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23 Commits
Author SHA1 Message Date
Brues ee9bd9e31a libunitscan: cache levels only, classes come from C_PlayerCache 2026-11-03 01:17:04 -06:00
Brues df7c13651b Action bars: glow proc and reactive spells from ClassicAPI's overlay events
A button on the action bars pulses a gold border while the spell in its
slot glows: Overpower, Revenge, Execute, Riposte, Counterattack, Mongoose
Bite and Hammer of Wrath while usable, and Shadow Bolt under Shadow
Trance. The slot update resolves the spell, through GetMacroSpell for a
macro, and reads IsSpellOverlayed, so glows lit before a /reload show.
SPELL_ACTIVATION_OVERLAY_GLOW_SHOW/HIDE then update the buttons with that
spell ID; every rank fires its own event.

"Highlight Proc And Reactive Spells" under Action Bars turns it off.
The screen alerts are left out: their art isn't in the 1.12 client.
2026-11-03 01:07:03 -06:00
Brues 646174fc60 Animations: absolute alpha and setToFinalAlpha, combat feedback text fades on an animation group
Combat feedback text fades in, holds and fades out on an animation group
on the font string instead of an OnUpdate helper frame. Autohide and the
XP/rep bars keep the faded-out alpha with SetToFinalAlpha instead of an
OnFinished that sets it. Pulses, the mail blink, the holiday dusk and the
candle flicker give their alphas with SetFromAlpha / SetToAlpha.
2026-11-03 01:07:03 -06:00
Brues 1c1be19711 Castbars: stripe the fill of uninterruptible casts with a tiled texture
The shield draws img/stripes on OVERLAY, anchored to the fill with
horizontal and vertical tiling so the stripes keep their size as the bar
fills. Castbar text moves from the invalid DIALOG layer (read as ARTWORK)
to OVERLAY so it draws above the stripes.
2026-11-03 01:07:03 -06:00
Brues eb68642d21 Error handler: own function with the error-site stack, stop replacing the global error 2026-11-03 01:07:03 -06:00
Brues d2088c455f Unit frames: drain update flags on a queued flush, heal prediction from libpredict callbacks, drop the OnUpdate 2026-11-03 01:07:03 -06:00
Brues 9e2a89de62 Bags: batch event-queued updates on a timer, drop the OnUpdate 2026-11-03 01:07:02 -06:00
Brues 1a6314aa60 XP/rep bars: auto-hide rides a timer, drop the OnUpdate 2026-11-03 01:07:02 -06:00
Brues 70bfc1c443 One-shot event handlers: use EventUtil.RegisterOnceFrameEventAndCallback instead of self-unregistering frames 2026-11-03 01:07:02 -06:00
Brues d143e91f81 Mirror timers: bars fill from duration objects, drop the OnUpdate
A breath, fatigue or feign death bar fills from a duration object that
spans the bar at the timer's rate, and a text binding writes the m:ss
countdown. MirrorTimer_Show and MIRROR_TIMER_PAUSE resync it from
GetMirrorTimerProgress; a paused bar holds its value.
2026-11-03 01:07:02 -06:00
Brues 14ae659f2a Swing timer: bars fill from duration objects, drop the OnUpdate
Each bar fills itself from a duration object of the swing, a text
binding counts it down, and the marker with its glows rides the fill's
edge. One C_Timer per bar ends the swing, runs the melee grace and
switches a hunter's reload to the deadzone. Colors update on the events
that change them, ACTIONBAR_UPDATE_STATE standing in for the per-tick
IsCurrentAction reconcile; a bar waiting past its grace hides on
STOP_AUTOATTACK or leaving combat. The three bar builders become one.

The Swing Timer throttle setting only paced the OnUpdate, so it goes.
2026-11-03 01:07:02 -06:00
Brues 9187155ea6 Cast bar: the tradeskill spark rides a timer-driven fill, drop the OnUpdate
The per-craft spark of a merged tradeskill chain sits on the edge of an
invisible status bar that fills from cb.craft (ClassicAPI v1.19.1), so
nothing moves it by hand each frame.
2026-11-03 01:07:02 -06:00
Brues 465e87d7d2 Energy tick: the spark rides a timer-driven fill, drop the OnUpdate
The tick frame is a status bar whose invisible fill sweeps each period
from a duration object, with the spark anchored to the fill's edge
(ClassicAPI v1.19.1). A timer at each period's end rolls the sweep over
by whole periods, paused while hidden and caught up as it shows. The
five-second rule ends on its own timer, and the spark's alpha and the
rule bar update on the events that change them. Full mana now hides the
frame on every event, not just on a power update.
2026-11-03 01:07:02 -06:00
Brues dd4ebda0a9 Unit frames: anchor the heal prediction to the health fill's edge
ClassicAPI v1.19.1 moves a status bar texture's rect with the fill, so
the prediction starts at GetStatusBarTexture() and is only as wide as the
incoming heal. It follows the health bar while it animates instead of
sitting at the final value.
2026-11-03 01:07:02 -06:00
Brues 1abeafcec2 Action bars: range and usable state from ClassicAPI events, drop the range ticker
Shown buttons on bars 1-10 enable C_ActionBar.EnableActionRangeCheck for
their slot and take ACTION_RANGE_CHECK_UPDATE; hiding a bar or paging
releases the old slot. ACTION_USABLE_CHANGED refreshes only the changed
slots; ACTIONBAR_UPDATE_USABLE is left to the stance buttons. Requires
ClassicAPI v1.19.1.
2026-11-03 01:07:02 -06:00
Brues cde16e7fbe Action bars: route events to narrow passes, drop the OnUpdate
The pfActionBar frame ran an OnUpdate every frame and fully rebuilt all 140
buttons on events that only touch one part of them.

- Events go where the stock 1.12 bars send them: page and bonus-bar changes
  to the main bar's pager only, UPDATE_BINDINGS to the keybind text only,
  combat, auto repeat and tradeskill events to the active-border pass, and
  aura/form changes to the stance buttons that exist. Full rebuilds are left
  for entering the world, slot changes and the drag grid.
- Keybind text is read once per binding change from a fixed per-button
  command, no longer formatted and gsub'd on every slot update.
- Updates flush on the next frame through RunNextFrame instead of a 40 Hz
  OnUpdate; range is polled on a C_Timer ticker only while glowrange is on.
- Passes check visibility once per bar and walk only its shown buttons; a bar
  refreshes its buttons from OnShow, replacing the polled stale catch-up.
  Range no longer checks the buttons of disabled bars.
- Cooldowns skip CooldownFrame_SetTimer when start/duration/enable are
  unchanged; the active border only touches widgets when its state changes,
  and the "statechange" animation now follows every state change.
- PET_BAR_UPDATE only shows or hides the pet bar instead of re-running its
  whole layout; unlock mode is hooked instead of polled.
- Stance and pet buttons no longer inherit the previous button's oom tint.

pfUI.bars.update is replaced by pfUI.bars.QueueSlot(slot).
2026-11-03 01:07:02 -06:00
Brues a376afb2d7 UI scale: size borders from the scale the game applies, mirror its options
GetPerfectPixel divided by the uiScale option, or by 1 while useUiScale was
off, though the game's automatic scale is never under 0.9, so default
borders came out about a tenth of a pixel thin. The game scales UIParent
only after add-ons and saved variables load, so the pixel now comes from
GetPhysicalScreenSize and the scale the game is about to apply, worked out
from the same options and rules as OnDisplaySizeChanged. UI_SCALE_CHANGED
offers a reload once when the pixel size changes.

The preset dropdown and the pixelperfect module go: its presets were pixel
perfect only at 1080p and its restore path never ran. The settings show the
game's own Use UI-Scale and UI-Scale options, plus a Pixel Perfect UI-Scale
checkbox (one UI unit per screen pixel, kept through window resizes) that
overrides them. The pixel perfect border and HiDPI options go too; border
sizes now count real pixels. CVAR settings rows write their option through
their own config instead of this:GetParent(), which a dropdown's menu
button is not. The first-run slider stops at 0.64, below which the game
drops uiScale for its automatic scale.
2026-11-03 01:07:02 -06:00
Brues c8cc7bde79 Frame sizes: measure anchor-sized regions with the unscaled getters
GetWidth/GetHeight return an anchor-sized region's size times its effective
scale, so at any UI scale but 1 they disagreed with the sizes and offsets
built from them. The craft spark, raid-marker name shortening, unit frame
indicators, dropdown widening and the cooldown font's first size now read
GetUnscaledWidth/GetUnscaledHeight. The combat log and the settings rows
drop their GetRight()-GetLeft() workarounds for the same bug.
2026-11-03 01:07:02 -06:00
Brues d7e732981b Timer bars: buffwatch, loot roll, infobox and five-second rule drain from duration objects
Each bar hands its fill to StatusBar:SetTimerDuration instead of a per-frame
SetValue. Buffwatch's time text moves to a duration text binding holding the
cooldown formatter, now exposed as GetTimeFormatter (replacing
GetColoredTimeString, whose only caller this was). The five-second rule's
overlay style becomes a color-filled StatusBar too, so both styles share one
path; energytick's OnUpdate keeps only the tick spark.
2026-11-03 01:07:02 -06:00
Brues 2909679d62 Cast bars: fill and count down from duration objects, drop the OnUpdate sweeps
Player/target/focus bars and nameplate castbars hand their fill to
StatusBar:SetTimerDuration and their timer text to a duration text binding.
Pushback re-reads UnitCastingDuration/UnitChannelDuration; a C_Timer clears a
bar whose STOP never arrives. The nameplate castbar throttle is obsolete and
goes with its settings page.
2026-11-03 01:07:02 -06:00
Brues f1c1bfd0c6 Options: skin ClassicAPI's key binding buttons and page scroll bars
ClassicAPI's option pages now have key binding rows. Their two buttons are
numbered ClassicAPIOptionsControlN like the other controls, but they are
Buttons: strip the UIPanelButtonTemplate2 slices (BACKGROUND layer) and
skin them as buttons.

The control loop's last branch skinned anything unknown as a dropdown,
and SkinDropDown errors without the dropdown's Button, which stopped the
loop for every later control. It now runs only for a control that has
that Button; a type without a branch stays unskinned.

ClassicAPI's pages scroll with retail's MinimalScrollBar, named
ClassicAPIOptionsScrollBarN. SkinScrollbar expects the old named
UIPanelScrollBar parts, so these get their own pass: pfUI arrow buttons,
a backdrop track between them and a flat thumb, as SkinScrollbar draws.
The bar's steppers and thumb set their atlas again on every state
change, so their art is hidden rather than cleared.
2026-11-03 00:56:37 -06:00
Brues 2a6bddd756 DPSMate dock: find DPSMate by its globals and its first window by settings
The hook gated on an addon folder named exactly DPSMate and a first
window named DPSMate, so repacks under other folder names and renamed
windows never docked (#77). It now waits on login, checks DPSMate's
globals, resolves the first window from DPSMateSettings on every call,
and re-docks after DPSMate rebuilds its frames.
2026-11-02 23:14:27 -06:00
Brues 893524174c Equipment manager: close the slot flyout with the character frame
PopoutsActive checked IsShown, which stays true on the paperdoll and the
sidecar when only CharacterFrame hides. Check IsVisible instead.
2026-11-02 20:08:32 -06:00
46 changed files with 1524 additions and 1840 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 = 11813 -- (X*10000 + Y*100 + Z)
local PFUI_CLASSIC_API_MIN = 11901 -- (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"
+1 -1
View File
@@ -23,7 +23,7 @@ Provides:
- C_NamePlate - Event-driven nameplates (no more per-frame WorldFrame scanning) with real per-plate unit tokens and GUIDs
- C_UnitAuras - Replaces over 3k lines of hand-rolled aura tracking
- C_Spell - Replaces thousands of hardcoded spell names for each locale and powers castbar
- Real cast bars - Actual cast/channel timing, spellID and interrupt state for any unit (C_Spell.UnitCastingInfo)
- Real cast bars - Actual cast/channel timing, spellID and interrupt state for any unit (C_Spell.UnitCastingInfo), filled and counted down engine-side (UnitCastingDuration, StatusBar:SetTimerDuration, duration text bindings) with no Lua OnUpdate
- Focus - A genuine `focus` unit plus `/focus` and `/clearfocus` (FocusUnit / ClearFocus)
- C_EquipmentSet - Full Equipment Manager with GUID-tracked gear sets (tells apart duplicate/enchanted items)
- Instant Bag Sorting - C_Container.MoveItem / SwapItems instead of cursor pickup/drop
+64 -27
View File
@@ -992,28 +992,53 @@ function pfUI.api.GetBorderSize(pref)
end
end
-- The scale UIParent ends up with: one UI unit per screen pixel when pixel
-- perfect, else the game's own. The game applies its scale only after the
-- add-ons and their saved variables are loaded (CGGameUI::Initialize ends in
-- OnDisplaySizeChanged), so at load time it is worked out from the same
-- options and rules: uiScale while useUiScale is on and it is at least 0.64,
-- else 768 over the window height kept within 0.9 and 1. Windows narrower
-- than 4:3 cap either at 3/4 of their aspect.
local function GetUIScale()
if pfUI_config.global.pixelperfect == "1" then return PixelUtil.GetPixelToUIUnitFactor() end
local width, height = GetPhysicalScreenSize()
local aspect = GetCVar("widescreen") == "1" and width / height or 4/3
local function fit(scale)
return aspect < 4/3 and math.min(scale, aspect * .75) or scale
end
if GetCVar("useUiScale") == "1" then
local scale = fit(tonumber(GetCVar("uiScale")))
if scale >= .64 then return scale end
end
return math.max(fit(height > 768 and 768 / height or 1), .9)
end
-- [ UpdateUIScale ]
-- Gives UIParent the pixel perfect scale when enabled, else leaves the game's
-- own. The engine puts its own scale back on every window resize and scale
-- option change, so this runs again on each UI_SCALE_CHANGED. Borders keep
-- the pixel size they were built with, so a change of it offers a reload once.
function pfUI.api.UpdateUIScale()
if pfUI_config.global.pixelperfect == "1" then
UIParent:SetScale(PixelUtil.GetPixelToUIUnitFactor())
end
if not pfUI.pixel or pfUI.scaleprompt then return end
if math.abs(PixelUtil.GetPixelToUIUnitFactor() / UIParent:GetScale() - pfUI.pixel) < .0001 then return end
pfUI.scaleprompt = true
CreateQuestionDialog(T["The UI-Scale has changed. Reload the UI to redraw the borders?"], ReloadUI)
end
-- [ GetPerfectPixel ]
-- Returns a number that equals a real pixel on regular scaled frames.
-- Respects the current UI-scale and calculates a real pixel based on
-- the screen resolution and the 768px sized drawlayer.
-- Returns the size of one physical pixel in UIParent units.
function pfUI.api.GetPerfectPixel()
if pfUI.pixel then return pfUI.pixel end
if pfUI_config.appearance.border.pixelperfect == "1" then
local scale = GetCVar("useUiScale") == "1" and GetCVar("uiScale") or "1"
local resolution = GetCVar("gxResolution")
local _, _, screenwidth, screenheight = strfind(resolution, "(.+)x(.+)")
pfUI.pixel = 768 / screenheight / scale
pfUI.pixel = pfUI.pixel > 1 and 1 or pfUI.pixel
-- autodetect and zoom for HiDPI displays
if pfUI_config.appearance.border.hidpi == "1" then
pfUI.pixel = pfUI.pixel < .5 and pfUI.pixel * 2 or pfUI.pixel
end
else
pfUI.pixel = .7
end
pfUI.pixel = PixelUtil.GetPixelToUIUnitFactor() / GetUIScale()
pfUI.backdrop = {
bgFile = "Interface\\BUTTONS\\WHITE8X8", tile = false, tileSize = 0,
@@ -1158,8 +1183,11 @@ 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.
-- so the state still reads on a bar configured without an icon. The fill also
-- gets diagonal stripes, tiled at the image's own size so they keep their
-- spacing as the fill grows or shrinks. They sit on OVERLAY, under the bar's
-- text on the same layer. 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
@@ -1171,6 +1199,18 @@ function pfUI.api.SetCastbarShield(bar, icon, shielded, isChannel)
bar:SetStatusBarColor(pfUI.api.GetStringColor(C.appearance.castbar[isChannel and "channelcolor" or "castbarcolor"]))
end
if shielded and not bar.shieldstripes then
bar.shieldstripes = bar:CreateTexture(nil, "OVERLAY")
bar.shieldstripes:SetTexture(pfUI.media["img:stripes"])
bar.shieldstripes:SetHorizTile(true)
bar.shieldstripes:SetVertTile(true)
bar.shieldstripes:SetVertexColor(1, 1, 1, .3)
bar.shieldstripes:SetAllPoints(bar:GetStatusBarTexture())
end
if bar.shieldstripes then
bar.shieldstripes:SetShown(shielded)
end
local iconborder = icon and icon.backdrop
if not iconborder then return end
@@ -1364,10 +1404,10 @@ function pfUI.api.EnableAutohide(frame, timeout, combat)
if not frame.hover.fade then
frame.hover.fade = frame:CreateAnimationGroup()
frame.hover.fade:SetToFinalAlpha(true)
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
@@ -1469,13 +1509,10 @@ end
-- return object
function pfUI.api.GetNoNameObject(frame, objtype, layer, arg1, arg2)
-- A nil/non-frame parent otherwise dies on frame:GetRegions()/:GetChildren()
-- below, and the traceback stops here — useless, since all callers share this
-- line. pfUI shadows Lua's `error` (dropping the level arg and not throwing),
-- so fold the caller frame in via debugstack to name the offending skin, then
-- bail so we don't fall through and crash on frame:GetRegions() anyway.
-- below, where the message would name this line, shared by every caller;
-- level 2 names the offending skin instead.
if type(frame) ~= "table" or not frame.GetRegions then
error("GetNoNameObject: invalid parent frame\n" .. debugstack(2, 3, 0))
return
error("GetNoNameObject: invalid parent frame", 2)
end
local arg1 = arg1 and gsub(arg1, "([%+%-%*%(%)%?%[%]%^])", "%%%1")
+1 -2
View File
@@ -129,9 +129,7 @@ function pfUI:LoadConfig()
pfUI:UpdateConfig("appearance", "border", "color", "0.2,0.2,0.2,1")
pfUI:UpdateConfig("appearance", "border", "shadow", "0")
pfUI:UpdateConfig("appearance", "border", "shadow_intensity", ".35")
pfUI:UpdateConfig("appearance", "border", "pixelperfect", "1")
pfUI:UpdateConfig("appearance", "border", "force_blizz", "0")
pfUI:UpdateConfig("appearance", "border", "hidpi", "1")
pfUI:UpdateConfig("appearance", "border", "default", "3")
pfUI:UpdateConfig("appearance", "border", "nameplates", "-1")
pfUI:UpdateConfig("appearance", "border", "actionbars", "-1")
@@ -677,6 +675,7 @@ function pfUI:LoadConfig()
pfUI:UpdateConfig("bars", nil, "oomcolor", ".2,.2,1,1")
pfUI:UpdateConfig("bars", nil, "showna", "1")
pfUI:UpdateConfig("bars", nil, "nacolor", ".3,.3,.3,1")
pfUI:UpdateConfig("bars", nil, "procglow", "1")
pfUI:UpdateConfig("bars", nil, "showequipped", "1")
pfUI:UpdateConfig("bars", nil, "eqcolor", ".2,.8,.2,.2")
pfUI:UpdateConfig("bars", nil, "shiftdrag", "1")
+8 -7
View File
@@ -85,7 +85,7 @@ local function SetupCooldown(cooldown)
cooldown:SetReverse(kind == "aura")
cooldown:SetMinimumCountdownDuration(kind == "spell" and tonumber(C.cooldown.threshold) * 1000 or 0)
cooldown:SetCountdownFormatter(GetFormatter())
UpdateFont(cooldown, cooldown:GetParent():GetHeight())
UpdateFont(cooldown, cooldown:GetParent():GetUnscaledHeight())
end
-- applies the "foreign" timers to another addon's cooldown. They only take
@@ -107,7 +107,7 @@ local function SetupForeign(cooldown)
cooldown:SetMinimumCountdownDuration(tonumber(C.cooldown.threshold) * 1000)
cooldown:SetCountdownFormatter(GetFormatter())
UpdateFont(cooldown, (cooldown:GetParent() or cooldown):GetHeight())
UpdateFont(cooldown, (cooldown:GetParent() or cooldown):GetUnscaledHeight())
end
-- runs as a pfUI cooldown's timer starts: a timer with a total brings back
@@ -196,9 +196,10 @@ function pfUI.api.GetAuraTimer(duration, expirationTime)
return start, dur
end
-- [ GetColoredTimeString ] --
-- 'remaining' [number] the time in seconds that should be converted
-- return [string] the time as cooldown numbers show it
function pfUI.api.GetColoredTimeString(remaining)
return GetFormatter():FormatNumber(remaining)
-- [ GetTimeFormatter ] --
-- The formatter cooldown numbers use, for other timers to show time the same
-- way. Hold it rather than a copy: a settings change updates it in place.
