Commit Graph
1034 Commits
Author SHA1 Message Date
Brues 6f5c225ec3 Drive unit frame visibility from events
Every unit frame re-checked its visibility five times a second. Now
group, target and pet events re-check it in OnEvent, which also runs
while a frame is hidden, and the focus module already re-checks focus
and focustarget on PLAYER_FOCUS_CHANGED.

Only the frames with a tick keep the 0.2 second poll. They show another
unit's target or a pet that can go out of sight, and no event reports
either. The focus target frame now gets the same tick as targettarget,
because no event reports the focus changing its target.

Unlock mode and /pftest have no event, so they re-check every frame
when they change. RegisterUnitWatch does not fit here. It polls on the
same 0.2 second timer, and it only shows a unit that exists, without
the pet range, raid grid and group hiding rules.
2026-10-31 02:04:20 -05:00
Brues a8d805626d Replace QueueFunction and RunOOC with RunNextFrame
RunOOC never waited for combat to end; it ran its function on the next
frame. QueueFunction ran one function every 0.2 seconds. Each caller now
defers with ClassicAPI's RunNextFrame.

The loot roll announcement sends its name lists and the roll directly.
The 0.2 second spacing did not help with the server's chat flood limit
(10 messages less than a second apart), and an announcement is at most
four messages.
2026-10-31 01:57:10 -05:00
Brues b64ae7dd53 Replace HookAddonOrVariable with an EventUtil-based HookAddon
The polling lurker frame is gone. HookAddon gates on
C_AddOns.DoesAddOnExist, waits for PLAYER_LOGIN with
EventUtil.ContinueOnPlayerLogin, then runs on
EventUtil.ContinueOnAddOnLoaded. Addons loaded at startup still hook
only after every pfUI module and skin exists and after the addon's
own VARIABLES_LOADED setup. Load-on-demand addons still hook on their
ADDON_LOADED.

The "or variable" form is gone. Callers that passed a global now pass
the addon that defines it: TheoryCraft, SuperMacro, DPSMate and
Turtle_GroupUI. DPSMate names its windows from its settings, so its
hook now checks for DPSMate_DPSMate itself, as the variable lookup
used to. eqcompare's Guda check uses HookAddon too.
2026-10-31 00:28:30 -05:00
Brues b9c260b8e1 Confirm clipboard copies with fading screen text instead of chat 2026-10-30 23:50:42 -05:00
Brues ff5deac0ec Copy links with CopyToClipboard instead of a popup
Clicking a chat URL and the GUI's Donate/GitHub/Website buttons now put the address straight on the clipboard and say so in chat. The url link goes through ClassicAPI's LinkUtil handler registry, so SetItemRef is no longer replaced. Exporting a profile also copies the string.
2026-10-30 23:45:08 -05:00
Brues 6a670ab668 Tint swing timer bars while the target is out of range
C_SwingTimer checks the range for each shown bar, and
PLAYER_SWING_RANGE_UPDATE turns a bar the new Out Of Range Color (grey by
default, since the main-hand bar and the hunter dead zone are red) while
its swing can't reach the current target. The melee check is the
server's 2D reach; the ranged one covers the hunter's minimum range too.
No check (no target, nothing to attack, no weapon) keeps the normal
color.
2026-10-30 23:31:29 -05:00
Brues 70cc994a97 Zoom, pan and per-slot undress in the dressing room
EnableClickRotate becomes EnableModelControls, the controls of 4.3.4's
ModelWithControlsTemplate: left-drag turns the model without ClassicAPI's
step animation, the mouse wheel moves the camera toward the face with
SetPortraitZoom, and right-drag pans with 4.3.4's per-race pan speed and
bounds. Showing the frame resets zoom and pan. Every model frame pfUI
skins gets them.

The dressing room gains an Undress button and a column of slot buttons
on each side, in the paperdoll's order; clicking one calls UndressSlot.
2026-10-30 23:11:09 -05:00
Brues f7680ded0b Fill textures with SetColorTexture instead of color-form SetTexture
ClassicAPI's SetColorTexture is the same engine call as SetTexture(r, g, b [, a]) under the name that says what it does. 83 calls across 25 files, renamed only.
2026-10-30 19:48:48 -05:00
Brues 6469a557ff Reuse one question dialog, backfill chat history, dim arrow icons on events
CreateQuestionDialog builds its frame once and sizes it right away from
the text's unbounded width. A frame per call broke the one-dialog guard
after the first dialog, since 1.12 binds a frame name only once. An
onclose that opens the next question runs on the next frame.

