38 Commits
Author SHA1 Message Date
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 b374a0914a Color equipment flyout borders by item quality 2026-10-23 17:27:37 -05:00
Brues aaddeb120a Drive innervate callout from the combat log
Read Innervate casts from COMBAT_LOG_EVENT_UNFILTERED instead of
Nampower's AURA_CAST events, taking the target name from the event.
Schedule the ready callout once Innervate's own cooldown appears on
SPELL_UPDATE_COOLDOWN; at cast time GetSpellCooldown reports only the GCD.
2026-10-23 17:03:23 -05:00
Brues 1ad78d43e9 nil 2026-10-23 16:21:05 -05:00
Brues dde4a5aa2d Merge chat class color and player level passes into one loop 2026-10-23 12:51:04 -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 6aaf4f2047 Read chat sender and channel from GetCurrentChatEvent
Pull the CHAT_MSG payload once per line instead of decoding it from the
rendered text. The sender match uses arg2 rather than the name resolved
from the GUID, and channel shortening only runs on CHAT_MSG_CHANNEL with
a single anchored replacement in place of the backtracking pattern.
2026-10-23 03:12:42 -05:00
Brues 233d0dafc0 one more bump 2026-10-23 03:09:07 -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 cae7c2d68a Guard unusable bag refresh against the bank frame not existing yet 2026-10-23 02:39:42 -05:00
Brues 8abde7beba Classify nameplate units with UnitSelectionType instead of bar color 2026-10-23 02:06:43 -05:00
Brues fbb0c4c254 Refresh unusable bag tint when item requirements change 2026-10-23 02:00:27 -05:00
Brues 42e950639f Rotate bar textures on vertical XP, rep and nameplate health bars
Vertical StatusBars stretched the bar texture's shading along the wrong axis. ClassicAPI's SetRotatesTexture turns it with the bar.
2026-10-22 23:56:51 -05:00
Brues e70c8025c2 Draw the ranged swing timer as a native center-fill StatusBar
The ranged bar faked its fills with three textures resized and re-texcoorded every frame. A StatusBar with ClassicAPI's SetFillStyle covers all of it: CENTER for hunters (reload drains to the middle, the deadzone grows back out in the warn color), STANDARD otherwise.
2026-10-22 23:43:44 -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 c36184081a Bump min ClassicAPI to 1.17.1 2026-10-22 22:19:35 -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
Brues 65ad47e842 Bump min ClassicAPI to 1.17 2026-10-22 21:10:39 -05:00
Brues 50aba54289 castbar, nameplates: update the shield on mid-cast interruptible changes 2026-10-22 21:09:17 -05:00
Brues d58060b188 hoverbind: Escape clears every key bound to the button 2026-10-22 21:00:01 -05:00
Brues 340bd9be9e pagemaster: page modifiers via override bindings; hoverbind: warn on conflicts
The old pagemaster wipe block checked a setting that was migrated away and
never ran, so saved MOD-key bindings beat the paged action. Override every
key bound to ACTIONBUTTON1-12 for each enabled page modifier instead; the
saved binding set stays untouched.

Hoverbind now reports when a bind takes a key from another action, and when
an override masks the new bind.
2026-10-22 20:59:30 -05:00
Thorsten42andBrues 287a4ed46c Fix panel alignment: center-panel overlap and Quest Log/Friends/Spellbook heights (#63)
* Only move the center panel when it overlaps the left panel

The panel aligner cached the left panel's rightmost child once and then
re-anchored the center panel to that edge on every change. Children that
were hidden later (such as Spellbook skill-line tabs) kept pushing the
center panel right, and panels that already cleared the left panel were
pulled back to the left.

Recalculate the rightmost visible child while both panels are shown and
only shift the center panel when its backdrop really overlaps.

* Align Quest Log, Friends and Spellbook panel heights

Most skinned panels draw their backdrop 430px tall, 10px below the frame
top (insets 10/-10 and -30/72). Three panels did not match:

- Quest Log: frame was 440px and anchored at y -104, so it stood 10px
  taller than a panel opened beside it. It is now 430px at y -114, with
  the list/detail panes and visible rows (22) reduced to fit.
- Friends: bottom inset was 74 instead of 72.
- Spellbook: top-left inset was 12/-12 instead of 10/-10.

The Quest Log is a doublewide UI panel. Opening another panel next to
it made UpdateUIPanelPositions re-anchor it to the default (0, -104),
causing a visible jump. Its UIPanelWindows entry now carries the same
x/y offsets as the OnShow anchor.

* Let the panel manager place UI panels

Remove the OnUpdate panel aligner. UpdateUIPanelPositions already lays
out left/center/right panels, and with the overlap-only rule the
aligner no longer changed the spacing in normal cases.

The Quest Log's UIPanelWindows offsets put it at 10, -114 on every
layout pass, so the QuestLog_OnShow re-anchor is redundant.

---------

Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
2026-10-22 20:48:41 -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 1600ec333b game_menu: skin every menu button dynamically
Scan GameMenuFrame's children on load and on each show instead of a
hardcoded list, so buttons added by other addons (ClassicAPI AddOn
Options, MoveAnything, MCP, SuperMacro, HardcoreDeath, Turtle shop) get
skinned without per-addon calls.
2026-10-22 18:41:47 -05:00
Brues 471c5713c5 use GetPhysicalScreenSize to get Screen Resolution 2026-10-19 20:20:03 -05:00
Brues 5d38322b2e stable: skin every stabled pet slot the client creates 2026-10-19 01:33:09 -05:00
Brues 40dd9dd6db equipmentmanager: drag a set onto the action bars via PickupEquipmentSet 2026-09-27 00:13:27 -05:00
Brues c1eba4d295 Bump CAPI min to 1.15.10 2026-09-25 10:58:07 -05:00
Brues cbc531531c swingtimer: drive the timers from ClassicAPI's PLAYER_SWING
Replaces the Lua reconstruction of the swing clock (AUTO_ATTACK_SELF with
an extra-attack guess, parry-haste maths, Slam freeze, DBC-based reset
checks on every SPELL_GO including triggered spells). PLAYER_SWING tracks
the server's clock from packets, so triggered casts, extra attacks, parry
haste, weapon swaps and the ranged wind-up all match the server.

Refs #58
2026-09-25 10:56:01 -05:00
Brues b57fc52f9a libbagsort: group gear by equip slot
Gear was split into four quality tiers and ordered by class, subclass
and name inside each, so a helm could sit between two pairs of boots.
Gear is now one category, ordered by class, then equip slot, then
subclass, then best quality first, then name.

The slot ranks come from a table keyed by the equipLoc token, not the
token's alphabetical order (which puts chest before head) or its INVTYPE
number (which parts robe from chest). The order matches ClassicAPI's
C_Container.SortBags and comes from Baganator.
2026-09-25 10:24:09 -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
51 changed files with 1058 additions and 2808 deletions
+1 -1
View File
@@ -13,7 +13,7 @@ do
-- on. There pfUI does load, and will throw wherever it reaches for something
-- the installed DLL doesn't have yet -- the popup names the cause so those
-- errors aren't a mystery.
local PFUI_CLASSIC_API_MIN = 11500 -- (X*10000 + Y*100 + Z)
local PFUI_CLASSIC_API_MIN = 11703 -- (X*10000 + Y*100 + Z)
local PFUI_CLASSIC_API_LATEST = PFUI_CLASSIC_API_MIN
local PFUI_CLASSIC_API_WEBSITE = "https://github.com/brues-code/ClassicAPI"
local PFUI_CLASSIC_API_LATEST_URL = PFUI_CLASSIC_API_WEBSITE .. "/releases/latest"
+52 -12
View File
@@ -293,14 +293,6 @@ function pfUI.api.GetFactionIcon(raceKey)
return FACTION_ICON[info.faction] or ""
end
-- [ GetPlayerRaceIcons ]
-- Returns the faction and race emblems of the player character.
-- return: [string] both inline textures, or an empty string
function pfUI.api.GetPlayerRaceIcons()
local _, raceKey = UnitRace("player")
return pfUI.api.GetFactionIcon(raceKey) .. pfUI.api.GetRaceIcon(raceKey, UnitSex("player"))
end
-- [ strvertical ]
-- Creates vertical text using linebreaks. Multibyte char friendly.
-- 'str' [string] String to columnize.
@@ -1333,6 +1325,32 @@ function pfUI.api.CreateBackdropShadow(f)
f.backdrop_shadow:SetBackdropBorderColor(0, 0, 0, tonumber(pfUI_config.appearance.border.shadow_intensity))
end
-- [ Set Castbar Shield ]
-- Colors a castbar for a cast that none of the player's own interrupts or
-- silences can stop. The bar and the icon's border both take the shield color,
-- so the state still reads on a bar configured without an icon. Not shielded
-- restores the normal cast/channel color and the configured border.
-- 'bar' [frame] the castbar statusbar
-- 'icon' [frame] the icon frame, or nil for a bar without one
-- 'shielded' [bool] whether the cast is uninterruptible
-- 'isChannel' [bool] selects the unshielded color
function pfUI.api.SetCastbarShield(bar, icon, shielded, isChannel)
if shielded then
bar:SetStatusBarColor(pfUI.api.GetStringColor(C.appearance.castbar.shieldcolor))
else
bar:SetStatusBarColor(pfUI.api.GetStringColor(C.appearance.castbar[isChannel and "channelcolor" or "castbarcolor"]))
end
local iconborder = icon and icon.backdrop
if not iconborder then return end
if shielded then
iconborder:SetBackdropBorderColor(pfUI.api.GetStringColor(C.appearance.castbar.shieldcolor))
else
iconborder:SetBackdropBorderColor(pfUI.api.GetStringColor(C.appearance.border.color))
end
end
-- [ Bar Layout Options ] --
-- 'barsize' size of bar in number of buttons
-- returns: array of options as strings for pfUI.gui.bar
@@ -1517,6 +1535,18 @@ function pfUI.api.BarButtonAnchor(button,basename,buttonindex,barsize,formfactor
return button._anchor
end
-- [ MouseIsOverHitRect ] --
-- Like frame:IsMouseOver(), but tests the frame's hit rect, the area the
-- engine uses for mouse focus and OnEnter/OnLeave. CreateBackdrop widens
-- that rect by the border, so plain IsMouseOver misses a band around it.
-- 'frame' the frame to test
-- return true when the cursor is inside the frame's hit rect
function pfUI.api.MouseIsOverHitRect(frame)
if not frame.GetHitRectInsets then return frame:IsMouseOver() end
local left, right, top, bottom = frame:GetHitRectInsets()
return frame:IsMouseOver(-top, bottom, left, -right)
end
-- [ Enable Autohide ] --
-- 'frame' the frame that should be hidden
function pfUI.api.EnableAutohide(frame, timeout, combat)
@@ -1529,11 +1559,20 @@ function pfUI.api.EnableAutohide(frame, timeout, combat)
frame.hover.parent = frame
frame.hover:Show()
if not frame.hover.fade then
frame.hover.fade = frame:CreateAnimationGroup()
local fade = frame.hover.fade:CreateAnimation("Alpha")
fade:SetChange(-1)
fade:SetDuration(1)
frame.hover.fade:SetScript("OnFinished", function() frame:SetAlpha(0) end)
end
if combat then
frame.hover:RegisterEvent("PLAYER_REGEN_ENABLED")
frame.hover:RegisterEvent("PLAYER_REGEN_DISABLED")
frame.hover:SetScript("OnEvent", function()
if event == "PLAYER_REGEN_DISABLED" then
this.fade:Stop()
this.parent:SetAlpha(1)
this.activeTo = "keep"
elseif event == "PLAYER_REGEN_ENABLED" then
@@ -1549,13 +1588,13 @@ function pfUI.api.EnableAutohide(frame, timeout, combat)
if this.activeTo == "keep" then return end
if MouseIsOver(this, 10, -10, -10, 10) then
if this:IsMouseOver(10, -10, -10, 10) then
this.activeTo = GetTime() + timeout
this.fade:Stop()
this.parent:SetAlpha(1)
elseif this.activeTo then
if this.activeTo < GetTime() and this.parent:GetAlpha() > 0 then
local fps = (60 / math.max(GetFramerate(), 1))
this.parent:SetAlpha(this.parent:GetAlpha() - 0.05*fps)
if this.activeTo < GetTime() and this.parent:GetAlpha() > 0 and not this.fade:IsPlaying() then
this.fade:Play()
end
else
this.activeTo = GetTime() + timeout
@@ -1572,6 +1611,7 @@ function pfUI.api.DisableAutohide(frame)
frame.hover:SetScript("OnEvent", nil)
frame.hover:SetScript("OnUpdate", nil)
frame.hover:Hide()
frame.hover.fade:Stop()
frame:SetAlpha(1)
end
+13 -3
View File
@@ -156,6 +156,8 @@ function pfUI:LoadConfig()
pfUI:UpdateConfig("appearance", "castbar", "castbarcolor", ".7,.7,.9,.8")
pfUI:UpdateConfig("appearance", "castbar", "channelcolor", ".9,.9,.7,.8")
pfUI:UpdateConfig("appearance", "castbar", "failcolor", "1,.2,.2,.8")
pfUI:UpdateConfig("appearance", "castbar", "shieldcolor", ".8,.45,.45,.8")
pfUI:UpdateConfig("appearance", "castbar", "fsrcolor", ".9,.6,.2,.8")
pfUI:UpdateConfig("appearance", "castbar", "texture", "Interface\\AddOns\\pfUI\\img\\bar")
pfUI:UpdateConfig("appearance", "infight", "screen", "0")
pfUI:UpdateConfig("appearance", "infight", "aggro", "0")
@@ -226,7 +228,6 @@ function pfUI:LoadConfig()
pfUI:UpdateConfig("unitframes", nil, "rangecheck", "0")
pfUI:UpdateConfig("unitframes", nil, "rangecheck_mode", "vanilla")
pfUI:UpdateConfig("unitframes", nil, "rangecheck_distance", "40")
pfUI:UpdateConfig("unitframes", nil, "buffdetect", "0")
pfUI:UpdateConfig("unitframes", nil, "druidmanabar", "1")
pfUI:UpdateConfig("unitframes", nil, "druidmanaheight", "10")
pfUI:UpdateConfig("unitframes", nil, "druidmanawidth", "-1")
@@ -324,6 +325,9 @@ function pfUI:LoadConfig()
pfUI:UpdateConfig("unitframes", "player", "showRest", "0")
pfUI:UpdateConfig("unitframes", "player", "energy", "1")
pfUI:UpdateConfig("unitframes", "player", "manatick", "0")
pfUI:UpdateConfig("unitframes", "player", "showfsr", "1")
pfUI:UpdateConfig("unitframes", "player", "fsrheight", "4")
pfUI:UpdateConfig("unitframes", "player", "fsrstyle", "0")
pfUI:UpdateConfig("unitframes", "player", "display_haste", "0")
pfUI:UpdateConfig("unitframes", "player", "display_haste_color", "1,1,1,1")
pfUI:UpdateConfig("unitframes", "player", "display_spellpower", "1")
@@ -516,10 +520,16 @@ function pfUI:LoadConfig()
pfUI:UpdateConfig("unitframes", unit, "buffsize", "20")
pfUI:UpdateConfig("unitframes", unit, "bufflimit", "32")
pfUI:UpdateConfig("unitframes", unit, "buffperrow", "8")
pfUI:UpdateConfig("unitframes", unit, "ownbuffsize", "-1")
pfUI:UpdateConfig("unitframes", unit, "buffspacingx", "1")
pfUI:UpdateConfig("unitframes", unit, "buffspacingy", "1")
pfUI:UpdateConfig("unitframes", unit, "debuffs", "TOPLEFT")
pfUI:UpdateConfig("unitframes", unit, "debuffsize", "20")
pfUI:UpdateConfig("unitframes", unit, "debufflimit", "32")
pfUI:UpdateConfig("unitframes", unit, "debuffperrow", "8")
pfUI:UpdateConfig("unitframes", unit, "owndebuffsize", "-1")
pfUI:UpdateConfig("unitframes", unit, "debuffspacingx", "1")
pfUI:UpdateConfig("unitframes", unit, "debuffspacingy", "1")
pfUI:UpdateConfig("unitframes", unit, "invert_healthbar", "0")
pfUI:UpdateConfig("unitframes", unit, "verticalbar", "0")
pfUI:UpdateConfig("unitframes", unit, "buff_indicator", "0")
@@ -816,8 +826,8 @@ function pfUI:LoadConfig()
pfUI:UpdateConfig("chat", "text", "playerlinks", "1")
pfUI:UpdateConfig("chat", "text", "detecturl", "1")
pfUI:UpdateConfig("chat", "text", "classcolor", "1")
pfUI:UpdateConfig("chat", "text", "playericons", "0")
pfUI:UpdateConfig("chat", "text", "whosearchunknown", "0")
pfUI:UpdateConfig("chat", "text", "factionicons", "0")
pfUI:UpdateConfig("chat", "text", "raceicons", "0")
pfUI:UpdateConfig("chat", "text", "playerlevel", "0")
pfUI:UpdateConfig("chat", "left", "width", "380")
pfUI:UpdateConfig("chat", "left", "height", "180")
+15 -9
View File
@@ -170,7 +170,7 @@ do -- dropdown
end
local function MenuOnUpdate()
if not MouseIsOver(this, 100, -100, -100, 100) then
if not this:IsMouseOver(100, -100, -100, 100) then
this.button:HideMenu()
end
end
@@ -661,7 +661,7 @@ function pfUI.api.SkinButton(button, cr, cg, cb, icon, disableHighlight)
end
b.UnlockHighlight = function()
if not MouseIsOver(b) then
if not MouseIsOverHitRect(b) then
b:SetBackdropBorderColor(GetStringColor(pfUI_config.appearance.border.color))
end
b.locked = false
@@ -683,6 +683,7 @@ function pfUI.api.SkinCollapseButton(button, all)
b.icon:SetSize(size, size)
b.icon:SetPoint("LEFT", 2, 2)
CreateBackdrop(b.icon)
b.icon:EnableMouse(false)
b.icon.text = b.icon:CreateFontString(nil, "OVERLAY")
b.icon.text:SetFontObject(GameFontWhite)
b.icon.text:SetPoint("CENTER", -1, 0)
@@ -1160,18 +1161,22 @@ function pfUI.api.CreateInfoBox(text, time, parent, height)
infobox = CreateFrame("Button", "pfInfoBox", UIParent)
infobox:Hide()
infobox.fade = infobox:CreateAnimationGroup()
local fade = infobox.fade:CreateAnimation("Alpha")
fade:SetChange(-1)
fade:SetDuration(.3)
infobox.fade:SetScript("OnFinished", function()
infobox:Hide()
infobox:SetAlpha(1)
end)
infobox:SetScript("OnUpdate", function()
local time = infobox.lastshow + infobox.duration - GetTime()
infobox.timeout:SetValue(time)
if GetTime() > infobox.lastshow + infobox.duration then
infobox:SetAlpha(infobox:GetAlpha()-0.05)
if infobox:GetAlpha() <= 0.1 then
infobox:Hide()
infobox:SetAlpha(1)
end
elseif MouseIsOver(this) then
if not infobox.fade:IsPlaying() then infobox.fade:Play() end
elseif MouseIsOverHitRect(this) then
this:SetAlpha(max(0.4, this:GetAlpha() - .1))
else
this:SetAlpha(min(1, this:GetAlpha() + .1))
@@ -1214,6 +1219,7 @@ function pfUI.api.CreateInfoBox(text, time, parent, height)
infobox:SetParent(parent)
infobox:SetFrameStrata("FULLSCREEN_DIALOG")
infobox.fade:Stop()
infobox:Show()
end
+140 -233
View File
@@ -10,10 +10,64 @@ pfUI.uf.frames = {}
-- Scans run back to back and consume the buffer before the next refill.
local auraSlots = {}
-- Separate buffer for the tooltip handlers. They run from OnEnter, which can
-- fire while RefreshUnit is showing/hiding icons under the cursor, so they must
-- not share the refresh buffer.
local tooltipSlots = {}
-- Aura block corner -> { icon anchor point, x direction, y direction, below frame }
local auraCorners = {
TOPLEFT = { "BOTTOMLEFT", 1, 1 },
BOTTOMLEFT = { "TOPLEFT", 1, -1, true },
TOPRIGHT = { "BOTTOMRIGHT", -1, 1 },
BOTTOMRIGHT = { "TOPRIGHT", -1, -1, true },
}
-- Flows the shown icons of an aura block outward from the frame edge, starting
-- `offset` away from it (its own row gap when nil): `perrow` icons per row,
-- each row as tall as its largest icon. The first `icons.own` icons are the
-- player's (C_UnitAuras lists them first) and use `icons.ownsize`. Returns the
-- offset just past the block's last row, where a block sharing the same corner
-- continues.
local function LayoutAuraBlock(unit, icons, offset)
local corner = auraCorners[icons.pos]
local anchor = unit.config.portraitheight ~= "-1" and unit.hp or unit
if anchor == unit.hp and corner[4] then anchor = unit.power end
offset = offset or icons.gapy
local x, rowsize, col = 0, 0, 0
local i = 1
while icons[i] and icons[i]:IsShown() do
if col == icons.perrow then
offset = offset + rowsize + icons.gapy
x, rowsize, col = 0, 0, 0
end
local size = i <= icons.own and icons.ownsize or icons.size
icons[i]:SetSize(size, size)
icons[i]:ClearAllPoints()
icons[i]:SetPoint(corner[1], anchor, icons.pos, corner[2] * x, corner[3] * offset)
x = x + size + icons.gapx
if size > rowsize then rowsize = size end
col = col + 1
i = i + 1
end
if col > 0 then offset = offset + rowsize + icons.gapy end
return offset
end
-- Buffs and debuffs sharing a corner stack in one column: buffs first on
-- friendly units, debuffs first on neutral and hostile ones.
local function LayoutAuras(unit, unitstr)
local first, second = unit.buffs, unit.debuffs
if not UnitIsFriend("player", unitstr) then first, second = second, first end
if not first then first, second = second, nil end
if not first then return end
local offset = LayoutAuraBlock(unit, first)
if second then
LayoutAuraBlock(unit, second, second.pos == first.pos and offset or nil)
end
end
-- ============================================================================
-- GUID-based Roster Tracking for Smart Updates
@@ -78,10 +132,6 @@ local glow2 = {
insets = {left = 0, right = 0, top = 0, bottom = 0},
}
local function DoNothing()
return
end
local function BuffOnEnter()
local parent = this:GetParent()
if not parent.label then return end
@@ -119,32 +169,8 @@ local function DebuffOnEnter()
local unitstr = this:GetParent().label .. this:GetParent().id
GameTooltip:SetOwner(this, "ANCHOR_BOTTOMRIGHT")
if this:GetParent().label ~= "player" then
local parent = this:GetParent()
-- selfdebuff filters the displayed list to player-cast harmful auras, but
-- SetUnitAura's index has to be into the unfiltered HARMFUL list. Look up
-- the displayed aura via the PLAYER filter, then find its position in the
-- unfiltered list by name + sourceGUID.
--
-- The unfiltered 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
-- reports those as harmful too. So enumerate however many the unit has.
if parent.config and parent.config.selfdebuff == "1" then
local ownAura = C_UnitAuras.GetAuraDataByIndex(unitstr, this.id, "HARMFUL|PLAYER")
if ownAura then
local n = ScanAuraSlots(unitstr, "HARMFUL", tooltipSlots)
for i = 1, n do
local check = C_UnitAuras.GetAuraDataBySlot(unitstr, tooltipSlots[i])
if check and check.name == ownAura.name and check.sourceGUID == ownAura.sourceGUID then
GameTooltip:SetUnitAura(unitstr, i, "HARMFUL")
return
end
end
end
end
end
-- C_UnitAuras lists the player's own auras first, so the selfdebuff
-- (HARMFUL|PLAYER) list is a prefix of the HARMFUL list: same index.