-- return [formatter] a NumericRuleFormatter
function pfUI.api.GetTimeFormatter()
return GetFormatter()
end
+5 -10
View File
@@ -601,7 +601,7 @@ function pfUI.api.SkinDropDown(frame, cr, cg, cb, useSmall)
button:HookScript("OnClick", function()
local DropDownListWidth = DropDownList1:GetWidth()
local DropDownFrameWidth = frame.backdrop:GetWidth()
local DropDownFrameWidth = frame.backdrop:GetUnscaledWidth()
if DropDownListWidth < DropDownFrameWidth then
local diff = DropDownFrameWidth - DropDownListWidth
DropDownList1:SetWidth(DropDownList1:GetWidth() + diff)
@@ -834,10 +834,7 @@ function pfUI.api.CreateInfoBox(text, time, parent, height)
end)
infobox:SetScript("OnUpdate", function()
local time = infobox.lastshow + infobox.duration - GetTime()
infobox.timeout:SetValue(time)
if GetTime() > infobox.lastshow + infobox.duration then
if infobox.duration:HasExpired() then
if not infobox.fade:IsPlaying() then infobox.fade:Play() end
elseif MouseIsOverHitRect(this) then
this:SetAlpha(max(0.4, this:GetAlpha() - .1))
@@ -857,6 +854,8 @@ function pfUI.api.CreateInfoBox(text, time, parent, height)
infobox.timeout = CreateFrame("StatusBar", nil, infobox)
infobox.timeout:SetStatusBarTexture(pfUI.media["img:bar"])
infobox.timeout:SetStatusBarColor(.3,1,.8,1)
infobox.duration = C_DurationUtil.CreateDuration()
infobox.timeout:SetTimerDuration(infobox.duration, Enum.StatusBarInterpolation.Immediate, Enum.StatusBarTimerDirection.RemainingTime)
infobox:ClearAllPoints()
infobox.text:SetAllPoints(infobox)
@@ -872,11 +871,7 @@ function pfUI.api.CreateInfoBox(text, time, parent, height)
end
infobox.text:SetText(text)
infobox.timeout:SetMinMaxValues(0, time)
infobox.timeout:SetValue(time)
infobox.duration = time
infobox.lastshow = GetTime()
infobox.duration:SetTimeFromStart(GetTime(), time)
infobox:SetSize(infobox.text:GetStringWidth() + 50, height)
infobox:SetParent(parent)
+180 -195
View File
@@ -362,7 +362,7 @@ pfUI.events:RegisterCallback("aggro:changed", function(_, old, new)
if frame.aggro then
local guid = UnitGUID(frame.label .. frame.id)
if guid and (guid == old or guid == new) then
frame.update_combat = true
pfUI.uf:QueueUpdate(frame, "combat")
end
end
end
@@ -498,10 +498,18 @@ function pfUI.uf:UpdateVisibility()
self.chain = visibility ~= "hide" and unitstr:match("^(.+)target$") or nil
if self.chain then
local guid = UnitName(unitstr) and UnitGUID(unitstr)
if guid ~= self.unitguid then self.update_full = true end
if guid ~= self.unitguid then pfUI.uf:QueueUpdate(self, "full") end
self.unitguid = guid
self:RegisterUnitEvents(guid and CHAIN_TOKENS[unitstr] and unitstr or guid)
else
-- A pet frame's token gets the pet's unit events, but a new pet behind it
-- (summoned, or remapped by raid.lua) comes with none of its own; the
-- visibility timer's GUID compare turns it into the full refresh.
if self.tick then
local guid = UnitGUID(unitstr)
if guid ~= self.unitguid then pfUI.uf:QueueUpdate(self, "full") end
self.unitguid = guid
end
self:RegisterUnitEvents(visibility ~= "hide" and unitstr or nil)
end
self:RegisterChainEvents(self.chain)
@@ -773,7 +781,6 @@ function pfUI.uf:UpdateConfig()
if f.config.hitindicator == "1" then
f.feedbackText:SetFont(pfUI.media[f.config.hitindicatorfont], f.config.hitindicatorsize, "OUTLINE")
f.feedbackFontHeight = f.config.hitindicatorsize
f.feedbackStartTime = GetTime()
if f.config.portrait == "bar" or f.config.portrait == "off" then
f.feedbackText:SetParent(f.texts)
f.feedbackText:ClearAllPoints()
@@ -785,6 +792,7 @@ function pfUI.uf:UpdateConfig()
end
f.combatfeedback = true
else
f.feedback:Stop()
f.feedbackText:Hide()
f.combatfeedback = nil
end
@@ -853,12 +861,16 @@ function pfUI.uf:UpdateConfig()
f.incHeal.texture:SetVertexColor(cr, cg, cb, ca)
f.incHeal:Hide()
if f.config.verticalbar == "0" then
f.incHeal:ClearAllPoints()
f.incHeal:SetPoint("TOPLEFT", f.hp.bar, "TOPLEFT", 0, 0)
-- the bar texture covers only the fill, so a prediction anchored to it
-- starts at the edge of the health and follows it as the bar animates.
-- An inverted bar fills with the missing health, so it starts at the bar.
f.incHeal:ClearAllPoints()
if f.config.invert_healthbar == "1" then
f.incHeal:SetPoint(f.config.verticalbar == "0" and "TOPLEFT" or "BOTTOM", f.hp.bar)
elseif f.config.verticalbar == "0" then
f.incHeal:SetPoint("TOPLEFT", f.hp.bar:GetStatusBarTexture(), "TOPRIGHT")
else
f.incHeal:ClearAllPoints()
f.incHeal:SetPoint("BOTTOM", f.hp.bar, "BOTTOM", 0, 0)
f.incHeal:SetPoint("BOTTOMLEFT", f.hp.bar:GetStatusBarTexture(), "TOPLEFT")
end
f.ressIcon:SetFrameLevel(16)
@@ -1031,6 +1043,8 @@ end
function pfUI.uf.OnShow()
RegisterShownEvents(this)
pfUI.uf:RefreshUnit(this, "all")
-- flags left from while the frame was off screen, and the portrait's model
pfUI.uf:QueueUpdate(this)
end
function pfUI.uf.OnHide()
@@ -1047,7 +1061,6 @@ function pfUI.uf.OnEvent()
if event == "PLAYER_LOGOUT" then
this:UnregisterAllEvents()
this:SetScript("OnEvent", nil)
this:SetScript("OnUpdate", nil)
-- the visibility timer keeps ticking, so leaving this frame on its list
-- would have UpdateVisibility re-register the unit events we just
-- dropped -- straight back into the crash 132 this branch prevents
@@ -1063,13 +1076,13 @@ function pfUI.uf.OnEvent()
event == "RAID_ROSTER_UPDATE" or
event == "PLAYER_UPDATE_RESTING"
then
this.update_indicators = true
pfUI.uf:QueueUpdate(this, "indicators")
end
-- abort on broken unitframes (e.g focus)
if not this.label then return end
-- a hidden frame runs no OnUpdate, so its unit coming into existence has to
-- a hidden frame does not refresh, so its unit coming into existence has to
-- show it from here
if VISIBILITY_EVENTS[event] then
this:UpdateVisibility()
@@ -1077,11 +1090,11 @@ function pfUI.uf.OnEvent()
-- update regular frames
if event == "PLAYER_ENTERING_WORLD" then
this.update_full = true
pfUI.uf:QueueUpdate(this, "full")
-- Clear GUID tracking on zone change for full rebuild
if pfUI.uf.ClearGuidTracking then pfUI.uf.ClearGuidTracking() end
elseif this.label == "target" and event == "PLAYER_TARGET_CHANGED" then
this.update_full = true
pfUI.uf:QueueUpdate(this, "full")
-- immediately update raid icon to avoid delay on target swap
if this.raidIcon and this.config and this.config.raidicon == "1" then
local raidIcon = UnitName("target") and GetRaidTargetIndex("target")
@@ -1100,26 +1113,26 @@ function pfUI.uf.OnEvent()
local oldGuid = pfUI.uf.guidTracker.frameToGuid[this]
if newGuid ~= oldGuid then
pfUI.uf.guidTracker.frameToGuid[this] = newGuid
this.update_full = true
pfUI.uf:QueueUpdate(this, "full")
end
else
this.update_full = true
pfUI.uf:QueueUpdate(this, "full")
end
elseif ( this.label == "raid" or this.label == "party" ) and event == "RAID_ROSTER_UPDATE" then
-- Note: Smart GUID-based updates are handled in raid.lua OnUpdate
-- Note: Smart GUID-based updates are handled in raid.lua UpdateRoster
-- after frame IDs are reassigned. We don't set update_full here anymore
-- for raid frames to avoid the freeze.
if this.label == "party" then
-- Party frames still need the old logic (no smart tracking yet)
this.update_full = true
pfUI.uf:QueueUpdate(this, "full")
end
-- Raid frames: update_full is set by raid.lua GUID tracker
elseif this.label == "pet" and event == "UNIT_PET" then
this.update_full = true
pfUI.uf:QueueUpdate(this, "full")
elseif this.label == "player" and (event == "PLAYER_AURAS_CHANGED" or event == "PLAYER_EQUIPMENT_CHANGED") then
this.update_aura = true
pfUI.uf:QueueUpdate(this, "aura")
elseif this.label == "pet" and event == "UNIT_HAPPINESS" then
this.update_full = true
pfUI.uf:QueueUpdate(this, "full")
elseif event == "UNIT_IN_RANGE_UPDATE" then
-- registered for the frame's unit alone, and fired in the filter's lower
-- case spelling, which a GUID's compare below would miss
@@ -1131,224 +1144,180 @@ function pfUI.uf.OnEvent()
-- GUID, so filtering on one of the two never wakes the frame twice.
elseif arg1 and arg1 == this.eventunit then
if event == "UNIT_PORTRAIT_UPDATE" or event == "UNIT_MODEL_CHANGED" then
this.update_portrait = true
pfUI.uf:QueueUpdate(this, "portrait")
elseif event == "UNIT_AURA" then
this.update_aura = true
pfUI.uf:QueueUpdate(this, "aura")
elseif event == "UNIT_AURA_DELTA" then
-- an aura that only refreshed or restacked leaves every aura in its
-- slot, so the icons need their timers and stacks, not a rebuild
if arg2.isFullUpdate or arg2.addedAuraInstanceIDs or arg2.removedAuraInstanceIDs then
this.update_aura = true
pfUI.uf:QueueUpdate(this, "aura")
else
this.update_auratime = true
pfUI.uf:QueueUpdate(this, "auratime")
end
elseif event == "UNIT_POWER_UPDATE" or event == "UNIT_MAXPOWER" then
-- every power of the unit reports, a cat druid's mana regen too; redraw
-- for the one the bar shows, and for mana under a druid mana bar
local _, shown = UnitPowerType(arg1)
if arg2 == shown or (arg2 == "MANA" and this.druidmana) then
this.update_base = true
pfUI.uf:QueueUpdate(this, "base")
end
elseif event == "UNIT_FACTION" then
-- the PvP flag, the reaction colour and the tapped grey
this.update_indicators = true
this.update_base = true
pfUI.uf:QueueUpdate(this, "indicators")
pfUI.uf:QueueUpdate(this, "base")
elseif event == "UNIT_FLAGS" then
this.update_combat = true
pfUI.uf:QueueUpdate(this, "combat")
elseif event == "UNIT_DISTANCE_CHECK_UPDATE" then
-- the portrait trades the question mark for the model, the frame fades
-- by sight, and an attacker that left with the member is let go
this.update_portrait = true
this.update_combat = true
pfUI.uf:QueueUpdate(this, "portrait")
pfUI.uf:QueueUpdate(this, "combat")
elseif event == "UNIT_CONNECTION" then
this.update_full = true
pfUI.uf:QueueUpdate(this, "full")
elseif event == "UNIT_COMBAT" then
-- every hit starts the fade over
this.feedback:Stop()
CombatFeedback_OnCombatEvent(arg2, arg3, arg4, arg5)
this.feedback:Play()
elseif event == "INCOMING_RESURRECT_CHANGED" then
this.update_indicators = true
pfUI.uf:QueueUpdate(this, "indicators")
else
this.update_base = true
pfUI.uf:QueueUpdate(this, "base")
end
end
end
-- Local reference for performance
local _GetTime = GetTime
-- Drain the update flags the events set, then hand a 3D portrait its unit.
-- A frame that is not on screen keeps its flags; OnShow flushes them.
local function Flush(frame)
frame.queued = nil
if not frame:IsVisible() then return end
-- Global cached time for libpredict and other functions
pfUI.uf.now = 0
-- ============================================================================
-- OnUpdate - draining the event-set update flags, heal prediction, and the
-- two polls no event replaces (a UnitXP range threshold, the pet frames).
-- ============================================================================
function pfUI.uf.OnUpdate()
local now = _GetTime()
pfUI.uf.now = now
-- update combat feedback (no throttle - needs immediate feedback)
if this.feedbackText then CombatFeedback_OnUpdate(arg1) end
-- Throttle raid/party frames for performance
if this.label == "raid" or this.label == "party" then
if (this.throttleTick or 0) > now then
return
end
this.throttleTick = now + 0.1 -- Default: 10 FPS
end
if this.label then
-- what no event reports: a UnitXP range threshold, and the pet frames
-- (created with a tick)
if this.rangepoll or this.tick then
-- Validate tick value - it should be an interval (e.g. 0.5), not a timestamp
local tickInterval = this.tick
if tickInterval and tickInterval > 10 then
-- tick is a timestamp, not an interval - ignore it
tickInterval = nil
end
-- Reset lastTick if it's invalid (much larger than now, e.g. from corrupted state)
if this.lastTick and this.lastTick > now + 10 then
this.lastTick = nil
end
if not this.lastTick then this.lastTick = now + (tickInterval or .5) end
if this.lastTick < now then
local unitstr = this.label .. this.id
this.lastTick = now + (tickInterval or .5)
if this.rangepoll then pfUI.uf:RefreshUnitState(this) end
-- A pet's 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
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
end
-- Heal Prediction (throttled to 0.1s for responsiveness)
if libpredict and this.incHeal then
if not this.lastHealTick then this.lastHealTick = now end
if this.lastHealTick < now then
this.lastHealTick = now + 0.1
local unit = this.label .. this.id
local heal = libpredict:UnitGetIncomingHeals(unit)
local health, maxHealth = UnitHealth(unit), UnitHealthMax(unit)
if heal - health - maxHealth ~= this.predictstate then
local overhealperc = tonumber(this.config.overhealperc)
this.predictstate = heal - health - maxHealth
if heal > 0 and (health < maxHealth or overhealperc > 0 ) then
local width = this.config.width
local height = this.config.height
if this.config.verticalbar == "0" then
local healthWidth = width * (health / maxHealth)
local incWidth = width * heal / maxHealth
if healthWidth + incWidth > width * (1+(overhealperc/100)) then
incWidth = width * (1+overhealperc/100) - healthWidth
end
if this.config.invert_healthbar == "1" then
this.incHeal:SetWidth(incWidth)
else
this.incHeal:SetWidth(incWidth + healthWidth)
end
else
local healthHeight = height * (health / maxHealth)
local incHeight = height * heal / maxHealth
if healthHeight + incHeight > height * (1+(overhealperc/100)) then
incHeight = height * (1+overhealperc/100) - healthHeight
end
if this.config.invert_healthbar == "1" then
this.incHeal:SetHeight(incHeight)
else
this.incHeal:SetHeight(incHeight + healthHeight)
end
end
this.incHeal:Show()
else
this.incHeal:Hide()
end
end
end
end
end
-- ============================================================================
-- EVENT-BASED UPDATES (Health, Mana, Auras, etc.)
-- ============================================================================
-- process all queued unit events
if this.update_full then
if frame.update_full then
-- process full updates, indicators and combat state included
pfUI.uf:RefreshUnit(this, "all")
pfUI.uf:RefreshUnit(frame, "all")
-- clear update caches
this.update_full = nil
this.update_base = nil
this.update_aura = nil
this.update_auratime = nil
this.update_portrait = nil
this.update_indicators = nil
this.update_combat = nil
frame.update_full = nil
frame.update_base = nil
frame.update_aura = nil
frame.update_auratime = nil
frame.update_portrait = nil
frame.update_indicators = nil
frame.update_combat = nil
else
if this.update_indicators then
pfUI.uf:RefreshIndicators(this)
this.update_indicators = nil
if frame.update_indicators then
pfUI.uf:RefreshIndicators(frame)
frame.update_indicators = nil
end
if this.update_combat then
pfUI.uf:RefreshCombat(this)
this.update_combat = nil
if frame.update_combat then
pfUI.uf:RefreshCombat(frame)
frame.update_combat = nil
end
-- process individual events; a rebuild re-times the icons as well
if this.update_aura then
pfUI.uf:RefreshUnit(this, "aura")
this.update_aura = nil
this.update_auratime = nil
this.update_base = true
elseif this.update_auratime then
pfUI.uf:RefreshUnit(this, "auratime")
this.update_auratime = nil
if frame.update_aura then
pfUI.uf:RefreshUnit(frame, "aura")
frame.update_aura = nil
frame.update_auratime = nil
frame.update_base = true
elseif frame.update_auratime then
pfUI.uf:RefreshUnit(frame, "auratime")
frame.update_auratime = nil
end
if this.update_portrait then
pfUI.uf:RefreshUnit(this, "portrait")
this.update_portrait = nil
this.update_base = true
if frame.update_portrait then
pfUI.uf:RefreshUnit(frame, "portrait")
frame.update_portrait = nil
frame.update_base = true
end
if this.update_base then
pfUI.uf:RefreshUnit(this, "base")
this.update_base = nil
if frame.update_base then
pfUI.uf:RefreshUnit(frame, "base")
frame.update_base = nil
end
end
-- update portrait on first visible frame
if this.portrait and this.portrait.model and this.portrait.model.update then
this.portrait.model.lastUnit = UnitName(this.portrait.model.update)
this.portrait.model:SetUnit(this.portrait.model.update)
this.portrait.model:SetCamera(0)
this.portrait.model.update = nil
-- a model takes its unit only once it is on screen, so it waits for this
local model = frame.portrait and frame.portrait.model
if model and model.update then
model.lastUnit = UnitName(model.update)
model:SetUnit(model.update)
model:SetCamera(0)
model.update = nil
end
end
-- Flag `kind` ("full", "base", "aura", "auratime", "portrait", "indicators",
-- "combat", or nil for none) for the frame's next flush, and schedule that
-- flush: the next frame, or within 0.1s for the raid and party frames, which
-- batch their bursts.
function pfUI.uf:QueueUpdate(frame, kind)
if kind then frame["update_" .. kind] = true end
if frame.queued then return end
frame.queued = true
if frame.label == "raid" or frame.label == "party" then
C_Timer.After(.1, function() Flush(frame) end)
else
RunNextFrame(function() Flush(frame) end)
end
end
-- Size the incoming-heal overlay from libpredict's heals and the unit's
-- health. Runs with the bars (RefreshUnit "base") and when libpredict reports
-- the heals on the unit changed.
function pfUI.uf:RefreshIncomingHeal(frame)
local unit = frame.label .. frame.id
local heal = libpredict:UnitGetIncomingHeals(unit)
local health, maxHealth = UnitHealth(unit), UnitHealthMax(unit)
if heal - health - maxHealth == frame.predictstate then return end
frame.predictstate = heal - health - maxHealth
local overhealperc = tonumber(frame.config.overhealperc)
if heal > 0 and (health < maxHealth or overhealperc > 0 ) then
local width = frame.config.width
local height = frame.config.height
if frame.config.verticalbar == "0" then
local healthWidth = width * (health / maxHealth)
local incWidth = width * heal / maxHealth
if healthWidth + incWidth > width * (1+(overhealperc/100)) then
incWidth = width * (1+overhealperc/100) - healthWidth
end
frame.incHeal:SetWidth(incWidth)
else
local healthHeight = height * (health / maxHealth)
local incHeight = height * heal / maxHealth
if healthHeight + incHeight > height * (1+(overhealperc/100)) then
incHeight = height * (1+overhealperc/100) - healthHeight
end
frame.incHeal:SetHeight(incHeight)
end
frame.incHeal:Show()
else
frame.incHeal:Hide()
end
end
pfUI.events:RegisterCallback("libpredict:heals", function(_, target)
for frame in pairs(visibilityframes) do
if frame.namecache == target and frame:IsVisible() then
pfUI.uf:RefreshIncomingHeal(frame)
end
end
end, "unitframes")
-- A UnitXP range threshold has no event, so the frames fading by it poll.
