Routes player and nameplate castbar progress through
PixelUtil.SetStatusBarValue so a 1.4s cast on a narrow bar no longer
shimmers across fractional pixels as it ticks. Adds GetMinMaxValues /
GetValue handlers to pfUI's custom StatusBar so PixelUtil can read the
current range.
ClassicAPI's SlashCommandsRegistry now owns the canonical /focus and
/clearfocus commands (matching modern Blizzard's no-alias convention
and delegating to the engine's FocusUnit / ClearFocus polyfills).
pfUI no longer needs to register them.
The TargetByName-based name-resolution workflow that the old
SlashCmdList.PFFOCUS provided ("/focus Hogger" → swap-target, capture
focus) doesn't fit the modern /focus contract, which only takes unit
tokens. Move that behavior into a separate /focusname (alias
/pffocusname) so users who relied on typed names still have a path —
just under a different command name.
In ButtonMacroScan, when SuperCleveRoidMacros manages the slot
(CleveRoids.IsManagedAction), leave spellslot/booktype unset and return
early. This lets the button's icon, cooldown, and tooltip flow through
the addon's hooked GetActionTexture / GetActionCooldown /
GameTooltip:SetAction so they follow the active conditional dynamically,
instead of being frozen to the first statically-scanned spell.
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.
Six allocation sites firing per visible plate per central tick (or per
throttled OnDataChanged tick) were generating heavy GC pressure visible
in pfDebug's analyzer:
- IterDebuffs callback in PlateCacheDebuffs was a fresh closure per call.
Hoisted to a module-level function with state in _pcdSelf / _pcdNow /
_pcdId, matching the pattern the icon-grid IterDebuffs already used.
- string.format("%.2f", remaining) in UpdateCastbar fired every frame per
active castbar. Factored into SetCastbarText helper that compares a
rounded integer (centi- or deci-seconds) and only formats + SetTexts
when the displayed value would actually change. lastTextTick reset
alongside lastEndTime so back-to-back casts don't collide.
- guid.."target" concat in GetCombatStateColor hit Lua's string intern
pool every call. Cached in guidTargetTokenCache, evicted alongside
the other per-guid caches in NAME_PLATE_UNIT_REMOVED.
- plate.name:SetText was unconditional; moved inside the existing
plate.cache.name change gate so it only fires on real unit changes.
- plate.level:SetText (string.format) was unconditional; gated behind a
new (level, elite) cache so the format only runs on level-up or
elite-state flips.
- C_NamePlate.GetNamePlates() poll every 0.5s allocated a fresh Lua
table just to read its length. Replaced with a visiblePlateCount
counter maintained event-driven from NAME_PLATE_UNIT_ADDED/_REMOVED.
- Switch the four GUID reads in OnDataChanged from plate.parent:GetName(1)
(SuperWoW idiom) to plate.cachedGuid (set by NAME_PLATE_UNIT_ADDED via
UnitGUID(token)). Move the initial OnDataChanged call out of
OnConfigChange's CREATE path so it runs after UNIT_ADDED has populated
cachedGuid; re-add it explicitly in the user-config-change loop.
- Reject GetUnitField's health/maxHealth when maxHealth == 100 — the
engine writes (hp_percent, 100) into UnitFields for non-detailed units
(UPDATE_PARTIAL packets carry percent only). Without this guard,
Nampower's raw field read returns the percent and the nameplate displays
"5 / 100" as if it were real HP. Mirrors libhealth's heuristic so we
fall through to its estimator instead.
- New config: nametextpos (LEFT/CENTER/RIGHT, defaults to CENTER).
Decouple the bar's anchor from the name so the name's JustifyH can
shift left/right without dragging the bar with it.
f.power.bar inherits f.power's frame level at creation. Bumping
f.power's level later doesn't propagate to existing children, so
CreateBackdrop's parent.fl - 1 backdrop ends up rendering above
the bar — a black bar appears where the power fill should be.
Set the bar's frame level explicitly to parent.fl + 1 after
CreateBackdrop to restore the bar-over-backdrop order.
Replaces the SelectQuestLogEntry-based scrape (1..50 quest indices, save/
restore log selection, per-quest GetQuestLogQuestText + GetNumQuestLeaderBoards
+ GetQuestLogLeaderBoard, string-blob with _obj_req_ markers, substring-by-
name match in AddTooltip) with a single C_QuestLog.GetQuestIDForLogIndex +
C_QuestLog.GetQuestDetails round-trip per quest.