GameTooltip:SetUnitAura(unitstr, this.id, "HARMFUL")
end
@@ -219,27 +245,6 @@ function pfUI.api.UnitHasAggro(unit)
return data.state
end
pfUI.uf.glow = CreateFrame("Frame", nil, UIParent)
pfUI.uf.glow:SetScript("OnUpdate", function()
local fpsmod = GetFramerate() / 30
if not this.val or this.val >= .8 then
this.mod = -0.01 / fpsmod
elseif this.val <= .4 then
this.mod = 0.01 / fpsmod
end
this.val = this.val + this.mod
end)
pfUI.uf.glow.mod = 0
pfUI.uf.glow.val = 0.6
function pfUI.uf.glow.UpdateGlowAnimation()
local val = pfUI.uf.glow.val or 0.6
if val < 0.4 then val = 0.4 end
if val > 0.8 then val = 0.8 end
this:SetAlpha(val)
end
function pfUI.uf:UpdateVisibility()
local self = self or this
@@ -313,10 +318,16 @@ function pfUI.uf:UpdateVisibility()
self._label, self._id = nil, nil
end
local unitstr = ("%s%s"):format(self.label or "", self.id or "")
self.unitstr = unitstr ~= "" and unitstr or nil
self:SetAttribute("unit", self.unitstr)
local visibility = ("[target=%s,exists] show; hide"):format(unitstr)
-- this runs for every frame five times a second, so only touch the
-- attribute when the unit actually changed
local unitstr = (self.label or "") .. (self.id or "")
local unit = unitstr ~= "" and unitstr or nil
if unit ~= self.unitstr then
self.unitstr = unit
self:SetAttribute("unit", unit)
end
-- anything but "show"/"hide" means "show if the unit exists"
local visibility = "exists"
-- Group frames are redundant when the group is already shown as a raid grid:
-- either an actual raid, or a party promoted to the raid grid via
@@ -425,6 +436,8 @@ function pfUI.uf:UpdateConfig()
local C = pfUI_config
local rawborder, default_border = GetBorderSize("unitframes")
local spacing = f.config.pspace * GetPerfectPixel()
-- aura icon backdrops sit outside the icon, so gaps clear both borders
local aura_border = (C.appearance.border.force_blizz == "1" and 1 or 2) * default_border
local cooldown_text = tonumber(f.config.cooldown_text)
local cooldown_anim = tonumber(f.config.cooldown_anim)
@@ -451,7 +464,6 @@ function pfUI.uf:UpdateConfig()
f.glow:SetBackdrop(glow2)
f.glow:SetPoint("TOPLEFT", f, "TOPLEFT", -6 - default_border,6 + default_border)
f.glow:SetPoint("BOTTOMRIGHT", f, "BOTTOMRIGHT", 6 + default_border,-6 - default_border)
f.glow:SetScript("OnUpdate", pfUI.uf.glow.UpdateGlowAnimation)
f.glow:Hide()
f.combat:SetSize(tonumber(f.config.squaresize), tonumber(f.config.squaresize))
@@ -757,13 +769,17 @@ function pfUI.uf:UpdateConfig()
f.buffs = nil
else
f.buffs = f.buffs or {}
f.buffs.pos = f.config.buffs
f.buffs.size = tonumber(f.config.buffsize)
f.buffs.ownsize = f.config.ownbuffsize == "-1" and f.buffs.size or tonumber(f.config.ownbuffsize)
f.buffs.perrow = tonumber(f.config.buffperrow)
f.buffs.gapx = aura_border + tonumber(f.config.buffspacingx)
f.buffs.gapy = aura_border + tonumber(f.config.buffspacingy)
f.buffs.own = 0
for i=1, 32 do
if i > tonumber(f.config.bufflimit) then break end
local perrow = f.config.buffperrow
local row = floor((i-1) / perrow)
f.buffs[i] = f.buffs[i] or CreateFrame("Button", "pfUI" .. f.fname .. "Buff" .. i, f)
f.buffs[i].texture = f.buffs[i].texture or f.buffs[i]:CreateTexture()
f.buffs[i].texture:SetTexCoord(.08, .92, .08, .92)
@@ -778,57 +794,8 @@ function pfUI.uf:UpdateConfig()
f.buffs[i]:SetFrameLevel(12)
f.buffs[i]:RegisterForClicks("RightButtonUp")
f.buffs[i]:ClearAllPoints()
local invert_h, invert_v, af
if f.config.buffs == "TOPLEFT" then
invert_h = 1
invert_v = 1
af = "BOTTOMLEFT"
elseif f.config.buffs == "BOTTOMLEFT" then
invert_h = -1
invert_v = 1
af = "TOPLEFT"
elseif f.config.buffs == "TOPRIGHT" then
invert_h = 1
invert_v = -1
af = "BOTTOMRIGHT"
elseif f.config.buffs == "BOTTOMRIGHT" then
invert_h = -1
invert_v = -1
af = "TOPRIGHT"
end
local anchor = f.config.portraitheight ~= "-1" and f.hp or f
if anchor == f.hp and (f.config.buffs == "BOTTOMLEFT" or f.config.buffs == "BOTTOMRIGHT") then
anchor = f.power
end
local multiply = C.appearance.border.force_blizz == "1" and 1 or 2
f.buffs[i]:SetPoint(af, anchor, f.config.buffs,
invert_v * (i-1-row*perrow)*(multiply*default_border + f.config.buffsize + 1),
invert_h * (row*(multiply*default_border + f.config.buffsize + 1) + (multiply*default_border + 1)))
f.buffs[i]:SetSize(f.config.buffsize, f.config.buffsize)
-- Create CD frame if it doesn't exist
if not f.buffs[i].cd then
if cooldown_anim == 1 then
-- Animation enabled: Use Model frame with CooldownFrameTemplate
f.buffs[i].cd = CreateFrame("Model", f.buffs[i]:GetName() .. "Cooldown", f.buffs[i], "CooldownFrameTemplate")
else
-- Animation disabled: Use regular Frame with dummy functions
f.buffs[i].cd = CreateFrame("Frame", f.buffs[i]:GetName() .. "Cooldown", f.buffs[i])
f.buffs[i].cd.AdvanceTime = DoNothing
f.buffs[i].cd.SetSequence = DoNothing
f.buffs[i].cd.SetSequenceTime = DoNothing
end
end
-- Always update CD properties (in case size changed)
local cdScale = f.config.buffsize / 32
f.buffs[i].cd:ClearAllPoints()
f.buffs[i].cd:SetScale(cdScale)
f.buffs[i].cd:SetAllPoints(f.buffs[i])
f.buffs[i].cd = f.buffs[i].cd or CreateFrame("Cooldown", f.buffs[i]:GetName() .. "Cooldown", f.buffs[i], "CooldownFrameTemplate")
f.buffs[i].cd:SetFrameLevel(14)
f.buffs[i].cd.pfCooldownType = "ALL"
f.buffs[i].cd.pfCooldownStyleText = cooldown_text
@@ -861,6 +828,13 @@ function pfUI.uf:UpdateConfig()
f.debuffs = nil
else
f.debuffs = f.debuffs or {}
f.debuffs.pos = f.config.debuffs
f.debuffs.size = tonumber(f.config.debuffsize)
f.debuffs.ownsize = f.config.owndebuffsize == "-1" and f.debuffs.size or tonumber(f.config.owndebuffsize)
f.debuffs.perrow = tonumber(f.config.debuffperrow)
f.debuffs.gapx = aura_border + tonumber(f.config.debuffspacingx)
f.debuffs.gapy = aura_border + tonumber(f.config.debuffspacingy)
f.debuffs.own = 0
for i=1, 32 do
if i > tonumber(f.config.debufflimit) then break end
@@ -879,29 +853,9 @@ function pfUI.uf:UpdateConfig()
f.debuffs[i]:SetFrameLevel(12)
f.debuffs[i]:RegisterForClicks("RightButtonUp")
f.debuffs[i]:ClearAllPoints()
f.debuffs[i]:SetSize(f.config.debuffsize, f.config.debuffsize)
f.debuffs[i]:SetNormalTexture(nil)
-- Create CD frame if it doesn't exist
if not f.debuffs[i].cd then
if cooldown_anim == 1 then
-- Animation enabled: Use Model frame with CooldownFrameTemplate
f.debuffs[i].cd = CreateFrame("Model", f.debuffs[i]:GetName() .. "Cooldown", f.debuffs[i], "CooldownFrameTemplate")
else
-- Animation disabled: Use regular Frame with dummy functions
f.debuffs[i].cd = CreateFrame("Frame", f.debuffs[i]:GetName() .. "Cooldown", f.debuffs[i])
f.debuffs[i].cd.AdvanceTime = DoNothing
f.debuffs[i].cd.SetSequence = DoNothing
f.debuffs[i].cd.SetSequenceTime = DoNothing
end
end
-- Always update CD properties (in case size changed)
local cdScale = f.config.debuffsize / 32
f.debuffs[i].cd:ClearAllPoints()
f.debuffs[i].cd:SetScale(cdScale)
f.debuffs[i].cd:SetAllPoints(f.debuffs[i])
f.debuffs[i].cd = f.debuffs[i].cd or CreateFrame("Cooldown", f.debuffs[i]:GetName() .. "Cooldown", f.debuffs[i], "CooldownFrameTemplate")
f.debuffs[i].cd:SetFrameLevel(14)
f.debuffs[i].cd.pfCooldownType = "ALL"
f.debuffs[i].cd.pfCooldownStyleText = cooldown_text
@@ -943,32 +897,6 @@ function pfUI.uf.OnShow()
pfUI.uf:RefreshUnit(this, "base")
end
-- GUID-keyed aura start-time tracker, fed by Nampower's BUFF_ADDED_OTHER /
-- BUFF_REMOVED_OTHER. Non-player units have aura.expirationTime == 0 (server
-- doesn't broadcast time), so we reconstruct the swirl from "when we saw it
-- applied" + aura.duration (Spell.dbc base). Only auras we actually witnessed
-- being cast get tracked — pre-existing auras (already on a unit when you
-- target them) intentionally show no timer rather than a fabricated one.
pfUI.uf.aura_starts = {} -- {[guid] = {[spellId] = startTime}}
local auraTracker = CreateFrame("Frame", "pfUF_AuraTracker", UIParent)
auraTracker:RegisterEvent("BUFF_ADDED_OTHER")
auraTracker:RegisterEvent("BUFF_REMOVED_OTHER")
auraTracker:SetScript("OnEvent", function()
-- Nampower arg layout: arg1=guid, arg3=spellId. State code 0=added, 1=removed,
-- 2=modified; we treat any added/modified as "reset start = now" and let the
-- REMOVED event clear the entry.
if not arg1 or not arg3 or arg3 == 0 then return end
if event == "BUFF_REMOVED_OTHER" then
if pfUI.uf.aura_starts[arg1] then
pfUI.uf.aura_starts[arg1][arg3] = nil
end
else
pfUI.uf.aura_starts[arg1] = pfUI.uf.aura_starts[arg1] or {}
pfUI.uf.aura_starts[arg1][arg3] = GetTime()
end
end)
function pfUI.uf.OnEvent()
-- Handle shutdown to prevent crash 132
if event == "PLAYER_LOGOUT" then
@@ -1140,7 +1068,18 @@ function pfUI.uf.OnUpdate()
end
else
pfUI.uf:RefreshUnitState(this)
pfUI.uf:RefreshIndicators(this)
-- group frames get their leader/loot/raid mark icons refreshed by
-- events through update_indicators, so polling them is only a safety
-- net; frames whose unit changes without events keep polling per tick
local label = this.label
if label == "raid" or label == "party" or label == "raidpet" or label == "partypet" then
if (this.lastIndicatorPoll or 0) < now then
this.lastIndicatorPoll = now + 3
pfUI.uf:RefreshIndicators(this)
end
else
pfUI.uf:RefreshIndicators(this)
end
end
if this.config and this.config.glowaggro == "1" and pfUI.api.UnitHasAggro(unitstr) > 0 then
@@ -1153,9 +1092,18 @@ function pfUI.uf.OnUpdate()
this.glow:Hide()
end
-- update everything on eventless frames (targettarget, etc)
-- update eventless frames (targettarget, etc). A full refresh rescans
-- every aura and the portrait, so only do it when the unit behind the
-- frame changes or once a second; other ticks refresh the bars only.
if this.tick then
pfUI.uf:RefreshUnit(this, "all")
local guid = UnitGUID(unitstr)
if guid ~= this.tickGuid or (this.tickFull or 0) < now then
this.tickGuid = guid
this.tickFull = now + 1
pfUI.uf:RefreshUnit(this, "all")
else
pfUI.uf:RefreshUnit(this, "base")
end
end
end
@@ -1482,7 +1430,18 @@ function pfUI.uf:CreateUnitFrame(unit, id, config, tick)
end
f.glow = CreateFrame("Frame", nil, f)
f.combat = CreateFrame("Frame", nil, f.hp.bar)
-- Pulse between .8 and .4 for good. The group only advances while the glow
-- is shown, so a hidden glow costs nothing.
f.glow:SetAlpha(.8)
f.glow.pulse = f.glow:CreateAnimationGroup()
f.glow.pulse:SetLooping("BOUNCE")
local fade = f.glow.pulse:CreateAnimation("Alpha")
fade:SetChange(-.4)
fade:SetDuration(1.3)
fade:SetSmoothing("IN_OUT")
f.glow.pulse:Play()
f.combat =CreateFrame("Frame", nil, f.hp.bar)
f.combat.tex = f.combat:CreateTexture(nil, "OVERLAY")
f.combat.tex:SetAllPoints()
@@ -1767,15 +1726,6 @@ function pfUI.uf:RefreshUnit(unit, component)
else
CooldownFrame_SetTimer(unit.buffs[i].cd, 0, 0, 0)
end
elseif duration > 0 then
local guid = UnitGUID(unitstr)
local guidStarts = guid and pfUI.uf.aura_starts[guid]
local start = guidStarts and guidStarts[spellId]
if start then
CooldownFrame_SetTimer(unit.buffs[i].cd, start, duration, 1)
else
CooldownFrame_SetTimer(unit.buffs[i].cd, 0, 0, 0)
end
else
CooldownFrame_SetTimer(unit.buffs[i].cd, 0, 0, 0)
end
@@ -1783,47 +1733,18 @@ function pfUI.uf:RefreshUnit(unit, component)
unit.buffs[i]:Hide()
end
end
-- own buffs lead the list; count them only when they're drawn larger
if unit.buffs.ownsize ~= unit.buffs.size then
unit.buffs.own = ScanAuraSlots(unitstr, "HELPFUL|PLAYER", auraSlots, unit.config.bufflimit)
end
end
-- debuffs
if unit.debuffs and ( component == "all" or component == "aura" ) then
local texture, stacks, dtype
local perrow = unit.config.debuffperrow
local bperrow = unit.config.buffperrow
local selfdebuff = unit.config.selfdebuff
local invert_h, invert_v, af
if unit.config.debuffs == "TOPLEFT" then
invert_h = 1
invert_v = 1
af = "BOTTOMLEFT"
elseif unit.config.debuffs == "BOTTOMLEFT" then
invert_h = -1
invert_v = 1
af = "TOPLEFT"
elseif unit.config.debuffs == "TOPRIGHT" then
invert_h = 1
invert_v = -1
af = "BOTTOMRIGHT"
elseif unit.config.debuffs == "BOTTOMRIGHT" then
invert_h = -1
invert_v = -1
af = "TOPRIGHT"
end
local buffrow, reposition = 0, ( component == "all" and true or nil )
if unit.config.buffs == unit.config.debuffs then
if unit.buffs[0*bperrow+1] and unit.buffs[0*bperrow+1]:IsShown() then buffrow = buffrow + 1 end
if unit.buffs[1*bperrow+1] and unit.buffs[1*bperrow+1]:IsShown() then buffrow = buffrow + 1 end
if unit.buffs[2*bperrow+1] and unit.buffs[2*bperrow+1]:IsShown() then buffrow = buffrow + 1 end
if unit.buffs[3*bperrow+1] and unit.buffs[3*bperrow+1]:IsShown() then buffrow = buffrow + 1 end
end
if buffrow ~= unit.lastbuffrow then
unit.lastbuffrow = buffrow
reposition = true
end
-- selfdebuff narrows to player-cast harmful auras via the PLAYER filter.
-- Player-frame debuffs aren't gated on it (it'd hide most party-applied
-- effects on you). One GetAuraSlots enumeration per refresh; the i-th slot
@@ -1834,19 +1755,6 @@ function pfUI.uf:RefreshUnit(unit, component)
for i=1, unit.config.debufflimit do
if not unit.debuffs[i] then break end
local row = floor((i-1) / unit.config.debuffperrow)
if reposition then
local anchor = unit.config.portraitheight ~= "-1" and unit.hp or unit
if anchor == unit.hp and (unit.config.debuffs == "BOTTOMLEFT" or unit.config.debuffs == "BOTTOMRIGHT") then
anchor = unit.power
end
local multiply = C.appearance.border.force_blizz == "1" and 1 or 2
unit.debuffs[i]:SetPoint(af, anchor, unit.config.debuffs,
invert_v * (i-1-row*perrow)*(multiply*default_border + unit.config.debuffsize + 1),
invert_h * ((row+buffrow)*(multiply*default_border + unit.config.debuffsize + 1) + (multiply*default_border + 1)))
end
-- positional read by slot id allocates nothing
local name, icon, count, dispelType, duration, expirationTime = C_UnitAuras.UnitAuraBySlot(unitstr, auraSlots[i])
if name then
@@ -1891,6 +1799,15 @@ function pfUI.uf:RefreshUnit(unit, component)
unit.debuffs[i]:Hide()
end
end
-- own debuffs lead the list; count them only when they're drawn larger
if unit.debuffs.ownsize ~= unit.debuffs.size then
unit.debuffs.own = ScanAuraSlots(unitstr, "HARMFUL|PLAYER", auraSlots, unit.config.debufflimit)
end
end
if component == "all" or component == "aura" then
LayoutAuras(unit, unitstr)
end
-- indicators
@@ -2329,17 +2246,7 @@ function pfUI.uf:AddIcon(frame, pos, icon, timeleft, stacks, start, duration)
frame.icon[pos].stacks:SetJustifyH("RIGHT")
frame.icon[pos].stacks:SetJustifyV("BOTTOM")
-- Check if parent frame has cooldown animation enabled
local parent_cooldown_anim = frame.config and tonumber(frame.config.cooldown_anim) or 1
if parent_cooldown_anim == 1 then
frame.icon[pos].cd = CreateFrame("Model", nil, frame.icon[pos])
else
frame.icon[pos].cd = CreateFrame("Frame", nil, frame.icon[pos])
frame.icon[pos].cd.AdvanceTime = DoNothing
frame.icon[pos].cd.SetSequence = DoNothing
frame.icon[pos].cd.SetSequenceTime = DoNothing
end
frame.icon[pos].cd = CreateFrame("Cooldown", nil, frame.icon[pos], "CooldownFrameTemplate")
frame.icon[pos].cd.pfCooldownStyleAnimation = 0
frame.icon[pos].cd.pfCooldownType = "ALL"
frame.icon[pos].cd:SetFrameLevel(48)
@@ -2647,7 +2554,7 @@ function pfUI.uf:GetStatusValue(unit, pos)
elseif config == "healthmax" then
return unit:GetColor("health") .. pfUI.api.Abbreviate(rhpmax)
elseif config == "healthperc" then
return unit:GetColor("health") .. ceil(hp / hpmax * 100)
return unit:GetColor("health") .. ceil(hp / hpmax * 100) .. "%"
elseif config == "healthmiss" then
local health = ceil(rhp - rhpmax)
if UnitIsDead(unitstr) then
@@ -2700,7 +2607,7 @@ function pfUI.uf:GetStatusValue(unit, pos)
return unit:GetColor("power") .. pfUI.api.Abbreviate(mpmax)
elseif config == "powerperc" then
local perc = UnitPowerMax(unitstr) > 0 and ceil(mp / mpmax * 100) or 0
return unit:GetColor("power") .. perc
return unit:GetColor("power") .. perc .. "%"
elseif config == "powermiss" then
local power = ceil(mp - mpmax)
if power == 0 then
-2
View File
@@ -200,7 +200,6 @@ pfUI_translation["deDE"] = {
["Description Font"] = nil,
["Description Font Size"] = nil,
["Detailed Random Roll Announcement"] = nil,
["Detect Enemy Buffs"] = nil,
["Disable"] = nil,
["Disable Blizzard Castbar"] = nil,
["Disabled"] = nil,
@@ -873,7 +872,6 @@ pfUI_translation["deDE"] = {
["Website"] = nil,
["Welcome to |cff33ffccpf|cffffffffUI|r!\n\nI'm the first run wizard that will guide you through some basic configuration. If you're lazy, feel free to hit the \"Defaults\" button. If you wish to run this dialog again, go to the settings and hit the \"Reset Firstrun\" button.\n\nVisit |cff33ffcc%s|r to check for the latest version."] = nil,
["Whitelist"] = nil,
["Who Search Unknown Classes (|cffffaaaaExperimental|r)"] = nil,
["Width"] = nil,
["Wobble Zoom"] = nil,
["Won"] = nil,
+6 -2
View File
@@ -87,6 +87,8 @@ pfUI_translation["enUS"] = {
["Buffs"] = nil,
["Buff Size"] = nil,
["Buff Spacing"] = nil,
["Buff X-Spacing"] = nil,
["Buff Y-Spacing"] = nil,
["Buffs Per Row"] = nil,
["Button"] = nil,
["Button already exists in pfMinimapButtons frame"] = nil,
@@ -192,6 +194,8 @@ pfUI_translation["enUS"] = {
["Debuff Position"] = nil,
["Debuffs"] = nil,
["Debuff Size"] = nil,
["Debuff X-Spacing"] = nil,
["Debuff Y-Spacing"] = nil,
["Debuffs Per Row"] = nil,
["Decode"] = nil,
["Default"] = nil,
@@ -205,7 +209,6 @@ pfUI_translation["enUS"] = {
["Description Font"] = nil,
["Description Font Size"] = nil,
["Detailed Random Roll Announcement"] = nil,
["Detect Enemy Buffs"] = nil,
["Disable"] = nil,
["Disable Blizzard Castbar"] = nil,
["Disabled"] = nil,
@@ -582,6 +585,8 @@ pfUI_translation["enUS"] = {
["Overwrite If Unit Is Attacking Others"] = nil,
["Overwrite If Unit Is Attacking You"] = nil,
["Overwrite If Unit Is Casting"] = nil,
["Own Buff Size"] = nil,
["Own Debuff Size"] = nil,
["Owner Name"] = nil,
["Pageable"] = nil,
["Paging Actionbar"] = nil,
@@ -895,7 +900,6 @@ pfUI_translation["enUS"] = {
["Website"] = nil,
["Welcome to |cff33ffccpf|cffffffffUI|r!\n\nI'm the first run wizard that will guide you through some basic configuration. If you're lazy, feel free to hit the \"Defaults\" button. If you wish to run this dialog again, go to the settings and hit the \"Reset Firstrun\" button.\n\nVisit |cff33ffcc%s|r to check for the latest version."] = nil,
["Whitelist"] = nil,
["Who Search Unknown Classes (|cffffaaaaExperimental|r)"] = nil,
["Width"] = nil,
["Wobble Zoom"] = nil,
["Won"] = nil,
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@@ -200,7 +200,6 @@ pfUI_translation["esES"] = {
["Description Font"] = "Fuente de descripción",
["Description Font Size"] = "Tamaño de la fuente de descripción",
["Detailed Random Roll Announcement"] = "Anuncio detallado para tirar los dados aleatoriamente",
["Detect Enemy Buffs"] = nil,
["Disable"] = "Desactivar",
["Disable Blizzard Castbar"] = "Desactivar la barra de lanzamiento de Blizzard",
["Disabled"] = "Desactivado",
@@ -873,7 +872,6 @@ pfUI_translation["esES"] = {
["Website"] = "Sitio de web",
["Welcome to |cff33ffccpf|cffffffffUI|r!\n\nI'm the first run wizard that will guide you through some basic configuration. If you're lazy, feel free to hit the \"Defaults\" button. If you wish to run this dialog again, go to the settings and hit the \"Reset Firstrun\" button.\n\nVisit |cff33ffcc%s|r to check for the latest version."] = "¡Bienvenido a |cff33ffccpf|cffffffffUI|r!\n\nSoy el asistente de instalación que te guiará con la configuración básica. Si prefieres, puedes hacer clic el botón \"Predeterminado\" para cargar la configuración por defecto. Si quieres abrir este diálogo de nuevo, ve a la configuración y haz clic en el botón \"Reiniciar Primera vez\".\n\nVisita |cff33ffcc%s|r para descargar la última versión.",
["Whitelist"] = "Lista blanca",
["Who Search Unknown Classes (|cffffaaaaExperimental|r)"] = nil,
["Width"] = "Ancho",
["Wobble Zoom"] = "Acerca tambalea",
["Won"] = "Ganado",
-2
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@@ -200,7 +200,6 @@ pfUI_translation["frFR"] = {