C_Timer.NewTicker(.5, function()
for frame in pairs(visibilityframes) do
if frame.rangepoll and frame:IsVisible() then pfUI.uf:RefreshUnitState(frame) end
end
end)
-- The unit events whose arg1 is the frame's OWN unit -- everything the OnEvent
-- routes through its "UNIT_XXX Events" branch. These are not registered here:
-- UpdateVisibility owns them, because it owns the frame's unit (below).
@@ -1534,7 +1503,6 @@ function pfUI.uf:EnableScripts()
f:SetScript("OnShow", pfUI.uf.OnShow)
f:SetScript("OnHide", pfUI.uf.OnHide)
f:SetScript("OnEvent", pfUI.uf.OnEvent)
f:SetScript("OnUpdate", pfUI.uf.OnUpdate)
visibilityframes[f] = true
end
@@ -1606,11 +1574,11 @@ function pfUI.uf:CreateUnitFrame(unit, id, config, tick)
f.glow = CreateFrame("Frame", nil, f)
-- 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:SetFromAlpha(.8)
fade:SetToAlpha(.4)
fade:SetDuration(1.3)
fade:SetSmoothing("IN_OUT")
f.glow.pulse:Play()
@@ -1669,6 +1637,21 @@ function pfUI.uf:CreateUnitFrame(unit, id, config, tick)
f.portrait.model.next = CreateFrame("PlayerModel", nil, nil)
f.feedbackText = f:CreateFontString("pfHitIndicator" .. f.label .. f.id, "OVERLAY", "NumberFontNormalHuge")
-- Fade the combat feedback text in, hold it, and fade it out -- the timing
-- of CombatFeedback_OnUpdate -- then hide it.
f.feedback = f.feedbackText:CreateAnimationGroup()
local fadein = f.feedback:CreateAnimation("Alpha")
fadein:SetOrder(1)
fadein:SetDuration(COMBATFEEDBACK_FADEINTIME)
fadein:SetToAlpha(1)
local fadeout = f.feedback:CreateAnimation("Alpha")
fadeout:SetOrder(2)
fadeout:SetStartDelay(COMBATFEEDBACK_HOLDTIME)
fadeout:SetDuration(COMBATFEEDBACK_FADEOUTTIME)
fadeout:SetFromAlpha(1)
fadeout:SetToAlpha(0)
f.feedback:SetScript("OnFinished", function() f.feedbackText:Hide() end)
if f.label == "raid" and mod(f.id, 5) == 1 then
local group = math.ceil(f.id/5)
f.group = f.group or f.hp.bar:CreateFontString("Status", "OVERLAY", "GameFontNormalSmall")
@@ -2042,7 +2025,7 @@ function pfUI.uf:RefreshUnit(unit, component)
local size
if disptype == "4" or disptype == "3" then
size = unit.hp.bar:GetHeight() * tonumber(unit.config.debuff_ind_size)
size = unit.hp.bar:GetUnscaledHeight() * tonumber(unit.config.debuff_ind_size)
if size ~= indicator.size or disptype ~= indicator.disp or indipos ~= indicator.ipos then
indicator:ClearAllPoints()
indicator:SetPoint(indipos, 0, 0)
@@ -2257,6 +2240,7 @@ function pfUI.uf:RefreshUnit(unit, component)
unit.portrait.model.update = unitstr
end
end
if unit.portrait.model.update then pfUI.uf:QueueUpdate(unit) end
end
end
@@ -2397,6 +2381,7 @@ function pfUI.uf:RefreshUnit(unit, component)
if unit.druidmana then pfUI.uf:UpdateDruidMana(unit) end
pfUI.uf:RefreshIncomingHeal(unit)
pfUI.uf:RefreshUnitState(unit)
end
end
@@ -2447,7 +2432,7 @@ function pfUI.uf:AddIcon(frame, pos, icon, timeleft, stacks, start, duration)
if not frame.hp then return end
local frame = frame.hp.bar
if pos > 6 or pos > ceil(frame:GetWidth() / iconsize) then return end
if pos > 6 or pos > ceil(frame:GetUnscaledWidth() / iconsize) then return end
frame.icon = frame.icon or CreateFrame("Frame", nil, frame)
+1 -4
View File
@@ -935,14 +935,11 @@ pfUI_profiles["Adapta"].new_module_positions = pfUI_profiles["Modern"].new_modul
-- overwrite core profiles in userdata
local profile_loader = CreateFrame("Frame")
profile_loader:RegisterEvent("VARIABLES_LOADED")
profile_loader:SetScript("OnEvent", function()
EventUtil.RegisterOnceFrameEventAndCallback("VARIABLES_LOADED", function()
pfUI_profiles["Modern"] = modern
pfUI_profiles["Nostalgia"] = nostalgia
pfUI_profiles["Legacy"] = legacy
pfUI_profiles["Adapta"] = adapta
pfUI_profiles["Light"] = light
pfUI_profiles["Slim"] = slim
this:UnregisterAllEvents()
end)
-1
View File
@@ -907,7 +907,6 @@ pfUI_translation["deDE"] = {
["Chat Tab"] = "Chat Tab",
["Libpredict"] = "Libpredict",
["Panel Alignment"] = "Panel Ausrichtung",
["Nameplate Update Rate"] = "Namensplaketten Aktualisierungsrate",
["Target/Casting Plates"] = "Ziel/Cast Plaketten",
["Tooltip Update Rate"] = "Tooltip Aktualisierungsrate",
["Cursor Follow"] = "Cursor Folgen",
+1 -1
View File
@@ -433,6 +433,7 @@ pfUI_translation["enUS"] = {
["Highlight Out Of Mana Spells"] = nil,
["Highlight New Items"] = nil,
["Highlight Out Of Range Spells"] = nil,
["Highlight Proc And Reactive Spells"] = nil,
["Highlight Settings That Require Reload"] = nil,
["Highlight Unusable Items"] = nil,
["Hold [Shift] to use item."] = nil,
@@ -939,7 +940,6 @@ pfUI_translation["enUS"] = {
["Chat Tab"] = nil,
["Libpredict"] = nil,
["Panel Alignment"] = nil,
["Nameplate Update Rate"] = nil,
["Target/Casting Plates"] = nil,
["Tooltip Update Rate"] = nil,
["Cursor Follow"] = nil,
BIN
View File
Binary file not shown.

After

Width:  |  Height:  |  Size: 1.0 KiB

-1
View File
@@ -54,7 +54,6 @@
<Include file="..\modules\gm.lua"/>
<Include file="..\modules\mirrortimers.lua"/>
<Include file="..\modules\feigndeath.lua"/>
<Include file="..\modules\pixelperfect.lua"/>
<Include file="..\modules\hdgraphic.lua"/>
<Include file="..\modules\share.lua"/>
<Include file="..\modules\tracking.lua"/>
+29 -15
View File
@@ -36,6 +36,18 @@ local sentTargets = {} -- [castGUID] = target name of an own cast, from UNIT_
local resOffers = {} -- [guid] = expiry of a landed resurrection the target has yet to accept
local RES_OFFER_TIMEOUT = 60 -- the target's resurrect popup declines itself after 60s
-- Tell the listeners of "libpredict:heals" that the heals on `target` (a
-- name) changed, and again at `expiry`, when a heal that is never stopped
-- drops out of UnitGetIncomingHeals.
local function HealsChanged(target, expiry)
pfUI.events:TriggerEvent("libpredict:heals", target)
if expiry then
C_Timer.After(expiry - GetTime(), function()
pfUI.events:TriggerEvent("libpredict:heals", target)
end)
end
end
-- Localized spell names resolved once from canonical rank-1 spellIDs.
-- Every rank shares the same name, so per-rank comparisons elsewhere can
-- be done against these constants without per-locale or per-rank tables.
@@ -309,7 +321,7 @@ end
local function RefreshResFrames(guid)
for _, frame in pairs(pfUI.uf.frames) do
if frame.unitstr and UnitGUID(frame.unitstr) == guid then
frame.update_indicators = true
pfUI.uf:QueueUpdate(frame, "indicators")
end
end
end
@@ -439,7 +451,7 @@ function libpredict:ParseChatMessage(sender, msg)
end
elseif msgtype == "Hot" then
-- Duplicate check: ignore same sender+target+spell within DUPLICATE_WINDOW
local now = pfUI.uf.now or GetTime()
local now = GetTime()
local key = sender .. target .. heal
if recentHots[key] and (now - recentHots[key]) < DUPLICATE_WINDOW then
if libpredict.debug then
@@ -484,11 +496,11 @@ function libpredict:Heal(sender, target, amount, duration, senderGuid)
return
end
local now = pfUI.uf.now or GetTime()
local timeout = duration/1000 + now
local timeout = duration/1000 + GetTime()
heals[target] = heals[target] or {}
heals[target][sender] = { amount, timeout }
if senderGuid then healGuidToName[senderGuid] = sender end
HealsChanged(target, timeout)
end
-- Debug flag
@@ -512,7 +524,7 @@ function libpredict:Hot(sender, target, spell, duration, startTime, source, rank
local existingRank = tonumber(existing.rank) or 0
local newRank = tonumber(rank) or 0
local now = pfUI.uf.now or GetTime()
local now = GetTime()
local existingTimeleft = (existing.start + existing.duration) - now
-- If existing HoT is still active and has higher rank, don't overwrite
@@ -525,7 +537,7 @@ function libpredict:Hot(sender, target, spell, duration, startTime, source, rank
end
end
local now = pfUI.uf.now or GetTime()
local now = GetTime()
hots[target][spell].duration = duration
hots[target][spell].start = startTime or now
hots[target][spell].rank = rank -- Store rank for protection
@@ -544,7 +556,7 @@ function libpredict:Hot(sender, target, spell, duration, startTime, source, rank
if pfUI and pfUI.uf and pfUI.uf.frames then
for _, frame in pairs(pfUI.uf.frames) do
if frame.namecache == target then
frame.update_aura = true
pfUI.uf:QueueUpdate(frame, "aura")
if libpredict.debug then
DEFAULT_CHAT_FRAME:AddMessage(" |cff00ff00-> Frame update triggered for " .. (frame:GetName() or "?") .. "|r")
end
@@ -558,6 +570,7 @@ function libpredict:HealStop(sender)
for tsender in pairs(heals[ttarget]) do
if sender == tsender then
heals[ttarget][tsender] = nil
HealsChanged(ttarget)
end
end
end
@@ -573,6 +586,7 @@ function libpredict:HealDelay(sender, delay)
for tsender, amount in pairs(heals[target]) do
if sender == tsender then
amount[2] = amount[2] + delay
HealsChanged(target, amount[2])
end
end
end
@@ -588,7 +602,7 @@ function libpredict:UnitGetIncomingHeals(unit)
if not heals[name] then
return sumheal
else
local now = pfUI.uf.now or GetTime()
local now = GetTime()
for sender, amount in pairs(heals[name]) do
if amount[2] <= now then
heals[name][sender] = nil
@@ -720,7 +734,7 @@ hooksecurefunc("CastSpell", function(id, bookType)
if effect == REJUVENATION then
local target = spell_queue[3]
local now = pfUI.uf.now or GetTime()
local now = GetTime()
local key = "Reju" .. target
-- Cooldown-Check
@@ -737,7 +751,7 @@ hooksecurefunc("CastSpell", function(id, bookType)
libpredict.sender:SendHealCommMsg("Reju/"..target.."/"..rejuvDuration.."/"..rankStr.."/")
elseif effect == RENEW then
local target = spell_queue[3]
local now = pfUI.uf.now or GetTime()
local now = GetTime()
local key = "Renew" .. target
-- Cooldown-Check
@@ -783,7 +797,7 @@ hooksecurefunc("CastSpellByName", function(effect, target)
if effect == REJUVENATION then
local hotTarget = target or default
local now = pfUI.uf.now or GetTime()
local now = GetTime()
local key = "Reju" .. hotTarget
-- Cooldown-Check
@@ -800,7 +814,7 @@ hooksecurefunc("CastSpellByName", function(effect, target)
libpredict.sender:SendHealCommMsg("Reju/"..hotTarget.."/"..rejuvDuration.."/"..rankStr.."/")
elseif effect == RENEW then
local hotTarget = target or default
local now = pfUI.uf.now or GetTime()
local now = GetTime()
local key = "Renew" .. hotTarget
-- Cooldown-Check
@@ -843,7 +857,7 @@ hooksecurefunc("UseAction", function(slot, target, selfcast)
if effect == REJUVENATION then
local hotTarget = spell_queue[3]
local now = pfUI.uf.now or GetTime()
local now = GetTime()
local key = "Reju" .. hotTarget
-- Cooldown-Check
@@ -860,7 +874,7 @@ hooksecurefunc("UseAction", function(slot, target, selfcast)
libpredict.sender:SendHealCommMsg("Reju/"..hotTarget.."/"..rejuvDuration.."/"..rankStr.."/")
elseif effect == RENEW then
local hotTarget = spell_queue[3]
local now = pfUI.uf.now or GetTime()
local now = GetTime()
local key = "Renew" .. hotTarget
-- Cooldown-Check
@@ -1083,7 +1097,7 @@ function libpredict:GetHotDuration(unit, spell)
-- 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()
local now = GetTime()
local unitName = UnitName(unit)
local unitdata = hots[unitName]
+1 -11
View File
@@ -31,10 +31,8 @@ libthrottle.presetNames = {
-- Default throttle categories
libthrottle.defaults = {
nameplates_castbar = "custom",
tooltip_cursor = "fastest",
chat_tab = "custom",
swingtimer = "custom",
}
-- Convert FPS to throttle delay in seconds
@@ -141,8 +139,7 @@ function libthrottle:ResetAllToDefaults()
end
-- Initialize - set defaults if config doesn't exist
libthrottle:SetScript("OnEvent", function()
if event == "PLAYER_ENTERING_WORLD" then
EventUtil.RegisterOnceFrameEventAndCallback("PLAYER_ENTERING_WORLD", function()
if not _G.pfUI_throttle then
_G.pfUI_throttle = {}
end
@@ -155,16 +152,9 @@ libthrottle:SetScript("OnEvent", function()
end
-- Set defaults for custom fields if missing
if not _G.pfUI_throttle.nameplates_castbar_custom then _G.pfUI_throttle.nameplates_castbar_custom = "100" end
if not _G.pfUI_throttle.tooltip_cursor_custom then _G.pfUI_throttle.tooltip_cursor_custom = "10" end
if not _G.pfUI_throttle.chat_tab_custom then _G.pfUI_throttle.chat_tab_custom = "10" end
if not _G.pfUI_throttle.swingtimer_custom then _G.pfUI_throttle.swingtimer_custom = "50" end
this:UnregisterEvent("PLAYER_ENTERING_WORLD")
end
end)
libthrottle:RegisterEvent("PLAYER_ENTERING_WORLD")
-- Export to pfUI namespace for easier access
pfUI.throttle = libthrottle
+45 -66
View File
@@ -2,20 +2,17 @@
setfenv(1, pfUI:GetEnvironment())
--[[ libunitscan ]]--
-- A pfUI library that remembers the class, level and guild of every player it
-- sees: in the friends, guild, raid and party rosters, in /who results, and as
-- target, mouseover or nameplate. The data is persisted within pfUI_playerDB,
-- for the places that only have a player's name, such as chat links and
-- offline friends. Anything with a unit reads the unit itself instead.
-- A pfUI library that remembers the level of every player it sees: in the
-- friends, guild, raid and party rosters, in /who results, and as target,
-- mouseover or nameplate. The levels are persisted within pfUI_playerDB, for
-- the places that only have a player's name, such as chat links and offline
-- friends. Anything with a unit reads the unit itself instead. A player's
-- class comes from C_PlayerCache.GetPlayerInfoByName, not from here.
--
-- External functions:
-- GetUnitInfo(name)
-- Returns information of the given player name. Returns nil if the player
-- was never seen.
--
-- class[String] - The class of the player
-- level[Number] - The level of the player
-- guild[String] - The guild name of the player
-- GetPlayerLevel(name)
-- Returns the last seen level of the given player name, or nil if it was
-- never seen.