Chat history goes in with BackFillMessage, above the lines the frame
already has. SkinArrowButton dims its icon from OnEnable/OnDisable
instead of an OnUpdate per button.
2026-10-30 19:48:02 -05:00
Brues af9edb215d Show pfUI's dropdowns and menus with ClassicAPI's menu system
pfUIDropdownTemplate (a DropdownButton) replaces CreateDropDownButton in
the config GUI, addon profiles, the trigger editor and the icon picker
filter. The equipment set gear menu and the tracking menu open
MenuUtil context menus. pfUIMenuStyleMixin draws pfUI's backdrop behind
them, and the skin module makes it the default style and draws the
checkboxes and radios as pfUI boxes.
2026-10-30 19:33:40 -05:00
Brues a721f788a9 Let each cooldown frame apply its own sweep settings
The sweep options reached the frames only through the cooldown module's
CooldownFrame_SetTimer hook, which set alpha 0 for a hidden animation and
SetReverse(true) for a reversed one. With that module disabled, Show Timer
Animation and Reverse did nothing, and reverse never turned back off
without a reload. The player buff sweeps had no other path at all.

Each owner now configures its own frame. Player buffs drive their
Cooldown with SetCooldown and Clear, and only while Show Timer Animation
is on. Unit frame auras, raid aura indicators and nameplate debuffs hide
the sweep with SetDrawSwipe and SetDrawBling. Every frame with a reverse
option calls SetReverse. The hook keeps the timer text and Hide Foreign
Cooldown Animations.

Nameplate debuffs hid the sweep with alpha, which the plate's SetAlpha
copied down on every target change (ClassicAPI keeps 1.12's alpha under
default plates), so hidden sweeps came back. Their settings now come from
UpdateDebuffConfig alone.

Bag slots get a native Cooldown like bank slots, in place of the
template's indicator Model, so Reverse Cooldown Animation covers bags and
Hide Foreign Cooldown Animations no longer hides them.

The buff, unit frame, nameplate and totem options apply without a reload.

Fixes #72.
2026-10-30 10:46:00 -05:00
Brues 393b37b8c3 Add an option to show timestamps in chat copy
"Show Timestamps In Chat Copy" (chat text settings, on by default) is read
each time chat copy opens. With it off, chat copy takes each line through
pfUI.chat.StripTimestamp, which removes the exact timestamp AddMessage
prepends: the configured color and brackets, so other bracketed text
stays.

Whispers are now recolored before the timestamp goes on, not after. The
recolor turned the stamp's closing "|r " into "|r" plus the whisper color,
so whisper lines did not match. The shown text and the saved history come
out the same.
2026-10-30 01:25:36 -05:00
Brues 5d8314b2d4 Scroll the config panels with ClassicAPI's scroll bar
pfUIScrollFrameTemplate (api/ui-widgets.xml) is a ScrollFrame with
pfUIScrollBarTemplate inside its right edge and a Content scroll child,
driven by ScrollUtil.InitScrollFrameWithScrollBar. The panels keep a
ScrollFrame because the engine measures its range from the shown frames
inside the content, which the hand-placed config rows rely on. The bar
follows OnScrollRangeChanged instead of an OnUpdate poll per panel.

A panel measures its range once its rows are built, and the search
results measure theirs with UpdateScrollChildRect instead of hiding,
re-attaching and scrolling a frame later. Clearing the search measures
again too.

CreateScrollFrame and CreateScrollChild have no users left, and nothing
called CreateTabFrame or CreateTabChild; all four are gone. pfQuest's
compat layer brings its own copies of the scroll helpers.
2026-10-30 00:51:16 -05:00
Brues 3987cfb8a0 Show loot history and the icon picker in ClassicAPI ScrollBoxes
pfUIScrollBoxListTemplate (api/ui-widgets.xml) is a WowScrollBoxList with
pfUIScrollBarTemplate beside it, 5px inside the frame, so a list's
backdrop goes on the frame itself. The addon list moves onto it and drops
the sibling backdrop frame.

