided GUID (cachedGuid).
2026-08-09 03:15:01 -05:00
Brues f0f1c80e24 autoshift: stub shapeshifts table for pfUI-turtle compatibility
Closes #38
2026-08-08 19:59:36 -05:00
Brues 5b4cb2bc9f Hide redundant Total line in item count tooltip and localize labels
Only show "Total" when the item is split across more than one location;
a single-location item made "Total" duplicate the one breakdown line
(e.g. "Equipped: 1 / Total: 1").

Route the Bags/Bank/Equipped/Total labels through the T translation table
and add the keys to every locale file, using the Blizzard GlobalStrings as
the reference for each localized term.
2026-08-08 19:24:42 -05:00
Brues 5a3a962c90 Remove dead unitframes showtooltip setting
The mouseover-scripts migration dropped the unit frame OnEnter/OnLeave
handlers that read C.unitframes[unit].showtooltip, so nothing consulted the
setting anymore. The engine mouseover (driven by the frame's unit attribute)
now shows the native tooltip unconditionally, so the option could not gate it
even if a reader remained.

Drop the config default, the "Enable Mouseover Tooltip" GUI checkbox, and the
now-orphaned locale string from all translation files.
2026-08-08 16:16:33 -05:00
Brues 6365f0cdb1 Read the innervate cooldown through ClassicAPI
Replace nampower's GetSpellIdCooldown with C_Spell.GetSpellCooldown, and
compute the remaining time from startTime plus duration (both seconds).
Drop the presence guard, since ClassicAPI is a hard dependency. The
module still needs nampower for the AURA_CAST events.
2026-08-07 18:29:37 -05:00
Brues faa801e27d Read spell range through ClassicAPI in the hunter bar
Replace nampower's IsSpellInRange with C_Spell.IsSpellInRange. This drops
the last unguarded nampower call. The ClassicAPI function returns true,
false, or nil, so test == true and == false and leave the bar unchanged
on nil.
2026-08-07 17:39:10 -05:00
Brues 421a103f22 Show action button spell tooltips by spell ID
libspell.GetSpellInfo now returns the spell ID at position 9 and caches
it with SafePack and unpack.

The action bar tracks self.spellID for macro-cast spells and shows the
tooltip with GameTooltip:SetSpellByID. Gather the slot, book type, and
spell ID from one GetSpellInfo call instead of a separate GetSpellIndex
lookup.
2026-08-06 23:08:32 -05:00
Brues 94268b1162 Add option to always show equipment slot flyouts
The per-slot popout arrows previously appeared only while the equipment
manager sidecar was open. Add a "Always Show Equipment Slot Flyouts"
option under Character -> Inventory (character.inventory.equipflyout,
off by default) that instead ties them to the paperdoll, so gear can be
swapped without opening the equipment manager.

Centralize the show/hide in a single UpdatePopouts(): by default the
arrows follow the sidecar, with the option on they follow PaperDollFrame.
Both the sidecar OnShow/OnHide and new PaperDollFrame OnShow/OnHide hooks
route through it, and the flyout hides whenever the arrows go inactive.
2026-08-06 20:28:32 -05:00
Brues 7efc3334ae Add an aura caster line to tooltips
Hook GameTooltip:SetUnitAura to append the caster's name; every pfUI aura
tooltip (player buffs, buffwatch, unitframes) routes through it, so one hook
covers them all. Resolve the name from the live sourceUnit token, falling
back to the sourceGUID name cache (players only) when the token is gone.

Gated behind a new tooltip.aurasource option (off by default) with a matching
"Show Aura Caster" checkbox. The toggle reloads the UI, so the hook is
installed conditionally at load rather than re-checking the flag per tooltip.
2026-08-06 02:51:08 -05:00
Brues f322fbd6c6 CancelItemTempEnchantment can't exist in vanilla without server change 2026-08-06 02:03:21 -05:00
brues-code 41b77a5728 Add the macro icon picker and improve the equipment manager (#35)
* 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.
2026-08-05 22:33:37 -05:00
Brues 06fea6c889 Cache the player guild name for nameplate coloring
Compare each plate's guild name against a cached myGuild value instead
of calling UnitIsInMyGuild for every plate. Refresh the cache on
PLAYER_GUILD_UPDATE and PLAYER_ENTERING_WORLD. This replaces a per-plate
C call with a Lua string compare.
2026-08-05 21:43:08 -05:00
Brues d13710c5a4 Rebuild macro icon list from the icon data provider
Hook Blizzard_MacroUI and replace UpdateMacroIconFilenames. The new
function reads each icon from IconDataProviderMixin, strips the path
prefix, and adds the name to MACRO_ICON_FILENAMES. A seen table skips
duplicate names.
2026-08-05 03:02:43 -05:00
Brues c3dd7cb601 Refactor player info: simplify haste and SP display
Minor readability and style cleanup.
2026-08-05 00:28:55 -05:00
Brues 9190b88974 Cache player color codes and use full ARGB hex
Replace the cfgColorToHex function with a memoized table. The table
caches the color code for each config string on first use.

Build the code with C_ColorUtil.GenerateTextColorCode instead of
string.format. Change the spell-school colors and the format strings
to 8-character ARGB hex with the |c prefix.
2026-08-04 23:00:51 -05:00
Brues fe0ec82ede Route config color strings through GetStringColor cache
Replace raw strsplit(",", ...) color parsing across action bars, chat,
nameplates, third-party skins, player, and roll with the cached
GetStringColor / GetStringColorObject helpers, dropping the per-build
string-table allocations they created.
2026-08-04 22:27:43 -05:00
Brues 350b1d63ae Revert breaking change for WorldMapFrame 2026-08-04 21:29:03 -05:00
brues-code 6b458c9e27 Modernize cast bars, unit-frame clicks, and mark tracking with ClassicAPI (#32)
* 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.
2026-08-04 14:27:15 -05:00
Brues c994d00596 Toggle bagslots visibility via SetShown
Replace explicit if/else calling :Hide()/:Show() with :SetShown(not IsShown())
2026-07-31 13:22:17 -05:00
Brues 4be680183a Use GetSize/SetSize for size operations
Replace separate GetWidth/GetHeight and SetWidth/SetHeight calls with GetSize/SetSize for consistency and brevity. Updated modules: addonbuttons (store size via GetSize), chatcopy (use SetSize), easteregg (use SetSize for explosions), farmmode (use GetSize/SetSize when adjusting map size), and game_menu (use GetSize/SetSize when resizing frame).
2026-07-30 14:29:30 -05:00
Brues 2352f1c6ed Use GetSize/SetSize for map frame and buttons
Replace separate GetWidth/GetHeight and SetWidth/SetHeight calls with GetSize and SetSize in modules/map.lua.
2026-07-30 14:11:34 -05:00
Brues 305ff6c86e Collapse frameState.hasTarget into targetGuid
hasTarget was always snapshotted alongside targetGuid (UnitExists("target")
next to UnitGUID("target")), so it was just targetGuid ~= nil. Drop the
field and derive it from targetGuid at both read sites; remove the now-unused
UnitExists perf-cache local.
2026-07-30 13:45:53 -05:00