--
-- return instantly when another libunitscan is already active
@@ -23,33 +20,33 @@ if pfUI.api.libunitscan then return end
local players = {}
-- Feed (guid, name, classToken) into ClassicAPI's persistent name
-- cache when the unit's GUID is resolvable. Roster-style packets
-- (party / raid / inspect on glance) carry class inline, so the
-- engine often doesn't issue a separate name query and the DLL's
-- NameCache hook never fires for them — this is where we close that gap.
local function RememberByUnit(unit, name, class)
if not (name and class) then return end
-- Feed a unit into ClassicAPI's persistent name cache. Roster-style packets
-- (party / raid / inspect on glance) carry class inline, so the engine often
-- doesn't issue a separate name query and the DLL's NameCache hook never
-- fires for them — this is where we close that gap.
local function RememberByUnit(unit)
local guid = UnitGUID(unit)
if not guid then return end
C_PlayerCache.RememberPlayer(guid, name, class, UnitRace(unit), UnitSex(unit))
local _, race = UnitRace(unit)
C_PlayerCache.RememberPlayer(guid, UnitName(unit), UnitClassBase(unit), race, UnitSex(unit) - 2)
end
function GetUnitInfo(name)
local ret = players[name]
if ret then
return ret.class, ret.level, ret.guild
function GetPlayerLevel(name)
local entry = players[name]
return entry and entry.level
end
-- UnitLevel returns -1 for unknown levels, don't overwrite known values
local function AddLevel(name, level)
if not name or not level or level <= 0 then return end
local entry = players[name]
if entry then
entry.level = level
else
players[name] = { level = level }
end
end
local function AddData(name, class, level, guild)
if not name then return end
players[name] = players[name] or {}
players[name].class = class or players[name].class
players[name].level = level or players[name].level
players[name].guild = guild or players[name].guild
end
local libunitscan = CreateFrame("Frame", "pfUnitScan", UIParent)
libunitscan:RegisterEvent("PLAYER_ENTERING_WORLD")
libunitscan:RegisterEvent("FRIENDLIST_UPDATE")
@@ -68,58 +65,45 @@ libunitscan:SetScript("OnEvent", function()
players = pfUI_playerDB
-- update own character details
local name = UnitName("player")
local class = UnitClassBase("player")
local level = UnitLevel("player")
local guild = GetGuildInfo("player")
AddData(name, class, level, guild)
RememberByUnit("player", name, class)
AddLevel(UnitName("player"), UnitLevel("player"))
RememberByUnit("player")
elseif event == "FRIENDLIST_UPDATE" then
for i = 1, GetNumFriends() do
local info = C_FriendList.GetFriendInfoByIndex(i)
if info then
local level = info.level > 0 and info.level or nil
AddData(info.name, info.classFilename, level)
AddLevel(info.name, info.level)
end
end
elseif event == "GUILD_ROSTER_UPDATE" then
local guild = GetGuildInfo("player")
local name, class, level, _
local name, level, _
for i = 1, GetNumGuildMembers() do
name, _, _, level, class = GetGuildRosterInfo(i)
class = L["class"][class] or nil
AddData(name, class, level, guild)
name, _, _, level = GetGuildRosterInfo(i)
AddLevel(name, level)
end
elseif event == "RAID_ROSTER_UPDATE" then
local name, class, level, unit, _
local name, level, _
for i = 1, GetNumRaidMembers() do
unit = "raid" .. i
name, _, _, level, class = GetRaidRosterInfo(i)
class = L["class"][class] or nil
AddData(name, class, level)
RememberByUnit(unit, name, class)
name, _, _, level = GetRaidRosterInfo(i)
AddLevel(name, level)
RememberByUnit("raid" .. i)
end
elseif event == "PARTY_MEMBERS_CHANGED" then
local name, class, level, unit, guild
local unit
for i = 1, GetNumPartyMembers() do
unit = "party" .. i
class = UnitClassBase(unit)
name = UnitName(unit)
level = UnitLevel(unit)
guild = GetGuildInfo(unit)
AddData(name, class, level, guild)
RememberByUnit(unit, name, class)
AddLevel(UnitName(unit), UnitLevel(unit))
RememberByUnit(unit)
end
elseif event == "WHO_LIST_UPDATE" or event == "CHAT_MSG_SYSTEM" then
for i = 1, C_FriendList.GetNumWhoResults() do
local info = C_FriendList.GetWhoInfo(i)
if info then
AddData(info.fullName, info.filename, info.level, info.fullGuildName)
AddLevel(info.fullName, info.level)
end
end
@@ -128,13 +112,8 @@ libunitscan:SetScript("OnEvent", function()
or event == "NAME_PLATE_UNIT_ADDED" and arg1
or "mouseover"
if UnitIsPlayer(scan) then
local name = UnitName(scan)
local class = UnitClassBase(scan)
-- UnitLevel returns -1 for unknown levels, don't overwrite known values
local level = UnitLevel(scan)
level = level > 0 and level or nil
AddData(name, class, level, GetGuildInfo(scan))
RememberByUnit(scan, name, class)
AddLevel(UnitName(scan), UnitLevel(scan))
RememberByUnit(scan)
end
end
end)
+338 -255
View File
@@ -9,7 +9,7 @@ pfUI:RegisterModule("actionbar", function ()
local rawborder, border = GetBorderSize("actionbars")
local bpad = rawborder > 1 and border - GetPerfectPixel() or GetPerfectPixel()
local eventcache = { } -- contains a list of events that shall be processed later -> [event] = true
local passcache = { } -- contains the passes over the visible buttons that shall run later -> [pass] = true
local updatecache = { } -- contains a list of buttons slots that shall be refreshed later -> [slot] = true
local buttoncache = { } -- contains a list of all buttons ever created -> [slot] = frame
@@ -54,18 +54,21 @@ pfUI:RegisterModule("actionbar", function ()
if f.Hide then f:Hide() end
end
-- also abbreviate mouse buttons
local OrigGetBindingText = GetBindingText
local function GetBindingText(msg, mod, abbrev)
local txt = OrigGetBindingText(msg, mod, abbrev)
if abbrev then
txt = string.gsub(txt, _G[string.format("%s%s", mod, "BUTTON3")], "MB3")
txt = string.gsub(txt, _G[string.format("%s%s", mod, "BUTTON4")], "MB4")
txt = string.gsub(txt, _G[string.format("%s%s", mod, "BUTTON5")], "MB5")
txt = string.gsub(txt, _G[string.format("%s%s", mod, "MOUSEWHEELDOWN")], "MWD")
txt = string.gsub(txt, _G[string.format("%s%s", mod, "MOUSEWHEELUP")], "MWU")
-- the abbreviated text of the key bound to a command, mouse buttons included
local mouse_abbrevs = {
[_G.KEY_BUTTON3] = "MB3",
[_G.KEY_BUTTON4] = "MB4",
[_G.KEY_BUTTON5] = "MB5",
[_G.KEY_MOUSEWHEELDOWN] = "MWD",
[_G.KEY_MOUSEWHEELUP] = "MWU",
}
local function GetKeybindText(command)
local text = GetBindingText(GetBindingKey(command), "KEY_", 1)
for name, abbrev in pairs(mouse_abbrevs) do
text = text:gsub(name, abbrev)
end
return txt
return text
end
kill(MainMenuBar)
@@ -83,33 +86,34 @@ pfUI:RegisterModule("actionbar", function ()
_G.SHOW_MULTI_ACTIONBAR_3 = nil
_G.SHOW_MULTI_ACTIONBAR_4 = nil
-- events that provide special updater functions
local special_events = {
["ACTIONBAR_UPDATE_COOLDOWN"] = true,
["ACTIONBAR_UPDATE_USABLE"] = true,
["ACTIONBAR_UPDATE_STATE"] = true,
-- events that refresh one part of every visible button -> [event] = pass.
-- Page changes only touch the main bar, whose pager handles them.
local pass_events = {
["ACTIONBAR_UPDATE_COOLDOWN"] = "cooldown",
-- action slots take ACTION_USABLE_CHANGED; the stance buttons still
-- need a pass on this one
["ACTIONBAR_UPDATE_USABLE"] = "stance",
["ACTIONBAR_UPDATE_STATE"] = "state",
-- the active border of attack, auto repeat and tradeskill actions
["PLAYER_ENTER_COMBAT"] = "state",
["PLAYER_LEAVE_COMBAT"] = "state",
["START_AUTOREPEAT_SPELL"] = "state",
["STOP_AUTOREPEAT_SPELL"] = "state",
["CRAFT_SHOW"] = "state",
["CRAFT_CLOSE"] = "state",
["TRADE_SKILL_SHOW"] = "state",
["TRADE_SKILL_CLOSE"] = "state",
-- fires on every ammo shot / consumable use, but only counts, equipped
-- state, cooldowns and usability can change from it
["UNIT_INVENTORY_CHANGED"] = true,
["UNIT_INVENTORY_CHANGED"] = "inventory",
-- the keybind text of every button, shown or not
["UPDATE_BINDINGS"] = "bindings",
}
-- events that are shared across all buttons
-- events that refresh every button
local global_events = {
-- slot/button updates
["PLAYER_ENTERING_WORLD"] = true,
["ACTIONBAR_SLOT_CHANGED"] = true,
["UPDATE_BINDINGS"] = true,
["ACTIONBAR_PAGE_CHANGED"] = true,
["UPDATE_BONUS_ACTIONBAR"] = true,
["CRAFT_SHOW"] = true,
["CRAFT_CLOSE"] = true,
["TRADE_SKILL_SHOW"] = true,
["TRADE_SKILL_CLOSE"] = true,
["PLAYER_ENTER_COMBAT"] = true,
["PLAYER_LEAVE_COMBAT"] = true,
-- auto repeat action
["START_AUTOREPEAT_SPELL"] = true,
["STOP_AUTOREPEAT_SPELL"] = true,
}
-- events that are used for the aura/shapeshift bar
@@ -394,37 +398,85 @@ pfUI:RegisterModule("actionbar", function ()
self.equipped:SetShown(IsEquippedAction(sid) and C.bars.showequipped == "1")
end
local start, duration, enable, castable, autocast, token
local grid, sid, id, bar, active, texture, _
-- the keybind text, which an empty hidden button hides as well. The binding
-- itself is only read on UPDATE_BINDINGS (the "bindings" pass).
local function ButtonKeybindUpdate(self)
self.keybind:SetText(not self.hide and self.binding or "")
end
-- the active border of current, attack and auto repeat actions, which the
-- "statechange" animation follows. A full update applies it unconditionally.
local function ButtonActiveUpdate(self, active, force)
if active then
if not self.isactive and C.bars.animmode == "statechange" then
PlayButtonAnimation(self)
end
if force or not self.isactive then
self.backdrop:SetBackdropBorderColor(cr,cg,cb,1)
self.active:Show()
self.isactive = true
end
elseif force or self.isactive then
self.backdrop:SetBackdropBorderColor(er,eg,eb,ea)
self.active:Hide()
self.isactive = nil
end
end
-- the pulsing border of a spell whose proc glow is lit
local function ButtonProcShow(self, glow)
if glow then
if not self.proc:IsShown() then
self.proc:Show()
self.proc.pulse:Play()
end
elseif self.proc:IsShown() then
self.proc.pulse:Stop()
self.proc:Hide()
end
end
-- the spell an action slot casts, directly or through a macro, and its
-- proc glow. The glow events name that spell.
local function ButtonProcUpdate(self)
local kind, id, spellid, _
if C.bars.procglow == "1" then
kind, id = GetActionInfo(self.id)
if kind == "spell" then
spellid = id
elseif kind == "macro" then
_, _, spellid = GetMacroSpell(id)
end
end
self.spellid = spellid
ButtonProcShow(self, spellid and IsSpellOverlayed(spellid))
end
local castable, autocast, token
local grid, sid, active, texture, _
local function ButtonSlotUpdate(self)
if not self then return end
self = self or this
sid = self.id -- 1 to 120
-- reset shared variables
castable, autocast, token = nil, nil, nil
-- set the own ID for compatibility to some vanilla addons
self:SetID(self.id)
self:SetID(sid)
grid = self.bar == 12 and showgrid_pet or showgrid
if self.bar == 11 then
-- stance button
bar = self.bar
id = sid
texture, _, active = GetShapeshiftFormInfo(id)
texture, _, active = GetShapeshiftFormInfo(sid)
elseif self.bar == 12 then
-- pet button
bar = self.bar
id = sid
_, _, texture, token, active, castable, autocast = GetPetActionInfo(id)
_, _, texture, token, active, castable, autocast = GetPetActionInfo(sid)
texture = token and _G[texture] or texture
else
active = IsCurrentAction(sid) or IsAutoRepeatAction(sid)
texture = GetActionTexture(sid)
bar = GetActiveBar()
id = self.bar == 1 and self.slot or sid-((self.bar)-1)*12
end
if not self.showempty and self.backdrop and not texture and grid == 0 then
@@ -435,19 +487,6 @@ pfUI:RegisterModule("actionbar", function ()
self.hide = nil
end
-- active border
if active then
if C.bars.animmode == "statechange" and not self.active:IsShown() then
PlayButtonAnimation(self)
end
self.backdrop:SetBackdropBorderColor(cr,cg,cb,1)
self.active:Show()
else
self.backdrop:SetBackdropBorderColor(er,eg,eb,ea)
self.active:Hide()
end
ButtonInventoryUpdate(self)
if self.bar ~= 11 and self.bar ~= 12 then
@@ -457,6 +496,8 @@ pfUI:RegisterModule("actionbar", function ()
else
self.macro:SetText("")
end
ButtonProcUpdate(self)
end
-- icon
@@ -481,14 +522,8 @@ pfUI:RegisterModule("actionbar", function ()
self.autocastable:SetShown(castable and C.bars.showcastable == "1")
end
-- keybinds
if not self.hide and self.bar == 1 and self.bar ~= 11 and self.bar ~= 12 then
self.keybind:SetText(GetBindingText(GetBindingKey("ACTIONBUTTON"..id), "KEY_", 1))
elseif not self.hide and buttontypes[self.bar] then
self.keybind:SetText(GetBindingText(GetBindingKey(buttontypes[self.bar]..id), "KEY_", 1))
else
self.keybind:SetText("")
end
ButtonActiveUpdate(self, active, true)
ButtonKeybindUpdate(self)
end
local sid, usable, oom, _
@@ -498,8 +533,9 @@ pfUI:RegisterModule("actionbar", function ()
if self.bar == 11 then
_, _, _, usable = GetShapeshiftFormInfo(sid)
oom = nil
elseif self.bar == 12 then
usable = true
usable, oom = true, nil
else
usable, oom = IsUsableAction(sid)
end
@@ -528,25 +564,22 @@ pfUI:RegisterModule("actionbar", function ()
end
end
local function ButtonRangeUpdate(self)
self = self or this
-- Keeps the range check of the slot a shown action button displays
-- enabled, so ACTION_RANGE_CHECK_UPDATE reports it. Each button holds its
-- own enable, as the client counts them per slot. An enable fires the
-- event with the current state, so a new slot starts in range until then.
local function ButtonRangeWatch(button)
local slot = C.bars.glowrange == "1" and button.bar <= 10 and button:IsVisible() and button.id or nil
if slot == button.rangeslot then return end
-- update range display
if C.bars.glowrange == "1" and self.bar ~= 11 and self.bar ~= 12 and HasAction(self.id) and ActionHasRange(self.id) and IsActionInRange(self.id) == 0 then
if not self.outofrange then
self.outofrange = true
ButtonUsableUpdate(self)
end
elseif self.outofrange then
self.outofrange = nil
ButtonUsableUpdate(self)
end
if button.rangeslot then C_ActionBar.EnableActionRangeCheck(button.rangeslot, false) end
if slot then C_ActionBar.EnableActionRangeCheck(slot, true) end
button.rangeslot = slot
button.outofrange = nil
end
local start, duration, enable
local function ButtonCooldownUpdate(button)
if not button then return end
if button.bar == 11 then
start, duration, enable = GetShapeshiftFormCooldown(button.id)
elseif button.bar == 12 then
@@ -556,183 +589,205 @@ pfUI:RegisterModule("actionbar", function ()
end
-- Nil-protect: GetActionCooldown can return nil during macro parsing/indexing
if start and duration then
CooldownFrame_SetTimer(button.cd, start, duration, enable or 1)
end
if not start or not duration then return end
enable = enable or 1
-- most buttons keep their cooldown through a cooldown event
if start == button.cdstart and duration == button.cdduration and enable == button.cdenable then return end
button.cdstart, button.cdduration, button.cdenable = start, duration, enable
CooldownFrame_SetTimer(button.cd, start, duration, enable)
end
local _, active
local function ButtonIsActiveUpdate(button)
if not button then return end
if button.bar == 11 then
_, _, active, _ = GetShapeshiftFormInfo(button.id)
_, _, active = GetShapeshiftFormInfo(button.id)
elseif button.bar == 12 then
_, _, _, _, active, _, _ = GetPetActionInfo(button.id)
_, _, _, _, active = GetPetActionInfo(button.id)
else
active = IsCurrentAction(button.id) or IsAutoRepeatAction(button.id)
end
-- active border
if active then
if not button.border_active then
button.backdrop:SetBackdropBorderColor(cr,cg,cb,1)
button.border_active = true
end
button.active:Show()
else
if button.border_active then
button.backdrop:SetBackdropBorderColor(er,eg,eb,ea)
button.border_active = nil
end
button.active:Hide()
end
ButtonActiveUpdate(button, active)
end
-- everything of a button; the slot update covers its active state
local function ButtonFullUpdate(button)
if not button then return end
ButtonSlotUpdate(button)
ButtonRangeUpdate(button)
ButtonUsableUpdate(button)
ButtonCooldownUpdate(button)
ButtonIsActiveUpdate(button)
end
local function BarsEvent(self)
self = self or this
-- the pfActionBar frame handles the events of every button; its array part
-- holds the bar frames, bars[1] to bars[12]
local bars = CreateFrame("Frame", "pfActionBar", UIParent)
-- Updates wait for the next frame, so the events of one frame share one
-- pass. Passes and full updates skip hidden bars, which catch up as they
-- show (BarShowHide). The shown buttons of a bar are its first `count` ones.