Build an itemID-keyed { index, count } map up front and look up directly
in AddTooltip. Fixes false matches where an item name happens to substring-
match unrelated quest text.
* 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>
Adds a Fizzle-style durability label to each character pane slot.
Renders at the bottom of the slot icon as "N%" colored by the existing
DURABILITY_THRESHOLD_COLORS table (red < orange < yellow < invasion <
green), or hidden when the item has no durability stat (necks, rings,
trinkets) or the slot is empty.
api/api.lua: new pfUI.api.CreateFontString(f, key, layer, size, flags,
font) helper following the CreateBackdrop pattern — idempotent
get-or-create that attaches the FontString to the parent frame as the
named field. Defaults to pfUI.font_default at C.global.font_size with
OUTLINE on the OVERLAY layer.
skins/blizzard/character.lua: scoreText migrated from the inline
"if not frame.scoreText then ..." block to the new helper as a working
example; new durabilityText created the same way at BOTTOM/size 10.
Durability render added to RefreshCharacterSlot — runs on every
PaperDollItemSlotButton_Update so equip/unequip/repair/damage all
refresh automatically.
api/config.lua + modules/gui.lua: new C.character.inventory.durability
toggle (default "1"). GUI lives under a new top-level "Character" tab
→ "Inventory" sub-tab, leaving room for future "Reputation" / "Skills"
sub-tabs at the same level.
pfUI's built-in sorter (modules/bags.lua) always creates the sort
buttons on the right/left bag frames now, so the third-party
RegisterBagSort path's "if not pfUI.bag.right.sort" guard would skip
button-creation entirely — yet still set pfUI.thirdparty.bagsort to
the registering addon's name. Net effect: user installed SortBags or
MrPlow, our internal sort runs anyway. Silent override of user intent.
Strip the dead button-creation paths; rebind the existing buttons'
OnClick + OnEnter to the registered third-party functions instead.
Third-party addons now actually fire when the user clicks. -53 lines.
Inline the bag sorter from Bagnon/lib/BagSort.lua — two-pointer stack
consolidation, then a category-then-name sort with poor (gray) items
placed back-to-front so they sit at the end of the last bag. Sort
buttons land in the existing button row on both the bag (right) and
bank (left) frames.
Fixes a destructuring mismatch in the port: pfUI's compat/vanilla.lua
shims GetItemInfo to the modern 10-field return signature (inserts nil
for itemLevel between quality and minlevel), so itype/subtype sit at
positions 6/7 — not 5/6 like the Bagnon original assumes against raw
vanilla. Without the extra placeholder every item fell through to the
"non-gear by quality" bucket.
* focus: migrate to FocusUnit / "focus" token / PLAYER_FOCUS_CHANGED
ClassicAPI now polyfills modern WoW's focus system: FocusUnit / ClearFocus
+ "focus" / "focustarget" unit tokens accepted by every UnitX function +
PLAYER_FOCUS_CHANGED event. Drop pfUI's GUID-juggling pseudo-frame.
- env/tables.lua: add "focus" and "focustarget" to pfValidUnits — the
focus frames now follow the standard event-driven CreateUnitFrame path
with f.label = "focus"
- modules/focus.lua: rewrite. Slash commands use FocusUnit / ClearFocus
directly; no more manual frame.label/unitname/id manipulation. /focus
<name> still does a target-swap to resolve names → units, then
FocusUnit("target") captures the GUID before the target is restored.
PLAYER_FOCUS_CHANGED triggers immediate frame refresh on assign/clear.
- api/unitframes.lua: delete the pseudo-focus block (per-tick "scan all
units for matching name" loop) and the "focus"/"focustarget" special-
case in the visibility branch — "focus" is now a real token.
- modules/castbar.lua: bind the focus castbar to unitstr = "focus" once;
drop the OnUpdate that synced pfUI.castbar.focus from
pfUI.uf.focus.label/unitname. UnitGUID("focus") resolves at read time.
- Drop C_Minimap.SetFocusByGUID / SetFocusByName / ClearFocus calls —
C_Minimap subscribes to PLAYER_FOCUS_CHANGED on its own.
Net -183 lines. Focus stops being a pfUI-special pseudo-frame and
becomes "just another unit token" — same treatment as target/player.
* add nameplate to valid units
---------
Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>