["Description Font"] = "Description de la Police",
["Description Font Size"] = "Description de la taille de la Police",
["Detailed Random Roll Announcement"] = "Annonce détaillée des Rolls aléatoires",
["Detect Enemy Buffs"] = nil,
["Disable"] = "Désactiver",
["Disable Blizzard Castbar"] = "Désactiver la barre d'incantation d'origine",
["Disabled"] = "Désactivé",
@@ -873,7 +872,6 @@ pfUI_translation["frFR"] = {
["Website"] = "Site web",
["Welcome to |cff33ffccpf|cffffffffUI|r!\n\nI'm the first run wizard that will guide you through some basic configuration. If you're lazy, feel free to hit the \"Defaults\" button. If you wish to run this dialog again, go to the settings and hit the \"Reset Firstrun\" button.\n\nVisit |cff33ffcc%s|r to check for the latest version."] = "Bienvenue sur l'assistant d'installation de l'interface |cff33ffccpf|cffffffffUI|r!\n\nNous allons effectuer quelques configurations de base. Si vous n'avez pas la patience, cliquer sur le bouton \"Paramètres par défaut\". Si vous souhaitez relancer cette fenêtre de dialogue, allez dans les options et cliquez sur le bouton\"Réinitialiser l'assistant d'installation\" .\n\nAllez sur |cff33ffcc%s|r pour télécharger la dernière version.",
["Whitelist"] = "List blanche",
["Who Search Unknown Classes (|cffffaaaaExperimental|r)"] = nil,
["Width"] = "Largeur",
["Wobble Zoom"] = "Zoom oscillant",
["Won"] = "A gagné",
-2
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@@ -200,7 +200,6 @@ pfUI_translation["koKR"] = {
["Description Font"] = nil,
["Description Font Size"] = nil,
["Detailed Random Roll Announcement"] = nil,
["Detect Enemy Buffs"] = nil,
["Disable"] = "가리기",
["Disable Blizzard Castbar"] = "블리자드 캐스트바 사용 중지",
["Disabled"] = "가리기",
@@ -873,7 +872,6 @@ pfUI_translation["koKR"] = {
["Website"] = nil,
["Welcome to |cff33ffccpf|cffffffffUI|r!\n\nI'm the first run wizard that will guide you through some basic configuration. If you're lazy, feel free to hit the \"Defaults\" button. If you wish to run this dialog again, go to the settings and hit the \"Reset Firstrun\" button.\n\nVisit |cff33ffcc%s|r to check for the latest version."] = "|cff33ffccpf|cffffffffUI|r에 |cff33ffcc오신걸 환영합니다.|r \n\n저는 몇 가지 기본 구성을 안내 할 첫 번째 실행 위자드입니다. 모든 단계를 건너 뛰고 싶으시면 \"기본값 사용\" 버튼을 누르십시오. 이 대화 상자를 다시 실행하려면 추후 설정으로 이동하여 \"첫단계로 재설정\" 버튼을 누르십시오.\n\n최신버전 다운로드 사이트: |cff33ffcc%s|r",
["Whitelist"] = nil,
["Who Search Unknown Classes (|cffffaaaaExperimental|r)"] = nil,
["Width"] = nil,
["Wobble Zoom"] = nil,
["Won"] = nil,
-2
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@@ -200,7 +200,6 @@ pfUI_translation["ruRU"] = {
["Description Font"] = "Шрифт описания",
["Description Font Size"] = "Размер шрифта описания",
["Detailed Random Roll Announcement"] = "Подробное объявление о случайном броске",
["Detect Enemy Buffs"] = nil,
["Disable"] = "Отключить",
["Disable Blizzard Castbar"] = "Отключить панель применения Blizzard",
["Disabled"] = "Отключено",
@@ -873,7 +872,6 @@ pfUI_translation["ruRU"] = {
["Website"] = "Веб-сайт",
["Welcome to |cff33ffccpf|cffffffffUI|r!\n\nI'm the first run wizard that will guide you through some basic configuration. If you're lazy, feel free to hit the \"Defaults\" button. If you wish to run this dialog again, go to the settings and hit the \"Reset Firstrun\" button.\n\nVisit |cff33ffcc%s|r to check for the latest version."] = "Добро пожаловать в |cff33ffccpf|cffffffffUI|r!\n\nЯ мастер первого запуска, который проведет вас через некоторую базовую конфигурацию. Если вы ленитесь, не стесняйтесь нажать кнопку \"По умолчанию\". Если вы хотите снова запустить этот диалог, перейдите к настройкам и нажмите кнопку \"Первый запуск\".\n\nПосетите |cff33ffcc%s|r, чтобы проверить последнюю версию.",
["Whitelist"] = "\"Белый\" список",
["Who Search Unknown Classes (|cffffaaaaExperimental|r)"] = nil,
["Width"] = "Ширина",
["Wobble Zoom"] = "Подпрыгивание",
["Won"] = "Победа",
-2
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@@ -200,7 +200,6 @@ pfUI_translation["zhCN"] = {
["Description Font"] = "描述字体",
["Description Font Size"] = "描述字体大小",
["Detailed Random Roll Announcement"] = "通告详细随机Roll点",
["Detect Enemy Buffs"] = "探测敌方Buffs",
["Disable"] = "禁用",
["Disable Blizzard Castbar"] = "隐藏暴雪施法条",
["Disabled"] = "不显示",
@@ -874,7 +873,6 @@ pfUI_translation["zhCN"] = {
["Website"] = "网站",
["Welcome to |cff33ffccpf|cffffffffUI|r!\n\nI'm the first run wizard that will guide you through some basic configuration. If you're lazy, feel free to hit the \"Defaults\" button. If you wish to run this dialog again, go to the settings and hit the \"Reset Firstrun\" button.\n\nVisit |cff33ffcc%s|r to check for the latest version."] = "欢迎使用 |cff33ffccpf|cffffffffUI|r! \n\n这是第一次运行向导,将引导您完成一些基本配置。 如果你想跳过所有步骤\"使用默认\"按钮。 如果您再次运行此对话框,请转到设置并点击 \"Reset Firstrun\" 按钮。\n\n访问 |cff33ffcc%s|r 检查最新版本。",
["Whitelist"] = "白名单",
["Who Search Unknown Classes (|cffffaaaaExperimental|r)"] = nil,
["Width"] = "宽度",
["Wobble Zoom"] = "摆动变焦",
["Won"] = "获胜",
-2
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@@ -200,7 +200,6 @@ pfUI_translation["zhTW"] = {
["Description Font"] = nil,
["Description Font Size"] = nil,
["Detailed Random Roll Announcement"] = "通告詳細隨機Roll點",
["Detect Enemy Buffs"] = nil,
["Disable"] = "禁用",
["Disable Blizzard Castbar"] = "隱藏暴雪施法條",
["Disabled"] = "不顯示",
@@ -873,7 +872,6 @@ pfUI_translation["zhTW"] = {
["Website"] = nil,
["Welcome to |cff33ffccpf|cffffffffUI|r!\n\nI'm the first run wizard that will guide you through some basic configuration. If you're lazy, feel free to hit the \"Defaults\" button. If you wish to run this dialog again, go to the settings and hit the \"Reset Firstrun\" button.\n\nVisit |cff33ffcc%s|r to check for the latest version."] = "歡迎使用 |cff33ffccpf|cffffffffUI|r! \n\n這是第一次運行嚮導,將引導您完成一些基本配置。 如果你想跳過所有步驟\"使用預設\"按鈕。 如果您再次運行此對話方塊,請轉到設置並點擊 \"Reset Firstrun\" 按鈕。\n\n訪問 |cff33ffcc%s|r 檢查最新版本。",
["Whitelist"] = "白名單",
["Who Search Unknown Classes (|cffffaaaaExperimental|r)"] = nil,
["Width"] = nil,
["Wobble Zoom"] = nil,
["Won"] = nil,
+1
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@@ -30,6 +30,7 @@
<Include file="..\skins\blizzard\options-sound.lua"/>
<Include file="..\skins\blizzard\options-video.lua"/>
<Include file="..\skins\blizzard\options-new.lua"/>
<Include file="..\skins\blizzard\options-interface.lua"/>
<Include file="..\skins\blizzard\petition.lua"/>
<Include file="..\skins\blizzard\taxi.lua"/>
<Include file="..\skins\blizzard\tooltips.lua"/>
+37 -14
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@@ -18,12 +18,7 @@ local ItemQuality = Enum.ItemQuality
local function SortCategoryPrefix(itemId, classID, quality)
if itemId == HEARTHSTONE_ITEM_ID then return "00" end
if quality == ItemQuality.Poor then return "13" end -- gray always last
if classID == ItemClass.Weapon or classID == ItemClass.Armor then
if quality and quality >= ItemQuality.Epic then return "01" end -- Epic+ gear
if quality == ItemQuality.Rare then return "02" end -- Rare gear
if quality == ItemQuality.Uncommon then return "03" end -- Uncommon gear
return "04" -- Common/poor gear
end
if classID == ItemClass.Weapon or classID == ItemClass.Armor then return "01" end
if classID == ItemClass.Consumable then return "05" end
if classID == ItemClass.Reagent then return "06" end
if classID == ItemClass.Tradegoods then return "07" end
@@ -42,12 +37,40 @@ local function SortCountSuffix(count)
return string.sub(s, -6)
end
local function SortKey(itemId, name, classID, subClassID, quality, count)
-- Zero-pad the class/subclass so the secondary grouping sorts numerically
-- (as a string, "10" would otherwise precede "2").
return SortCategoryPrefix(itemId, classID, quality)
.. string.format("%02d|%02d|", classID or 99, subClassID or 99)
.. (name or "zzz") .. "|" .. SortCountSuffix(count)
-- Gear's slot order, keyed by the equipLoc token (INVTYPE_*). Not the
-- token's alphabetical order, which puts chest before head, and not its
-- INVTYPE number, which parts robe (20) from chest (5). Same order as
-- ClassicAPI's C_Container.SortBags, taken from Baganator: weapons by hand,
-- ranged and ammo, then armor with shields and off-hands first, head to
-- feet, then jewelry, shirt and tabard.
local SLOT_ORDER = {
"INVTYPE_2HWEAPON", "INVTYPE_WEAPON", "INVTYPE_WEAPONMAINHAND",
"INVTYPE_SHIELD", "INVTYPE_HOLDABLE", "INVTYPE_RANGEDRIGHT",
"INVTYPE_WEAPONOFFHAND", "INVTYPE_RANGED", "INVTYPE_THROWN",
"INVTYPE_AMMO", "INVTYPE_QUIVER", "INVTYPE_RELIC",
"INVTYPE_HEAD", "INVTYPE_SHOULDER", "INVTYPE_CLOAK", "INVTYPE_CHEST",
"INVTYPE_ROBE", "INVTYPE_WRIST", "INVTYPE_HAND", "INVTYPE_WAIST",
"INVTYPE_LEGS", "INVTYPE_FEET",
"INVTYPE_NECK", "INVTYPE_FINGER", "INVTYPE_TRINKET", "INVTYPE_BODY",
"INVTYPE_TABARD", "INVTYPE_BAG",
}
local SLOT_RANK = {}
for i, token in ipairs(SLOT_ORDER) do SLOT_RANK[token] = i end
local function SortKey(itemId, name, classID, subClassID, quality, count, equipLoc)
-- Zero-pad the numeric fields so they sort numerically as strings ("10"
-- would otherwise precede "2").
local key = SortCategoryPrefix(itemId, classID, quality)
.. string.format("%02d|", classID or 99)
if classID == ItemClass.Weapon or classID == ItemClass.Armor then
-- Gear: slot, then subtype, then best quality first, so all helms sit
-- together, then all shoulders.
key = key .. string.format("%02d|%02d|%d|",
SLOT_RANK[equipLoc] or 99, subClassID or 99, 9 - (quality or 0))
else
key = key .. string.format("%02d|", subClassID or 99)
end
return key .. (name or "zzz") .. "|" .. SortCountSuffix(count)
end
local function ClearSortData()
@@ -168,10 +191,10 @@ local function BuildSortGrid()
-- sit at positions 12/13. We categorize on those numeric class IDs
-- rather than the localized itemType/itemSubType strings. (pfUI's
-- shimmed global GetItemInfo is only 10 fields and lacks them.)
local name, _, quality, _, _, _, _, _, _, _, _, classID, subClassID = C_Item.GetItemInfo(itemId)
local name, _, quality, _, _, _, _, _, equipLoc, _, _, classID, subClassID = C_Item.GetItemInfo(itemId)
local _, count = GetContainerItemInfo(bag, slot)
local item = {
key = SortKey(itemId, name, classID, subClassID, quality, count),
key = SortKey(itemId, name, classID, subClassID, quality, count, equipLoc),
-- vanilla items carry at most one family bit, so equality
-- against a bag family suffices (no bit.band needed).
family = C_Item.GetItemFamily(itemId) or 0,
+8 -1616
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+159 -206
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@@ -13,34 +13,23 @@ setfenv(1, pfUI:GetEnvironment())
-- including resurrections. It has an option to disable the sending of those
-- messages in case HealComm is already active.
--
-- HOT TRACKING INTEGRATION (NEW):
-- With Nampower enabled, HoT tracking now primarily uses libdebuff's AURA_CAST
-- event system for accurate server-side buff/debuff tracking with full rank
-- protection. GetHotDuration() first checks libdebuff, then falls back to the
-- legacy prediction system for backwards compatibility with non-Nampower clients.
-- This provides:
-- - Accurate duration from server (no prediction needed)
-- - Automatic rank protection (lower ranks won't overwrite higher ranks)
-- - Support for multiple casters of same HoT on one target
-- - Zero event overhead (libdebuff already tracks all auras)
-- Casts are read from ClassicAPI's UNIT_SPELLCAST_* events and heal amounts
-- from COMBAT_LOG_EVENT_UNFILTERED. GetHotDuration() reads live HoT timers
-- from C_UnitAuras (via libdebuff) and falls back to the HealComm-fed table.
-- return instantly when another libpredict is already active
if pfUI.api.libpredict then return end
-- Check if libdebuff integration is available
local libdebuff_available = (pfUI.api.libdebuff and pfUI.api.libdebuff.GetBestAuraCast) and true or false
-- Check if Nampower is available for SPELL_FAILED events
local senttarget
local heals, ress, events, hots = {}, {}, {}, {}
local spell_queue = { "DUMMY", "DUMMYRank 9", "TARGET" }
local player = UnitName("player")
local cache, gear_string = {}, ""
local foreignCache = {} -- [casterName][spellKey] = amount, in-memory cache for other healers
local rejuvDuration, renewDuration = 12, 15 --default durations
local ressGuidToName = {} -- [casterGuid] = casterName, for SPELL_FAILED_OTHER cleanup
local healGuidToName = {} -- [casterGuid] = casterName, for SPELL_FAILED_OTHER cleanup
local ressGuidToName = {} -- [casterGuid] = casterName, for interrupted-cast cleanup
local healGuidToName = {} -- [casterGuid] = casterName, for interrupted-cast cleanup
local sentTargets = {} -- [castGUID] = target name of an own cast, from UNIT_SPELLCAST_SENT
local castTargets = {} -- [castGUID] = target name of a foreign cast, from UNIT_SPELLCAST_START
local ress_timers = {} -- [target][sender] = expiry_timestamp (60s rez window)
local RESS_TIMEOUT = 60 -- Vanilla: rez offer expires after 60s
@@ -124,43 +113,25 @@ libpredict:SetScript("OnEvent", function()
if origOnEvent then origOnEvent() end
end)
-- SPELL_START_SELF: own cast started (heals + rez)
pfUI.libdebuff_spell_start_self_hooks = pfUI.libdebuff_spell_start_self_hooks or {}
pfUI.libdebuff_spell_start_self_hooks["libpredict"] = function(spellId, casterGuid, targetGuid, castTime)
-- Own cast-time spell started (heals + rez)
local function OnOwnCastStart(spellId, castGUID)
local spellName = C_Spell.GetSpellName(spellId)
if not spellName then return end
local pendingTarget = nil
local pendingTargetGuid = nil
local pending = pfUI.libpredict_pending_cast
if pending and pending.spellName == spellName and pending.targetGuid
and pending.time and (GetTime() - pending.time) < 1 then
-- If SPELL_CAST_EVENT target differs from SPELL_START_SELF target,
-- the client redirected the cast (e.g. offline target → selfcast).
-- Discard pending and trust the actual targetGuid from SPELL_START_SELF.
if pending.targetGuid == targetGuid then
local name = UnitName(pending.targetGuid)
if name and name ~= UNKNOWNOBJECT and name ~= UKNOWNBEING then
pendingTarget = name
pendingTargetGuid = pending.targetGuid
end
end
pending.spellId = nil
pending.spellName = nil
pending.targetGuid = nil
pending.time = nil
end
local target = pendingTarget or resolveNameFromGuid(targetGuid) or senttarget or spell_queue[3]
-- resolved GUID: prefer pendingTargetGuid (mouseover/click-to-cast), fall back to targetGuid
local resolvedTargetGuid = pendingTargetGuid or targetGuid
-- SENT names the unit the cast went out at; self and no-target casts
-- carry none, so fall back to what the cast hooks recorded
local target = sentTargets[castGUID] or spell_queue[3]
local _, _, _, startMs, endMs = C_Spell.CastingInfo()
local castTime = startMs and endMs - startMs or 0
libpredict.sender.castGUID = castGUID
libpredict.sender.delayMs = 0
libpredict.sender.current_cast = spellName
libpredict.sender.current_cast_target = target
if L["resurrections"][spellName] then
if target then
libpredict:Ress(player, target, casterGuid)
libpredict:Ress(player, target, UnitGUID("player"))
libpredict.sender:SendHealCommMsg("Resurrection/" .. target .. "/start/")
libpredict.sender:SendResCommMsg("RES " .. target)
libpredict.sender.resurrecting = true
@@ -235,27 +206,17 @@ pfUI.libdebuff_spell_start_self_hooks["libpredict"] = function(spellId, casterGu
return -- skip the generic Heal call below
end
-- If the resolved heal target is itself hostile (e.g. self-cast heal while targeting an enemy),
-- store the heal under the player so the player frame shows the prediction.
-- Use resolvedTargetGuid (prefers pendingTargetGuid from mouseover/click-to-cast) so we
-- don't wrongly fall back to player when healing a friend via mouseover with a foe in target.
local healTarget = target
local unitTargetGuid = UnitGUID and UnitGUID("target")
local healTargetIsHostile = resolvedTargetGuid and unitTargetGuid
and resolvedTargetGuid == unitTargetGuid
and UnitExists("target")
and (UnitCanAttack("player", "target") or not UnitIsFriend("player", "target"))
if healTargetIsHostile then
healTarget = player
end
libpredict:Heal(player, healTarget, amount, casttime)
libpredict.sender:SendHealCommMsg("Heal/" .. (healTarget or "") .. "/" .. amount .. "/" .. casttime .. "/")
libpredict:Heal(player, target, amount, casttime)
libpredict.sender:SendHealCommMsg("Heal/" .. (target or "") .. "/" .. amount .. "/" .. casttime .. "/")
libpredict.sender.healing = true
end
end
-- SPELL_GO_SELF: own cast landed (HealStop + Regrowth timer)
pfUI.libdebuff_spell_go_hooks["libpredict_sender"] = function(spellId)
-- Own cast landed: HealStop, Regrowth timer, instant HoTs, own rez timer
local function OnOwnCastSucceeded(spellId, castGUID)
local target = sentTargets[castGUID] or spell_queue[3]
sentTargets[castGUID] = nil
libpredict:HealStop(player)
local spellName = C_Spell.GetSpellName(spellId)
if spellName == REGROWTH then
@@ -267,32 +228,57 @@ pfUI.libdebuff_spell_go_hooks["libpredict_sender"] = function(spellId)
end
libpredict.sender.regrowth_timer = now + 0.1
end
libpredict.sender.castGUID = nil
libpredict.sender.current_cast = nil
libpredict.sender.current_cast_target = nil
if not target then return end
-- Instant HoTs — classify by name (rank-independent) instead of a
-- hardcoded per-rank ID table.
local hotType
if spellName == REJUVENATION then hotType = "Reju"
elseif spellName == RENEW then hotType = "Renew"
end
if hotType then
local duration = hotType == "Reju" and rejuvDuration or renewDuration
local rank = 0
local rankSub = C_Spell.GetSpellSubtext(spellId)
if rankSub and rankSub ~= "" then
rank = tonumber((string.gsub(rankSub, "Rank ", ""))) or 0
end
libpredict:Hot(player, target, hotType, duration, nil, "UNIT_SPELLCAST_SUCCEEDED", rank)
libpredict.sender:SendHealCommMsg(hotType .. "/" .. target .. "/" .. duration .. "/" .. rank .. "/")
end
if isRezSpell(spellId) then
libpredict:RessSetTimer(player, target)
end
end
-- SPELL_START_OTHER: foreign cast started (heals + rez)
-- Signature: fn(spellId, casterGuid, targetGuid, castTime)
pfUI.libdebuff_spell_start_other_hooks = pfUI.libdebuff_spell_start_other_hooks or {}
pfUI.libdebuff_spell_start_other_hooks["libpredict"] = function(spellId, casterGuid, targetGuid, castTime)
-- Foreign cast-time spell started (heals + rez)
local function OnOtherCastStart(unit, spellId, castGUID)
local spellName = C_Spell.GetSpellName(spellId)
if not spellName then return end
local casterGuid = UnitGUID(unit)
local casterName = resolveNameFromGuid(casterGuid)
if not casterName then return end
local targetName = UnitSpellTargetName(unit)
if not targetName then return end
castTargets[castGUID] = targetName
-- Resurrection cast
if L["resurrections"][spellName] then
local targetName = resolveNameFromGuid(targetGuid)
if targetName then
libpredict:Ress(casterName, targetName, casterGuid)
end
libpredict:Ress(casterName, targetName, casterGuid)
return
end
-- Heal cast: look up cached amount from a previous cast by this healer
local targetName = resolveNameFromGuid(targetGuid)
if not targetName then return end
local _, _, _, startMs, endMs = C_Spell.UnitCastingInfo(unit)
if not startMs then return end
local castTime = endMs - startMs
local rankStr = C_Spell.GetSpellSubtext(spellId) or ""
local spellKey = spellName .. (rankStr or "")
@@ -338,77 +324,26 @@ pfUI.libdebuff_spell_start_other_hooks["libpredict"] = function(spellId, casterG
libpredict:Heal(casterName, targetName, amount, castTime, casterGuid)
end
-- SPELL_GO_SELF: own cast landed - HoTs + own rez timer
-- Signature: fn(spellId, arg1, arg2, arg3, arg4, arg5, arg6, arg7)
pfUI.libdebuff_spell_go_hooks = pfUI.libdebuff_spell_go_hooks or {}
pfUI.libdebuff_spell_go_hooks["libpredict"] = function(spellId, a1, a2, a3, a4, a5, a6, a7)
-- Instant HoTs — classify by name (rank-independent) instead of a
-- hardcoded per-rank ID table.