local scheduled
-- calls func on the buttons that show a slot: its own button and the main
-- bar button paged to it
local function ForSlotButtons(slot, func, a1)
local button = buttoncache[slot]
if button then func(button, a1) end
local page = bars[1][1].id - 1
local paged = slot > page and slot <= page + 12 and bars[1][slot - page]
if paged and paged ~= button then func(paged, a1) end
end
-- the range watch follows hidden buttons too, so a hidden bar lets go of
-- its slots
local function SlotButtonUpdate(button)
ButtonRangeWatch(button)
if button:IsVisible() then pfUI.bars.ButtonFullUpdate(button) end
end
local function Flush()
scheduled = nil
local inventory, cooldown, state = passcache.inventory, passcache.cooldown, passcache.state
local stance, bindings = passcache.stance, passcache.bindings
table.wipe(passcache)
if inventory or cooldown or state then
for i = 1, 12 do
local bar = bars[i]
if bar:IsVisible() then
for j = 1, bar.count do
local button = bar[j]
if inventory then ButtonInventoryUpdate(button) end
if inventory or cooldown then ButtonCooldownUpdate(button) end
if inventory then ButtonUsableUpdate(button) end
if state then ButtonIsActiveUpdate(button) end
end
end
end
end
if stance and not inventory and bars[11]:IsVisible() then
for j = 1, bars[11].count do
ButtonUsableUpdate(bars[11][j])
end
end
-- the keybinds of hidden buttons as well, as they don't catch up on them
if bindings then
for _, button in pairs(buttoncache) do
button.binding = GetKeybindText(button.bindcommand)
ButtonKeybindUpdate(button)
end
end
for slot in pairs(updatecache) do
updatecache[slot] = nil
ForSlotButtons(slot, SlotButtonUpdate)
end
end
local function Schedule()
if scheduled then return end
scheduled = true
RunNextFrame(Flush)
end
-- queues a full update of the button in a slot
local function QueueSlot(slot)
updatecache[slot] = true
Schedule()
end
-- queues a pass over the visible buttons
local function QueuePass(pass)
passcache[pass] = true
Schedule()
end
-- passes skip hidden bars, so a bar refreshes its buttons as it shows;
-- as it hides, its buttons let go of their range checks
local function BarShowHide()
local offset = (this:GetID() - 1) * 12
for j = 1, this.count do
QueueSlot(offset + j)
end
end
local function ButtonRangeEvent(button, outofrange)
if button.rangeslot ~= arg1 or button.outofrange == outofrange then return end
button.outofrange = outofrange
ButtonUsableUpdate(button)
end
local function ButtonUsableEvent(button)
if button:IsVisible() then ButtonUsableUpdate(button) end
end
local function BarsEvent()
-- slot, isInRange, checksRange of a slot a button watches
if event == "ACTION_RANGE_CHECK_UPDATE" then
ForSlotButtons(arg1, ButtonRangeEvent, arg3 and not arg2 or nil)
return
end
-- the slots whose usable state changed
if event == "ACTION_USABLE_CHANGED" then
for _, change in ipairs(arg1) do
ForSlotButtons(change.slot, ButtonUsableEvent)
end
return
end
-- the spell whose glow started or ended; each rank has its own event
if event == "SPELL_ACTIVATION_OVERLAY_GLOW_SHOW" or event == "SPELL_ACTIVATION_OVERLAY_GLOW_HIDE" then
local glow = IsSpellOverlayed(arg1)
for _, button in pairs(buttoncache) do
if button.spellid == arg1 then ButtonProcShow(button, glow) end
end
return
end
-- refresh only specific slots
if event == "ACTIONBAR_SLOT_CHANGED" and arg1 and arg1 ~= 0 then
updatecache[arg1] = true
QueueSlot(arg1)
return
end
-- run special refresh functions on next update
if special_events[event] then
eventcache[event] = true
-- refresh one part of every visible button
if pass_events[event] then
QueuePass(pass_events[event])
return
end
-- handle aura events
-- auras and forms change the stance buttons
if aura_events[event] then
for j=1,12 do
if self[11] and self[11][j] then
updatecache[self[11][j].slot] = true
end
for j = 1, bars[11].count do
QueueSlot(bars[11][j].slot)
end
return
end
-- handle pet events
if pet_events[event] then
for j=1,12 do
if self[12] and self[12][j] then
updatecache[self[12][j].slot] = true
end
for j = 1, bars[12].count do
QueueSlot(bars[12][j].slot)
end
return
end
-- handle global events
for id in pairs(buttoncache) do
updatecache[id] = true
end
end
local self, button, unlock
-- Main update loop with throttle for performance optimization
local function BarsUpdate(self)
self = self or this
-- Throttle for performance
if (this.tick_main or 0) > GetTime() then return end
this.tick_main = GetTime() + 0.025
if pfUI.unlock then
-- update all bars when entering unlock
if pfUI.unlock:IsShown() ~= unlock then
pfUI.bars:UpdateConfig()
unlock = pfUI.unlock:IsShown()
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
if button:IsVisible() then ButtonUsableUpdate(button) else button.stale = true end
end
end
-- run cached cooldown events
if eventcache["ACTIONBAR_UPDATE_COOLDOWN"] then
eventcache["ACTIONBAR_UPDATE_COOLDOWN"] = nil
for id, button in pairs(buttoncache) do
if button:IsVisible() then ButtonCooldownUpdate(button) else button.stale = true end
end
end
-- run cached action state events
if eventcache["ACTIONBAR_UPDATE_STATE"] then
eventcache["ACTIONBAR_UPDATE_STATE"] = nil
for id, button in pairs(buttoncache) do
if button:IsVisible() then ButtonIsActiveUpdate(button) else button.stale = true end
end
end
for id in pairs(updatecache) do
-- run updates based on slot
pfUI.bars.ButtonFullUpdate(buttoncache[id])
-- run updates on paging actionbar if required
for i=1,12 do
if pfUI.bars[1][i].id == id then
pfUI.bars.ButtonFullUpdate(pfUI.bars[1][i])
end
end
-- clear update cache
updatecache[id] = nil
end
if ( this.tick or .2) > GetTime() then return else this.tick = GetTime() + .2 end
for id, button in pairs(buttoncache) do
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)
-- refresh every button and its keybind
if global_events[event] then
QueuePass("bindings")
for slot in pairs(buttoncache) do
QueueSlot(slot)
end
end
end
-- create the main event and update handler for pfUI actionbars
local bars = CreateFrame("Frame", "pfActionBar", UIParent)
-- The only unit events in the tables above; both concern the player alone.
-- A registration keeps its kind, so these have to go in unit-filtered from
-- the start -- RegisterUnitEvent over a plain registration stays plain.
@@ -750,17 +805,18 @@ pfUI:RegisterModule("actionbar", function ()
end
end
for event in pairs(special_events) do RegisterBarEvent(event) end
for event in pairs(pass_events) do RegisterBarEvent(event) end
for event in pairs(global_events) do RegisterBarEvent(event) end
for event in pairs(aura_events) do RegisterBarEvent(event) end
for event in pairs(pet_events) do RegisterBarEvent(event) end
bars:RegisterEvent("ACTION_RANGE_CHECK_UPDATE")
bars:RegisterEvent("ACTION_USABLE_CHANGED")
bars:RegisterEvent("SPELL_ACTIVATION_OVERLAY_GLOW_SHOW")
bars:RegisterEvent("SPELL_ACTIVATION_OVERLAY_GLOW_HIDE")
-- refresh actionbar buttons on event
bars:SetScript("OnEvent", BarsEvent)
-- update actionbar buttons
bars:SetScript("OnUpdate", BarsUpdate)
-- enable bar paging via secure functions
local function EnablePaging(bar)
if not bar.pager then
@@ -776,9 +832,8 @@ pfUI:RegisterModule("actionbar", function ()
local active = GetActiveBar()
for i=1,12 do
local id = i + (active-1)*12
bar[i].id = id
updatecache[i] = true
bar[i].id = i + (active-1)*12
QueueSlot(i)
end
end)
end
@@ -1006,6 +1061,9 @@ pfUI:RegisterModule("actionbar", function ()
-- set a static slot
f.slot = id
-- the binding command of the button, fixed on the paged main bar too
f.bindcommand = (bar == 1 and "ACTIONBUTTON" or buttontypes[bar]) .. button
-- cooldown
f.cd = CreateCooldown(f, "spell", C.bars, "timers", f:GetName() .. "Cooldown")
@@ -1065,6 +1123,23 @@ pfUI:RegisterModule("actionbar", function ()
f.active:SetAllPoints()
f.active:Hide()
-- proc glow
if bar ~= 11 and bar ~= 12 then
f.proc = CreateFrame("Frame", nil, f)
f.proc:SetBackdrop(backdrop_highlight)
f.proc:SetBackdropBorderColor(1,.8,.2,1)
f.proc:SetAllPoints()
f.proc:Hide()
f.proc.pulse = f.proc:CreateAnimationGroup()
f.proc.pulse:SetLooping("BOUNCE")
local fade = f.proc.pulse:CreateAnimation("Alpha")
fade:SetFromAlpha(1)
fade:SetToAlpha(.3)
fade:SetDuration(.5)
fade:SetSmoothing("IN_OUT")
end
-- add to buttoncache
buttoncache[id] = f
end
@@ -1168,6 +1243,7 @@ pfUI:RegisterModule("actionbar", function ()
-- don't process empty bars
if buttons == 0 then
bars[i].count = 0
bars[i]:Hide()
return
end
@@ -1186,6 +1262,11 @@ pfUI:RegisterModule("actionbar", function ()
local init = not bars[i]
bars[i] = bars[i] or CreateFrame("Frame", "pfActionBar" .. barnames[i], UIParent)
bars[i]:SetID(i)
bars[i].count = buttons
if init then
bars[i]:SetScript("OnShow", BarShowHide)
if i <= 10 then bars[i]:SetScript("OnHide", BarShowHide) end
end
-- autohide
if autohide == "1" then
@@ -1201,18 +1282,12 @@ pfUI:RegisterModule("actionbar", function ()
-- only show when pet actions exists
bars[i]:SetShown(PetHasActionBar() or pfUI.unlock and pfUI.unlock:IsShown())
-- show/hide petbar on petbar updates
-- show/hide petbar on petbar updates; the pet events of the
-- pfActionBar frame refresh its buttons
if init then
bars[i]:RegisterEvent("PET_BAR_UPDATE")
bars[i]:SetScript("OnEvent", function()
-- hide obsolete buttons
for i=1, NUM_PET_ACTION_SLOTS do
if not PetHasActionBar() and bars[12][i] then
bars[12][i]:Hide()
end
end
-- refresh layout
CreateActionBar(12)
this:SetShown(PetHasActionBar() or pfUI.unlock and pfUI.unlock:IsShown())
end)
end
@@ -1270,7 +1345,7 @@ pfUI:RegisterModule("actionbar", function ()
end
-- refresh button
updatecache[bars[i][j].slot] = true
QueueSlot(bars[i][j].slot)
end
for j=buttons+1,12 do
@@ -1303,25 +1378,27 @@ pfUI:RegisterModule("actionbar", function ()
elseif i == 12 then -- pet
bars[i]:SetPoint("BOTTOM", bars[6], "TOP", 0, 3*border)
-- make stance bar dodge by default
bars[i]:SetScript("OnShow", function()
if pfUI.unlock and pfUI.unlock:IsShown() then return end
if bars[11] and bars[11]:IsShown() then
bars[11]:ClearAllPoints()
bars[11]:SetPoint("BOTTOM", bars[12], "TOP", 0, 3*border)
UpdateMovable(bars[11], true)
end
end)
if init then
-- make stance bar dodge by default
bars[i]:HookScript("OnShow", function()
if pfUI.unlock and pfUI.unlock:IsShown() then return end
if bars[11] and bars[11]:IsShown() then
bars[11]:ClearAllPoints()
bars[11]:SetPoint("BOTTOM", bars[12], "TOP", 0, 3*border)
UpdateMovable(bars[11], true)
end
end)
-- restore old stance bar position
bars[i]:SetScript("OnHide", function()
if pfUI.unlock and pfUI.unlock:IsShown() then return end
if bars[11] and bars[11]:IsShown() then
bars[11]:ClearAllPoints()
bars[11]:SetPoint("BOTTOM", bars[6], "TOP", 0, 3*border)
UpdateMovable(bars[11], true)
end
end)
-- restore old stance bar position
bars[i]:SetScript("OnHide", function()
if pfUI.unlock and pfUI.unlock:IsShown() then return end
if bars[11] and bars[11]:IsShown() then
bars[11]:ClearAllPoints()
bars[11]:SetPoint("BOTTOM", bars[6], "TOP", 0, 3*border)
UpdateMovable(bars[11], true)
end
end)
end
else -- others
bars[i]:SetPoint("TOP", 0, -i*50)
end
@@ -1382,7 +1459,7 @@ pfUI:RegisterModule("actionbar", function ()
-- create actionbars
pfUI.bars = bars
pfUI.bars.update = updatecache
pfUI.bars.QueueSlot = QueueSlot
pfUI.bars.buttons = buttoncache
pfUI.bars.ButtonFullUpdate = ButtonFullUpdate
pfUI.bars.ButtonEnter = ButtonEnter
@@ -1392,13 +1469,13 @@ pfUI:RegisterModule("actionbar", function ()
if not typ then
showgrid = state
for id in pairs(buttoncache) do
updatecache[id] = true
for slot in pairs(buttoncache) do
QueueSlot(slot)
end
elseif typ == "PET" then
showgrid_pet = state
for slot=133,142 do
updatecache[slot] = true
QueueSlot(slot)
end
end
end
@@ -1411,6 +1488,12 @@ pfUI:RegisterModule("actionbar", function ()
pfUI.bars:UpdateConfig()
-- update all bars when entering or leaving unlock mode
if pfUI.unlock then
pfUI.unlock:HookScript("OnShow", function() pfUI.bars:UpdateConfig() end)
pfUI.unlock:HookScript("OnHide", function() pfUI.bars:UpdateConfig() end)
end
-- Localize custom keybinds for additional actionbars (see Bindings.xml)
local names = {
["PAGING"] = T["Paging Actionbar"],
@@ -1492,7 +1575,7 @@ pfUI:RegisterModule("actionbar", function ()
if newID then
reagent_counts[newID] = reagent_counts[newID] or C_Item.GetItemCount(newID)
end
updatecache[slot] = true
QueueSlot(slot)
end
end
@@ -1502,7 +1585,7 @@ pfUI:RegisterModule("actionbar", function ()
reagent_counts[itemID] = C_Item.GetItemCount(itemID)
end
for slot in pairs(reagent_slots) do
updatecache[slot] = true
QueueSlot(slot)
end
end
+30 -16
View File
@@ -89,42 +89,56 @@ pfUI:RegisterModule("bags", function ()
pfUI.bag.delay = { UpdateBag = {} }
pfUI.bag:SetScript("OnUpdate", function()
-- update delayed ones every 0.1s
if ( this.tick or 1) > GetTime() then return else this.tick = GetTime() + .1 end
-- run the updates queued by events, batched into one pass per 0.1s
local function FlushDelayed()
local delay = pfUI.bag.delay
delay.pending = nil
if this.delay.RefreshSpells then
this.delay.RefreshSpells = nil
if delay.RefreshSpells then
delay.RefreshSpells = nil
pfUI.bag:RefreshSpells()
end
if this.delay.CheckFullUpdate then
this.delay.CheckFullUpdate = nil
if delay.CheckFullUpdate then
delay.CheckFullUpdate = nil
pfUI.bag:CheckFullUpdate()
end
if this.delay.UpdateCooldowns then
this.delay.UpdateCooldowns = nil
if delay.UpdateCooldowns then
delay.UpdateCooldowns = nil
pfUI.bag:UpdateCooldowns()
end
if this.delay.UpdateItemLock then
this.delay.UpdateItemLock = nil
if delay.UpdateItemLock then
delay.UpdateItemLock = nil
pfUI.bag:UpdateItemLock()
end
if this.delay.UpdateSearch then
this.delay.UpdateSearch = nil
if delay.UpdateSearch then
delay.UpdateSearch = nil
pfUI.bag:UpdateSearch()
end
for bag in pairs(this.delay.UpdateBag) do
this.delay.UpdateBag[bag] = nil
for bag in pairs(delay.UpdateBag) do
delay.UpdateBag[bag] = nil
pfUI.bag:UpdateBag(bag)
end
end)
end
local function ScheduleFlush()
if pfUI.bag.delay.pending then return end
pfUI.bag.delay.pending = true
C_Timer.After(.1, FlushDelayed)
end
function pfUI.bag:QueueBagUpdate(bag)
self.delay.UpdateBag[bag] = true
ScheduleFlush()
end
pfUI.bag:SetScript("OnEvent", function()
ScheduleFlush()
if event == "PLAYER_ENTERING_WORLD" then
pfUI.bag:CreateBags()
pfUI.bag.right:Hide()
+24 -15
View File
@@ -130,15 +130,14 @@ pfUI:RegisterModule("buffwatch", function ()
GameTooltip:Hide()
end
local function StatusBarOnUpdate()
local remaining = this.endtime - GetTime()
this.bar:SetValue(remaining > 0 and remaining or 0)
if ( this.tick or 1) > GetTime() then return else this.tick = GetTime() + .1 end
this.time:SetText(remaining > 0 and GetColoredTimeString(remaining) or "")
-- an enabled text binding writes every frame, shown or not
local function StatusBarOnShow()
this.timer:Enable()
this.parent:RefreshPosition()
end
local function StatusBarRefreshParent()
local function StatusBarOnHide()
this.timer:Disable()
this.parent:RefreshPosition()
end
@@ -183,6 +182,16 @@ pfUI:RegisterModule("buffwatch", function ()
frame.time:SetTextColor(1,1,1,1)
frame.time:SetJustifyH("RIGHT")
-- the bar drains and the time counts down from this, engine-side
frame.duration = C_DurationUtil.CreateDuration()
frame.bar:SetTimerDuration(frame.duration, Enum.StatusBarInterpolation.Immediate, Enum.StatusBarTimerDirection.RemainingTime)
frame.timer = C_DurationUtil.CreateDurationTextBinding()
frame.timer:SetFontString(frame.time)
frame.timer:SetFormatter(GetTimeFormatter())
frame.timer:SetDuration(frame.duration)
frame.timer:SetExpiredText("")
frame.timer:SetZeroDurationText("")
frame.icon = frame:CreateTexture(nil, "OVERLAY")
frame.icon:SetSize(height, height)
frame.icon:SetPoint("LEFT", frame, "LEFT", 0, 0)
@@ -195,9 +204,8 @@ pfUI:RegisterModule("buffwatch", function ()
frame.stacks:SetJustifyV("CENTER")
frame.parent = parent
frame:SetScript("OnUpdate", StatusBarOnUpdate)
frame:SetScript("OnShow", StatusBarRefreshParent)
frame:SetScript("OnHide", StatusBarRefreshParent)
frame:SetScript("OnShow", StatusBarOnShow)
frame:SetScript("OnHide", StatusBarOnHide)
frame:RegisterForClicks("LeftButtonUp", "RightButtonUp")
frame:SetScript("OnClick", StatusBarOnClick)
@@ -261,7 +269,6 @@ pfUI:RegisterModule("buffwatch", function ()
frame.bars[bar].id = data[2]
frame.bars[bar].unit = frame.unit
frame.bars[bar].type = frame.type
frame.bars[bar].endtime = GetTime() + ( data[1] > 0 and data[1] or -1 )
-- update max duration the cached remaining values is less than
-- the real one, indicates a buff renewal
@@ -313,10 +320,12 @@ pfUI:RegisterModule("buffwatch", function ()
frame.bars[bar].icon:SetTexture(data[4])
end
-- cache maxduration
if frame.bars[bar].cacheMaxDuration ~= frame.durations[uuid][2] then
frame.bars[bar].cacheMaxDuration = frame.durations[uuid][2]
frame.bars[bar].bar:SetMinMaxValues(0, frame.durations[uuid][2])
-- the bar spans the longest time left seen for this aura; one without
-- a time left (threshold -1) shows an empty bar and no time
if data[1] > 0 then
frame.bars[bar].duration:SetTimeFromEnd(GetTime() + data[1], frame.durations[uuid][2])
else
frame.bars[bar].duration:Reset()
end
-- set stacks
+122 -161
View File
@@ -5,37 +5,68 @@ pfUI:RegisterModule("castbar", function ()
local rawborder, default_border = GetBorderSize("unitframes")
local cbtexture = pfUI.media[C.appearance.castbar.texture]
-- Helper function for castbar timer formatting
local function FormatCastbarTime(value)
if C.unitframes.castbardecimals == "1" then
-- 1 decimal, round half up (matches Blizzard spellbook display)
return string.format("%.1f", floor(value * 10 + 0.5) / 10)
else
-- 2 decimals (default)
return string.format("%.2f", value)
end
-- Castbar timer text: 1 decimal rounded half up (matches Blizzard spellbook
-- display), or 2 decimals (default)
local formatter = C_StringUtil.CreateNumericRuleFormatter()
if C.unitframes.castbardecimals == "1" then
formatter:AddBreakpoint({ threshold = 0, step = .1, format = "%.1f" })
else
formatter:AddBreakpoint({ threshold = 0, format = "%.2f" })
end
-- Clear cast state on the bar and start the fade-out. On a normal end the bar
-- is left at its current fill (a completed cast is already ~full; nothing
-- snaps to full, which used to flash for a frame when the next cast stamped
-- the bar). When `failed` is set for a cast that was actually in progress, the
-- bar flashes full red before fading — the cancelled-cast indicator.