Loot history builds a flat list of item rows and, under an expanded item,
player rows; the view sizes and indents them. The item frame array, the
player pool, the hand-placed rows and the scroll child re-attach are gone,
and the scroll position holds across roll updates.

The icon picker's FauxScrollFrame and 80 fixed buttons become a grid view
over the provider's icon indices. Picking an icon reinitializes the shown
buttons instead of redrawing the grid, and closing the popup drops the
grid's entries along with the provider.
2026-10-30 00:47:07 -05:00
Brues 796f20eadf Show chat copy and the share box in ClassicAPI's scrolling edit box
pfUIScrollingEditBoxTemplate (api/ui-widgets.xml) is ScrollingEditBoxTemplate
with pfUIScrollBarTemplate beside the text. Its mixin's SetFont gives the
box a font object of its own, since the edit box sets its font by object on
every SetText and pfUI fonts are paths. ui-widgets.lua now loads before the
XML, which needs the mixin.

The share box no longer recomputes its scroll child on every text change.

Chat copy reads each chat frame's messages with ClassicAPI's
GetMessageInfo when it opens, so the AddMessage hook, its 100-line copy of
the history and the skip of combat frames are gone. It shows every line
the frame keeps, lines from before login included. It puts the caret at
the end to scroll to the newest line instead of three OnUpdate passes, and
Escape now leaves copy mode on every chat frame.
2026-10-30 00:38:54 -05:00
Brues 26c55bddb0 Drive the rez icon from ClassicAPI's incoming resurrections
ClassicAPI's UnitHasIncomingResurrection sees every resurrection cast in
view from SMSG_SPELL_START and ends it with the cast, and
INCOMING_RESURRECT_CHANGED signals each change. libpredict's own
tracking goes: the ress tables and 60s timers, parsing Resurrection and
RES/RESNO messages, clearing on UNIT_HEALTH, and the rez branches of the
cast handlers, along with UNIT_SPELLCAST_STOP and the foreign cast
targets only rez used. libpredict still announces the player's own
resurrections to HealComm and CTRA for clients without ClassicAPI.

The native state ends with the cast, so a rez that landed would vanish
before the target accepts it. libpredict records the SPELL_RESURRECT
combat log event per GUID and keeps the offer until the target is alive
again or the 60s accept popup runs out, unlike Grid2, which cannot tell
a landed rez from a cancelled one. UnitHasResurrection answers both.

The unit frames show the icon in RefreshIndicators, refreshed by
INCOMING_RESURRECT_CHANGED on the frame's own unit and by libpredict for
offers, instead of polling libpredict every 0.1s.
2026-10-29 23:49:28 -05:00
Brues 8c22fdb850 Show the addon list in a ClassicAPI ScrollBox
The list built one row per addon in a ScrollFrame, hid the rows out of
view by hand and drove pfUI's own slider. A WowScrollBoxList keeps rows
only for the addons in view and recycles them while scrolling.

pfUIScrollBarTemplate (api/ui-widgets.xml) is a ScrollBarMixin bar with
the old slider's look: a thin track and a flat teal thumb that hides when
nothing scrolls. Its steppers exist for the mixin but stay hidden.

Rows read the addon's enabled state, so profiles enable and disable
addons directly instead of clicking every row's checkbox. A checkbox
now shows whether an addon is enabled; it showed whether it was loaded.
2026-10-29 23:04:47 -05:00
Brues 1ccf87c61a Drop CreateGoldString's fallback for clients without coin icons
ClassicAPI always provides GetCoinTextureString, so the presence check
and the hand-built "g/s/c" string after it never ran.
2026-10-29 22:39:01 -05:00
Brues 94dcfb3dad Compute bar layout options instead of tabulating pfGridmath
pfGridmath listed every exact cols x rows grid per bar size; the only
live use was seeding the layout dropdown, which a divisor loop now does.