local spellName = C_Spell.GetSpellName(spellId)
local hotType
if spellName == REJUVENATION then hotType = "Reju"
elseif spellName == RENEW then hotType = "Renew"
end
if hotType then
local targetGuid = a4
local targetName = resolveNameFromGuid(targetGuid)
if targetName then
local duration
if hotType == "Reju" then duration = rejuvDuration or 12
elseif hotType == "Renew" then duration = renewDuration or 15
end
local rank = 0
local rankSub = C_Spell.GetSpellSubtext(spellId)
if rankSub and rankSub ~= "" then
rank = tonumber((string.gsub(rankSub, "Rank ", ""))) or 0
end
local playerName = UnitName("player")
libpredict:Hot(playerName, targetName, hotType, duration, nil, "SPELL_GO_SELF", rank)
local rankStr = tostring(rank)
if libpredict.sender and libpredict.sender.SendHealCommMsg then
libpredict.sender:SendHealCommMsg(hotType .. "/" .. targetName .. "/" .. duration .. "/" .. rankStr .. "/")
elseif IsInRaid() then
SendAddonMessage("HealComm", hotType .. "/" .. targetName .. "/" .. duration .. "/" .. rankStr .. "/", "RAID")
elseif IsInGroup() then
SendAddonMessage("HealComm", hotType .. "/" .. targetName .. "/" .. duration .. "/" .. rankStr .. "/", "PARTY")
end
end
end
-- Own rez landed: set timer
if isRezSpell(spellId) then
local targetGuid = a4
local targetName = resolveNameFromGuid(targetGuid)
local playerName = UnitName("player")
if playerName and targetName then
libpredict:RessSetTimer(playerName, targetName)
end
end
end
-- SPELL_GO_OTHER: foreign cast landed - rez timer + HealStop
-- Signature: fn(spellId, casterGuid, targetGuid)
pfUI.libdebuff_spell_go_other_hooks = pfUI.libdebuff_spell_go_other_hooks or {}
pfUI.libdebuff_spell_go_other_hooks["libpredict"] = function(spellId, casterGuid, targetGuid)
-- Foreign cast landed: rez timer, or the predicted heal is fulfilled
local function OnOtherCastSucceeded(unit, spellId, castGUID)
local casterGuid = UnitGUID(unit)
local casterName = resolveNameFromGuid(casterGuid)
if not casterName then return end
if isRezSpell(spellId) then
local targetName = resolveNameFromGuid(targetGuid)
local targetName = castTargets[castGUID]
if targetName then
libpredict:RessSetTimer(casterName, targetName)
end
return
end
-- Heal landed → prediction fulfilled, clean up
libpredict:HealStop(casterName)
end
-- SPELL_FAILED_OTHER: remove cancelled resses/heals
-- Signature: fn(casterGuid, spellId)
pfUI.libdebuff_spell_failed_other_hooks = pfUI.libdebuff_spell_failed_other_hooks or {}
pfUI.libdebuff_spell_failed_other_hooks["libpredict"] = function(casterGuid, spellId)
-- Foreign cast interrupted: remove cancelled resses/heals
local function OnOtherCastInterrupted(unit)
local casterGuid = UnitGUID(unit)
if not casterGuid then return end
local ressName = ressGuidToName[casterGuid]
if ressName then
@@ -567,7 +502,7 @@ function libpredict:ParseChatMessage(sender, msg, comm)
libpredict:Heal(sender, target, heal, time)
end
elseif msgtype == "Ress" then
-- HealComm: only for other players (own resses tracked via SPELL_START_SELF hook)
-- HealComm: only for other players (own resses tracked via UNIT_SPELLCAST_START)
local playerName = UnitName("player")
if sender ~= playerName then
local senderGuid
@@ -912,7 +847,7 @@ hooksecurefunc("CastSpell", function(id, bookType)
rankNum = tonumber((string.gsub(rank, "Rank ", ""))) or nil
end
-- Instant HoTs: libdebuff/Nampower via GetHotDuration, hook method as fallback
-- Instant HoTs: UNIT_SPELLCAST_SUCCEEDED and C_UnitAuras, hook method as fallback
if effect == REJUVENATION then
local target = spell_queue[3]
@@ -976,7 +911,7 @@ hooksecurefunc("CastSpellByName", function(effect, target)
spell_queue[3] = target or default
end
-- Instant HoTs: libdebuff/Nampower via GetHotDuration, hook method as fallback
-- Instant HoTs: UNIT_SPELLCAST_SUCCEEDED and C_UnitAuras, hook method as fallback
if effect == REJUVENATION then
local hotTarget = target or default
@@ -1037,7 +972,7 @@ hooksecurefunc("UseAction", function(slot, target, selfcast)
rankNum = tonumber((string.gsub(rank, "Rank ", ""))) or nil
end
-- Instant HoTs: libdebuff/Nampower via GetHotDuration, hook method as fallback
-- Instant HoTs: UNIT_SPELLCAST_SUCCEEDED and C_UnitAuras, hook method as fallback
if effect == REJUVENATION then
local hotTarget = spell_queue[3]
@@ -1127,15 +1062,17 @@ libpredict.sender:SetScript("OnUpdate", function()
end
end)
-- Nampower events
libpredict.sender:RegisterEvent("SPELL_FAILED_SELF")
libpredict.sender:RegisterEvent("SPELL_DELAYED_SELF")
libpredict.sender:RegisterEvent("SPELL_HEAL_BY_SELF")
libpredict.sender:RegisterEvent("SPELL_HEAL_BY_OTHER") -- populates foreignCache for other healers
-- force cache updates
libpredict.sender:RegisterUnitEvent("UNIT_INVENTORY_CHANGED", "player")
libpredict.sender:RegisterEvent("SKILL_LINES_CHANGED")
-- Own casts arrive as "player"; every other caster fires once per unit token
-- it currently holds (raidN, target, nameplateN, ...), so other-unit handlers
-- drop the repeats by castGUID.
libpredict.sender:RegisterEvent("UNIT_SPELLCAST_SENT")
libpredict.sender:RegisterEvent("UNIT_SPELLCAST_START")
libpredict.sender:RegisterEvent("UNIT_SPELLCAST_DELAYED")
libpredict.sender:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED")
libpredict.sender:RegisterEvent("UNIT_SPELLCAST_FAILED")
libpredict.sender:RegisterEvent("UNIT_SPELLCAST_INTERRUPTED")
libpredict.sender:RegisterEvent("UNIT_SPELLCAST_STOP")
libpredict.sender:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
-- Shared cleanup helper for failed/interrupted casts
local function onCastFailed()
@@ -1145,7 +1082,7 @@ local function onCastFailed()
s:SendHealCommMsg("Healstop")
s.healing = nil
elseif s.resurrecting then
local target = s.current_cast_target or senttarget or spell_queue[3]
local target = s.current_cast_target or spell_queue[3]
libpredict:RessStop(UnitName("player"))
s:SendHealCommMsg("Resurrection/stop/")
s:SendResCommMsg("RESNO " .. (target or ""))
@@ -1157,81 +1094,103 @@ local function onCastFailed()
s.regrowth_target_next = nil
s.regrowth_start_next = nil
end
s.castGUID = nil
s.current_cast = nil
s.current_cast_target = nil
end
libpredict.sender:SetScript("OnEvent", function()
-- ============================================================
-- NAMPOWER PATH
-- ============================================================
if event == "SPELL_HEAL_BY_SELF" then
-- arg1=targetGuid, arg2=casterGuid, arg3=spellId, arg4=amount, arg5=critical, arg6=periodic
local spellId = arg3
local amount = arg4
local isCrit = arg5 == 1
local isPeriodic = arg6 == 1
local spellName = C_Spell.GetSpellName(spellId)
if spellName and spell_queue[1] == spellName then
-- Real heal amounts: own heals refresh the spell cache, other group healers'
-- heals fill foreignCache (one event per hit target for AoE heals like PoH).
local function OnHeal()
-- arg4=sourceGUID, arg12=spellId, arg13=spellName, arg15=amount, arg18=critical
local spellId, spellName, amount, isCrit = arg12, arg13, arg15, arg18 == 1
if not spellName or not amount or amount <= 0 then return end
if IsPlayerGuid(arg4) then
if spell_queue[1] == spellName then
UpdateCache(spell_queue[2], amount, isCrit)
end
return
end
elseif event == "SPELL_HEAL_BY_OTHER" then
-- Fires once per hit target for AoE heals (e.g. PoH).
-- Use this to build a per-caster cache of real heal amounts.
-- arg1=targetGuid, arg2=casterGuid, arg3=spellId, arg4=amount, arg5=critical, arg6=periodic
local casterGuid = arg2
local spellId = arg3
local amount = arg4
local isCrit = arg5 == 1
local isPeriodic = arg6 == 1
local casterName = resolveNameFromGuid(arg4)
if not casterName then return end
if isPeriodic or not spellId or not amount or amount <= 0 then return end
local spellKey = spellName .. (C_Spell.GetSpellSubtext(spellId) or "")
local casterName = resolveNameFromGuid(casterGuid)
if not casterName or casterName == player then return end -- own heals handled by SPELL_HEAL_BY_SELF
foreignCache[casterName] = foreignCache[casterName] or {}
local existing = foreignCache[casterName][spellKey]
-- Store highest non-crit value for best prediction accuracy
if isCrit then
-- Estimate base from crit (vanilla crit = 150%)
local base = math.floor(amount * 2 / 3)
if not existing or base > existing then
foreignCache[casterName][spellKey] = base
end
else
if not existing or amount > existing then
foreignCache[casterName][spellKey] = amount
end
end
end
local spellName = C_Spell.GetSpellName(spellId)
if not spellName then return end
local rankStr = C_Spell.GetSpellSubtext(spellId)
local spellKey = spellName .. (rankStr or "")
local lastOtherCast = {} -- [event] = castGUID of the last other-unit event handled
foreignCache[casterName] = foreignCache[casterName] or {}
local existing = foreignCache[casterName][spellKey]
-- Store highest non-crit value for best prediction accuracy
if isCrit then
-- Estimate base from crit (vanilla crit = 150%)
local base = math.floor(amount * 2 / 3)
if not existing or base > existing then
foreignCache[casterName][spellKey] = base
end
else
if not existing or amount > existing then
foreignCache[casterName][spellKey] = amount
libpredict.sender:SetScript("OnEvent", function()
if event == "COMBAT_LOG_EVENT_UNFILTERED" then
if arg2 == "SPELL_HEAL" then OnHeal() end
return
end
-- UNIT_SPELLCAST_SENT: arg1=unit, arg2=target token, arg3=castGUID, arg4=spellID
-- every other UNIT_SPELLCAST_*: arg1=unit, arg2=castGUID, arg3=spellID
local unit = arg1
if unit == "player" then
if event == "UNIT_SPELLCAST_SENT" then
sentTargets[arg3] = arg2 ~= "" and UnitName(arg2) or nil
elseif event == "UNIT_SPELLCAST_START" then
OnOwnCastStart(arg3, arg2)
elseif event == "UNIT_SPELLCAST_SUCCEEDED" then
OnOwnCastSucceeded(arg3, arg2)
elseif event == "UNIT_SPELLCAST_FAILED" or event == "UNIT_SPELLCAST_INTERRUPTED" then
sentTargets[arg2] = nil
-- a refused cast (cooldown, range) fails under its own castGUID and
-- must not cancel the heal that is still casting
if arg2 == this.castGUID then onCastFailed() end
elseif event == "UNIT_SPELLCAST_DELAYED" then
-- delayTimeMs is the pushback so far; HealComm wants each step
local _, _, _, _, _, _, _, _, _, _, delayMs = C_Spell.CastingInfo()
if this.healing and delayMs and delayMs > this.delayMs then
local step = delayMs - this.delayMs
this.delayMs = delayMs
libpredict:HealDelay(player, step)
this:SendHealCommMsg("Healdelay/" .. step .. "/")
end
end
return
end
elseif event == "SPELL_FAILED_SELF" then
onCastFailed()
elseif event == "SPELL_DELAYED_SELF" then
-- arg1=casterGuid, arg2=delayMs
if libpredict.sender.healing then
libpredict:HealDelay(player, arg2)
libpredict.sender:SendHealCommMsg("Healdelay/" .. arg2 .. "/")
end
if UnitIsUnit(unit, "player") or lastOtherCast[event] == arg2 then return end
lastOtherCast[event] = arg2
if event == "UNIT_SPELLCAST_START" then
OnOtherCastStart(unit, arg3, arg2)
elseif event == "UNIT_SPELLCAST_SUCCEEDED" then
OnOtherCastSucceeded(unit, arg3, arg2)
elseif event == "UNIT_SPELLCAST_INTERRUPTED" then
OnOtherCastInterrupted(unit)
elseif event == "UNIT_SPELLCAST_STOP" then
castTargets[arg2] = nil
end
end)
function libpredict:GetHotDuration(unit, spell)
if unit == UNKNOWNOBJECT or unit == UKNOWNBEING then return end
-- NEW: Try libdebuff first (Nampower AURA_CAST events)
if pfUI.api.libdebuff and pfUI.api.libdebuff.GetBestAuraCast then
-- Live aura timer first (C_UnitAuras via libdebuff)
if pfUI.api.libdebuff then
local guid = UnitGUID(unit)
if guid then
-- Get the best (highest rank) aura cast for this spell
local spellName = spell
-- Map short spell codes to full names
@@ -1246,7 +1205,6 @@ function libpredict:GetHotDuration(unit, spell)
local start, duration, timeleft, rank, casterGuid = pfUI.api.libdebuff:GetBestAuraCast(guid, spellName)
if start and duration and timeleft then
-- SUCCESS: libdebuff has accurate server-side data!
if libpredict.debug then
DEFAULT_CHAT_FRAME:AddMessage(string.format("|cff00ff00[GetHotDuration]|r %s on %s via libdebuff: dur=%.1fs timeleft=%.1fs rank=%d",
spell, unit, duration, timeleft, rank or 0))
@@ -1256,7 +1214,7 @@ function libpredict:GetHotDuration(unit, spell)
end
end
-- FALLBACK: Use old prediction system (for non-Nampower clients or no AURA_CAST data)
-- FALLBACK: the HealComm/cast-fed table, for HoTs C_UnitAuras has no timer for
local start, duration, timeleft
local now = pfUI.uf.now or GetTime()
@@ -1290,16 +1248,11 @@ _G.SlashCmdList.HOTDEBUG = function()
DEFAULT_CHAT_FRAME:AddMessage("|cff00ffff[HoT Tracking Debug]|r")
DEFAULT_CHAT_FRAME:AddMessage("|cff00ffff========================================|r")
-- Check libdebuff availability
local libdebuff_now = (pfUI.api.libdebuff and pfUI.api.libdebuff.GetBestAuraCast) and true or false
if libdebuff_now then
if pfUI.api.libdebuff then
DEFAULT_CHAT_FRAME:AddMessage("|cff00ff00[PRIMARY]|r libdebuff integration: ACTIVE")
DEFAULT_CHAT_FRAME:AddMessage(" Using AURA_CAST events for server-side tracking")
DEFAULT_CHAT_FRAME:AddMessage(" Rank protection: ENABLED")
DEFAULT_CHAT_FRAME:AddMessage(" Using C_UnitAuras timers")
else
DEFAULT_CHAT_FRAME:AddMessage("|cffff9900[PRIMARY]|r libdebuff integration: NOT AVAILABLE")
DEFAULT_CHAT_FRAME:AddMessage(" Reason: Nampower not enabled or libdebuff outdated")
end
DEFAULT_CHAT_FRAME:AddMessage("|cff00ffff[FALLBACK]|r Legacy prediction system: ACTIVE")
+95 -49
View File
@@ -81,6 +81,9 @@ pfUI:RegisterModule("actionbar", function ()
["ACTIONBAR_UPDATE_COOLDOWN"] = true,
["ACTIONBAR_UPDATE_USABLE"] = true,
["ACTIONBAR_UPDATE_STATE"] = true,
-- fires on every ammo shot / consumable use, but only counts, equipped
-- state, cooldowns and usability can change from it
["UNIT_INVENTORY_CHANGED"] = true,
}
-- events that are shared across all buttons
@@ -97,8 +100,6 @@ pfUI:RegisterModule("actionbar", function ()
["TRADE_SKILL_CLOSE"] = true,
["PLAYER_ENTER_COMBAT"] = true,
["PLAYER_LEAVE_COMBAT"] = true,
-- cooldown updates
["UNIT_INVENTORY_CHANGED"] = true,
-- auto repeat action
["START_AUTOREPEAT_SPELL"] = true,
["STOP_AUTOREPEAT_SPELL"] = true,
@@ -317,7 +318,7 @@ pfUI:RegisterModule("actionbar", function ()
-- handle button highlight
if keystate == "down" then
self.highlight:Show()
elseif not MouseIsOver(self) then
elseif not MouseIsOverHitRect(self) then
self.highlight:Hide()
end
end
@@ -400,6 +401,28 @@ pfUI:RegisterModule("actionbar", function ()
GameTooltip:Hide()
end
-- item counts and equipped border, the parts of a slot an inventory change touches
local function ButtonInventoryUpdate(self)
if self.bar == 11 or self.bar == 12 then return end
local sid = self.id
-- update consumables
if IsConsumableAction(sid) then
self.count:SetText(GetActionCount(sid))
elseif IsReagentAction and IsReagentAction(sid) then
self.count:SetText(GetReagentCount(sid))
else
self.count:SetText(nil)
end
-- equipped item
if IsEquippedAction(sid) and C.bars.showequipped == "1" then
self.equipped:Show()
else
self.equipped:Hide()
end
end
local start, duration, enable, castable, autocast, token
local grid, sid, id, bar, active, texture, _
local function ButtonSlotUpdate(self)
@@ -460,23 +483,9 @@ pfUI:RegisterModule("actionbar", function ()
self.active:Hide()
end
ButtonInventoryUpdate(self)
if self.bar ~= 11 and self.bar ~= 12 then
-- update consumables
if IsConsumableAction(sid) then
self.count:SetText(GetActionCount(sid))
elseif IsReagentAction and IsReagentAction(sid) then
self.count:SetText(GetReagentCount(sid))
else
self.count:SetText(nil)
end
-- equipped item
if IsEquippedAction(sid) and C.bars.showequipped == "1" then
self.equipped:Show()
else
self.equipped:Hide()
end
-- update macro text
if C.bars["bar"..self.bar] and C.bars["bar"..self.bar].showmacro == "1" then
self.macro:SetText(GetActionText(sid))
@@ -696,11 +705,29 @@ pfUI:RegisterModule("actionbar", function ()
end
end
-- The cached passes below only touch visible buttons. Hidden ones (other
-- pages, hidden bars) are flagged stale and get a full update once the
-- range pass sees them visible again.
-- run cached inventory changes (ammo, reagents, consumables)
if eventcache["UNIT_INVENTORY_CHANGED"] then
eventcache["UNIT_INVENTORY_CHANGED"] = nil
for id, button in pairs(buttoncache) do
if button:IsVisible() then
ButtonInventoryUpdate(button)
ButtonCooldownUpdate(button)
ButtonUsableUpdate(button)
else
button.stale = true
end
end
end
-- run cached usable usable actions
if eventcache["ACTIONBAR_UPDATE_USABLE"] then
eventcache["ACTIONBAR_UPDATE_USABLE"] = nil
for id, button in pairs(buttoncache) do
ButtonUsableUpdate(button)
if button:IsVisible() then ButtonUsableUpdate(button) else button.stale = true end
end
end
@@ -708,7 +735,7 @@ pfUI:RegisterModule("actionbar", function ()
if eventcache["ACTIONBAR_UPDATE_COOLDOWN"] then
eventcache["ACTIONBAR_UPDATE_COOLDOWN"] = nil
for id, button in pairs(buttoncache) do
ButtonCooldownUpdate(button)
if button:IsVisible() then ButtonCooldownUpdate(button) else button.stale = true end
end
end
@@ -716,7 +743,7 @@ pfUI:RegisterModule("actionbar", function ()
if eventcache["ACTIONBAR_UPDATE_STATE"] then
eventcache["ACTIONBAR_UPDATE_STATE"] = nil
for id, button in pairs(buttoncache) do
ButtonIsActiveUpdate(button)
if button:IsVisible() then ButtonIsActiveUpdate(button) else button.stale = true end
end
end
@@ -738,7 +765,13 @@ pfUI:RegisterModule("actionbar", function ()
if ( this.tick or .2) > GetTime() then return else this.tick = GetTime() + .2 end
for id, button in pairs(buttoncache) do
if button:IsShown() then ButtonRangeUpdate(button) end
if button.stale and button:IsVisible() then
-- catch up on updates skipped while hidden
button.stale = nil
ButtonFullUpdate(button)
elseif button:IsShown() then
ButtonRangeUpdate(button)
end
end
end
@@ -828,17 +861,28 @@ pfUI:RegisterModule("actionbar", function ()
do
local formpage, shift, ctrl, alt, default = 8, 6, 5, 3, 1
-- set temporary pagemaster bindings keybinds
if C.bars.pagemaster == "1" then
local modifier = { "ALT", "SHIFT", "CTRL" }
local buttons = { "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "0", "-", "+", "=", "´" }
local current = CURRENT_ACTIONBAR_PAGE
bars.pagemaster = bars.pagemaster or CreateFrame("Frame", "pfPageMaster", UIParent)
bars.pagemaster:RegisterEvent("PLAYER_ENTERING_WORLD")
bars.pagemaster:SetScript("OnEvent", function()
for _,mod in pairs(modifier) do
for _,but in pairs(buttons) do
SetBinding(mod.."-"..but)
-- while a page modifier is held, MOD-key must run the main bar binding on
-- that key so the switched page fires. Overrides do this without touching
-- the saved binding set.
local pagemods = {}
if C.bars.pagemasteralt == "1" then table.insert(pagemods, "ALT") end
if C.bars.pagemasterctrl == "1" then table.insert(pagemods, "CTRL") end
if C.bars.pagemastershift == "1" then table.insert(pagemods, "SHIFT") end
if table.getn(pagemods) > 0 then
local pagemaster = CreateFrame("Frame", "pfPageMaster", UIParent)
pagemaster:RegisterEvent("PLAYER_ENTERING_WORLD")
pagemaster:RegisterEvent("UPDATE_BINDINGS")
pagemaster:SetScript("OnEvent", function()
ClearOverrideBindings(this)
for i = 1, 12 do
for _, key in ipairs({ GetBindingKey("ACTIONBUTTON"..i) }) do
-- skip keys that already carry a modifier, e.g. "SHIFT-Q"
if not key:find("^%u+%-.") then
for _, mod in ipairs(pagemods) do
SetOverrideBinding(this, false, mod.."-"..key, "ACTIONBUTTON"..i)
end
end
end
end
end)
@@ -853,6 +897,10 @@ pfUI:RegisterModule("actionbar", function ()
pageswitch:RegisterEvent("UPDATE_SHAPESHIFT_FORM")
pageswitch:RegisterEvent("PLAYER_AURAS_CHANGED")
pageswitch:RegisterEvent("PLAYER_LOGOUT")
local PROWL_IDS = { [5215] = true, [6783] = true, [9913] = true }
if class == "DRUID" then
pageswitch:RegisterUnitEvent("UNIT_SPELLCAST_SUCCEEDED", "player")
end
pageswitch:SetScript("OnEvent", function()
if event == "PLAYER_LOGOUT" then
this:UnregisterAllEvents()
@@ -875,6 +923,18 @@ pfUI:RegisterModule("actionbar", function ()
return
end
-- Eager prowl detection on the cast itself — zero-latency vs.
-- PLAYER_AURAS_CHANGED, which can land a frame or two behind it.
-- arg3 = spellID
if event == "UNIT_SPELLCAST_SUCCEEDED" then
if PROWL_IDS[arg3] then
inCatForm = true
prowlActive = true
formpaging = true
end
return
end
if event == "UPDATE_SHAPESHIFT_FORM" then
-- Authoritative form-change signal — recompute and short-circuit.
inCatForm = HasCatForm()
@@ -898,20 +958,6 @@ pfUI:RegisterModule("actionbar", function ()
end
end)
-- Eager prowl detection via Nampower SPELL_GO_SELF — zero-latency vs.