-- "cur / max": a cast counts up, a channel counts down
local castText = {
{ property = Enum.DurationTextBindingProperty.ElapsedDuration, formatter = formatter },
{ property = Enum.DurationTextBindingProperty.TotalDuration, formatter = formatter },
}
local channelText = {
{ property = Enum.DurationTextBindingProperty.RemainingDuration, formatter = formatter },
{ property = Enum.DurationTextBindingProperty.TotalDuration, formatter = formatter },
}
-- The bar's fill and timer text both follow cb.duration on their own; only
-- the pushback total in front of the text needs a refresh.
local function UpdateTimerText(cb)
if not cb.showtimer then return end
local prefix = ""
if cb.delay > 0 then
prefix = "|cffffaaaa" .. (cb.isChannel and "-" or "+") .. formatter:FormatNumber(cb.delay) .. " |r "
end
cb.timer:SetTextFormat(prefix .. "{} / {}", cb.isChannel and channelText or castText)
cb.timer:Enable()
end
-- STOP doesn't arrive for every cast (a synthetic cast has none, a remote
-- unit's can be missed out of range), so the bar also clears at its end time.
local function ArmExpiry(cb)
if cb.expiry then cb.expiry:Cancel() end
cb.expiry = C_Timer.NewTimer(cb.duration:GetRemainingDuration(), cb.onExpire)
end
-- Clear cast state on the bar and start the fade-out. The fill freezes where
-- the cast stopped (SetMinMaxValues drops the timer). When `failed` is set for
-- a cast that was actually in progress, the bar flashes full red before
-- fading — the cancelled-cast indicator.
local function ClearBar(cb, failed)
local wasActive = cb.endTime ~= nil
cb.startTime, cb.endTime, cb.isChannel = nil, nil, nil
if cb.expiry then cb.expiry:Cancel() end
cb.expiry = nil
cb.timer:Disable()
if cb.active then
cb.bar:SetMinMaxValues(0, 1)
if failed then
cb.bar:SetStatusBarColor(GetStringColor(C.appearance.castbar.failcolor))
cb.bar:SetValue(1)
else
cb.bar:SetValue(cb.isChannel and cb.duration:GetRemainingPercent() or cb.duration:GetElapsedPercent())
end
end
cb.active, cb.isChannel = nil, nil
cb.activeName, cb.spellID = nil, nil
cb.isTradeskill = nil
cb.tradeskillTotal, cb.tradeskillCompleted, cb.tradeskillSpellID = nil, nil, nil
cb.tradeskillSingleMs, cb.currentCraftStart = nil, nil
cb.lastMax = nil
cb.tradeskillSingle = nil
cb.delay = 0
if failed and wasActive then
cb.bar:SetStatusBarColor(GetStringColor(C.appearance.castbar.failcolor))
cb.bar:SetMinMaxValues(0, 1)
cb.bar:SetValue(1)
end
if cb.bar.spark then cb.bar.spark:Hide() end
if cb.craftbar then cb.craftbar:Hide() end
if cb:IsShown() and not cb.fade:IsPlaying() then cb.fade:Play() end
end
@@ -55,40 +86,35 @@ pfUI:RegisterModule("castbar", function ()
-- fills continuously across the chain instead of resetting per craft.
-- Also arms the per-craft spark — a thin marker that crosses the bar once
-- per craft (so it moves N× faster than the main fill on an N-stack).
local function EnterTradeskillMerge(cb, startMs, endMs, count)
local function EnterTradeskillMerge(cb, count)
local start, single = cb.duration:GetStartTime(), cb.duration:GetTotalDuration()
cb.tradeskillTotal = count
cb.tradeskillCompleted = 0
cb.tradeskillSpellID = cb.spellID
local single = endMs - startMs
cb.tradeskillSingleMs = single
cb.currentCraftStart = startMs
local mergedEnd = startMs + single * count
cb.endTime = mergedEnd
local duration = (mergedEnd - startMs) / 1000
cb.bar:SetMinMaxValues(0, duration)
cb.lastMax = duration
if cb.bar.spark then cb.bar.spark:Show() end
cb.tradeskillSingle = single
cb.craft:SetTimeFromStart(start, single)
cb.duration:SetTimeFromStart(start, single * count)
ArmExpiry(cb)
cb.craftbar:Show()
UpdateTradeskillLabel(cb)
end
-- Mark the start of craft 2..N within an active merge (called from the
-- UNIT_SPELLCAST_START handler). Resets the per-craft spark to the left
-- edge of the bar.
-- UNIT_SPELLCAST_START handler) and re-fit the bar's end to the crafts left.
local function StartTradeskillCraft(cb)
cb.currentCraftStart = GetTime() * 1000
local remaining = cb.tradeskillTotal - (cb.tradeskillCompleted or 0)
cb.endTime = cb.currentCraftStart + cb.tradeskillSingleMs * remaining
local duration = (cb.endTime - cb.startTime) / 1000
cb.bar:SetMinMaxValues(0, duration)
cb.lastMax = duration
local now = GetTime()
local remaining = cb.tradeskillTotal - cb.tradeskillCompleted
cb.craft:SetTimeFromStart(now, cb.tradeskillSingle)
cb.duration:SetTimeSpan(cb.duration:GetStartTime(), now + cb.tradeskillSingle * remaining)
ArmExpiry(cb)
UpdateTradeskillLabel(cb)
end
-- Stamp the bar with cast data and render text/icon/lag once. OnUpdate
-- then animates the fill from this state without touching C_Spell.
-- Stamp the bar with cast data and render text/icon/lag once. From here the
-- bar's timer and text binding follow cb.duration without any Lua.
local function StampBar(cb, name, tex, startMs, endMs, spellID, isChannel, delayMs, isTradeskill, rank, noInterrupt)
cb.startTime = startMs
cb.endTime = endMs
cb.duration:SetTimeSpan(startMs / 1000, endMs / 1000)
cb.active = true
cb.isChannel = isChannel
cb.spellID = spellID
cb.activeName = name
@@ -124,27 +150,18 @@ pfUI:RegisterModule("castbar", function ()
cb.icon:Hide()
end
local duration = (endMs - startMs) / 1000
if cb.showlag then
local _, _, lag = GetNetStats()
cb.bar.lag:SetWidth(math.min(cb:GetWidth(), cb:GetWidth() / duration * (lag/1000)))
cb.bar.lag:SetWidth(math.min(cb:GetWidth(), cb:GetWidth() / cb.duration:GetTotalDuration() * (lag/1000)))
cb.bar.lag:Show()
else
cb.bar.lag:Hide()
end
cb.bar:SetMinMaxValues(0, duration)
cb.lastMax = duration
-- Prime the fill on this frame. StampBar otherwise leaves the previous
-- value in place (ClearBar, run on the prior cast's STOP, leaves it full),
-- so the bar would flash full for the frame between here and the next
-- OnUpdate tick. Reset the throttle too so the timer text updates promptly.
local nowSec = GetTime()
local cur = isChannel and (endMs / 1000 - nowSec) or (nowSec - startMs / 1000)
if cur < 0 then cur = 0 elseif cur > duration then cur = duration end
cb.bar:SetValue(cur)
cb.tick = 0
cb.bar:SetTimerDuration(cb.duration, Enum.StatusBarInterpolation.Immediate,
isChannel and Enum.StatusBarTimerDirection.RemainingTime or Enum.StatusBarTimerDirection.ElapsedTime)
UpdateTimerText(cb)
ArmExpiry(cb)
end
-- One-shot poll: read C_Spell for the bar's unit, stamp or clear. Called
@@ -186,6 +203,10 @@ pfUI:RegisterModule("castbar", function ()
cb:SetFrameLevel(8)
cb.unitstr = unitstr
cb.delay = 0
cb.duration = C_DurationUtil.CreateDuration()
cb.craft = C_DurationUtil.CreateDuration() -- the current craft of a tradeskill merge
cb.onExpire = function() ClearBar(cb) end
-- icon
cb.icon = CreateFrame("Frame", nil, cb)
@@ -210,7 +231,7 @@ pfUI:RegisterModule("castbar", function ()
CreateBackdropShadow(cb.bar)
-- text left
cb.bar.left = cb.bar:CreateFontString("Status", "DIALOG", "GameFontNormal")
cb.bar.left = cb.bar:CreateFontString("Status", "OVERLAY", "GameFontNormal")
cb.bar.left:ClearAllPoints()
cb.bar.left:SetPoint("TOPLEFT", cb.bar, "TOPLEFT", 3 + C.castbar[unitstr].txtleftoffx, C.castbar[unitstr].txtleftoffy)
cb.bar.left:SetPoint("BOTTOMRIGHT", cb.bar, "BOTTOMRIGHT", -3 + C.castbar[unitstr].txtleftoffx, C.castbar[unitstr].txtleftoffy)
@@ -221,7 +242,7 @@ pfUI:RegisterModule("castbar", function ()
cb.bar.left:SetJustifyH(C.castbar[unitstr].namealign or "LEFT")
-- text right
cb.bar.right = cb.bar:CreateFontString("Status", "DIALOG", "GameFontNormal")
cb.bar.right = cb.bar:CreateFontString("Status", "OVERLAY", "GameFontNormal")
cb.bar.right:ClearAllPoints()
cb.bar.right:SetPoint("TOPLEFT", cb.bar, "TOPLEFT", 3 + C.castbar[unitstr].txtrightoffx, C.castbar[unitstr].txtrightoffy)
cb.bar.right:SetPoint("BOTTOMRIGHT", cb.bar, "BOTTOMRIGHT", -3 + C.castbar[unitstr].txtrightoffx, C.castbar[unitstr].txtrightoffy)
@@ -231,6 +252,10 @@ pfUI:RegisterModule("castbar", function ()
cb.bar.right:SetFont(font, font_size, "OUTLINE")
cb.bar.right:SetJustifyH(C.castbar[unitstr].timealign or "RIGHT")
cb.timer = C_DurationUtil.CreateDurationTextBinding()
cb.timer:SetFontString(cb.bar.right)
cb.timer:SetDuration(cb.duration)
cb.bar.lag = cb.bar:CreateTexture(nil, "OVERLAY")
cb.bar.lag:SetPoint("TOPRIGHT", cb.bar, "TOPRIGHT", 0, 0)
cb.bar.lag:SetPoint("BOTTOMRIGHT", cb.bar, "BOTTOMRIGHT", 0, 0)
@@ -238,88 +263,29 @@ pfUI:RegisterModule("castbar", function ()
-- Per-craft progress spark for tradeskill merge — a thin vertical line
-- that crosses the bar once per craft in the chain (so on a 5-stack it
-- moves 5x faster than the main fill). Position is updated by OnUpdate
-- while a merge is active; hidden otherwise.
cb.bar.spark = cb.bar:CreateTexture(nil, "OVERLAY")
cb.bar.spark:SetColorTexture(1, 1, 1, 0.8)
cb.bar.spark:SetWidth(2)
cb.bar.spark:SetPoint("TOP", cb.bar, "TOPLEFT", 0, 0)
cb.bar.spark:SetPoint("BOTTOM", cb.bar, "BOTTOMLEFT", 0, 0)
cb.bar.spark:Hide()
-- moves 5x faster than the main fill). It rides the edge of an invisible
-- fill that follows cb.craft, shown while a merge is active, and snaps
-- back to the left each time StartTradeskillCraft restarts the craft.
cb.craftbar = CreateFrame("StatusBar", nil, cb.bar)
cb.craftbar:SetAllPoints(cb.bar)
cb.craftbar:SetColorFill(1, 1, 1, 0)
cb.craftbar:SetTimerDuration(cb.craft, Enum.StatusBarInterpolation.Immediate, Enum.StatusBarTimerDirection.ElapsedTime)
cb.craftbar:Hide()
-- Fade-out after a cast ends. The bar is hidden while idle, so its OnUpdate
-- only runs during a cast; unlock mode keeps it shown for dragging.
local function unlocked() return cb.drag and cb.drag:IsShown() end
cb.craftbar.spark = cb.craftbar:CreateTexture(nil, "OVERLAY")
cb.craftbar.spark:SetColorTexture(1, 1, 1, 0.8)
cb.craftbar.spark:SetWidth(2)
cb.craftbar.spark:SetPoint("TOPRIGHT", cb.craftbar:GetStatusBarTexture(), "TOPRIGHT")
cb.craftbar.spark:SetPoint("BOTTOMRIGHT", cb.craftbar:GetStatusBarTexture(), "BOTTOMRIGHT")
-- Fade-out after a cast ends. The bar is hidden while idle; unlock mode
-- keeps it shown for dragging.
cb.fade = cb:CreateAnimationGroup()
local fade = cb.fade:CreateAnimation("Alpha")
fade:SetChange(-1)
fade:SetDuration(.4)
cb.fade:SetScript("OnFinished", function()
if not unlocked() then cb:Hide() end
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()
if (this.tick or 0) > GetTime() then return end
this.tick = GetTime() + 0.020 -- ~50 FPS
if unlocked() then
this.fade:Stop()
return
end
if this.fade:IsPlaying() then return end
if not this.endTime then
this:Hide()
return
end
-- Non-player bars: if the unit disappears (target died / detarget),
-- drop the bar immediately.
if this.unitstr ~= "player" and not UnitExists(this.unitstr) then
ClearBar(this)
return
end
local now = GetTime()
local endSec = this.endTime / 1000
if now >= endSec then
ClearBar(this)
return
end
local startSec = this.startTime / 1000
local max = endSec - startSec
local cur = this.isChannel and (endSec - now) or (now - startSec)
if cur > max then cur = max end
if cur < 0 then cur = 0 end
this.bar:SetValue(cur)
-- Per-craft spark for a tradeskill merge: position by (now - current
-- craft's start) / single-craft duration, clamped to [0, 1]. Snaps back
-- to the left edge each time StartTradeskillCraft fires for craft N+1.
if this.tradeskillTotal and this.tradeskillSingleMs and this.currentCraftStart then
local craftElapsed = now * 1000 - this.currentCraftStart
local p = craftElapsed / this.tradeskillSingleMs
if p < 0 then p = 0 elseif p > 1 then p = 1 end
local x = p * this.bar:GetWidth() - 1
this.bar.spark:ClearAllPoints()
this.bar.spark:SetPoint("TOP", this.bar, "TOPLEFT", x, 0)
this.bar.spark:SetPoint("BOTTOM", this.bar, "BOTTOMLEFT", x, 0)
end
if this.showtimer then
if (this.delay or 0) > 0 then
local prefix = "|cffffaaaa" .. (this.isChannel and "-" or "+") .. FormatCastbarTime(this.delay) .. " |r "
this.bar.right:SetText(prefix .. FormatCastbarTime(cur) .. " / " .. FormatCastbarTime(max))
else
this.bar.right:SetText(FormatCastbarTime(cur) .. " / " .. FormatCastbarTime(max))
end
end
if not (cb.drag and cb.drag:IsShown()) then cb:Hide() end
end)
-- Cast lifecycle, entirely on ClassicAPI's UNIT_SPELLCAST_* events. They
@@ -383,7 +349,7 @@ pfUI:RegisterModule("castbar", function ()
RefreshBar(this, arg5)
if this.isTradeskill and (this.pendingTradeskillCount or 0) > 1
and C.castbar.player.mergetradeskill == "1" then
EnterTradeskillMerge(this, this.startTime, this.endTime, this.pendingTradeskillCount)
EnterTradeskillMerge(this, this.pendingTradeskillCount)
end
this.pendingTradeskillCount = nil
end
@@ -392,7 +358,7 @@ pfUI:RegisterModule("castbar", function ()
-- count and clear when the chain is done. A no-op for normal casts,
-- which are cleared by UNIT_SPELLCAST_STOP.
if this.tradeskillTotal and arg3 == this.tradeskillSpellID then
this.tradeskillCompleted = (this.tradeskillCompleted or 0) + 1
this.tradeskillCompleted = this.tradeskillCompleted + 1
if this.tradeskillCompleted >= this.tradeskillTotal then
ClearBar(this)
else
@@ -412,35 +378,30 @@ pfUI:RegisterModule("castbar", function ()
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
if this.active 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
-- Quartz, re-read just the times and accumulate the shift into a running
-- this.delay for the +/- indicator, rather than a full restamp (which
-- would reset that total and re-render icon/text). ClassicAPI moves
-- endMs (SpellDelayed_h bumps g_cast.endMs; the MSG_CHANNEL_UPDATE
-- co-hook rewrites g_channel.endMs) while startMs stays put, so we diff
-- endMs. delay is a positive magnitude; OnUpdate signs it "+" for casts
-- and "-" for channels. Skipped during a tradeskill merge.
if this.endTime and not this.tradeskillTotal then
local startMs, endMs
-- would reset that total and re-render icon/text). Pushback moves the
-- end time while the start stays put, so we diff the end. delay is a
-- positive magnitude; UpdateTimerText signs it "+" for casts and "-"
-- for channels. Skipped during a tradeskill merge.
if this.active and not this.tradeskillTotal then
local duration
if this.isChannel then
local _, _, _, s, e = C_Spell.UnitChannelInfo(unit)
startMs, endMs = s, e
duration = UnitChannelDuration(unit)
else
local _, _, _, s, e = C_Spell.UnitCastingInfo(unit)
startMs, endMs = s, e
duration = UnitCastingDuration(unit)
end
if startMs and endMs then
local shift = this.isChannel and (this.endTime - endMs) or (endMs - this.endTime)
this.delay = (this.delay or 0) + shift / 1000
this.startTime = startMs
this.endTime = endMs
local newDuration = (endMs - startMs) / 1000
this.bar:SetMinMaxValues(0, newDuration)
this.lastMax = newDuration
if duration then
local shift = duration:GetEndTime() - this.duration:GetEndTime()
this.delay = this.delay + (this.isChannel and -shift or shift)
this.duration:Assign(duration)
UpdateTimerText(this)
ArmExpiry(this)
end
end
end
+2 -14
View File
@@ -701,12 +701,6 @@ pfUI:RegisterModule("chat", function ()
local r,g,b = GetStringColor(C.chat.text.unknowncolor)
local unknowncolorhex = rgbhex(r,g,b)
local function GetPlayerLevel(name)
if not pfUI_playerDB then return nil end
if not pfUI_playerDB[name] then return nil end
return pfUI_playerDB[name].level
end
-- the sender of the line AddMessage is reading, from its chat event
local lineSender, lineSenderClass, lineSenderRace, lineSenderSex
@@ -727,10 +721,7 @@ pfUI:RegisterModule("chat", function ()
else
_, class, _, raceKey, sex = C_PlayerCache.GetPlayerInfoByName(real)
end
if not class then
class = GetUnitInfo(real)
end
if class and class ~= UNKNOWN then
if class then
color = "|c" .. PFUI_CLASS_COLORS[class].colorStr
if C.chat.text.factionicons == "1" then
icon = GetFactionIcon(raceKey)
@@ -745,11 +736,8 @@ pfUI:RegisterModule("chat", function ()
local suffix = ""
local level = C.chat.text.playerlevel == "1" and GetPlayerLevel(real)
if level and level > 0 then
if level then
suffix = " " .. rgbhex(GetDifficultyColor(level)) .. level .. "|r"
elseif level then
-- Show ?? for unknown levels (e.g. -1 from UnitLevel)
suffix = " |cffff0000??|r"
end
if color == "" and suffix == "" then return link end
+1 -5
View File
@@ -1,7 +1,5 @@
pfUI:RegisterModule("chatcopy", function ()
local f = CreateFrame("Frame")
f:RegisterEvent("PLAYER_ENTERING_WORLD")
f:SetScript("OnEvent", function()
EventUtil.RegisterOnceFrameEventAndCallback("PLAYER_ENTERING_WORLD", function()
if not pfUI.chat then return end
local button = CreateFrame("Button", "pfChatCopyButton", pfUI.chat.left.panelTop)
@@ -99,7 +97,5 @@ pfUI:RegisterModule("chatcopy", function ()
frame.scroll = scroll
end
this:UnregisterAllEvents()
end)
end)
+1 -7
View File
@@ -2509,13 +2509,7 @@ pfUI:RegisterModule("combatlog", function ()
local buttonName, button, textWidth;
local buttonIndex = 1;
-- subtract the width of the dropdown button
local clogleft, clogright = COMBATLOG:GetRight(), COMBATLOG:GetLeft();
local maxWidth;
if ( clogleft and clogright ) then
maxWidth = (COMBATLOG:GetRight()-COMBATLOG:GetLeft())-31; --Hacky hacky because GetWidth goes crazy when it is docked
else
maxWidth = COMBATLOG:GetWidth() - 31;
end
local maxWidth = COMBATLOG:GetUnscaledWidth() - 31;
local additionalFilterButton = CombatLogQuickButtonFrame.AdditionalFilterButton;
+12 -9
View File
@@ -30,15 +30,15 @@ pfUI:RegisterModule("easteregg", function ()
scene.dtext:SetPoint("TOP", 0, -430)
scene.dtext:SetText(info and info .. "\n\n" .. exit or exit)
-- Fade the night in by playing a fade-out backwards. The scene keeps an
-- alpha of 1, which comes back when the fade ends.