Everything else that read it was unreachable: every layout option is a
"cols x rows" string, so ResolveBarLayout's BarLayoutFormfactor lookup
never matched, and the actionbar module resets a stored layout that
isn't one before BarLayoutSize/BarButtonAnchor run, so their fallbacks
never fired. BarLayoutFormfactor and env/tables.lua go with it.
2026-10-29 14:16:43 -05:00
Brues 0890905eb6 Drop named-unit frames and the pfValidUnits global
CreateUnitFrame and CreateCastbar could take a character name instead of
a unit token, but every caller passes a token, so that mode and the
empty-label guards around it were dead. The OnClick TargetByName branch
could never run anyway: label was always a string, and "" is truthy.

With that gone, the aggro scan was the only reader of pfValidUnits, so
its unit list now lives in unitframes.lua and is built once at load.

/focusname resolves the name with UnitTokenFromName (exact first, then
prefix) instead of swapping the target and muting UIErrorsFrame.
2026-10-29 14:00:54 -05:00
Brues 6c76a88467 Draw unit frame bars with the native StatusBar
The custom bar sized its textures in Lua from GetWidth(), so it had to
track how ClassicAPI reports the UI scale (#71), and it stretched the bar
texture instead of cropping it. The engine's StatusBar does that layout
itself.

The background of the missing part is a second StatusBar that fills
from the other end (ClassicAPI's SetReverseFill), one frame level below
the fill, so the incoming-heal texture still draws between the two.
SetFrameLevel moves both, and the health and power bars now sit two
levels above their backdrops. SetStatusBarBackgroundTexture becomes
SetStatusBarBackgroundColor, as it only ever took a color.
2026-10-29 11:06:02 -05:00
Brues 35c32f365e Remove scaledsize fix 2026-10-29 10:38:28 -05:00
Brues 6dcb5162be bags: use ClassicAPI's native item search
C_Container.SetItemSearch drives the search box; slots dim from isFiltered on INVENTORY_SEARCH_UPDATE and on each slot update. Matches name, subclass, equip slot and equipment set names. Drops the tooltip-scanning full-text option.
2026-10-29 10:35:28 -05:00
Brues 5ab5337bbc Keep status bars true to their value on ClassicAPI 1.18.0
ClassicAPI 1.18.0 divides the UI scale out of an anchored frame's
GetWidth/GetHeight, as 4.3.4 does. The status bar still divided it out
itself, so under a UI scale below 1 the bar emptied early (at 29% health
on a 0.71 scale). Only divide on older ClassicAPI.

Fixes #71
2026-10-29 10:33:55 -05:00
0cabf2ec29 Add equipment manager auto-switching and "Unused" items panel (#70)
* Add equipment manager auto-switching and "Unused" items panel

Equipment manager (modules/equipmentmanager.lua):
- Add automatic set switching: ordered triggers (mounted, swimming,
  eating/drinking, shapeshift form/stance, zone, instance type, time
  of day, resting, stealthed, targeting a boss) equip a set; topmost
  matching trigger wins, with a 0.5s debounce
- Never swap gear in combat, while dead or casting; optionally restore
  the previous gear via a hidden "pfUI Auto-Restore" set
- Add an "Unused" side panel listing equippable items in bags, bank
  and paperdoll that no set uses, with an ignore list (tools and quest
  disguises pre-ignored), bank snapshot and bag highlighting
- Persist triggers, ignore list and bank snapshot in new per-character
  SavedVariable pfUI_eqmgr (all three .toc files)
- Add Character > Equipment Manager options (autoswitch, announce,
  minimum item quality, include bank) in gui.lua and config.lua
- Hide ignored-slot overlays when the manager frame is closed

Add frFR translations for the new equipment manager strings.

* equipmentmanager: lean on ClassicAPI for unused scan and autoswitch

- Unused panel: list items via GetInventoryItemsForSlot instead of
  hand-packing locations and walking the bags.
- Bank snapshot: record set membership while the bank is open.
  GetItemLocations reports bank items as missing once it closes, so set
  items in the bank were listed as unused.
- Autoswitch: check CanUseEquipmentSets and the UseEquipmentSet result
  before marking a trigger applied, and retry when the swap is blocked.
- Drive the engine from events (aura, form, zone, resting, target,
  regen) instead of a 4 Hz ticker; poll only swimming, time and eating.
- Detect eating/drinking by the localized names of the Food (433) and
  Drink (430) auras instead of hardcoded locale strings and icon paths.
- Drop presence guards on APIs that always exist; use strsplittable and
  strtrim for trigger values.