-- PLAYER_AURAS_CHANGED, which can land a frame or two behind the cast.
-- Form changes are no longer hooked here; UPDATE_SHAPESHIFT_FORM covers
-- those without needing a per-spellID watchlist.
local PROWL_IDS = { [5215] = true, [6783] = true, [9913] = true }
pfUI.libdebuff_spell_go_hooks = pfUI.libdebuff_spell_go_hooks or {}
pfUI.libdebuff_spell_go_hooks["actionbar_prowl"] = function(spellId)
if class ~= "DRUID" then return end
if PROWL_IDS[spellId] then
inCatForm = true
prowlActive = true
formpaging = true
end
end
pageswitch:SetScript("OnUpdate", function()
-- switch actionbar page depending on meta key that is pressed
if C.bars.pagemastershift == "1" and IsShiftKeyDown() then
@@ -997,7 +1043,7 @@ pfUI:RegisterModule("actionbar", function ()
f.slot = id
-- cooldown
f.cd = CreateFrame("Model", f:GetName() .. "Cooldown", f, "CooldownFrameTemplate")
f.cd = CreateFrame("Cooldown", f:GetName() .. "Cooldown", f, "CooldownFrameTemplate")
f.cd.pfCooldownStyleAnimation = 1
f.cd.pfCooldownType = "NOGCD"
f.cd.pfCooldownSize = cd_size
+4 -3
View File
@@ -399,15 +399,16 @@ pfUI:RegisterModule("addonbuttons", function ()
-- Initial setup on the next frame, once other addons' minimap buttons exist
RunNextFrame(function()
-- check if the panel should be shown by default
-- rescan before deciding whether the panel should be shown by default
pfUI.addonbuttons:ProcessButtons()
if C.abuttons.showdefault == "1" and GetNumButtons() > 0 then
pfUI.addonbuttons:Show()
else
pfUI.addonbuttons:Hide()
end
-- update all buttons and apply workarounds
pfUI.addonbuttons:ProcessButtons()
-- apply workarounds
for k, v in pairs(pfUI.addonbuttons.overrides) do
_G[k] = v
end
-1
View File
@@ -9,7 +9,6 @@ pfUI:RegisterModule("addons", function ()
pfUI.addons:Show()
HideUIPanel(GameMenuFrame)
end)
SkinButton(pfUIAddonButton)
local point, relativeTo, relativePoint, xOffset, yOffset = GameMenuButtonOptions:GetPoint()
GameMenuButtonOptions:SetPoint(point, relativeTo, relativePoint, xOffset, yOffset - 22)
+3 -4
View File
@@ -396,14 +396,13 @@ pfUI:RegisterModule("bags", function ()
if tpl == "BankItemButtonGenericTemplate" then
local bankslot = pfUI.bags[bag].slots[slot].frame
local name = "pfBag" .. bag .. "item" .. slot .. "Cooldown"
bankslot.cd = CreateFrame("Model", name, bankslot, "CooldownFrameTemplate")
bankslot.cd:SetAllPoints(bankslot)
bankslot.cd = CreateFrame("Cooldown", name, bankslot, "CooldownFrameTemplate")
bankslot.cd.pfCooldownStyleAnimation = 1
bankslot.cd.pfCooldownType = "ALL"
bankslot.cd.pfCooldownType = "NOGCD"
else
local bagslot = pfUI.bags[bag].slots[slot].frame
bagslot.cd = _G[bagslot:GetName().."Cooldown"]
bagslot.cd.pfCooldownType = "ALL"
bagslot.cd.pfCooldownType = "NOGCD"
end
if not pfUI.bags[bag].slots[slot].frame.backdrop then
+1 -1
View File
@@ -19,7 +19,7 @@ pfUI:RegisterModule("buff", function ()
local function RefreshBuffButton(buff)
if buff.btype == "HELPFUL" then
if C.buffs.separateweapons == "1" then
buff.id = buff.gid - (buff.weapon ~= nill and buff.gid or 0)
buff.id = buff.gid - (buff.weapon ~= nil and buff.gid or 0)
else
buff.id = buff.gid - pfUI.buff.wepbuffs.count
end
+3 -34
View File
@@ -76,10 +76,6 @@ pfUI:RegisterModule("buffwatch", function ()
-- reusable GetAuraSlots buffer, filled once per RefreshBuffBarFrame
local auraSlots = {}
-- Separate buffer for the tooltip handler: OnEnter can fire while a refresh
-- is showing/hiding bars under the cursor, so it must not share the above.
local tooltipSlots = {}
-- Reads one aura by the slot id GetAuraSlots returned (nil slot -> nil).
local function GetBuffData(unit, slot)
local name, icon, count, dispelType, _, expirationTime = C_UnitAuras.UnitAuraBySlot(unit, slot)
@@ -116,36 +112,9 @@ pfUI:RegisterModule("buffwatch", function ()
local function StatusBarOnEnter()
GameTooltip:SetOwner(this, "NONE")
if this.unit == "player" then
GameTooltip:SetUnitAura("player", this.id, this.type)
elseif this.type == "HARMFUL" then
-- selfdebuff filters the displayed list to player-cast harmful auras, but
-- SetUnitAura's index has to be into the unfiltered HARMFUL list. Look up
-- the displayed aura via the PLAYER filter, then find its position in the
-- unfiltered list by name + sourceGUID.
--
-- The unfiltered 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 reports those as harmful too. So enumerate what it has.
local config = this.parent and this.parent.config
if config and config.selfdebuff == "1" then
local ownAura = C_UnitAuras.GetAuraDataByIndex(this.unit, this.id, "HARMFUL|PLAYER")
if ownAura then
local n = ScanAuraSlots(this.unit, "HARMFUL", tooltipSlots)
for i = 1, n do
local check = C_UnitAuras.GetAuraDataBySlot(this.unit, tooltipSlots[i])
if check and check.name == ownAura.name and check.sourceGUID == ownAura.sourceGUID then
GameTooltip:SetUnitAura(this.unit, i, "HARMFUL")
break
end
end
end
else
GameTooltip:SetUnitAura(this.unit, this.id, "HARMFUL")
end
elseif this.type == "HELPFUL" then
GameTooltip:SetUnitAura(this.unit, this.id, "HELPFUL")
end
-- C_UnitAuras lists the player's own auras first, so the selfdebuff
-- (HARMFUL|PLAYER) list is a prefix of the HARMFUL list: same index.
GameTooltip:SetUnitAura(this.unit, this.id, this.type)
if IsShiftKeyDown() then
GameTooltip:AddLine(" ")
+30 -14
View File
@@ -36,7 +36,7 @@ pfUI:RegisterModule("castbar", function ()
cb.bar:SetValue(1)
end
if cb.bar.spark then cb.bar.spark:Hide() end
cb.fadeout = 1
if cb:GetAlpha() > 0 and not cb.fade:IsPlaying() then cb.fade:Play() end
end
-- "Spellname (N)" label for an active tradeskill merge — N is the number
@@ -86,7 +86,7 @@ pfUI:RegisterModule("castbar", function ()
-- Stamp the bar with cast data and render text/icon/lag once. OnUpdate
-- then animates the fill from this state without touching C_Spell.
local function StampBar(cb, name, tex, startMs, endMs, spellID, isChannel, delayMs, isTradeskill, rank)
local function StampBar(cb, name, tex, startMs, endMs, spellID, isChannel, delayMs, isTradeskill, rank, noInterrupt)
cb.startTime = startMs
cb.endTime = endMs
cb.isChannel = isChannel
@@ -94,10 +94,13 @@ pfUI:RegisterModule("castbar", function ()
cb.activeName = name
cb.isTradeskill = isTradeskill
cb.delay = (delayMs or 0) / 1000
cb.fade:Stop()
cb:SetAlpha(1)
cb.fadeout = nil
cb.bar:SetStatusBarColor(GetStringColor(C.appearance.castbar[isChannel and "channelcolor" or "castbarcolor"]))
-- Shield an uninterruptible cast. 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.
SetCastbarShield(cb.bar, cb.icon, noInterrupt and cb.unitstr ~= "player", isChannel)
-- Rank: prefer the value the UNIT_SPELLCAST_* event delivered (arg5, passed
-- through by RefreshBar). Only the retarget re-poll has no event in hand, so
@@ -152,10 +155,10 @@ pfUI:RegisterModule("castbar", function ()
ClearBar(cb)
return
end
local name, _, tex, startMs, endMs, isTradeskill, _, _, spellID, _, delayMs = C_Spell.UnitCastingInfo(query)
local name, _, tex, startMs, endMs, isTradeskill, _, noInterrupt, spellID, _, delayMs = C_Spell.UnitCastingInfo(query)
local isChan
if not name then
name, _, tex, startMs, endMs, _, _, spellID = C_Spell.UnitChannelInfo(query)
name, _, tex, startMs, endMs, _, noInterrupt, spellID = C_Spell.UnitChannelInfo(query)
isChan = true
end
-- Synthetic fallback for abilities the engine treats as instant-cast but
@@ -169,7 +172,7 @@ pfUI:RegisterModule("castbar", function ()
end
end
if name and startMs and endMs then
StampBar(cb, name, tex, startMs, endMs, spellID, isChan, delayMs, isTradeskill, rank)
StampBar(cb, name, tex, startMs, endMs, spellID, isChan, delayMs, isTradeskill, rank, noInterrupt)
else
ClearBar(cb)
end
@@ -245,8 +248,14 @@ pfUI:RegisterModule("castbar", function ()
cb.bar.spark:SetPoint("BOTTOM", cb.bar, "BOTTOMLEFT", 0, 0)
cb.bar.spark:Hide()
-- OnUpdate animates the bar fill and fades it out on completion. All
-- state transitions (cast start/stop/interrupt, channel start/stop,
-- Fade-out after a cast ends. The bar stays at alpha 0 while idle.
cb.fade = cb:CreateAnimationGroup()
local fade = cb.fade:CreateAnimation("Alpha")
fade:SetChange(-1)
fade:SetDuration(.4)
cb.fade:SetScript("OnFinished", function() cb:SetAlpha(0) end)
-- OnUpdate animates the bar fill. All state transitions (cast start/stop/interrupt, channel start/stop,
-- pushback) come from the event handler below — we never poll C_Spell
-- here.
cb:SetScript("OnUpdate", function()
@@ -254,15 +263,12 @@ pfUI:RegisterModule("castbar", function ()
this.tick = GetTime() + 0.020 -- ~50 FPS
if this.drag and this.drag:IsShown() then
this.fade:Stop()
this:SetAlpha(1)
return
end
if this.fadeout and this:GetAlpha() > 0 then
this:SetAlpha(this:GetAlpha() - 0.05)
if this:GetAlpha() <= 0 then this.fadeout = nil end
return
end
if this.fade:IsPlaying() then return end
if not this.endTime then
if this:GetAlpha() ~= 0 then this:SetAlpha(0) end
@@ -342,6 +348,12 @@ pfUI:RegisterModule("castbar", function ()
elseif unitstr == "focus" then
cb:RegisterEvent("PLAYER_FOCUS_CHANGED")
end
-- The shield can flip mid-cast (the caster gains or loses an aura that
-- blocks interrupts). These only fire for target and focus.
if unitstr == "target" or unitstr == "focus" then
cb:RegisterUnitEvent("UNIT_SPELLCAST_INTERRUPTIBLE", unitstr)
cb:RegisterUnitEvent("UNIT_SPELLCAST_NOT_INTERRUPTIBLE", unitstr)
end
cb:SetScript("OnEvent", function()
local unit = this.unitstr
@@ -397,6 +409,10 @@ pfUI:RegisterModule("castbar", function ()
if not this.tradeskillTotal then ClearBar(this) end
elseif event == "UNIT_SPELLCAST_FAILED" or event == "UNIT_SPELLCAST_INTERRUPTED" then
ClearBar(this, true)
elseif event == "UNIT_SPELLCAST_INTERRUPTIBLE" or event == "UNIT_SPELLCAST_NOT_INTERRUPTIBLE" then
if this.endTime then
SetCastbarShield(this.bar, this.icon, event == "UNIT_SPELLCAST_NOT_INTERRUPTIBLE", this.isChannel)
end
elseif event == "UNIT_SPELLCAST_DELAYED" or event == "UNIT_SPELLCAST_CHANNEL_UPDATE" then
-- Pushback: a cast delayed later or a channel shortened. Following
-- Quartz, re-poll just the times and accumulate the shift into a running
+52 -61
View File
@@ -526,10 +526,10 @@ pfUI:RegisterModule("chat", function ()
if pfUI.chat.hideLock then return end
if MouseIsOver(pfUI.chat.left, 10, -10, -10, 10) then
if pfUI.chat.left:IsMouseOver(10, -10, -10, 10) then
pfUI.chat.left.panelTop:Show()
FCF_DockUpdate()
elseif MouseIsOver(pfUI.chat.right, 10, -10, -10, 10) then
elseif pfUI.chat.right:IsMouseOver(10, -10, -10, 10) then
-- disable while dock is active
if pfUI.chat.right:GetAlpha() == 0 then return end
@@ -782,16 +782,6 @@ pfUI:RegisterModule("chat", function ()
local r,g,b = GetStringColor(C.chat.text.unknowncolor)
local unknowncolorhex = rgbhex(r,g,b)
-- Suppress FriendsFrame's WHO_LIST_UPDATE handling for our DLL-issued
-- name lookups so they don't pop the friends panel. User-issued /who
-- still works because IsWhoQueryPending only reports true for queries
-- issued via C_FriendList.SendWhoQueryByName.
local original_FriendsFrame_OnEvent = FriendsFrame_OnEvent
_G.FriendsFrame_OnEvent = function()
if _G.event == "WHO_LIST_UPDATE" and C_FriendList.IsWhoQueryPending() then return end
return original_FriendsFrame_OnEvent()
end
local function GetPlayerLevel(name)
if not pfUI_playerDB then return nil end
if not pfUI_playerDB[name] then return nil end
@@ -806,6 +796,10 @@ pfUI:RegisterModule("chat", function ()
return frame:HookAddMessage(text, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, a14, a15, a16, a17)
end
-- payload of the CHAT_MSG event printing this line; nil for lines
-- that don't come from one (system text, addon output, history)
local event, _, sender, _, _, _, _, _, _, _, _, _, guid = GetCurrentChatEvent()
-- Remove prat CLINKs
text = gsub(text, "{CLINK:(%x+):([%d-]-:[%d-]-:[%d-]-:[%d-]-:[%d-]-:[%d-]-:[%d-]-:[%d-]-):([^}]-)}", "|c%1|Hitem:%2|h[%3]|h|r") -- tbc
text = gsub(text, "{CLINK:(%x+):([%d-]-:[%d-]-:[%d-]-:[%d-]-):([^}]-)}", "|c%1|Hitem:%2|h[%3]|h|r") -- vanilla
@@ -821,67 +815,64 @@ pfUI:RegisterModule("chat", function ()
text = pfUI.chat:HandleLink(text)
end
-- display class colors if already indexed
if C.chat.text.classcolor == "1" then
for name in gfind(text, "|Hplayer:(.-)|h") do
local real, _ = strsplit(":", name)
local color = unknowncolorhex
local match = false
local _, class, _, raceKey, sex = C_PlayerCache.GetPlayerInfoByName(real)
-- local guid = GetCurrentChatGUID()
-- if guid then
-- _, class = GetPlayerInfoByGUID(guid)
-- end
if not class then
class = GetUnitInfo(real)
end
if class then
if class ~= UNKNOWN then
color = "|c" .. PFUI_CLASS_COLORS[class].colorStr
match = true
end
elseif C.chat.text.whosearchunknown == "1" then
C_FriendList.SendWhoQueryByName(name) -- cooldown + state managed by DLL
end
if C.chat.text.tintunknown == "1" or match then
local icon = ""
if match and C.chat.text.playericons == "1" then
icon = GetFactionIcon(raceKey) .. GetRaceIcon(raceKey, sex)
end
text = string.gsub(text, "|Hplayer:"..name.."|h%["..real.."%]|h(.-:-)",
left..icon..color.."|Hplayer:"..name.."|h" .. color .. real .. "|h|r"..right.."%1")
end
-- display class colors and player levels if already indexed
local classcolor = C.chat.text.classcolor == "1"
local playerlevel = C.chat.text.playerlevel == "1"
if classcolor or playerlevel then
-- the engine name-queries a chat sender before the event fires,
-- so the sender's GUID always resolves; other names in the text
-- fall back to the name-keyed lookups
local _, senderClass, senderRace, senderSex
if classcolor and guid and guid ~= "" then
_, senderClass, _, senderRace, senderSex = GetPlayerInfoByGUID(guid)
end
end
-- display player levels if available
if C.chat.text.playerlevel == "1" then
for name in gfind(text, "|Hplayer:(.-)|h") do
local real, _ = strsplit(":", name)
local level = GetPlayerLevel(real)
local color, icon = "", ""
if classcolor then
local class, raceKey, sex
if senderClass and real == sender then
class, raceKey, sex = senderClass, senderRace, senderSex
else
_, class, _, raceKey, sex = C_PlayerCache.GetPlayerInfoByName(real)
end
if not class then
class = GetUnitInfo(real)
end
if class and class ~= UNKNOWN then
color = "|c" .. PFUI_CLASS_COLORS[class].colorStr
if C.chat.text.factionicons == "1" then
icon = GetFactionIcon(raceKey)
end
if C.chat.text.raceicons == "1" then
icon = icon .. GetRaceIcon(raceKey, sex)
end
elseif C.chat.text.tintunknown == "1" then
color = unknowncolorhex
end
end
local suffix = ""
local level = playerlevel and GetPlayerLevel(real)
if level and level > 0 then
local levelcolor = rgbhex(GetDifficultyColor(level))
-- Add level after the player name, before the closing bracket
text = string.gsub(text, "(|Hplayer:" .. name .. "|h.-|h|r)" .. right,
"%1 " .. levelcolor .. level .. "|r" .. right)
elseif level and level <= 0 then
suffix = " " .. rgbhex(GetDifficultyColor(level)) .. level .. "|r"
elseif level then
-- Show ?? for unknown levels (e.g. -1 from UnitLevel)
text = string.gsub(text, "(|Hplayer:" .. name .. "|h.-|h|r)" .. right,
"%1 |cffff0000??|r" .. right)
suffix = " |cffff0000??|r"
end
if color ~= "" or suffix ~= "" then
text = string.gsub(text, "|Hplayer:"..name.."|h%["..real.."%]|h(.-:-)",
left..icon..color.."|Hplayer:"..name.."|h" .. color .. real .. "|h|r"..suffix..right.."%1")
end
end
end
-- reduce channel name to number
if C.chat.text.channelnumonly == "1" then
local channel = string.gsub(text, ".*%[(.-)%]%s+(.*|Hplayer).+", "%1")
if string.find(channel, "%d+%. ") then
channel = string.gsub(channel, "(%d+)%..*", "channel%1")
channel = string.gsub(channel, "channel", "")
text = string.gsub(text, "%[%d+%..-%]%s+(.*|Hplayer)", left .. channel .. right .. " %1")
end
if C.chat.text.channelnumonly == "1" and event == "CHAT_MSG_CHANNEL" then
text = string.gsub(text, "%[(%d+)%..-%] ", left .. "%1" .. right .. " ", 1)
end
-- detect the whisper prefix BEFORE prepending a timestamp; the timestamp
+6 -4
View File
@@ -104,8 +104,10 @@ pfUI:RegisterModule("cooldown", function ()
return
end
-- realign cooldown frames
local parent = this.GetParent and this:GetParent()
-- realign the indicator Models that stock buttons build; the model is
-- drawn at 36px and needs scaling to its button. A Cooldown draws its
-- sweep to its own rect.
local parent = this.GetParent and not this:IsObjectType("Cooldown") and this:GetParent()
if parent and parent:GetWidth() / 36 > 0 then
this:SetScale(parent:GetWidth() / 36)
this:SetPoint("TOPLEFT", parent, "TOPLEFT", -1, 1)
@@ -144,7 +146,7 @@ pfUI:RegisterModule("cooldown", function ()
end
end
-- vanilla does not have a cooldown frame type, so we hook the
-- regular SetTimer function that each one is calling.
-- hook the SetTimer function that every cooldown, Cooldown frame or
-- stock indicator Model, is driven through.
hooksecurefunc("CooldownFrame_SetTimer", SetCooldown)
end)
+44 -7
View File
@@ -89,6 +89,13 @@ pfUI:RegisterModule("energytick", function()
return C.unitframes.player.pwidth ~= "-1" and C.unitframes.player.pwidth or C.unitframes.player.width
end
local rawborder, default_border = GetBorderSize("unitframes")
local cbtexture = pfUI.media[C.appearance.castbar.texture]
-- style is read once: switching it in the GUI needs a /reload, same as the
-- other structural (not cosmetic) toggles in this file
local fsrOverlay = C.unitframes.player.fsrstyle == "1"
-- was this gain the regen tick? if so, re-anchor the sweep on it
local function lockTick(frame)
local now, period = GetTime(), getAdjustedTickTimer()
@@ -199,11 +206,21 @@ pfUI:RegisterModule("energytick", function()
end
this.tick = GetTime() + 0.020 -- ~50 FPS
-- five-second rule drains to nothing
-- five-second rule drains to nothing. The display is cosmetic and can be
-- hidden on its own; the window itself (fsrEnd/fsrGain) keeps running
-- either way -- it still dims the sweep spark below.
local remaining = this.fsrEnd and (this.fsrEnd - GetTime()) or 0
if this.mode == "MANA" and remaining > 0 then
this.fsrbar:SetWidth(getBarWidth() * remaining / FIVE_SECOND_RULE)
this.fsrbar:Show()
if C.unitframes.player.showfsr == "1" then
if fsrOverlay then
this.fsrbar:SetWidth(getBarWidth() * remaining / FIVE_SECOND_RULE)
else
this.fsrbar:SetValue(remaining)
end
this.fsrbar:Show()
else
this.fsrbar:Hide()
end
else
this.fsrSpell, this.fsrEnd, this.fsrGain = nil, nil, nil
this.fsrbar:Hide()
@@ -240,10 +257,26 @@ pfUI:RegisterModule("energytick", function()
this.spark:SetPoint("LEFT", pos - ((C.unitframes.player.pheight + 5) / 2), 0)
end)
energytick.fsrbar = energytick:CreateTexture(nil, "ARTWORK")
energytick.fsrbar:SetTexture(1, 1, 1, .15)
energytick.fsrbar:SetPoint("TOPLEFT", 0, 0)
energytick.fsrbar:SetPoint("BOTTOMLEFT", 0, 0)
if fsrOverlay then
-- classic style: a translucent shade on top of the power bar's own fill
energytick.fsrbar = energytick:CreateTexture(nil, "ARTWORK")
energytick.fsrbar:SetTexture(1, 1, 1, .15)
energytick.fsrbar:SetPoint("TOPLEFT", 0, 0)
energytick.fsrbar:SetPoint("BOTTOMLEFT", 0, 0)
else
-- a real bar below the power bar, not an overlay on top of it -- the same
-- treatment nameplate castbars get relative to the health bar, so the
-- window can't be mistaken for missing mana
energytick.fsrbar = CreateFrame("StatusBar", nil, pfUI.uf.player)
energytick.fsrbar:SetStatusBarTexture(cbtexture)
energytick.fsrbar:SetMinMaxValues(0, FIVE_SECOND_RULE)
energytick.fsrbar:SetPoint("TOPLEFT", pfUI.uf.player.power.bar, "BOTTOMLEFT", 0, -default_border * 2)
energytick.fsrbar:SetPoint("TOPRIGHT", pfUI.uf.player.power.bar, "BOTTOMRIGHT", 0, -default_border * 2)
energytick.fsrbar:SetHeight(tonumber(C.unitframes.player.fsrheight) or 4)
energytick.fsrbar:SetStatusBarColor(GetStringColor(C.appearance.castbar.fsrcolor))
CreateBackdrop(energytick.fsrbar, default_border)
CreateBackdropShadow(energytick.fsrbar)
end
energytick.fsrbar:Hide()
energytick.spark = energytick:CreateTexture(nil, "OVERLAY")
@@ -256,6 +289,10 @@ pfUI:RegisterModule("energytick", function()
function pfUI.uf.player.UpdateConfig()
energytick.spark:SetHeight(C.unitframes.player.pheight + 15)
energytick.spark:SetWidth(C.unitframes.player.pheight + 5)
if not fsrOverlay then
energytick.fsrbar:SetHeight(tonumber(C.unitframes.player.fsrheight) or 4)
energytick.fsrbar:SetStatusBarColor(GetStringColor(C.appearance.castbar.fsrcolor))
end
hookUpdateConfig(pfUI.uf.player)
end
end)
+25 -6
View File
@@ -176,8 +176,8 @@ pfUI:RegisterModule("equipmentmanager", function()
rowMenu:RegisterEvent("GLOBAL_MOUSE_DOWN")
rowMenu:SetScript("OnEvent", function()
if not this:IsShown() then return end
if MouseIsOver(this) then return end
if this.anchorBtn and MouseIsOver(this.anchorBtn) then return end
if MouseIsOverHitRect(this) then return end
if this.anchorBtn and MouseIsOverHitRect(this.anchorBtn) then return end
this:Hide()
end)
tinsert(UISpecialFrames, "pfEqMgrRowMenu") -- Escape closes it
@@ -301,12 +301,22 @@ pfUI:RegisterModule("equipmentmanager", function()
pfUI.equipmentmanager.Refresh()
end)
-- Drag a set onto an action bar. PickupEquipmentSet is newer than
-- the rest of C_EquipmentSet, so dragging stays inert on ClassicAPI
-- builds that don't ship it yet.
if C_EquipmentSet.PickupEquipmentSet then
row:RegisterForDrag("LeftButton")
row:SetScript("OnDragStart", function()
if row.setID then C_EquipmentSet.PickupEquipmentSet(row.setID) end
end)
end
-- Show the gear and tooltip while the cursor is over the row or its
-- gear child. The gear sits inside the row's rectangle, so a single
-- MouseIsOver(row) check covers both. OnLeave on the row and the gear
-- catches every exit path, so no OnUpdate poll is needed.