-- Fade the night in. The scene keeps an alpha of 1, which comes back
-- when the fade ends.
scene.dusk = scene:CreateAnimationGroup()
local fade = scene.dusk:CreateAnimation("Alpha")
fade:SetChange(-1)
fade:SetToAlpha(1)
fade:SetDuration(.8)
scene:SetScript("OnShow", function()
this.dusk:Play(true)
this.dusk:Play()
end)
-- start over on the next AFK
@@ -159,7 +159,7 @@ pfUI:RegisterModule("easteregg", function ()
halloween.text:SetTextColor(1, .5, 0)
-- Candlelight glows in from the screen edges. It flickers in uneven
-- steps of { duration, change } that end where they began, so the loop
-- steps of { duration, alpha } that end where they began, so the loop
-- never jumps.
local candle = CreateFrame("Frame", nil, halloween)
candle:SetAllPoints()
@@ -169,16 +169,19 @@ pfUI:RegisterModule("easteregg", function ()
candle.flicker = candle:CreateAnimationGroup()
candle.flicker:SetLooping("REPEAT")
local steps = {
{ .18, -.25 }, { .09, .1 }, { .22, -.2 }, { .14, .3 }, { .3, -.1 },
{ .11, -.15 }, { .2, .2 }, { .16, -.3 }, { .26, .25 }, { .12, .15 },
{ .18, .75 }, { .09, .85 }, { .22, .65 }, { .14, .95 }, { .3, .85 },
{ .11, .7 }, { .2, .9 }, { .16, .6 }, { .26, .85 }, { .12, 1 },
}
local from = 1
for order, step in ipairs(steps) do
local duration, change = unpack(step)
local duration, alpha = unpack(step)
local fade = candle.flicker:CreateAnimation("Alpha")
fade:SetOrder(order)
fade:SetDuration(duration)
fade:SetChange(change)
fade:SetFromAlpha(from)
fade:SetToAlpha(alpha)
fade:SetSmoothing("IN_OUT")
from = alpha
end
-- Once the night has fallen, undead rise along the bottom one after
+79 -84
View File
@@ -84,11 +84,6 @@ pfUI:RegisterModule("energytick", function()
return
end
-- inside the module body on purpose: C is on pfUI.env, not _G
local function getBarWidth()
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]
@@ -128,8 +123,13 @@ pfUI:RegisterModule("energytick", function()
return true
end
local energytick = CreateFrame("Frame", nil, pfUI.uf.player.power.bar)
-- the bar sweeps its fill over one tick period from a duration object; the
-- fill is invisible and carries the spark on its edge
local energytick = CreateFrame("StatusBar", nil, pfUI.uf.player.power.bar)
energytick:SetAllPoints(pfUI.uf.player.power.bar)
energytick:SetColorFill(1, 1, 1, 0)
energytick.sweep = C_DurationUtil.CreateDuration()
energytick:SetTimerDuration(energytick.sweep, Enum.StatusBarInterpolation.Immediate, Enum.StatusBarTimerDirection.ElapsedTime)
energytick:RegisterEvent("PLAYER_ENTERING_WORLD")
energytick:RegisterUnitEvent("UNIT_DISPLAYPOWER", "player")
energytick:RegisterUnitEvent("UNIT_POWER_UPDATE", "player")
@@ -138,21 +138,61 @@ pfUI:RegisterModule("energytick", function()
energytick:RegisterEvent("SPELLS_CHANGED")
energytick:RegisterEvent("PLAYER_AURAS_CHANGED")
-- the spark hides until a tick is seen, and dims while the rule is up and
-- nothing has ticked inside it yet
local function UpdateRule()
local fsrUp = energytick.mode == "MANA" and energytick.fsr:IsActive()
energytick.fsrbar:SetShown(fsrUp and energytick:IsShown() and C.unitframes.player.showfsr == "1")
energytick.spark:SetAlpha(not energytick.start and 0 or (fsrUp and not energytick.fsrGain) and .4 or 1)
end
-- the window closed without being re-armed
local function RuleEnd()
energytick.fsrSpell, energytick.fsrGain = nil, nil
energytick.fsr:Reset()
UpdateRule()
end
local function ArmRule()
energytick.fsr:SetTimeFromStart(GetTime(), FIVE_SECOND_RULE)
if energytick.ruletimer then energytick.ruletimer:Cancel() end
energytick.ruletimer = C_Timer.NewTimer(FIVE_SECOND_RULE, RuleEnd)
end
-- sweeps the period that holds now and wakes at its end. Rolls over by
-- whole periods, not from now: restarting bakes timer overshoot into the
-- phase as drift the lock then has to chase. Runs only while shown; a
-- hidden bar keeps its phase and catches up as it shows.
local Sweep
local function Wrap() Sweep() end
function Sweep()
if energytick.wrap then energytick.wrap:Cancel() end
if not energytick.start or not energytick:IsShown() then return end
local now = GetTime()
while now - energytick.start >= energytick.max do
energytick.start = energytick.start + energytick.max * math.floor((now - energytick.start) / energytick.max)
energytick.max = getAdjustedTickTimer()
end
energytick.sweep:SetTimeFromStart(energytick.start, energytick.max)
energytick.wrap = C_Timer.NewTimer(energytick.start + energytick.max - now, Wrap)
end
energytick:SetScript("OnEvent", function()
if UnitPowerType("player") == Enum.PowerType.Mana and C.unitframes.player.manatick == "1" then
this.mode = "MANA"
this:Show()
elseif UnitPowerType("player") == Enum.PowerType.Energy and C.unitframes.player.energy == "1" then
this.mode = "ENERGY"
this:Show()
else
this.mode = nil
this:Hide()
end
-- mana regen stops showing at full mana
this:SetShown(this.mode and not (this.mode == "MANA" and UnitPower("player") >= UnitPowerMax("player")))
if event == "SPELLS_CHANGED" or event == "PLAYER_AURAS_CHANGED" then
energyRegenTimeMod = nil
return
end
-- a shift swaps the power the gains are measured on
@@ -166,18 +206,17 @@ pfUI:RegisterModule("energytick", function()
local cost = C_Spell.GetSpellPowerCost(arg3)
cost = cost and cost[1]
if cost and cost.type == Enum.PowerType.Mana and cost.cost > 0 then
this.fsrSpell, this.fsrEnd = arg3, GetTime() + FIVE_SECOND_RULE
this.fsrGain = nil
this.fsrSpell, this.fsrGain = arg3, nil
ArmRule()
end
return
end
-- Unit::Update won't expire the rule while the spending spell still channels
if event == "UNIT_SPELLCAST_CHANNEL_STOP" and arg1 == "player" then
if this.fsrSpell and this.fsrSpell == arg3 then
this.fsrEnd, this.fsrGain = GetTime() + FIVE_SECOND_RULE, nil
this.fsrGain = nil
ArmRule()
end
return
end
-- only the shown power: a cat druid's mana regen is not an energy gain
@@ -189,89 +228,31 @@ pfUI:RegisterModule("energytick", function()
-- only a gain can be the tick; a spend never touches the phase
if diff > 0 and lockTick(this) then
-- a tick inside the window proves regen continues through it
if this.fsrEnd and this.fsrEnd > GetTime() then
if this.fsr:IsActive() then
this.fsrGain = true
end
end
-- phase is kept while hidden; OnUpdate catches up by whole periods
if this.mode == "MANA" and power >= UnitPowerMax("player") then
this:Hide()
Sweep()
end
end
UpdateRule()
end)
energytick:SetScript("OnUpdate", function()
-- Throttle for performance
if (this.tick or 0) > GetTime() then
return
end
this.tick = GetTime() + 0.020 -- ~50 FPS
-- 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
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()
end
if not this.start then
this.spark:SetAlpha(0)
return
end
if this.mode == "MANA" and UnitPower("player") >= UnitPowerMax("player") then
this.spark:SetAlpha(0)
return
end
this.current = GetTime() - this.start
-- roll over by whole periods, not from now: restarting bakes frame
-- overshoot into the phase as drift the lock then has to chase
if this.current > this.max then
this.start = this.start + this.max * math.floor(this.current / this.max)
this.max = getAdjustedTickTimer()
this.current = GetTime() - this.start
end
-- dim while the rule is up and nothing has ticked inside it yet
this.spark:SetAlpha((remaining > 0 and not this.fsrGain) and .4 or 1)
if not C.unitframes.player.pheight then
return
end
local pos = getBarWidth() * (this.current / this.max)
this.spark:SetPoint("LEFT", pos - ((C.unitframes.player.pheight + 5) / 2), 0)
end)
energytick.fsr = C_DurationUtil.CreateDuration()
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:SetColorTexture(1, 1, 1, .15)
energytick.fsrbar:SetPoint("TOPLEFT", 0, 0)
energytick.fsrbar:SetPoint("BOTTOMLEFT", 0, 0)
-- classic style: a translucent shade on top of the power bar's own fill,
-- under the spark
energytick.fsrbar = CreateFrame("StatusBar", nil, pfUI.uf.player.power.bar)
energytick.fsrbar:SetAllPoints(energytick)
energytick.fsrbar:SetColorFill(1, 1, 1, .15)
energytick:SetFrameLevel(energytick.fsrbar:GetFrameLevel() + 1)
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)
@@ -279,13 +260,27 @@ pfUI:RegisterModule("energytick", function()
CreateBackdrop(energytick.fsrbar, default_border)
CreateBackdropShadow(energytick.fsrbar)
end
energytick.fsrbar:SetTimerDuration(energytick.fsr, Enum.StatusBarInterpolation.Immediate, Enum.StatusBarTimerDirection.RemainingTime)
energytick.fsrbar:Hide()
-- the bar isn't parented to energytick, so it follows it by hand
energytick:SetScript("OnShow", function()
Sweep()
UpdateRule()
end)
energytick:SetScript("OnHide", function()
Sweep()
this.fsrbar:Hide()
end)
energytick.spark = energytick:CreateTexture(nil, "OVERLAY")
energytick.spark:SetTexture("Interface\\CastingBar\\UI-CastingBar-Spark")
energytick.spark:SetHeight(C.unitframes.player.pheight + 15)
energytick.spark:SetWidth(C.unitframes.player.pheight + 5)
energytick.spark:SetBlendMode("ADD")
energytick.spark:SetPoint("CENTER", energytick:GetStatusBarTexture(), "RIGHT")
energytick.spark:SetAlpha(0)
local hookUpdateConfig = pfUI.uf.player.UpdateConfig
function pfUI.uf.player.UpdateConfig()
+4 -2
View File
@@ -768,11 +768,13 @@ pfUI:RegisterModule("equipmentmanager", function()
-- Popout arrows follow the EM sidecar by default. With the
-- "Always Show Equipment Slot Flyouts" option they follow the paperdoll
-- instead, so gear can be swapped without opening the equipment manager.
-- IsVisible, not IsShown: closing CharacterFrame fires OnHide on both
-- without clearing their own shown flags.
local function PopoutsActive()
if C.character.inventory.equipflyout == "1" then
return PaperDollFrame:IsShown()
return PaperDollFrame:IsVisible()
end
return frame:IsShown()
return frame:IsVisible()
end
function UpdatePopouts()
+13 -26
View File
@@ -136,17 +136,19 @@ pfUI:RegisterModule("firstrun", function ()
local f = CreateFirstRunPage()
f.text:SetText(T["A new installation of |cff33ffccpf|rUI ships with 4 prebuilt design profiles. Click below if you wish to load one of these profiles."])
local function LoadProfile(name)
_G["pfUI_config"] = CopyTable(pfUI_profiles[name])
pfUI_init.selected_profile = name
pfUI:LoadConfig()
ReloadUI()
end
f.Modern = CreateFrame("Button", nil, f, "UIPanelButtonTemplate")
f.Modern:SetSize(120, 20)
f.Modern:SetPoint("BOTTOM", -65, 100)
f.Modern:SetTextColor(1,1,1)
f.Modern:SetText("Modern")
f.Modern:SetScript("OnClick", function()
_G["pfUI_config"] = CopyTable(pfUI_profiles["Modern"])
pfUI_init.selected_profile = "Modern"
pfUI:LoadConfig()
ReloadUI()
end)
f.Modern:SetScript("OnClick", function() LoadProfile("Modern") end)
SkinButton(f.Modern)
f.Nostalgia = CreateFrame("Button", nil, f, "UIPanelButtonTemplate")
@@ -154,12 +156,7 @@ pfUI:RegisterModule("firstrun", function ()
f.Nostalgia:SetPoint("BOTTOM", 65, 100)
f.Nostalgia:SetTextColor(1,1,1)
f.Nostalgia:SetText("Nostalgia")
f.Nostalgia:SetScript("OnClick", function()
_G["pfUI_config"] = CopyTable(pfUI_profiles["Nostalgia"])
pfUI_init.selected_profile = "Nostalgia"
pfUI:LoadConfig()
ReloadUI()
end)
f.Nostalgia:SetScript("OnClick", function() LoadProfile("Nostalgia") end)
SkinButton(f.Nostalgia)
f.Legacy = CreateFrame("Button", nil, f, "UIPanelButtonTemplate")
@@ -167,12 +164,7 @@ pfUI:RegisterModule("firstrun", function ()
f.Legacy:SetPoint("BOTTOM", 65, 75)
f.Legacy:SetTextColor(1,1,1)
f.Legacy:SetText("Legacy")
f.Legacy:SetScript("OnClick", function()
_G["pfUI_config"] = CopyTable(pfUI_profiles["Legacy"])
pfUI_init.selected_profile = "Legacy"
pfUI:LoadConfig()
ReloadUI()
end)
f.Legacy:SetScript("OnClick", function() LoadProfile("Legacy") end)
SkinButton(f.Legacy)
f.Slim = CreateFrame("Button", nil, f, "UIPanelButtonTemplate")
@@ -180,12 +172,7 @@ pfUI:RegisterModule("firstrun", function ()
f.Slim:SetPoint("BOTTOM", -65, 75)
f.Slim:SetTextColor(1,1,1)
f.Slim:SetText("Slim")
f.Slim:SetScript("OnClick", function()
_G["pfUI_config"] = CopyTable(pfUI_profiles["Slim"])
pfUI_init.selected_profile = "Slim"
pfUI:LoadConfig()
ReloadUI()
end)
f.Slim:SetScript("OnClick", function() LoadProfile("Slim") end)
SkinButton(f.Slim)
f.Slider = CreateFrame("Slider", "pfFirstRunWizardScaleSlider", f, "OptionsSliderTemplate")
@@ -196,14 +183,14 @@ pfUI:RegisterModule("firstrun", function ()
f.Slider:SetSize(240, 20)
f.Slider:SetPoint("BOTTOM", 0, 50)
f.Slider:SetOrientation('HORIZONTAL')
f.Slider:SetMinMaxValues(0.5, 2.0)
-- the game drops a uiScale under 0.64 for its automatic scale at login
f.Slider:SetMinMaxValues(0.64, 2.0)
f.Slider:SetValue(UIParent:GetScale())
f.Slider:SetScript("OnMouseUp", function()
local scale = round(this:GetValue(),2)
SetCVar("uiScale", scale)
SetCVar("useUiScale", 1)
UIParent:SetScale(scale)
this:SetValue(scale)
end)
+21 -139
View File
@@ -78,7 +78,7 @@ pfUI:RegisterModule("gui", function ()
-- basic frame
local frame = CreateFrame("Frame", nil, this)
frame:SetWidth(this.parent:GetRight()-this.parent:GetLeft()-20)
frame:SetWidth(this.parent:GetUnscaledWidth()-20)
frame:SetHeight(22)
frame:SetPoint("TOPLEFT", this, "TOPLEFT", 5, (this.objectCount*-23)-5)
@@ -130,7 +130,7 @@ pfUI:RegisterModule("gui", function ()
category = {}
category[config] = tostring(GetCVar(config))
ufunc = function()
SetCVar(this:GetParent().config, this:GetParent().category[config])
SetCVar(config, category[config])
end
end
@@ -881,14 +881,6 @@ pfUI:RegisterModule("gui", function ()
"35:35",
"40:40",
},
["scaling"] = {
"0:" .. T["Off"],
"4:" .. T["Huge (PixelPerfect)"],
"5:" .. T["Large"],
"6:" .. T["Medium"],
"7:" .. T["Small"],
"8:" .. T["Tiny (PixelPerfect)"],
},
["abbrevnum"] = {
"0:" .. T["Full Numbers (4250)"],
"1:" .. T["Abbreviate 2 Decimals (4.25k)"],
@@ -1508,7 +1500,24 @@ pfUI:RegisterModule("gui", function ()
CreateConfig(nil, T["Settings"], nil, nil, "header")
CreateConfig(nil, T["Language"], C.global, "language", "dropdown", pfUI.gui.dropdowns.languages)
CreateConfig(U["pixelperfect"], T["Enable UI-Scale"], C.global, "pixelperfect", "dropdown", pfUI.gui.dropdowns.scaling)
-- the game's own scale options, as in its Video Options; the list keeps
-- a value set there that is none of these steps
CreateConfig(nil, T["Use UI-Scale"], "CVAR", "useUiScale", "checkbox")
CreateConfig(nil, T["UI-Scale"], "CVAR", "uiScale", "dropdown", function()
local current = GetCVar("uiScale")
local values, found = {}, nil
for _, scale in ipairs({ .64, .65, .7, .75, .8, .85, .9, .95, 1, 1.1, 1.2, 1.3, 1.4, 1.5 }) do
if math.abs(scale - tonumber(current)) < .001 then
found = true
table.insert(values, current .. ":" .. scale)
else
table.insert(values, tostring(scale))
end
end
if not found then table.insert(values, 1, current .. ":" .. round(tonumber(current), 2)) end
return values
end)
CreateConfig(nil, string.format(T["Pixel Perfect UI-Scale: %s (Overrides UI-Scale)"], round(PixelUtil.GetPixelToUIUnitFactor(), 2)), C.global, "pixelperfect", "checkbox")
CreateConfig(nil, T["Use Original Game Fonts"], C.global, "font_blizzard", "checkbox")
CreateConfig(nil, T["Enable Region Compatible Font"], C.global, "force_region", "checkbox")
CreateConfig(nil, T["Standard Text Font"], C.global, "font_default", "dropdown", pfUI.gui.dropdowns.fonts)
@@ -1585,8 +1594,6 @@ pfUI:RegisterModule("gui", function ()
CreateConfig(nil, T["Frame Shadow Intensity"], C.appearance.border, "shadow_intensity", "dropdown", pfUI.gui.dropdowns.uf_debuff_indicator_size)
CreateConfig(nil) -- spacer
CreateConfig(nil, T["Force Blizzard Borders (|cffffaaaaExperimental|r)"], C.appearance.border, "force_blizz", "checkbox")
CreateConfig(nil, T["Enable Pixel Perfect Borders"], C.appearance.border, "pixelperfect", "checkbox")
CreateConfig(nil, T["Scale Border On HiDPI Displays"], C.appearance.border, "hidpi", "checkbox")
CreateConfig(nil) -- spacer
CreateConfig(nil, T["Global Border Size"], C.appearance.border, "default", "dropdown", pfUI.gui.dropdowns.border)
CreateConfig(nil, T["Action Bar Border Size"], C.appearance.border, "actionbars", "dropdown", pfUI.gui.dropdowns.border)
@@ -1646,71 +1653,6 @@ pfUI:RegisterModule("gui", function ()
end)
-- Throttling Menu
CreateGUIEntry(T["Throttling"], T["Nameplates"], function()
local header = CreateConfig(nil, T["Nameplate Update Rate"], nil, nil, "header")
header:GetParent().objectCount = header:GetParent().objectCount - 1
header:SetHeight(20)
local castbarCustom
CreateConfig(function()
if castbarCustom and castbarCustom.input then
local isCustom = pfUI.throttle:IsCustom("nameplates_castbar")
if not isCustom then
castbarCustom.input:EnableMouse(false)
castbarCustom.input:EnableKeyboard(false)
castbarCustom.input:ClearFocus()
castbarCustom.input:SetTextColor(.5,.5,.5,1)