* equipmentmanager: wake the dining trigger on player health/mana events

Drop dining from the poll: listen to UNIT_HEALTH/UNIT_MANA for the player
while a dining trigger is enabled, so taking the set off once full is
event-driven. Register UNIT_AURA for the player only.

* equipmentmanager: split trigger values with strsplit

strsplittable needs ClassicAPI 1.17.11; strsplit has been there since
1.7.3, so this keeps the minimum where it is.

* equipmentmanager: let the trigger hint wrap

---------

Co-authored-by: Duciel <336374+Duciel@users.noreply.github.com>
Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-27 11:02:44 -05:00
Brues e326cea05e Add radial sweeps to buff/debuff icon display 2026-10-25 20:26:45 -05:00
Brues d9e74b3bc5 Add per-frame reverse toggle for cooldown sweeps 2026-10-25 20:24:12 -05:00
Brues bd7bf3f39f Size aura cooldown text to its laid-out icon
Unit frame aura icons only get their size from the layout pass, but
RefreshUnit started their timers before it ran. A cooldown text created
on a never-laid-out icon saw a height of 0 and fell back to a 16pt font,
so some buff and debuff timers overflowed their icons. (Closes #64)

- RefreshUnit stores each aura's timer and starts them after
  LayoutAuras, once every icon has its final size.
- With dynamic size on, the cooldown text re-sizes its font whenever
  its frame's height changed since the last SetTimer, so icons that
  switch between the normal and own aura size keep a matching font.
2026-10-25 11:48:24 -05:00
Brues e4f0849816 Pass the draw layer as CreateTexture's second argument
CreateTexture("OVERLAY") names the texture "OVERLAY" and leaves it on
the default ARTWORK layer. Pass nil for the name so the layer applies.
2026-10-25 11:21:01 -05:00
Brues 964c316cdc Replace Nampower combat events with ClassicAPI events
Read casts from UNIT_SPELLCAST_* and heal amounts from
COMBAT_LOG_EVENT_UNFILTERED in libpredict, swingtimer and the prowl
page switch. Drop libdebuff's AURA_CAST/DEBUFF_* bookkeeping and hook
tables, which nothing read: its aura readers already use C_UnitAuras.
Drop the unitframe BUFF_ADDED_OTHER start-time tracker, since
C_UnitAuras stamps an expiration for auras seen being applied.
2026-10-23 21:27:28 -05:00
Brues b73ed88346 Split chat faction and race icons into separate options 2026-10-23 19:33:08 -05:00
Brues e7e1382693 Port unitframe and actionbar performance fixes from Duciel/pfUI@45f8ca6
Unitframes: only set the unit attribute when it changes, poll group frame indicators every 3s since events already cover them, and limit full refreshes on eventless frames to unit changes or once a second.

Actionbar: handle UNIT_INVENTORY_CHANGED with a light count/cooldown/usable pass instead of a full update of every button, and skip hidden buttons in the cached passes, catching them up once they become visible.
2026-10-23 12:39:07 -05:00
Brues 95e832835e Color chat senders by GUID and drop the who-search option
The engine name-queries a chat sender before the CHAT_MSG event fires,
so GetPlayerInfoByGUID(GetCurrentChatGUID()) resolves every player
sender, including strangers in world channels. Other names in the text
still fall back to C_PlayerCache.GetPlayerInfoByName and libunitscan.

This makes the silent /who lookup for unknown classes obsolete; remove
it along with its FriendsFrame_OnEvent wrapper, config default, GUI
entry and translations.
2026-10-23 02:40:08 -05:00
Brues 8f1322d71c Skin ClassicAPI's Interface Options frame and its option controls
SkinCollapseButton's icon no longer takes the mouse, so clicks reach the button under it.
2026-10-22 23:34:08 -05:00
Brues 935b854073 Remove dead buffdetect setting 2026-10-22 23:25:59 -05:00
Brues df16988d3f Flow unit frame auras: debuffs first on enemies, own size, spacing
Unit frame aura icons are placed by a layout pass after each aura
refresh instead of a fixed grid set at setup. Rows are as tall as
their largest icon, and the debuff block no longer uses the debuff
size to step past buff rows. (Closes #25)