-- MouseIsOverHitRect(row) check covers both. OnLeave on the row and the
-- gear catches every exit path, so no OnUpdate poll is needed.
local function HideRowHover()
if MouseIsOver(row) then return end
if MouseIsOverHitRect(row) then return end
GameTooltip:Hide()
row.gear:Hide()
end
@@ -586,6 +596,7 @@ pfUI:RegisterModule("equipmentmanager", function()
if i <= num then
local location = ordered[i]
b.specialAction = nil; b.bag = nil; b.slot = nil; b.invSlot = nil
local quality
if location == PLACEINBAGS_LOCATION then
b.specialAction = "placeInBags"
b.texture:SetTexture(pfUI.path.."\\img\\UI-GearManager-ItemIntoBag")
@@ -602,15 +613,23 @@ pfUI:RegisterModule("equipmentmanager", function()
local loc = EquipmentManager_GetLocationData(location)
if loc.isBags then
b.bag = loc.bag; b.slot = loc.slot
local tex, count = GetContainerItemInfo(loc.bag, loc.slot)
local tex, count, _, q = GetContainerItemInfo(loc.bag, loc.slot)
quality = q
b.texture:SetTexture(tex)
if count and count > 1 then b.count:SetText(count) else b.count:SetText("") end
else -- isPlayer (equipped in some other slot)
b.invSlot = loc.slot
b.texture:SetTexture(GetInventoryItemTexture("player", loc.slot))
b.count:SetText("")
quality = GetInventoryItemQuality("player", loc.slot)
end
end
-- Quality border, matching the character slots
if quality and quality > 0 then
b.backdrop:SetBackdropBorderColor(GetItemQualityColor(quality))
else
b.backdrop:SetBackdropBorderColor(pfUI.cache.er, pfUI.cache.eg, pfUI.cache.eb, pfUI.cache.ea)
end
local col = math.mod(i - 1, FLYOUT_COLS)
local row = math.floor((i - 1) / FLYOUT_COLS)
b:ClearAllPoints()
+23 -7
View File
@@ -58,10 +58,11 @@ pfUI:RegisterModule("gui", function ()
return
end
if MouseIsOver(this) and not this.over then
local over = MouseIsOverHitRect(this)
if over and not this.over then
this.tex:Show()
this.over = true
elseif not MouseIsOver(this) and this.over then
elseif not over and this.over then
this.tex:Hide()
this.over = nil
end
@@ -2072,9 +2073,6 @@ pfUI:RegisterModule("gui", function ()
CreateConfig(nil, T["Combopoint Width"], C.unitframes, "combowidth")
CreateConfig(nil, T["Combopoint Height"], C.unitframes, "comboheight")
CreateConfig(nil, T["Show Resting"], C.unitframes.player, "showRest", "checkbox")
CreateConfig(nil, T["Enable Energy Ticks"], C.unitframes.player, "energy", "checkbox")
CreateConfig(nil, T["Enable Mana Ticks"], C.unitframes.player, "manatick", "checkbox")
CreateConfig(nil, T["Detect Enemy Buffs"], C.unitframes, "buffdetect", "checkbox", nil, nil, nil, nil)
CreateConfig(nil, T["Raid Mark Icon Style"], C.unitframes, "blizzard_raidicons", "dropdown", function() return {"1:Original Blizzard", "0:pfUI Design"} end)
CreateConfig(nil, T["Swing Timer"], nil, nil, "header")
@@ -2320,6 +2318,15 @@ pfUI:RegisterModule("gui", function ()
CreateConfig(U[c], T["Right Text Y Offset"], C.unitframes[c], "txtpowerrightoffy")
CreateConfig(U[c], T["Power Bar Anchor"], C.unitframes[c], "panchor", "dropdown", pfUI.gui.dropdowns.uf_powerbar_position)
if c == "player" then
CreateConfig(nil, T["Energy/Mana Ticks"], nil, nil, "header")
CreateConfig(nil, T["Enable Energy Ticks"], C.unitframes[c], "energy", "checkbox")
CreateConfig(nil, T["Enable Mana Ticks"], C.unitframes[c], "manatick", "checkbox")
CreateConfig(nil, T["Show Five Second Rule"], C.unitframes[c], "showfsr", "checkbox")
CreateConfig(nil, T["Five Second Rule Style"], C.unitframes[c], "fsrstyle", "dropdown", function() return {"0:Separate Bar", "1:Overlay"} end)
CreateConfig(nil, T["Five Second Rule Height"], C.unitframes[c], "fsrheight")
end
CreateConfig(U[c], T["Combat Text"], nil, nil, "header")
CreateConfig(U[c], T["Show Combat Text"], C.unitframes[c], "hitindicator", "checkbox")
CreateConfig(U[c], T["Combat Text Font"], C.unitframes[c], "hitindicatorfont", "dropdown", pfUI.gui.dropdowns.fonts)
@@ -2340,12 +2347,18 @@ pfUI:RegisterModule("gui", function ()
CreateConfig(U[c], T["Buff Size"], C.unitframes[c], "buffsize")
CreateConfig(U[c], T["Buff Limit"], C.unitframes[c], "bufflimit")
CreateConfig(U[c], T["Buffs Per Row"], C.unitframes[c], "buffperrow")
CreateConfig(U[c], T["Own Buff Size"], C.unitframes[c], "ownbuffsize")
CreateConfig(U[c], T["Buff X-Spacing"], C.unitframes[c], "buffspacingx")
CreateConfig(U[c], T["Buff Y-Spacing"], C.unitframes[c], "buffspacingy")
CreateConfig(U[c], T["Debuffs"], nil, nil, "header")
CreateConfig(U[c], T["Debuff Position"], C.unitframes[c], "debuffs", "dropdown", pfUI.gui.dropdowns.uf_buff_position)
CreateConfig(U[c], T["Debuff Size"], C.unitframes[c], "debuffsize")
CreateConfig(U[c], T["Debuff Limit"], C.unitframes[c], "debufflimit")
CreateConfig(U[c], T["Debuffs Per Row"], C.unitframes[c], "debuffperrow")
CreateConfig(U[c], T["Own Debuff Size"], C.unitframes[c], "owndebuffsize")
CreateConfig(U[c], T["Debuff X-Spacing"], C.unitframes[c], "debuffspacingx")
CreateConfig(U[c], T["Debuff Y-Spacing"], C.unitframes[c], "debuffspacingy")
if c ~= "player" then
end
@@ -2792,6 +2805,8 @@ pfUI:RegisterModule("gui", function ()
CreateConfig(nil, T["Use Unit Fonts"], C.castbar, "use_unitfonts", "checkbox")
CreateConfig(nil, T["Casting Color"], C.appearance.castbar, "castbarcolor", "color")
CreateConfig(nil, T["Channeling Color"], C.appearance.castbar, "channelcolor", "color")
CreateConfig(nil, T["Uninterruptible Color"], C.appearance.castbar, "shieldcolor", "color")
CreateConfig(nil, T["Five Second Rule Color"], C.appearance.castbar, "fsrcolor", "color")
CreateConfig(nil, T["Castbar Texture"], C.appearance.castbar, "texture", "dropdown", pfUI.gui.dropdowns.uf_bartexture)
CreateConfig(nil, T["Disable Blizzard Castbar"], C.castbar.player, "hide_blizz", "checkbox")
end)
@@ -2864,9 +2879,10 @@ pfUI:RegisterModule("gui", function ()
CreateConfig(nil, T["Generate Playerlinks"], C.chat.text, "playerlinks", "checkbox")
CreateConfig(nil, T["Enable URL Detection"], C.chat.text, "detecturl", "checkbox")
CreateConfig(nil, T["Enable Class Colors"], C.chat.text, "classcolor", "checkbox")
CreateConfig(nil, T["Show Faction & Race Icons"] .. " " .. GetPlayerRaceIcons(), C.chat.text, "playericons", "checkbox")
local _, playerRace = UnitRace("player")
CreateConfig(nil, T["Show Faction Icons"] .. " " .. GetFactionIcon(playerRace), C.chat.text, "factionicons", "checkbox")
CreateConfig(nil, T["Show Race Icons"] .. " " .. GetRaceIcon(playerRace, UnitSex("player")), C.chat.text, "raceicons", "checkbox")
CreateConfig(nil, T["Enable Player Levels"], C.chat.text, "playerlevel", "checkbox")
CreateConfig(nil, T["Who Search Unknown Classes (|cffffaaaaExperimental|r)"], C.chat.text, "whosearchunknown", "checkbox")
CreateConfig(nil, T["Colorize Unknown Classes"], C.chat.text, "tintunknown", "checkbox")
CreateConfig(nil, T["Unknown Class Color"], C.chat.text, "unknowncolor", "color")
CreateConfig(nil, T["Left Chat Width"], C.chat.left, "width")
+21 -5
View File
@@ -105,6 +105,10 @@ pfUI:RegisterModule("hoverbind", function ()
end
end
local function BindingName(command)
return _G["BINDING_NAME_" .. command] or command
end
function pfUI.hoverbind:GetPrefix()
return string.format("%s%s%s",
(IsAltKeyDown() and modifiers.ALT or ""),
@@ -157,17 +161,29 @@ pfUI:RegisterModule("hoverbind", function ()
if arg1 == "ESCAPE" and not binding then pfUI.hoverbind:Hide() return end
if binding then
if arg1 == "ESCAPE" then
-- Remove existing binding
local key = (GetBindingKey(binding))
if (key) then
-- Remove all existing bindings
local keys = { GetBindingKey(binding) }
for _, key in ipairs(keys) do
SetBinding(key)
end
if keys[1] then
SaveBindings(GetCurrentBindingSet())
end
else
-- Create new binding
local key = map and map[arg1] or arg1
if (SetBinding(prefix..key, binding)) then
local key = prefix .. (map and map[arg1] or arg1)
local previous = GetBindingAction(key)
if (SetBinding(key, binding)) then
SaveBindings(GetCurrentBindingSet())
if previous and previous ~= "" and previous ~= binding then
DEFAULT_CHAT_FRAME:AddMessage("|cff33ffcc" .. key .. "|r " .. T["was unbound from"] .. " " .. BindingName(previous))
end
local active = GetBindingAction(key, true)
if active ~= binding then
DEFAULT_CHAT_FRAME:AddMessage("|cff33ffcc" .. key .. "|r " .. T["is currently overridden by"] .. " " .. BindingName(active))
end
end
end
end
+38 -58
View File
@@ -1,25 +1,13 @@
-- Innervate Callout Module
-- Announces Innervate casts via raid/party/battleground chat
-- Registers AURA_CAST events directly - zero polling, pure event-driven
-- Listens to COMBAT_LOG_EVENT_UNFILTERED - zero polling, pure event-driven
pfUI:RegisterModule("innervatecall", function ()
-- Requires Nampower for AURA_CAST events
if not GetNampowerVersion then return end
-- Only load for druids
if UnitClassBase("player") ~= "DRUID" then return end
local INNERVATE_SPELLID = 29166
-- GUID → name resolution for the target. UnitTokenFromGUID walks the
-- engine's known unit tokens (player, party, raid, target, ...) and
-- returns the first one currently bound to the GUID, so we don't have
-- to manually iterate party/raid here.
local function ResolveTargetName(targetGuid)
if not targetGuid then return nil end
local token = UnitTokenFromGUID(targetGuid)
return token and UnitName(token) or nil
end
local GCD_DURATION = 1.5
-- Determine chat channel based on group context
local function GetAnnounceChannel()
@@ -39,57 +27,49 @@ pfUI:RegisterModule("innervatecall", function ()
return nil
end
-- Event frame - registers AURA_CAST directly (bypasses libdebuff hooks
-- which are gated behind ownDebuffs/pendingCasts checks meant for debuffs)
local frame = CreateFrame("Frame")
-- AURA_CAST_ON_SELF fires when a buff lands ON the player
-- AURA_CAST_ON_OTHER fires when a buff lands on someone else
-- Both needed: self-innervate = ON_SELF, innervate on others = ON_OTHER
-- casterGuid check prevents announcing other druids' innervates
frame:RegisterEvent("AURA_CAST_ON_SELF")
frame:RegisterEvent("AURA_CAST_ON_OTHER")
frame:RegisterEvent("PLAYER_LOGOUT")
frame:SetScript("OnEvent", function()
if event == "PLAYER_LOGOUT" then
this:UnregisterAllEvents()
this:SetScript("OnEvent", nil)
return
end
-- Set on our cast, cleared once the "ready" timer is scheduled
local pending = false
-- AURA_CAST args: arg1=spellId, arg2=casterGuid, arg3=targetGuid
local spellId = arg1
local casterGuid = arg2
local targetGuid = arg3
if spellId ~= INNERVATE_SPELLID then return end
-- Only announce our own casts
if not IsPlayerGuid(casterGuid) then return end
-- Resolve target name from GUID
local targetName = ResolveTargetName(targetGuid) or "Unknown"
-- Determine channel
local channel = GetAnnounceChannel()
if not channel then return end -- solo, no announcement
SendChatMessage(">> Innervate casted on " .. targetName .. " <<", channel)
-- Schedule "ready" announcement when the cooldown expires. Read the
-- precise remaining time from C_Spell.GetSpellCooldown (startTime and
-- duration are seconds from the GetTime epoch); fall back to 360s.
local cdRemaining = 360
-- Schedule the "ready" announcement once Innervate's own cooldown is in
-- the spell history. Until then GetSpellCooldown reports only the GCD,
-- which has no isOnGCD flag here, so tell them apart by duration.
local function ScheduleReady()
local cd = C_Spell.GetSpellCooldown(INNERVATE_SPELLID)
if cd and cd.duration and cd.duration > 0 then
local remaining = cd.startTime + cd.duration - GetTime()
if remaining > 0 then cdRemaining = remaining end
end
if not cd or cd.duration <= GCD_DURATION then return end
C_Timer.After(cdRemaining, function()
pending = false
C_Timer.After(cd.startTime + cd.duration - GetTime(), function()
local ch = GetAnnounceChannel()
if ch then
SendChatMessage(">> Innervate is ready <<", ch)
end
end)
end
local frame = CreateFrame("Frame")
frame:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
frame:RegisterEvent("SPELL_UPDATE_COOLDOWN")
frame:SetScript("OnEvent", function()
if event == "SPELL_UPDATE_COOLDOWN" then
if pending then ScheduleReady() end
return
end
-- Innervate is instant, so it logs SPELL_CAST_SUCCESS with its target
-- arg2=subevent, arg4=sourceGUID, arg9=destName, arg12=spellId
if arg2 ~= "SPELL_CAST_SUCCESS" or arg12 ~= INNERVATE_SPELLID then return end
-- Only announce our own casts
if not IsPlayerGuid(arg4) then return end
local destName = arg9
-- Determine channel
local channel = GetAnnounceChannel()
if not channel then return end -- solo, no announcement
SendChatMessage(">> Innervate cast on " .. (destName or "Unknown") .. " <<", channel)
pending = true
ScheduleReady()
end)
end)
+1 -1
View File
@@ -180,7 +180,7 @@ pfUI:RegisterModule("map", function ()
my = (( my + height / 2 ) - ( y / scale )) / height * 100
end
if mx and my and MouseIsOver(WorldMapButton) then
if mx and my and WorldMapButton:IsMouseOver() then
WorldMapButton.coords.text:SetFormattedText('%.1f / %.1f', mx, my)
else
WorldMapButton.coords.text:SetText("")
+3 -3
View File
@@ -95,7 +95,7 @@ pfUI:RegisterModule("mapcolors", function ()
local tooltipText = ""
if unit_button_name == 'WorldMap' then
-- check player
if MouseIsOver(WorldMapPlayer) then
if WorldMapPlayer:IsMouseOver() then
ColorizeName(WorldMapPlayer)
tooltipText = WorldMapPlayer.name
end
@@ -104,7 +104,7 @@ pfUI:RegisterModule("mapcolors", function ()
-- check party
for i=1, MAX_PARTY_MEMBERS do
local frame = _G[unit_button_name.."Party"..i]
if frame:IsVisible() and MouseIsOver(frame) then
if frame:IsVisible() and frame:IsMouseOver() then
ColorizeName(frame)
tooltipText = tooltipText.."\n"..frame.name
end
@@ -113,7 +113,7 @@ pfUI:RegisterModule("mapcolors", function ()
--check Raid
for i=1, MAX_RAID_MEMBERS do
local frame = _G[unit_button_name.."Raid"..i]
if frame:IsVisible() and MouseIsOver(frame) then
if frame:IsVisible() and frame:IsMouseOver() then
ColorizeName(frame)
tooltipText = tooltipText.."\n"..frame.name
end
+17 -15
View File
@@ -109,24 +109,26 @@ pfUI:RegisterModule("minimap", function ()
this.highlight.tex:SetPoint("BOTTOMRIGHT", MiniMapMailIcon, "BOTTOMRIGHT", 2, -2)
this.highlight.tex:SetVertexColor(1,.5,.5)
this.highlight:SetScript("OnUpdate", function()
if not this.count then this.count = 0 end
if not this.modifier then this.modifier = 1 end
if this.count >= 10 then this:Hide() end
this:SetAlpha(this:GetAlpha() + this.modifier)
if this:GetAlpha() <= 0.1 then
this.modifier = 0.05
this.count = this.count + 1
elseif this:GetAlpha() >= 0.9 then
this.modifier = -0.05
end
end)
-- Blink ten times between .9 and .1, then hide
local highlight = this.highlight
highlight:SetAlpha(.9)
highlight.blink = highlight:CreateAnimationGroup()
for i = 1, 10 do
local down = highlight.blink:CreateAnimation("Alpha")
down:SetChange(-.8)
down:SetDuration(.3)
down:SetOrder(i * 2 - 1)
local up = highlight.blink:CreateAnimation("Alpha")
up:SetChange(.8)
up:SetDuration(.3)
up:SetOrder(i * 2)
end
highlight.blink:SetScript("OnFinished", function() highlight:Hide() end)
end
this.highlight.count = 0
this.highlight:Show()
this.highlight.blink:Stop()
this.highlight.blink:Play()
end)
-- Create coordinates text frame with location configurable
+40 -35
View File
@@ -77,10 +77,10 @@ pfUI:RegisterModule("nameplates", function ()
-- vs channel itself. Never called per frame.
local function PollCastInfo(unit)
if not unit then return nil end
local name, _, texture, startMs, endMs, _, _, _, spellID = C_Spell.UnitCastingInfo(unit)
local name, _, texture, startMs, endMs, _, _, noInterrupt, spellID = C_Spell.UnitCastingInfo(unit)
local isChannel
if not name then
name, _, texture, startMs, endMs, _, _, spellID = C_Spell.UnitChannelInfo(unit)
name, _, texture, startMs, endMs, _, noInterrupt, spellID = C_Spell.UnitChannelInfo(unit)
isChannel = true
end
if not name or not startMs or not endMs then return nil end
@@ -92,6 +92,7 @@ pfUI:RegisterModule("nameplates", function ()
endTime = endMs / 1000,
duration = (endMs - startMs) / 1000,
isChannel = isChannel,
noInterrupt = noInterrupt,
}
end
@@ -279,10 +280,6 @@ pfUI:RegisterModule("nameplates", function ()
return color
end
local function DoNothing()
return
end
local function DisableObject(object)
if not object then return end
if not object.GetObjectType then return end
@@ -380,16 +377,23 @@ pfUI:RegisterModule("nameplates", function ()
end
local function GetUnitType(red, green, blue)
if red > .9 and green < .2 and blue < .2 then
return "ENEMY_NPC"
elseif red > .9 and green > .9 and blue < .2 then
return "NEUTRAL_NPC"
elseif red < .2 and green < .2 and blue > 0.9 then
return "FRIENDLY_PLAYER"
elseif red < .2 and green > .9 and blue < .2 then
return "FRIENDLY_NPC"
end
-- UnitSelectionType: 0 hostile, 1 unfriendly, 2 neutral, 3 friendly (or a
-- PvP-flagged player), 4 unflagged player. Type 3 is ambiguous, so callers
-- still promote *_NPC to *_PLAYER from their own player check.
local selectionTypes = {
[0] = "ENEMY_NPC",
[1] = "ENEMY_NPC",
[2] = "NEUTRAL_NPC",
[3] = "FRIENDLY_NPC",
[4] = "FRIENDLY_PLAYER",
}
local function GetUnitType(plate)
-- an unresolved token reads as the player's own type (4), so never ask
-- without a GUID
local guid = plate.cachedGuid
if not guid or guid == "" then return "ENEMY_NPC" end
return selectionTypes[UnitSelectionType(guid)]
end
local filter, list, cache
@@ -436,22 +440,8 @@ pfUI:RegisterModule("nameplates", function ()
plate.debuffs[index].stacks:SetJustifyV("BOTTOM")
plate.debuffs[index].stacks:SetTextColor(1,1,0)
-- PERF: Use lightweight fake cooldown frame when animation disabled
-- The Model-based CooldownFrameTemplate causes major lag with many nameplates
if cfg.debuffanim ~= 1 then
plate.debuffs[index].cd = CreateFrame("Frame", plate.platename.."Debuff"..index.."Cooldown", plate.debuffs[index])
plate.debuffs[index].cd:SetAllPoints(plate.debuffs[index])
plate.debuffs[index].cd:SetFrameLevel(6)
plate.debuffs[index].cd:SetScript("OnUpdate", CooldownFrame_OnUpdateModel)
plate.debuffs[index].cd.AdvanceTime = DoNothing
plate.debuffs[index].cd.SetSequence = DoNothing
plate.debuffs[index].cd.SetSequenceTime = DoNothing
else
-- Use CooldownFrameTemplate for animation
plate.debuffs[index].cd = CreateFrame("Model", plate.platename.."Debuff"..index.."Cooldown", plate.debuffs[index], "CooldownFrameTemplate")
plate.debuffs[index].cd:SetAllPoints(plate.debuffs[index])
plate.debuffs[index].cd:SetFrameLevel(6)
end
plate.debuffs[index].cd = CreateFrame("Cooldown", plate.platename.."Debuff"..index.."Cooldown", plate.debuffs[index], "CooldownFrameTemplate")
plate.debuffs[index].cd:SetFrameLevel(6)
-- Set initial config flags (will be cached per-cooldown later)
plate.debuffs[index].cd.pfCooldownStyleAnimation = cfg.debuffanim
@@ -518,6 +508,10 @@ nameplates:RegisterEvent("UPDATE_MOUSEOVER_UNIT")
-- plate's own frame, against its own token -- see OnCreate and
-- NAME_PLATE_UNIT_ADDED.
nameplates:RegisterEvent("PLAYER_GUILD_UPDATE")
-- The interruptible flips only fire for target and focus, not nameplate
-- tokens. castState is keyed by GUID, so they still reach those units' plates.
nameplates:RegisterUnitEvent("UNIT_SPELLCAST_INTERRUPTIBLE", "target", "focus")
nameplates:RegisterUnitEvent("UNIT_SPELLCAST_NOT_INTERRUPTIBLE", "target", "focus")
nameplates:SetScript("OnEvent", function()
-- Stop event handling during logout to prevent crash 132
@@ -679,6 +673,17 @@ nameplates:RegisterEvent("PLAYER_GUILD_UPDATE")
-- Also propagate to all plates for alpha/strata updates
this.eventcache = true
elseif event == "UNIT_SPELLCAST_INTERRUPTIBLE" or event == "UNIT_SPELLCAST_NOT_INTERRUPTIBLE" then
local guid = UnitGUID(arg1)
local info = guid and castState[guid]
local plate = info and plateByGuid[guid]
if plate and plate.castbar then
info.noInterrupt = event == "UNIT_SPELLCAST_NOT_INTERRUPTIBLE"
-- UpdateCastbar only restyles on a new cast; force it
plate.castbar.lastEndTime = nil
plate.castUpdate = true
end
elseif event == "PLAYER_COMBO_POINTS" or event == "UNIT_COMBO_POINTS" then
-- Only flag the target's plate for combo point update
local plate = C_NamePlate.GetNamePlateForUnit("target")
@@ -959,6 +964,7 @@ nameplates:RegisterEvent("PLAYER_GUILD_UPDATE")
nameplate.name:SetJustifyH(nameTextPos)
nameplate.health:SetOrientation(orientation)
nameplate.health:SetRotatesTexture(orientation == "VERTICAL")
-- Bar anchors to the plate directly so the name's JustifyH (configurable
-- below) can shift left/right without dragging the bar with it.
nameplate.health:ClearAllPoints()
@@ -1081,8 +1087,7 @@ nameplates:RegisterEvent("PLAYER_GUILD_UPDATE")
levelFromDB = true
end
local red, green, blue = plate.original.healthbar:GetStatusBarColor()
local unittype = GetUnitType(red, green, blue) or "ENEMY_NPC"
local unittype = GetUnitType(plate)
local font_size = C.nameplates.use_unitfonts == "1" and C.global.font_unit_size or C.global.font_size
-- ignore players with npc names if plate level is lower than player level
@@ -1751,7 +1756,7 @@ nameplates:RegisterEvent("PLAYER_GUILD_UPDATE")
-- Relative 0..duration range to avoid float precision loss with large
-- absolute timestamps.
nameplate.castbar:SetMinMaxValues(0, duration)
nameplate.castbar:SetStatusBarColor(GetStringColor(C.appearance.castbar[(isChannel and "channelcolor" or "castbarcolor")]))
SetCastbarShield(nameplate.castbar, nameplate.castbar.icon, castInfo.noInterrupt, isChannel)
if castInfo.icon then
nameplate.castbar.icon.tex:SetTexture(castInfo.icon)
nameplate.castbar.icon.tex:SetTexCoord(.1,.9,.1,.9)
+2 -1
View File
@@ -122,6 +122,7 @@ pfUI:RegisterModule("panel", function()
local gcmb = gckb and gckb > 0 and round((gckb or 0)/1000, 2) .. " MB" or UNAVAILABLE
local nin, nout, nping = GetNetStats()
local screenWidth, screenHeight = GetPhysicalScreenSize()
GameTooltip:AddDoubleLine(T["Active Addons"], "|cffffffff" .. active .. "|cff555555 / |cffffffff" .. GetNumAddOns())
GameTooltip:AddLine(" ")
@@ -133,7 +134,7 @@ pfUI:RegisterModule("panel", function()
GameTooltip:AddDoubleLine(T["Network Latency"], "|cffffffff" .. nping .. "ms")
GameTooltip:AddLine(" ")
GameTooltip:AddDoubleLine(T["Graphic Renderer"], "|cffffffff" .. GetCVar("gxApi"))
GameTooltip:AddDoubleLine(T["Screen Resolution"], "|cffffffff" .. GetCVar("gxResolution"))
GameTooltip:AddDoubleLine(T["Screen Resolution"], "|cffffffff" .. screenWidth .. 'x' .. screenHeight)
GameTooltip:AddDoubleLine(T["UI-Scale"], "|cffffffff" .. round(UIParent:GetEffectiveScale(),2))
GameTooltip:Show()
end
+1 -36
View File
@@ -1,39 +1,4 @@
pfUI:RegisterModule("skin", function ()
-- align UIParent panels
pfUI.panelalign = CreateFrame("Frame", "pfUIParentPanelAlign", UIParent)
pfUI.panelalign:SetScript("OnUpdate", function()
-- throttle to 5 updates per second instead of every frame
if (this.tick or 0.2) > GetTime() then return else this.tick = GetTime() + 0.2 end
local left = UIParent.left
local center = UIParent.center
local rbpos, ropos
-- detect outer frame backdrops
if left and not left.rightObj then
left.rightObj = left.backdrop or left
for _, frame in pairs({left:GetChildren()}) do
rbpos = frame.backdrop and frame.backdrop.GetRight and frame.backdrop:GetRight()
ropos = left.rightObj and left.rightObj.GetRight and left.rightObj:GetRight()
if rbpos and ropos and rbpos > ropos then
left.rightObj = frame.backdrop
end
end
end
-- reset anchors
if not left or not left:IsShown() or not center or not center:IsShown() then
UIParent.pfLeftAligned = nil
return
elseif center and center:IsShown() and left and left:IsShown() then
local width = left.rightObj:GetRight()
if width and width ~= UIParent.pfLeftAligned then
center:SetPoint("TOPLEFT", "UIParent", "TOPLEFT", width + 10, -104)
UIParent.pfLeftAligned = width
end
end
end)
-- durability frame
pfUI.durability = CreateFrame("Frame", "pfDurability", UIParent)
if pfUI.minimap then
@@ -79,4 +44,4 @@ pfUI:RegisterModule("skin", function ()
else
UIErrorsFrame:RegisterEvent("UI_ERROR_MESSAGE")
end
end)
end)
+59 -266
View File
@@ -1,10 +1,6 @@
pfUI:RegisterModule("swingtimer", function ()
local rawborder, border = GetBorderSize()
-- HitInfo flags (EVENTS.md)
local HITINFO_LEFTSWING = 4 -- 4: Off-hand attack
local HITINFO_NOACTION = 65536 -- 65536: server did not advance the swing clock
-- SPELL_QUEUE_EVENT codes (EVENTS.md)
local ON_SWING_QUEUED = 0
local ON_SWING_QUEUE_POPPED = 1
@@ -19,8 +15,6 @@ pfUI:RegisterModule("swingtimer", function ()
lastMhMarkerX = -1, lastOhMarkerX = -1, lastRaMarkerX = -1,
autoAttackActive = false,
inCombat = false,
pendingCastSpellId = nil,
mhFrozenAt = nil,
hsQueued = false, cleaveQueued = false, maulQueued = false,
hsSeenCurrent = false, cleaveSeenCurrent = false, maulSeenCurrent = false,
isWarrior = false,
@@ -31,13 +25,6 @@ pfUI:RegisterModule("swingtimer", function ()
onSwingCache = {},
}
-- Wand "Shoot" runs on the ranged bar but is INDEPENDENT of the melee
-- swing clock — casters melee-weave between mainhand swings and wand
-- fires, both timers tick concurrently. Every other ranged-auto-attack
-- (Hunter Auto Shot, any future auto-repeat ranged spell) replaces MH.
local WAND_SHOOT_SPELLID = 5019
local THROW_SPELLID = 2764 -- one-shot ranged, not auto-repeat
-- On-next-swing spells replace the next auto-attack swing.
-- Covers Raptor Strike, Maul, Mongoose Bite, Holy Strike, etc. automatically.
local function IsOnSwingSpell(spellId)
@@ -203,36 +190,19 @@ pfUI:RegisterModule("swingtimer", function ()
CreateBackdropShadow(pfUI.swingtimer.offhand)
-- Ranged bar
pfUI.swingtimer.ranged = CreateFrame("Frame", "pfSwingTimerRanged", UIParent)
-- Hunters fill from the center: the bar drains toward the middle during
-- the reload, then the auto shot deadzone grows back out in the warn color.
pfUI.swingtimer.ranged = CreateFrame("StatusBar", "pfSwingTimerRanged", UIParent)
pfUI.swingtimer.ranged:SetPoint("BOTTOM", UIParent, "CENTER", -189, 83)
pfUI.swingtimer.ranged:SetWidth(sw_width)
pfUI.swingtimer.ranged:SetHeight(sw_height)
pfUI.swingtimer.ranged:SetMinMaxValues(0, 1)
pfUI.swingtimer.ranged:SetValue(0)
pfUI.swingtimer.ranged:SetStatusBarTexture(sw_texture)
pfUI.swingtimer.ranged:SetStatusBarColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged:SetFillStyle(isHunter and "CENTER" or "STANDARD")
pfUI.swingtimer.ranged:Hide()
pfUI.swingtimer.ranged.left = pfUI.swingtimer.ranged:CreateTexture(nil, "ARTWORK")
pfUI.swingtimer.ranged.left:SetTexture(sw_texture)
pfUI.swingtimer.ranged.left:SetPoint("RIGHT", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.left:SetHeight(sw_height)
pfUI.swingtimer.ranged.left:SetWidth(sw_width / 2)
pfUI.swingtimer.ranged.left:SetTexCoord(0, 0.5, 0, 1)
pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.right = pfUI.swingtimer.ranged:CreateTexture(nil, "ARTWORK")
pfUI.swingtimer.ranged.right:SetTexture(sw_texture)
pfUI.swingtimer.ranged.right:SetPoint("LEFT", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.right:SetHeight(sw_height)
pfUI.swingtimer.ranged.right:SetWidth(sw_width / 2)
pfUI.swingtimer.ranged.right:SetTexCoord(0.5, 1, 0, 1)
pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.warn = pfUI.swingtimer.ranged:CreateTexture(nil, "ARTWORK")
pfUI.swingtimer.ranged.warn:SetTexture(sw_texture)
pfUI.swingtimer.ranged.warn:SetPoint("CENTER", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.warn:SetHeight(sw_height)
pfUI.swingtimer.ranged.warn:SetWidth(1)
pfUI.swingtimer.ranged.warn:SetVertexColor(rwR, rwG, rwB, rwA)
pfUI.swingtimer.ranged.warn:Hide()
pfUI.swingtimer.ranged.text = pfUI.swingtimer.ranged:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.ranged.text:SetPoint("CENTER", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.text:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
@@ -304,67 +274,41 @@ pfUI:RegisterModule("swingtimer", function ()
S.raSpeed = (rs and rs > 0) and rs or 0
end
-- Reset MH countdown to full speed (server confirmed swing)
local function ResetMH()
if S.mhFrozenAt then
S.mhFrozenAt = nil
end
-- Start* restart a countdown from a PLAYER_SWING reset. `remaining` can be
-- shorter than the weapon speed (parry haste, ranged wind-up), so the bar
-- length stays the full swing and the fill starts part-way along.
local function StartMH(remaining)
UpdateWeaponSpeeds()
pfUI.swingtimer.mhGraceAt = nil -- cancel any pending hide
S.mhTimerMax = S.mhSpeed
S.mhTimer = S.mhSpeed
S.mhTimerMax = math.max(S.mhSpeed, remaining)
S.mhTimer = remaining
S.mhActive = true
pfUI.swingtimer.mainhand:Show()
pfUI.swingtimer:Show()
end
-- Reset OH countdown to full speed
local function ResetOH()
local function StartOH(remaining)
UpdateWeaponSpeeds()
-- The off-hand attack time stays set with a shield equipped
if S.ohSpeed <= 0 then return end
pfUI.swingtimer.ohGraceAt = nil -- cancel any pending hide
S.ohTimerMax = S.ohSpeed
S.ohTimer = S.ohSpeed
S.ohTimerMax = math.max(S.ohSpeed, remaining)
S.ohTimer = remaining
S.ohActive = true
if sw_showoh then pfUI.swingtimer.offhand:Show() end
pfUI.swingtimer:Show()
end
-- Reset ranged countdown. replaceMH=true (Hunter Auto Shot, Throw) stops
-- the melee swing clock while ranged ticks; replaceMH=false (wand Shoot)
-- leaves it running for melee weaving.
local function ResetRanged(replaceMH)
local function StartRanged(remaining)
if not sw_showranged then return end
UpdateWeaponSpeeds()
if S.raSpeed <= 0 then return end
if replaceMH then
S.mhActive = false
pfUI.swingtimer.mainhand:Hide()
end
S.raTimerMax = S.raSpeed
S.raTimer = S.raSpeed
S.raTimerMax = math.max(S.raSpeed, remaining)
S.raTimer = remaining
S.raActive = true
if isHunter then
pfUI.swingtimer.ranged.left:ClearAllPoints()
pfUI.swingtimer.ranged.left:SetPoint("RIGHT", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.left:SetWidth(sw_width / 2)
pfUI.swingtimer.ranged.left:SetTexCoord(0, 0.5, 0, 1)
pfUI.swingtimer.ranged.right:SetWidth(sw_width / 2)
pfUI.swingtimer.ranged.right:SetTexCoord(0.5, 1, 0, 1)
else
pfUI.swingtimer.ranged.left:ClearAllPoints()
pfUI.swingtimer.ranged.left:SetPoint("TOPLEFT", pfUI.swingtimer.ranged, "TOPLEFT", 0, 0)
pfUI.swingtimer.ranged.left:SetWidth(0.1)
pfUI.swingtimer.ranged.left:Hide()
pfUI.swingtimer.ranged.left:SetTexCoord(0, 0, 0, 1)
pfUI.swingtimer.ranged.right:SetWidth(0.1)
pfUI.swingtimer.ranged.right:Hide()
end
pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.warn:SetWidth(1)
pfUI.swingtimer.ranged.warn:Hide()
pfUI.swingtimer.ranged:SetStatusBarColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged:SetValue(isHunter and 1 or 0)
pfUI.swingtimer.ranged:Show()
pfUI.swingtimer:Show()
end
@@ -486,23 +430,17 @@ pfUI:RegisterModule("swingtimer", function ()
local anyActive = false
-- Tick timers down. When a timer expires we give a short grace period before
-- hiding the bar, to bridge the 1-2 frame gap until AUTO_ATTACK_SELF arrives.
-- If AUTO_ATTACK_SELF arrives during the grace period it resets the timer
-- hiding the bar, to bridge the 1-2 frame gap until PLAYER_SWING arrives.
-- If PLAYER_SWING arrives during the grace period it resets the timer
-- normally and the grace timer is cleared. If not (e.g. auto-attack was
-- turned off), the bar hides after the grace period ends.
local GRACE = 0.15 -- seconds to wait after timer hits 0 before hiding
if S.mhActive then
-- Don't tick while frozen (swing-delay spell like Slam is being cast)
if not S.mhFrozenAt then
S.mhTimer = S.mhTimer - delta
end
S.mhTimer = S.mhTimer - delta
if S.mhTimer <= 0 then
S.mhTimer = 0
if S.mhFrozenAt then
-- Swing-delay spell cast in progress: bar holds at 0, skip grace/hide.
-- SPELL_GO handler will unfreeze and add cast duration to timer.
elseif not pfUI.swingtimer.mhGraceAt then
if not pfUI.swingtimer.mhGraceAt then
pfUI.swingtimer.mhGraceAt = GetTime() + GRACE
elseif GetTime() >= pfUI.swingtimer.mhGraceAt then
pfUI.swingtimer.mhGraceAt = nil
@@ -641,30 +579,12 @@ pfUI:RegisterModule("swingtimer", function ()
local remaining = S.raTimer
if isHunter then
local DEADZONE = 0.5
local halfW = sw_width / 2
if remaining > DEADZONE then
local elapsed = S.raTimerMax - remaining
local phase1dur = S.raTimerMax - DEADZONE
local p = elapsed / phase1dur
local w = halfW * (1 - p)
if w < 1 then w = 1 end
pfUI.swingtimer.ranged.left:Show()
pfUI.swingtimer.ranged.left:SetWidth(w)
pfUI.swingtimer.ranged.left:SetTexCoord(0, (1 - p) * 0.5, 0, 1)
pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.right:Show()
pfUI.swingtimer.ranged.right:SetWidth(w)
pfUI.swingtimer.ranged.right:SetTexCoord(1 - (1 - p) * 0.5, 1, 0, 1)
pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.warn:Hide()
pfUI.swingtimer.ranged:SetStatusBarColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged:SetValue((remaining - DEADZONE) / (S.raTimerMax - DEADZONE))
else
local p = 1 - (remaining / DEADZONE)
local w = sw_width * p
if w < 1 then w = 1 end
pfUI.swingtimer.ranged.left:Hide()
pfUI.swingtimer.ranged.right:Hide()
pfUI.swingtimer.ranged.warn:SetWidth(w)
pfUI.swingtimer.ranged.warn:Show()
pfUI.swingtimer.ranged:SetStatusBarColor(rwR, rwG, rwB, rwA)
pfUI.swingtimer.ranged:SetValue(1 - (remaining / DEADZONE))
end
if sw_showtext then
if remaining <= 0.5 then
@@ -674,14 +594,7 @@ pfUI:RegisterModule("swingtimer", function ()
end
end
else
local progress = 1 - (remaining / S.raTimerMax)
local w = sw_width * progress
if w < 1 then w = 1 end
pfUI.swingtimer.ranged.left:Show()
pfUI.swingtimer.ranged.left:SetWidth(w)
pfUI.swingtimer.ranged.left:SetTexCoord(0, progress, 0, 1)
pfUI.swingtimer.ranged.right:Hide()
pfUI.swingtimer.ranged.warn:Hide()
pfUI.swingtimer.ranged:SetValue(1 - (remaining / S.raTimerMax))
if sw_showtext then
pfUI.swingtimer.ranged.text:SetFormattedText("%.1f", math.floor(remaining * 10) / 10)
end
@@ -722,164 +635,46 @@ pfUI:RegisterModule("swingtimer", function ()
end
end)
-- SPELL_START_SELF: fires only for cast-time spells, never instants
local spellStartFrame = CreateFrame("Frame")
spellStartFrame:RegisterEvent("SPELL_START_SELF")
spellStartFrame:SetScript("OnEvent", function()
if not (arg1 and arg1 > 0) then return end
S.pendingCastSpellId = arg1
-- Freeze the swing timer for cast-time spells that DON'T reset auto-
-- attack on completion (Slam, Hammer of Wrath on Turtle, etc.) — those
-- let the swing resume from where it paused. C_Spell.ResetsMeleeSwing
-- mirrors the server rule; spells that reset don't need freezing (they
-- reset on SPELL_GO_SELF). Subsumes the old hardcoded swingDelaySpells
-- list (no list maintenance for new Slam-style spells).
if S.mhActive then
if not C_Spell.ResetsMeleeSwing(arg1) then
S.mhFrozenAt = GetTime()
end
end
end)
-- Cast cancel/fail/interrupt: unfreeze swing timer if a delay spell was interrupted
local spellFailFrame = CreateFrame("Frame")
spellFailFrame:RegisterEvent("SPELLCAST_FAILED")
spellFailFrame:RegisterEvent("SPELLCAST_INTERRUPTED")
spellFailFrame:SetScript("OnEvent", function()
if S.mhFrozenAt then
S.mhFrozenAt = nil
end
S.pendingCastSpellId = nil
end)
-- SPELL_GO hook via libdebuff
pfUI.libdebuff_spell_go_hooks = pfUI.libdebuff_spell_go_hooks or {}
pfUI.libdebuff_spell_go_hooks["swingtimer"] = function(spellId)
-- C_Spell.IsRangedAutoAttackSpell catches both Auto Shot (75) and
-- wand Shoot (5019) via Spell.dbc's AUTO_REPEAT attribute (covers
-- any future auto-repeat ranged spell automatically). Wand is the
-- one independent of the MH swing — everything else replaces it.
-- Throw isn't auto-repeat (single-shot) so it's handled explicitly.
if C_Spell.IsRangedAutoAttackSpell(spellId) then
ResetRanged(spellId ~= WAND_SHOOT_SPELLID)
return
elseif spellId == THROW_SPELLID then
ResetRanged(true)
return
elseif IsOnSwingSpell(spellId) then
-- On-next-swing ability (HS / Cleave / Maul / Raptor Strike / etc.)
-- — the swing fires as the spell consumes it. Drop the queued color.
S.hsQueued = false; S.cleaveQueued = false; S.maulQueued = false
ResetMH()
else
-- C_Spell.ResetsMeleeSwing mirrors the server rule (Turtle's
-- Spell::IsMeleeAttackResetSpell): InterruptFlags has AUTOATTACK and
-- AttributesEx2 lacks NOT_RESET_AUTO_ACTIONS. When the spell resets the
-- swing, snap the timers to full. Otherwise (elseif) a frozen-swing-
-- during-cast is a Slam-style cast — push the timer forward by the cast
-- duration so the bar resumes from where it paused.
if C_Spell.ResetsMeleeSwing(spellId) then
if S.mhActive and S.mhSpeed > 0 then
UpdateWeaponSpeeds()
S.mhTimerMax = S.mhSpeed
S.mhTimer = S.mhSpeed
end
if S.ohActive and S.ohSpeed > 0 then
S.ohTimerMax = S.ohSpeed
S.ohTimer = S.ohSpeed
end
elseif S.mhFrozenAt then
local castDuration = GetTime() - S.mhFrozenAt
S.mhTimer = S.mhTimer + castDuration
S.mhTimerMax = S.mhTimerMax + castDuration
S.mhFrozenAt = nil
end
end
S.pendingCastSpellId = nil
end
-- SPELL_CAST_EVENT hook: HS/Cleave/Maul queue tracking
pfUI.libdebuff_spell_cast_hooks = pfUI.libdebuff_spell_cast_hooks or {}
pfUI.libdebuff_spell_cast_hooks["swingtimer"] = function(success, spellId)
local kind = ClassifyOnSwingSpell(spellId)
if not kind then return end
S.useSpellQueueEvent = true
SetQueuedKind(kind)
end
local events = CreateFrame("Frame")
events:RegisterEvent("AUTO_ATTACK_SELF")
events:RegisterEvent("AUTO_ATTACK_OTHER")
events:RegisterEvent("PLAYER_SWING")
events:RegisterEvent("PLAYER_ENTERING_WORLD")
events:RegisterEvent("PLAYER_EQUIPMENT_CHANGED") -- ClassicAPI: per-slot, equipment-only
events:RegisterEvent("PLAYER_REGEN_DISABLED")
events:RegisterEvent("PLAYER_REGEN_ENABLED")
events:RegisterEvent("ACTIONBAR_SLOT_CHANGED")
events:RegisterUnitEvent("UNIT_DIED", UnitGUID("player"))
events:RegisterEvent("PLAYER_DEAD")
events:RegisterUnitEvent("UNIT_SPELLCAST_SENT", "player")
events:RegisterUnitEvent("UNIT_SPELLCAST_SUCCEEDED", "player")
events:RegisterEvent("SPELL_QUEUE_EVENT")
events:RegisterEvent("START_AUTOATTACK")
events:RegisterEvent("STOP_AUTOATTACK")
events:SetScript("OnEvent", function()
if event == "AUTO_ATTACK_SELF" then
local hitInfo = arg4 or 0
local isOffhand = bit.band(hitInfo, HITINFO_LEFTSWING) ~= 0
local noAction = bit.band(hitInfo, HITINFO_NOACTION) ~= 0
-- NOACTION means server did not advance swing clock (dodge/parry/miss).