- When buffs and debuffs share a corner, debuffs come first on
  neutral and hostile units.
- New Own Buff Size / Own Debuff Size (-1 = normal size) enlarge the
  player's auras, which C_UnitAuras already lists first.
- New Buff/Debuff X-Spacing and Y-Spacing set the gaps between icons
  and rows; the default of 1 keeps the old look.
- The selfdebuff tooltip remap is gone from unit frames and buffwatch:
  own auras lead the list, so the HARMFUL|PLAYER index is the HARMFUL
  index.
2026-10-22 23:24:15 -05:00
Brues 627ab8b437 Use ClassicAPI's native Cooldown frame for cooldown sweeps
ClassicAPI 1.17.1 draws the Cooldown sweep natively, as 4.3.4's
CGCooldown, so pfUI's cooldowns no longer need the indicator Model.

- Action buttons, bank slots, totems, unit frame auras and icons, and
  nameplate debuffs are Cooldown frames with CooldownFrameTemplate.
- The plain-Frame fallbacks for disabled animations are gone; the hook
  already hides the sweep with alpha 0.
- The 36px scale-and-inset realign only runs on stock indicator Models.
2026-10-22 22:47:18 -05:00
Brues d881d73246 Use region:IsMouseOver instead of the MouseIsOver global 2026-10-22 21:37:50 -05:00
Brues b9f473c049 Test hover against the hit rect, not the bare frame rect
CreateBackdrop widens a frame's hit rect by the border, so mouse focus
and OnEnter/OnLeave cover a band that plain MouseIsOver reports as
outside. Add MouseIsOverHitRect, which passes the frame's hit rect
insets as MouseIsOver offsets, and use it at the unpadded call sites.
The XP bar's hover text follows the same OnEnter/OnLeave flag as its
fade.
2026-10-22 21:36:27 -05:00
Brues 9cb21b982b 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.
2026-10-22 21:28:34 -05:00
Seraphic8x2244 341ba95561 Fix addon button panel startup visibility (#61)
* fix(addonbuttons): rescan before startup visibility check

* Fix missing percentage symbols in unitframe labels
2026-10-22 20:40:00 -05:00
Brues 8268af915a energytick: let the five-second rule display as a separate bar or the old shade
The shading bar sat on top of the power bar's own fill and shrank from the
right as the window drained, which reads as part of the mana bar rather than
a countdown over it -- the same problem nameplate castbars solve by living
below the health bar instead of on it.

Show Five Second Rule Style now picks between that: a real StatusBar below
the power bar, backdrop and all, or the original translucent overlay for
anyone who prefers it. The style is read once at module load like the other
structural toggles here, not swapped live -- a /reload picks up a change.
Height and color are only meaningful for the separate-bar style, so the
GUI's Five Second Rule Height and the new appearance.castbar.fsrcolor picker
apply to it alone; the overlay is unchanged from before.

The sweep spark's own dim/solid signal (fsrEnd/fsrGain) is untouched by any
of this -- it keeps dimming through an unconfirmed window regardless of
which display, or none, is shown.

Energy/Mana Ticks -- including both five-second-rule settings -- moves from
Unit Frames > General to Unit Frames > Player, right after Powerbar: they
are C.unitframes.player-only, so General was never the right tab, and
Powerbar is the setting group they actually belong to.
2026-09-22 21:19:12 -05:00
Brues 1108746949 castbar: mark a cast that none of your interrupts can stop
ClassicAPI carries notInterruptible on C_Spell.UnitCastingInfo (arg 8) and
UnitChannelInfo (arg 7); both call sites already stepped over it positionally.
The target, focus and nameplate bars now paint it.

There is no shield art to hang on the icon -- this client ships three
CastingBar textures (Border, Flash, Spark), and Blizzard's shield arrived in
3.x -- so the state is carried by color instead: the bar and the icon's
border both take a new appearance.castbar.shieldcolor, which keeps it legible
on a bar configured without an icon. One api helper paints both so the two
modules cannot drift apart on it.

Dusty rose (.8,.45,.45) rather than a steel grey. Grey is the retail
convention, but pfUI's casting color is already a near-grey pale blue, so the
two separated on brightness alone and washed out against the bar texture. The
rose sits above failcolor in luminance and well below it in saturation, and
the two are further told apart by motion: a failed cast flashes the bar full
and fades, a shielded one fills normally and tints the icon border, which
failcolor never touches.

Not on the player's own bar. The flag is measured against the reader's own
interrupts and silences, so on your own cast it answers a question nobody
asked.

Stamped once at cast start, with the rest of the cast data, rather than
re-polled. ClassicAPI evaluates lazily from the caster's live auras but does
not yet fire the 3.3.5 UNIT_SPELLCAST_INTERRUPTIBLE / _NOT_INTERRUPTIBLE
change events, and polling per frame would undo the event-driven rework these
bars just got -- so a caster who bubbles mid-cast keeps the bar it started
with until the next one.

Two limits worth knowing when it stays dark. The value is relative to your own
kit -- with no interrupt and no silence known it is never reported, whatever
the cast -- and a creature's built-in interrupt immunity lives in
creature_template, which 1.12's SMSG_SPELL_START does not carry, so a boss
with that immunity reads interruptible while your kick still fails on it.
2026-09-13 15:19:42 -05:00
Brues f497c71523 Filter unit events to their units, rework energytick, drop macrotweak
Eight commits off classicapi_next.

ClassicAPI's RegisterUnitEvent registers for an event but only delivers it
when arg1 is one of the given units, so a handler for one unit stops waking
for every other one in the world. The 26 registrations whose unit set is
fixed at registration time now name it. The rule throughout is register the
superset and keep the handler's own check -- the filter narrows what arrives,
it does not decide what to act on. Guards that look unreachable stay put: the
filter applies only when arg1 is a string, so an event that fires with a
number or no argument is delivered as if plainly registered.

Frames whose unit changes at runtime own their subscriptions instead of
sorting events out per event. unitframes points them at the unitstr
UpdateVisibility already computes -- replacing a string concat, and on a miss
a second concat plus a UnitGUID call, for every frame on every unit event in
the world -- and a frame that is not in use drops its unit events entirely.
nameplates registers per plate against the plate's own token, which is also
the only workable shape: slots have no cap, so any nameplate1..N list would
have been a guess that fails in exactly the crowded scenes where plates
matter. marktracking names mark1 through mark8. A registration keeps its
kind, so none of these can be plain-registered first.

Both teardown paths PLAYER_LOGOUT guards -- the crash 132 -- now cover the
per-frame subscriptions: plates tear down rather than dispatching through
logout, and a unit frame takes itself off the visibility scan so it cannot
re-register what it just dropped.

marktracking also drops its once-a-second full rebuild, which ran for the
whole session whether or not a marker existed anywhere. The ticker is created
and cancelled with group membership. It is deliberately not keyed on a mark
being visible -- a marker on an out-of-range unit shows no row, and that is
the case the poll exists to catch.

nameplates gates the per-plate update against the floor across all four
throttle categories before classifying it, instead of running a GetAlpha, a
castbar IsShown, a cast lookup and up to two libthrottle:Get resolutions on
plates throttled to 10fps that were going to return anyway. Nothing that
would have updated can be turned away by a floor. The four throttles resolve
in CacheConfig, where config changes already land.

energytick sweeps the clock the server actually runs. There is one regen
timer for every power, re-armed every 2s by Player::RegenerateAll and never
touched by casting; the five-second rule changes what a tick pays, not when
it lands. The sweep is a free-running phase lock on that clock, so
Illumination refunds, potions and a Mana Spring totem on its own phase no
longer snap the spark mid-cycle, and an 80ms band keeps a correct tick from
hitching it at the wrap. The FSR window shades rather than predicting a share
of spirit the client cannot compute -- the Casting Regen item ladder is equip
auras absent from the buff list. The energy period is summed from
SPELL_AURA_MOD_ENERGY_REGEN_TIME across the spellbook and buffs, so Blade
Rush is found without GetTalentInfo(2, 16), an ordinal that does not fail
when the tree changes but reads another talent's rank.

macrotweak is gone -- ClassicAPI 1.15 covers it -- with its config entry, its
GUI block, its translations in all eight locales, and actionbar's
ButtonMacroScan, the #showtooltip scanner that fed it.
2026-09-11 00:10:51 -05:00
Brues 83f89be14a unitframes: compare indicator auras without case folding
The indicator scan lowercased the aura's name and icon on every aura of every
unit, and SetupBuffIndicators lowercased the other side to match. Both sides
come out of the same DBC records byte for byte, so the comparison already held
without any of it: the aura's name and icon are Spell.dbc's localized name and
SpellIcon.dbc's path (aura/Data.cpp fills one struct and emits it as either the
AuraData table or the positional UnitAura tuple), and the indicator record
reads those same two fields through C_Spell.GetSpellName / GetSpellTexture.