-- Only skip if the timer is already running - if it's not active yet
-- (first swing ever), we still want to start it so the bar appears.
if noAction then
if isOffhand and S.ohActive then return end
if not isOffhand and S.mhActive then return end
if event == "PLAYER_SWING" then
-- ClassicAPI tracks the server's swing clock (white hits, on-next-swing
-- abilities, swing-reset casts, parry haste, extra attacks, weapon
-- swaps) and hands over the seconds left until the next swing.
if arg2 == Enum.PlayerSwingType.MainHand then
StartMH(arg1)
elseif arg2 == Enum.PlayerSwingType.OffHand then
StartOH(arg1)
elseif arg2 == Enum.PlayerSwingType.Ranged then
StartRanged(arg1)
end
-- Extra attack detection: if timer still has >20% remaining for that hand,
-- the server did NOT reset the swing clock -> this is an extra attack, skip.
-- Use 20% here (SP_SwingTimer's ShouldResetTimer threshold).
-- Exception: if timer is already at 0 (expired), always accept.
if isOffhand then
local pct = S.ohActive and (S.ohTimer / S.ohTimerMax) or 0
if S.ohActive and S.ohTimer > 0 and pct > 0.20 then
return
end
ResetOH()
else
local pct = S.mhActive and (S.mhTimer / S.mhTimerMax) or 0
if S.mhActive and S.mhTimer > 0 and pct > 0.20 then
return
end
ResetMH()
elseif event == "UNIT_SPELLCAST_SENT" then
-- arg4 = spellID: an on-next-swing ability (HS / Cleave / Maul) queued
local kind = ClassifyOnSwingSpell(arg4)
if kind then
S.useSpellQueueEvent = true
SetQueuedKind(kind)
end
elseif event == "AUTO_ATTACK_OTHER" then
-- Parry haste: enemy attacked the player and player parried
local targetGuid = arg2
if not targetGuid or not IsPlayerGuid(targetGuid) then return end
local victimState = arg5 or 0
-- VICTIMSTATE_PARRY = 3
-- Vanilla: parry reduces the NEXT swing timer by 40% of weapon speed,
-- minimum 20% of weapon speed remaining (SP_SwingTimer approach)
if victimState == 3 then
-- Apply to whichever swing comes next (smallest % remaining = closest to firing)
if S.ohActive and S.ohSpeed > 0 and (S.ohTimer / S.ohTimerMax) < (S.mhTimer / S.mhTimerMax) then
local minimum = S.ohSpeed * 0.20
if S.ohTimer > minimum then
local reduct = S.ohSpeed * 0.40
local before = S.ohTimer
S.ohTimer = S.ohTimer - reduct
if S.ohTimer < minimum then S.ohTimer = minimum end
end
elseif S.mhActive and S.mhSpeed > 0 then
local minimum = S.mhSpeed * 0.20
if S.mhTimer > minimum then
local reduct = S.mhSpeed * 0.40
local before = S.mhTimer
S.mhTimer = S.mhTimer - reduct
if S.mhTimer < minimum then S.mhTimer = minimum end
end
else
end
elseif event == "UNIT_SPELLCAST_SUCCEEDED" then
-- arg3 = spellID: the on-next-swing ability resolved, which consumes
-- the queue, so drop the queued color
if IsOnSwingSpell(arg3) then
S.hsQueued = false; S.cleaveQueued = false; S.maulQueued = false
end
elseif event == "SPELL_QUEUE_EVENT" then
@@ -931,10 +726,8 @@ pfUI:RegisterModule("swingtimer", function ()
S.cleaveQueued = false
S.maulQueued = false
elseif event == "UNIT_DIED" then
if IsPlayerGuid(arg1) then
ResetAll()
end
elseif event == "PLAYER_DEAD" then
ResetAll()
end
end)
-12
View File
@@ -866,9 +866,6 @@ pfUI:RegisterModule("thirdparty-vanilla", function()
if C.thirdparty.supermacro.enable == "0" then return end
if not pfUI.bars then return end
-- skin game menu button
SkinButton(GameMenuButtonSuperMacro)
-- hook events to include SuperMacro refreshs
local ButtonFullUpdate = pfUI.bars.ButtonFullUpdate
pfUI.bars.ButtonFullUpdate = function(button)
@@ -1197,16 +1194,7 @@ pfUI:RegisterModule("thirdparty-vanilla", function()
HookAddonOrVariable("LunaUnitFrames", EnableHealComm)
HookAddonOrVariable("NotGrid", EnableHealComm)
HookAddonOrVariable("MoveAnything", function()
SkinButton(GameMenuButtonMoveAnything)
end)
HookAddonOrVariable("MCP", function()
SkinButton(GameMenuButtonAddOns)
end)
HookAddonOrVariable("HardcoreDeath", function()
SkinButton(GameMenuButtonHardcoreDeathLogGUI)
GameMenuFrame:SetHeight(GameMenuFrame:GetHeight() + 20)
end)
+1 -1
View File
@@ -113,7 +113,7 @@ pfUI:RegisterModule("totems", function ()
self.bar[i].cdbg = self.bar[i].cdbg or CreateFrame("Frame", nil, self.bar[i])
self.bar[i].cdbg:SetSize(self.iconsize - 3, self.iconsize - 3)
self.bar[i].cdbg:SetPoint("CENTER", self.bar[i], "CENTER", 0, 0)
self.bar[i].cd = self.bar[i].cd or CreateFrame("Model", "pfTotemsBar"..i.."Cooldown", self.bar[i].cdbg, "CooldownFrameTemplate")
self.bar[i].cd = self.bar[i].cd or CreateFrame("Cooldown", "pfTotemsBar"..i.."Cooldown", self.bar[i].cdbg, "CooldownFrameTemplate")
self.bar[i].cd.pfCooldownStyleAnimation = 1
self.bar[i].cd.pfCooldownType = "ALL"
+11 -18
View File
@@ -34,6 +34,14 @@ pfUI:RegisterModule("tracking", function ()
pfUI.tracking.icon:SetTexCoord(.08, .92, .08, .92)
pfUI.tracking.icon:SetAllPoints(pfUI.tracking)
-- Pulses the icon while no tracking spell is active
pfUI.tracking.pulse = pfUI.tracking.icon:CreateAnimationGroup()
pfUI.tracking.pulse:SetLooping("BOUNCE")
local fade = pfUI.tracking.pulse:CreateAnimation("Alpha")
fade:SetChange(-.5)
fade:SetDuration(.5)
fade:SetSmoothing("IN_OUT")
pfUI.tracking.menu = CreateFrame("Frame", "pfUIDropDownMenuTracking", nil, "UIDropDownMenuTemplate")
pfUI.tracking:RegisterEvent("PLAYER_ENTERING_WORLD")
@@ -48,19 +56,6 @@ pfUI:RegisterModule("tracking", function ()
this:RefreshMenu()
end)
pfUI.tracking:SetScript("OnUpdate", function()
if this.pulse then
local _,_,_,alpha = this.icon:GetVertexColor()
local fpsmod = GetFramerate() / 30
if not alpha or alpha >= 0.9 then
this.modifier = -0.03 / fpsmod
elseif alpha <= .5 then
this.modifier = 0.03 / fpsmod
end
this.icon:SetVertexColor(1,1,1,alpha + this.modifier)
end
end)
pfUI.tracking:RegisterForClicks("LeftButtonUp", "RightButtonUp")
pfUI.tracking:SetScript("OnClick", function()
if arg1 == "RightButton" then
@@ -113,20 +108,18 @@ pfUI:RegisterModule("tracking", function ()
local texture = GetTrackingTexture()
if texture and texture ~= state.texture then
state.texture = texture
pfUI.tracking.pulse = nil
pfUI.tracking.pulse:Stop()
pfUI.tracking.icon:SetTexture(texture)
pfUI.tracking.icon:SetVertexColor(1,1,1,1)
pfUI.tracking:Show()
elseif not texture then
state.texture = nil
if pulse and next(state.spells) ~= nil then
pfUI.tracking.pulse = true
pfUI.tracking.icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark")
pfUI.tracking.icon:SetVertexColor(1,1,1,1)
if not pfUI.tracking.pulse:IsPlaying() then pfUI.tracking.pulse:Play() end
pfUI.tracking:Show()
else
pfUI.tracking.pulse = nil
pfUI.tracking.pulse:Stop()
pfUI.tracking:Hide()
end
end
+2 -4
View File
@@ -98,11 +98,9 @@ pfUI:RegisterModule("turtle-wow", function ()
GameMenuButtonOptions:ClearAllPoints()
GameMenuButtonOptions:SetPoint("TOP", GameMenuButtonShop, "BOTTOM", 0, -16)
-- apply pfUI skin to the new shop button
-- match the shop button's text to the other skinned menu buttons
if pfUI.skin["Game Menu"] and pfUI_config["disabled"]["skin_Game Menu"] ~= "1" then
local font = GameMenuButtonShop:GetFontString()
font:SetTextColor(1,1,1,1)
SkinButton(GameMenuButtonShop)
GameMenuButtonShop:GetFontString():SetTextColor(1,1,1,1)
end
end
+11 -12
View File
@@ -130,15 +130,6 @@ pfUI:RegisterModule("unlock", function ()
return frames
end
local function DraggerOnUpdate()
this.text:SetAlpha(this.text:GetAlpha() -0.05)
if this.text:GetAlpha() < 0.1 then
this.text:SetText(strsub(this:GetParent():GetName(),3))
this.text:SetAlpha(1)
this:SetScript("OnUpdate", function() return end)
end
end
local function SaveScale(frame, scale)
frame:SetScale(scale)
@@ -148,9 +139,8 @@ pfUI:RegisterModule("unlock", function ()
C.position[frame:GetName()]["scale"] = scale
frame.drag.text:SetText(T["Scale"] .. ": " .. scale)
frame.drag.text:SetAlpha(1)
frame.drag:SetScript("OnUpdate", DraggerOnUpdate)
frame.drag.fade:Stop()
frame.drag.fade:Play()
end
local function SavePosition(frame)
@@ -455,6 +445,15 @@ pfUI:RegisterModule("unlock", function ()
d.text:SetPoint("CENTER", 0, 0)
d.text:SetFontObject(GameFontWhite)
-- Fades out the scale readout, then puts the frame name back
d.fade = d.text:CreateAnimationGroup()
local fade = d.fade:CreateAnimation("Alpha")
fade:SetChange(-1)
fade:SetDuration(.3)
d.fade:SetScript("OnFinished", function()
d.text:SetText(strsub(f:GetName(),3))
end)
d.frame = f
d.fname = fname
d.label = label
+21
View File
@@ -34,4 +34,25 @@ pfUI:RegisterModule("unusable", function ()
hooksecurefunc("BankFrameItemButton_UpdateLock", function()
pfUI.unusable:UpdateSlot(-1, this:GetID())
end)
-- requirement changes (level, proficiency/skill, required spell, reputation,
-- honor rank) don't touch the bags; queue a full rebag through pfUI.bag's
-- coalesced delay, whose UpdateSlot resets the tint before we reapply it
local refresh = CreateFrame("Frame")
refresh:RegisterEvent("PLAYER_LEVEL_UP")
refresh:RegisterEvent("SKILL_LINES_CHANGED")
refresh:RegisterEvent("SPELLS_CHANGED")
refresh:RegisterEvent("FACTION_STANDING_CHANGED")
refresh:RegisterEvent("PLAYER_PVP_RANK_CHANGED")
refresh:SetScript("OnEvent", function()
for _, bag in pairs(pfUI.BACKPACK) do
pfUI.bag.delay.UpdateBag[bag] = true
end
-- the bank frame is only created on first bank visit
if pfUI.bag.left and pfUI.bag.left:IsShown() then
for _, bag in pairs(pfUI.BANK) do
pfUI.bag.delay.UpdateBag[bag] = true
end
end
end)
end)
+29 -9
View File
@@ -63,9 +63,16 @@ pfUI:RegisterModule("xpbar", function ()
end
end)
-- Cancel a running fade-out and show the bar at full alpha
local function Reveal(self)
self.fade:Stop()
self:SetAlpha(1)
end
local function OnLeave(self)
local self = self or this
self.hover = nil
self.tick = GetTime() + 3.00
GameTooltip:Hide()
end
@@ -82,7 +89,8 @@ local function OnEnter(self)
mode = "REP"
end
self:SetAlpha(1)
self.hover = true
Reveal(self)
if mode == "XP" then
local xp, xpmax, exh = UnitXP("player"), UnitXPMax("player"), GetXPExhaustion()
@@ -183,13 +191,15 @@ end
local self = self or this
if self.text_mouse == "1" then
self.bar.text:SetShown(MouseIsOver(self))
self.bar.text:SetShown(self.hover)
end
if self.always then return end
if self:GetAlpha() == 0 or MouseIsOver(self) then return end
if ( self.tick or 1) > GetTime() then return else self.tick = GetTime() + .01 end
self:SetAlpha(self:GetAlpha() - .05)
-- Hover comes from OnEnter/OnLeave, the same mouse focus that reveals the
-- bar, so the fade can't restart under the cursor
if self:GetAlpha() == 0 or self.hover or self.fade:IsPlaying() then return end
if ( self.tick or 1) > GetTime() then return end
self.fade:Play()
end
local function OnEvent(self)
@@ -210,7 +220,7 @@ end
end
if self.always then
self:SetAlpha(1)
Reveal(self)
self:Show()
end
@@ -220,7 +230,7 @@ end
if mode == "XP" then
self.enabled = true
self:SetAlpha(1)
Reveal(self)
self.bar:SetMinMaxValues(0, UnitXPMax("player"))
self.bar:SetValue(UnitXP("player"))
if GetXPExhaustion() then
@@ -246,7 +256,7 @@ end
elseif mode == "PETXP" then
self.restedbar:Hide()
self.enabled = true
self:SetAlpha(1)
Reveal(self)
local currXP, nextXP = GetPetExperience()
self.bar:SetMinMaxValues(min(0, currXP), nextXP)
@@ -264,7 +274,7 @@ end
local name, standingID, barMin, barMax, barValue = GetRepDisplay(self.factionID)
if name then
self.enabled = true
self:SetAlpha(1)
Reveal(self)
barMax = barMax - barMin
barValue = barValue - barMin
@@ -342,6 +352,7 @@ end
local cr, cg, cb, ca = pfUI.api.GetStringColor(b.xp_color)
b.bar:SetStatusBarColor(cr,cg,cb,ca)
b.bar:SetOrientation(b.mode)
b.bar:SetRotatesTexture(b.mode == "VERTICAL")
b.bar.text = b.bar.text or b.bar:CreateFontString()
b.bar.text:SetPoint("CENTER", b, "CENTER", 0, b.text_off_y)
@@ -358,10 +369,19 @@ end
local cr, cg, cb, ca = pfUI.api.GetStringColor(b.rest_color)
b.restedbar:SetStatusBarColor(cr,cg,cb,ca)
b.restedbar:SetOrientation(b.mode)
b.restedbar:SetRotatesTexture(b.mode == "VERTICAL")
-- auto hide
b:EnableMouse(true)
if not b.fade then
b.fade = b:CreateAnimationGroup()
local fade = b.fade:CreateAnimation("Alpha")
fade:SetChange(-1)
fade:SetDuration(.3)
b.fade:SetScript("OnFinished", function() b:SetAlpha(0) end)
end
b:RegisterEvent("FACTION_STANDING_CHANGED")
b:RegisterUnitEvent("UNIT_PET", "player")
b:RegisterUnitEvent("UNIT_LEVEL", "player")
+2 -2
View File
@@ -8,8 +8,8 @@ pfUI:RegisterSkin("Friends", function ()
CreateBackdropShadow(FriendsFrame)
FriendsFrame.backdrop:SetPoint("TOPLEFT", 8, -10)
FriendsFrame.backdrop:SetPoint("BOTTOMRIGHT", -32, 74)
FriendsFrame:SetHitRectInsets(8,32,10,74)
FriendsFrame.backdrop:SetPoint("BOTTOMRIGHT", -32, 72)
FriendsFrame:SetHitRectInsets(8,32,10,72)
EnableMovable("FriendsFrame")
SkinCloseButton(FriendsFrameCloseButton, FriendsFrame.backdrop, -6, -6)
+11 -15
View File
@@ -19,24 +19,20 @@ pfUI:RegisterSkin("Game Menu", function ()
pfUI.gui:Show()
HideUIPanel(GameMenuFrame)
end)
SkinButton(pfUIButton)
local point, relativeTo, relativePoint, xOffset, yOffset = GameMenuButtonOptions:GetPoint()
GameMenuButtonOptions:SetPoint(point, relativeTo, relativePoint, xOffset, yOffset - 22)
local buttons = {
GameMenuButtonOptions,
GameMenuButtonSoundOptions,
GameMenuButtonUIOptions,
GameMenuButtonKeybindings,
GameMenuButtonMacros,
GameMenuButtonRatings,
GameMenuButtonLogout,
GameMenuButtonQuit,
GameMenuButtonContinue,
}
for _, button in pairs(buttons) do
if button then SkinButton(button) end
-- skin every button on the menu, including ones other addons add later
local function SkinMenuButtons()
for _, child in pairs({GameMenuFrame:GetChildren()}) do
if child:GetFrameType() == "Button" and not child._pfMenuSkinned then
SkinButton(child)
child._pfMenuSkinned = true
end
end
end
SkinMenuButtons()
GameMenuFrame:HookScript("OnShow", SkinMenuButtons)
end)
+49
View File
@@ -0,0 +1,49 @@
pfUI:RegisterSkin("Options - Interface", function ()
local rawborder, border = GetBorderSize()
local bpad = rawborder > 1 and border - GetPerfectPixel() or GetPerfectPixel()
local cr, cg, cb = PFUI_CLASS_COLORS[UnitClassBase("player")]:GetRGB()
StripTextures(InterfaceOptionsFrame)
CreateBackdrop(InterfaceOptionsFrame, nil, nil, .75)
CreateBackdropShadow(InterfaceOptionsFrame)
local title = GetNoNameObject(InterfaceOptionsFrame, "FontString", "ARTWORK", ADDON_OPTIONS)
title:ClearAllPoints()
title:SetPoint("TOP", InterfaceOptionsFrame, "TOP", 0, -10)
CreateBackdrop(InterfaceOptionsFrameAddOns, nil, true, .75)
CreateBackdrop(InterfaceOptionsFramePanelContainer, nil, true, .75)
SkinScrollbar(InterfaceOptionsFrameAddOnsListScrollBar)
for _, button in ipairs(InterfaceOptionsFrameAddOns.buttons) do
button:GetHighlightTexture():SetTexture(cr, cg, cb, .25)
-- the list update swaps plus/minus textures on the toggle by path
local toggle = _G[button:GetName() .. "Toggle"]
SkinCollapseButton(toggle)
toggle:SetPushedTexture("")
toggle:SetHighlightTexture("")
toggle.SetPushedTexture = function() end
end
-- ClassicAPI's own pages (Options\Panel.lua) number their controls
local i = 1
while _G["ClassicAPIOptionsControl" .. i] do
local control = _G["ClassicAPIOptionsControl" .. i]
local ctype = control:GetFrameType()
if ctype == "CheckButton" then
SkinCheckbox(control)
elseif ctype == "Slider" then
SkinSlider(control)
else
SkinDropDown(control, nil, nil, nil, true)
end
i = i + 1
end
SkinButton(InterfaceOptionsFrameDefaults)
SkinButton(InterfaceOptionsFrameCancel)
SkinButton(InterfaceOptionsFrameOkay)
InterfaceOptionsFrameOkay:ClearAllPoints()
InterfaceOptionsFrameOkay:SetPoint("RIGHT", InterfaceOptionsFrameCancel, "LEFT", -2*bpad, 0)
end)
+9 -9
View File
@@ -2,19 +2,19 @@ pfUI:RegisterSkin("Quest Log", function ()
local rawborder, border = GetBorderSize()
local bpad = rawborder > 1 and border - GetPerfectPixel() or GetPerfectPixel()
_G.QUESTS_DISPLAYED = 23
_G.QUESTS_DISPLAYED = 22
_G.MAX_WATCHABLE_QUESTS = 20 -- TODO
do -- quest log frame
QuestLogQuestCount:ClearAllPoints()
QuestLogQuestCount:SetPoint("TOPRIGHT", -10, -30)
hooksecurefunc("QuestLog_OnShow", function()
QuestLogFrame:ClearAllPoints()
QuestLogFrame:SetPoint("TOPLEFT", 10, -104)
end)
-- let the panel manager anchor this doublewide panel at 10, -114
UIPanelWindows["QuestLogFrame"].xoffset = 10
UIPanelWindows["QuestLogFrame"].yoffset = -10
QuestLogFrame:SetSize(676, 440)
-- match the 430px height and top edge of the other skinned panels
QuestLogFrame:SetSize(676, 430)
QuestLogFrame:DisableDrawLayer("BACKGROUND")
StripTextures(QuestLogFrame, true)
@@ -144,7 +144,7 @@ pfUI:RegisterSkin("Quest Log", function ()
end
QuestLogListScrollFrame:SetPoint("TOPLEFT", 10, -54)
QuestLogListScrollFrame:SetHeight(350)
QuestLogListScrollFrame:SetHeight(340)
hooksecurefunc("QuestLog_Update", function()
local numEntries = GetNumQuestLogEntries()
@@ -181,8 +181,8 @@ pfUI:RegisterSkin("Quest Log", function ()
QuestLogDetailScrollFrame:ClearAllPoints()
QuestLogDetailScrollFrame:SetPoint("TOPLEFT", QuestLogListScrollFrame, "TOPRIGHT", 35, 0)
QuestLogDetailScrollFrame:SetHeight(376)
QuestLogDetailScrollChildFrame:SetHeight(376)
QuestLogDetailScrollFrame:SetHeight(366)
QuestLogDetailScrollChildFrame:SetHeight(366)
local bg = QuestLogDetailScrollFrame:CreateTexture(nil, "BACKGROUND")
bg:SetAllPoints()
+2 -2
View File
@@ -6,9 +6,9 @@ pfUI:RegisterSkin("Spellbook", function ()
CreateBackdrop(SpellBookFrame, nil, nil, .75)
CreateBackdropShadow(SpellBookFrame)
SpellBookFrame.backdrop:SetPoint("TOPLEFT", 12, -12)
SpellBookFrame.backdrop:SetPoint("TOPLEFT", 10, -10)
SpellBookFrame.backdrop:SetPoint("BOTTOMRIGHT", -30, 72)
SpellBookFrame:SetHitRectInsets(12,30,12,72)
SpellBookFrame:SetHitRectInsets(10,30,10,72)
EnableMovable(SpellBookFrame)
SpellBookTitleText:ClearAllPoints()
+10 -3
View File
@@ -22,9 +22,16 @@ pfUI:RegisterSkin("Pet Stable Master", function ()
PetStablePetInfo:ClearAllPoints()
PetStablePetInfo:SetPoint("TOPLEFT", PetStableModel, "TOPLEFT", 10, 0)
local buttons = {"PetStableCurrentPet", "PetStableStabledPet1", "PetStableStabledPet2"}
for _,v in pairs(buttons) do
local button = _G[v]
-- Servers differ in stable size (Turtle WoW has 4 slots), so collect
-- every PetStableStabledPetN the client created.
local buttons = { PetStableCurrentPet }
local i = 1
while _G["PetStableStabledPet"..i] do
table.insert(buttons, _G["PetStableStabledPet"..i])
i = i + 1
end
for _, button in pairs(buttons) do
StripTextures(button)
SkinButton(button, nil, nil, nil, _G[button:GetName().."IconTexture"])