So this was two string allocations per aura per scan to reach a result it
already had -- and on Lua 5.0 that is an allocate-and-hash each time, since the
VM interns even when the string exists. RefreshUnit runs this for every unit
frame, which in a raid is 40 frames against up to 32 auras each.

Checked every rank of all 65 indicator spells in Spell.dbc: name and icon are
byte-identical across a spell's whole ladder, no case or spelling drift, so
nothing depended on the fold.

It also drops a crash path. aura/Data.cpp yields nil for the icon when a
spell's SpellIconID is 0, and icon:lower() would have errored on that; name was
guarded on the line above but icon never was. A raw compare is just false.

The equality is now load-bearing, so AddIndicator's comment says to feed it
spell ids and never a hand-written name or icon path -- a literal
"interface\icons\foo" in that table would silently match nothing.
2026-09-08 16:35:31 -05:00
Brues e59158764c unitframes: identify buff indicators by spell id, not icon path
Spell.dbc reuses icons freely across unrelated spells, so matching an aura on
its icon alone lit the indicator for the wrong buff. Blessing of Sanctuary
fired on Lightning Shield and Shadowguard, Blessing of Kings on Mage Armor and
Commanding Shout, and Totemic Power on the Blessed Sunfruit food buff -- the
last of which the code already carried a comment about. Fixes #55.

Each entry is now a spell id, resolved once into the aura's name plus its icon,
and a match needs both. Name alone is no better than icon alone: creature and
item auras reuse player spell names, so a mob's "Renew" or a trinket's
"Rejuvenation" would light a HoT indicator. Every rank of a spell carries the
same name and icon, so one id covers the whole rank ladder without listing it.

HOT_INDICATORS folds away with this. It existed to name-check exactly the three
HoTs whose icons were known to collide; that check is now what every entry
does, and the table's only remaining job -- naming a HoT's libpredict key -- is
an argument on the Renew, Regrowth and Rejuvenation entries.

Deriving the name from an id also picks up this client's renames for free. The
paladin blessings are "Hand of Freedom", "Hand of Protection" and "Greater
Blessing of Sacrifice" here, which hardcoded English names would have missed.

All 65 ids were checked against the client's Spell.dbc, SpellIcon.dbc and
SkillLineAbility.dbc: each resolves to the intended aura, with its full rank
ladder sitting on the icon the old list matched.

That check also turned up five entries matching no spell at all on this
client. ability_hunter_misdirection, spell_holy_prayerofmendingtga and
inv_misc_herb_felblossom are TBC leftovers and are gone.
spell_nature_giftofthewild was never right -- Gift of the Wild uses Mark of the
Wild's icon -- and is now covered by id 21849. ability_warrior_rallyingcry
hosts no Commanding Shout either, so that entry now points at the real spell
(45580) and works for the first time.

Unrelated to the above, this file's string.fn(s, ...) calls become s:fn(...).
2026-09-08 16:28:51 -05:00
brues-code 75c4657ab9 ClassicAPI flavor TOCs, and drop the multi-client scaffolding (#53)
* 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
2026-09-04 19:57:57 -05:00
Brues 1d44c5ec6f unitframes: scan debuff slots once for dispel indicators
The dispellable-indicator block re-scanned all 16 harmful slots for
every dispellable type (O(types x 16) UnitDebuff calls per refresh).
Scan the 16 slots once into a reusable set, then have the per-type loop
check the set. Zero-allocation (the set is cleared and reused within the
single RefreshUnit call).
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 8cdaf1fc00 Prefer GetCoinTextureString in CreateGoldString
If the global GetCoinTextureString exists, use it to format money (wrapped in white color codes) for CreateGoldString. Keeps the existing numeric fallback formatting for environments without GetCoinTextureString.
2026-08-18 04:38:09 -05:00