castbarCustom.input:SetText(tostring(pfUI.throttle:GetFps("nameplates_castbar")))
else
castbarCustom.input:EnableMouse(true)
castbarCustom.input:EnableKeyboard(true)
castbarCustom.input:SetTextColor(.2,1,.8,1)
if _G.pfUI_throttle.nameplates_castbar_custom then
castbarCustom.input:SetText(_G.pfUI_throttle.nameplates_castbar_custom)
end
end
end
end, T["Castbar Plates"], _G.pfUI_throttle, "nameplates_castbar", "dropdown", {
"very_slow:" .. T["Very Slow"] .. " (2 FPS)",
"slow:" .. T["Slow"] .. " (5 FPS)",
"normal:" .. T["Normal"] .. " (10 FPS)",
"fast:" .. T["Fast"] .. " (20 FPS)",
"very_fast:" .. T["Very Fast"] .. " (30 FPS)",
"fastest:" .. T["Fastest"] .. " (50 FPS)",
"custom:" .. T["Custom"],
})
castbarCustom = CreateConfig(nil, T["Custom FPS"], _G.pfUI_throttle, "nameplates_castbar_custom")
local isCustom = pfUI.throttle:IsCustom("nameplates_castbar")
if not isCustom then
castbarCustom.input:EnableMouse(false)
castbarCustom.input:EnableKeyboard(false)
castbarCustom.input:SetTextColor(.5,.5,.5,1)
castbarCustom.input:SetText(tostring(pfUI.throttle:GetFps("nameplates_castbar")))
else
castbarCustom.input:EnableMouse(true)
castbarCustom.input:EnableKeyboard(true)
castbarCustom.input:SetTextColor(.2,1,.8,1)
if _G.pfUI_throttle.nameplates_castbar_custom then
castbarCustom.input:SetText(_G.pfUI_throttle.nameplates_castbar_custom)
end
end
-- Spacer before reset button
local spacer = CreateConfig(nil, " ", nil, nil, "header")
spacer:GetParent().objectCount = spacer:GetParent().objectCount - 1
spacer:SetHeight(10)
-- Reset to defaults button
CreateConfig(nil, T["Reset to Defaults"], nil, nil, "button", function()
pfUI.throttle:ResetToDefault("nameplates_castbar")
_G.pfUI_throttle.nameplates_castbar_custom = "100"
Reload()
end, true)
end)
CreateGUIEntry(T["Throttling"], T["Tooltips"], function()
local header = CreateConfig(nil, T["Tooltip Update Rate"], nil, nil, "header")
header:GetParent().objectCount = header:GetParent().objectCount - 1
@@ -1846,67 +1788,6 @@ pfUI:RegisterModule("gui", function ()
end, true)
end)
CreateGUIEntry(T["Throttling"], T["Swing Timer"], function()
local swingCustom
CreateConfig(function()
if swingCustom and swingCustom.input then
local isCustom = pfUI.throttle:IsCustom("swingtimer")
if not isCustom then
swingCustom.input:EnableMouse(false)
swingCustom.input:EnableKeyboard(false)
swingCustom.input:ClearFocus()
swingCustom.input:SetTextColor(.5,.5,.5,1)
swingCustom.input:SetText(tostring(pfUI.throttle:GetFps("swingtimer")))
else
swingCustom.input:EnableMouse(true)
swingCustom.input:EnableKeyboard(true)
swingCustom.input:SetTextColor(.2,1,.8,1)
if _G.pfUI_throttle.swingtimer_custom then
swingCustom.input:SetText(_G.pfUI_throttle.swingtimer_custom)
end
end
end
end, T["Swing Timer Update Rate"], _G.pfUI_throttle, "swingtimer", "dropdown", {
"very_slow:" .. T["Very Slow"] .. " (2 FPS)",
"slow:" .. T["Slow"] .. " (5 FPS)",
"normal:" .. T["Normal"] .. " (10 FPS)",
"fast:" .. T["Fast"] .. " (20 FPS)",
"very_fast:" .. T["Very Fast"] .. " (30 FPS)",
"fastest:" .. T["Fastest"] .. " (50 FPS)",
"custom:" .. T["Custom"],
})
swingCustom = CreateConfig(nil, T["Custom FPS"], _G.pfUI_throttle, "swingtimer_custom")
local isCustom = pfUI.throttle:IsCustom("swingtimer")
if not isCustom then
swingCustom.input:EnableMouse(false)
swingCustom.input:EnableKeyboard(false)
swingCustom.input:SetTextColor(.5,.5,.5,1)
swingCustom.input:SetText(tostring(pfUI.throttle:GetFps("swingtimer")))
else
swingCustom.input:EnableMouse(true)
swingCustom.input:EnableKeyboard(true)
swingCustom.input:SetTextColor(.2,1,.8,1)
if _G.pfUI_throttle.swingtimer_custom then
swingCustom.input:SetText(_G.pfUI_throttle.swingtimer_custom)
end
end
-- Spacer before reset button
local spacer = CreateConfig(nil, " ", nil, nil, "header")
spacer:GetParent().objectCount = spacer:GetParent().objectCount - 1
spacer:SetHeight(10)
-- Reset to defaults button
CreateConfig(nil, T["Reset to Defaults"], nil, nil, "button", function()
pfUI.throttle:ResetToDefault("swingtimer")
_G.pfUI_throttle.swingtimer_custom = "50"
Reload()
end, true)
end)
CreateGUIEntry(T["Unit Frames"], T["General"], function()
CreateConfig(nil, T["Disable pfUI Unit Frames"], C.unitframes, "disable", "checkbox")
CreateConfig(nil, T["Animate Health And Power Bars"], C.unitframes, "animatebars", "checkbox")
@@ -2445,6 +2326,7 @@ pfUI:RegisterModule("gui", function ()
CreateConfig(U["bars"], T["Out Of Mana Color"], C.bars, "oomcolor", "color")
CreateConfig(U["bars"], T["Highlight Not Usable Spells"], C.bars, "showna", "checkbox")
CreateConfig(U["bars"], T["Not Usable Color"], C.bars, "nacolor", "color")
CreateConfig(U["bars"], T["Highlight Proc And Reactive Spells"], C.bars, "procglow", "checkbox")
CreateConfig(U["bars"], T["Lock Actionbars"], "UVAR", "LOCK_ACTIONBAR", "checkbox")
CreateConfig(U["bars"], T["Always Allow Drag Via Shift Key"], C.bars, "shiftdrag", "checkbox")
+1 -1
View File
@@ -41,7 +41,7 @@ pfUI:RegisterModule("marktracking", function ()
local function ShortenName(name, row)
if not name or name == "" then return "" end
local barWidth = row.health:GetWidth()
local barWidth = row.health:GetUnscaledWidth()
if barWidth < 1 then barWidth = BAR_WIDTH end
local available = barWidth - 4
if rm_showpct then available = available - 32 end
+4 -3
View File
@@ -111,15 +111,16 @@ pfUI:RegisterModule("minimap", function ()
-- 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:SetFromAlpha(.9)
down:SetToAlpha(.1)
down:SetDuration(.3)
down:SetOrder(i * 2 - 1)
local up = highlight.blink:CreateAnimation("Alpha")
up:SetChange(.8)
up:SetFromAlpha(.1)
up:SetToAlpha(.9)
up:SetDuration(.3)
up:SetOrder(i * 2)
end
+71 -9
View File
@@ -3,20 +3,53 @@ pfUI:RegisterModule("mirrortimers", function ()
local fontsize = tonumber(C.global.font_size)
local height = fontsize * 1.3
-- The value of a mirror timer moves by `scale` per second: breath drains at
-- -1, and refills faster than that. A running bar fills from a duration
-- object that spans the whole bar at that rate, and its text binding shows
-- the value as m:ss. A paused bar holds its value.
local function Sync(frame)
local value = GetMirrorTimerProgress(frame.timer) / 1000
local max, scale = frame.maxvalue, frame.scale
local label = frame.label:GetText() or ""
if frame.paused or scale == 0 then
frame.statusbar:SetMinMaxValues(0, max)
frame.statusbar:SetValue(value)
frame.binding:Disable()
frame.text:SetFormattedText("%s (%d:%02d)", label, value / 60, value % 60)
return
end
-- the shown value is the seconds of the duration times the rate
local rate = math.abs(scale)
local property
if scale < 0 then
frame.duration:SetTimeFromEnd(GetTime() + value / rate, max / rate)
frame.statusbar:SetTimerDuration(frame.duration, Enum.StatusBarInterpolation.Immediate, Enum.StatusBarTimerDirection.RemainingTime)
property = Enum.DurationTextBindingProperty.RemainingDuration
else
frame.duration:SetTimeFromEnd(GetTime() + (max - value) / rate, max / rate)
frame.statusbar:SetTimerDuration(frame.duration, Enum.StatusBarInterpolation.Immediate, Enum.StatusBarTimerDirection.ElapsedTime)
property = Enum.DurationTextBindingProperty.ElapsedDuration
end
local Down = Enum.NumericRuleFormatRounding.Down
frame.clock:SetBreakpoints({
{ threshold = 0, format = "%d:%02d", components = {
{ div = 60 / rate, step = 1, rounding = Down },
{ div = 1 / rate, mod = 60, step = 1, rounding = Down },
} },
})
frame.binding:SetTextFormat(label .. " ({})", { { property = property, formatter = frame.clock } })
frame.binding:Enable()
end
for i = 1, MIRRORTIMER_NUMTIMERS do
local frame = _G["MirrorTimer"..i]
frame:GetRegions():Hide()
frame:SetWidth(200)
frame:SetHeight(height)
frame:SetScript("OnUpdate", function()
if this.paused or not this.timer then return end
MirrorTimerFrame_OnUpdate(this, arg1)
local text = this.label:GetText()
if text and this.value then
this.text:SetText(format("%s (%d:%02d)", text, this.value/60, this.value - math.floor(this.value/60)*60))
end
end)
frame:SetScript("OnUpdate", nil)
frame:ClearAllPoints()
frame:SetPoint("TOP", UIParent, "TOP", 0, -120-(i-1)*(height + 10))
@@ -38,5 +71,34 @@ pfUI:RegisterModule("mirrortimers", function ()
frame.text = frame:CreateFontString(nil, "OVERLAY")
frame.text:SetFont(font, fontsize, "OUTLINE")
frame.text:SetPoint("CENTER", frame.statusbar, "CENTER", 0, 0)
frame.duration = C_DurationUtil.CreateDuration()
frame.clock = C_StringUtil.CreateNumericRuleFormatter()
frame.binding = C_DurationUtil.CreateDurationTextBinding()
frame.binding:SetFontString(frame.text)
frame.binding:SetDuration(frame.duration)
-- the stock handler has already set the pause state
frame:HookScript("OnEvent", function()
if event == "MIRROR_TIMER_PAUSE" and this:IsShown() and arg1 == this.timer then
Sync(this)
end
end)
frame:HookScript("OnHide", function()
this.binding:Disable()
end)
end
-- the stock function picks the bar and sets its timer, scale and pause state
hooksecurefunc("MirrorTimer_Show", function(timer, _, maxvalue)
for i = 1, MIRRORTIMER_NUMTIMERS do
local frame = _G["MirrorTimer"..i]
if frame:IsShown() and frame.timer == timer then
frame.maxvalue = maxvalue / 1000
Sync(frame)
return
end
end
end)
end)
+77 -116
View File
@@ -82,7 +82,6 @@ pfUI:RegisterModule("nameplates", function ()
local threatMemory = {} -- guid -> true once the mob targeted the player
local raidGuidCache = {} -- guid -> name of the player's group
local offtanks = {}
local activeCasts = {} -- overlay -> true while its castbar sweeps
local zooming = {} -- overlay -> true while its target zoom animates
local auraSlots = {} -- reusable GetAuraSlots buffer for the per-plate aura scan
local targetGuid
@@ -100,6 +99,7 @@ pfUI:RegisterModule("nameplates", function ()
-- Config caching
-- ============================================================================
local cfg = {}
local castFormatter = C_StringUtil.CreateNumericRuleFormatter()
local debufffilter, debufflist
local function DebuffFilterPopulate()
@@ -158,7 +158,13 @@ pfUI:RegisterModule("nameplates", function ()
cfg.showguildname = N.showguildname == "1"
cfg.abbrevname = C.unitframes.abbrevname == "1"
cfg.friendclassnamec = N.friendclassnamec == "1"
cfg.castbardecimals = C.unitframes.castbardecimals == "1"
-- the plate castbars' text bindings hold this formatter, so they pick the
-- change up on their next tick
if C.unitframes.castbardecimals == "1" then
castFormatter:SetBreakpoints({ { threshold = 0, step = .1, rounding = Enum.NumericRuleFormatRounding.Down, format = "%.1f" } })
else
castFormatter:SetBreakpoints({ { threshold = 0, format = "%.2f" } })
end
cfg.fullhealth = N.fullhealth == "1"
cfg.keeptarget = N.target == "1"
cfg.critters = N.critters == "1"
@@ -187,8 +193,6 @@ pfUI:RegisterModule("nameplates", function ()
cfg.rightclick = N.rightclick == "1"
cfg.hlr, cfg.hlg, cfg.hlb, cfg.hla = GetStringColor(N.highlightcolor)
cfg.br, cfg.bg, cfg.bb, cfg.ba = GetStringColor(C.appearance.border.color)
-- sweep rate of the castbars on plates other than the target's
cfg.throttle_castbar = pfUI.throttle:Get("nameplates_castbar")
local c = combatstate
c.CASTING.r, c.CASTING.g, c.CASTING.b, c.CASTING.a = GetStringColor(N.combatcasting)
@@ -227,22 +231,23 @@ pfUI:RegisterModule("nameplates", function ()
-- One-shot C_Spell poll. Builds the cast struct for a UNIT_SPELLCAST_* event
-- (the payload carries no timing) and seeds a plate that binds while its unit
-- is already mid-cast (its START fired before the plate existed). Picks cast
-- vs channel itself.
-- vs channel itself. A cast whose start was never seen has no duration.
local function PollCastInfo(unit)
local name, _, texture, startMs, endMs, _, _, noInterrupt, spellID = C_Spell.UnitCastingInfo(unit)
local isChannel
if not name then
name, _, texture, startMs, endMs, _, noInterrupt, spellID = C_Spell.UnitChannelInfo(unit)
local name, _, texture, _, _, _, _, noInterrupt, spellID = C_Spell.UnitCastingInfo(unit)
local duration, isChannel
if name then
duration = UnitCastingDuration(unit)
else
name, _, texture, _, _, _, noInterrupt, spellID = C_Spell.UnitChannelInfo(unit)
duration = name and UnitChannelDuration(unit)
isChannel = true
end
if not name or not startMs or not endMs then return nil end
if not duration then return nil end
return {
spellName = name,
spellID = spellID,
icon = texture,
startTime = startMs / 1000,
endTime = endMs / 1000,
duration = (endMs - startMs) / 1000,
duration = duration,
isChannel = isChannel,
noInterrupt = noInterrupt,
}
@@ -279,7 +284,7 @@ pfUI:RegisterModule("nameplates", function ()
local mobTargetGuid = UnitGUID(target)
local hasTarget = mobTargetGuid and mobTargetGuid ~= NULL_GUID
local info = castState[guid]
local isCasting = info and info.endTime > GetTime()
local isCasting = info and not info.duration:HasExpired()
local targetingPlayer = hasTarget and UnitIsUnit(target, "player")
if targetingPlayer then
@@ -487,8 +492,7 @@ pfUI:RegisterModule("nameplates", function ()
local elite = UnitClassification(unit)
if level <= 0 then
if plate.player then
local _, dblevel = GetUnitInfo(plate.rawname)
if dblevel and dblevel > 0 then level = dblevel end
level = GetPlayerLevel(plate.rawname) or level
else
-- UnitLevel answers -1 exactly where the engine shows the skull: a
-- world boss, or a hostile ten or more levels above the player
@@ -819,8 +823,7 @@ pfUI:RegisterModule("nameplates", function ()
end
-- ============================================================================
-- Animation driver: castbar sweeps and the target zoom. Shown only while
-- something moves.
-- Animation driver: the target zoom. Shown only while a plate zooms.
-- ============================================================================
local driver = CreateFrame("Frame", nil, UIParent)
driver:Hide()
@@ -841,98 +844,8 @@ pfUI:RegisterModule("nameplates", function ()
driver:Show()
end
-- Skip SetText when the rounded value hasn't changed since last frame.
-- `string.format("%.2f", ...)` allocates a fresh string every call; this
-- gate compares cheap integers and only formats when the displayed value
-- would actually differ. Reset via lastEndTime-changed branch below.
local function SetCastbarText(castbar, remaining)
local rounded
if cfg.castbardecimals then
rounded = floor(remaining * 10)
if castbar.lastTextTick ~= rounded then
castbar.lastTextTick = rounded
castbar.text:SetText(rounded / 10)
end
else
rounded = floor(remaining * 100)
if castbar.lastTextTick ~= rounded then
castbar.lastTextTick = rounded
castbar.text:SetFormattedText("%.2f", remaining)
end
end
end
local function UpdateCastbar(plate, info, now)
local castbar = plate.castbar
local duration = info.duration
if castbar.lastEndTime ~= info.endTime then
castbar.lastEndTime = info.endTime
castbar.lastTextTick = nil
-- Relative 0..duration range to avoid float precision loss with large
-- absolute timestamps.
castbar:SetMinMaxValues(0, duration)
SetCastbarShield(castbar, castbar.icon, info.noInterrupt, info.isChannel)
if info.icon then
castbar.icon.tex:SetTexture(info.icon)
castbar.icon.tex:SetTexCoord(.1,.9,.1,.9)
end
castbar.spell:SetText(cfg.spellname and info.spellName or "")
end
local value = info.isChannel and (info.endTime - now) or (now - info.startTime)
if value < 0 then value = 0 elseif value > duration then value = duration end
castbar:SetValue(value)
SetCastbarText(castbar, info.endTime - now)
if not castbar.isShown then
castbar.isShown = true
castbar:Show()
end
end
function HideCast(plate)
activeCasts[plate] = nil
local castbar = plate.castbar
if castbar.isShown then
castbar.isShown = nil
castbar.lastEndTime = nil
castbar:Hide()
end
end
-- Start or stop the plate's castbar from the cast cache and the config.
function UpdateCast(plate)
local info = castState[plate.guid]
if info and cfg.showcastbar and (plate.istarget or not cfg.targetcastbar) then
if not activeCasts[plate] then
activeCasts[plate] = true
plate.casttick = 0
driver:Show()
end
UpdateCastbar(plate, info, GetTime())
else
HideCast(plate)
end
end
driver:SetScript("OnUpdate", function()
local now = GetTime()
-- The target's bar sweeps every frame; the others at the castbar rate.
for plate in pairs(activeCasts) do
if plate.istarget or plate.casttick + cfg.throttle_castbar <= now then
plate.casttick = now
local info = castState[plate.guid]
if info and info.endTime > now then
UpdateCastbar(plate, info, now)
else
-- ran out without a STOP: treat it as one
castState[plate.guid] = nil
HideCast(plate)
UpdateCombatColor(plate)
end
end
end
for plate in pairs(zooming) do
local f = (now - plate.zoomStart) / ZOOM_TIME
if f >= 1 then
@@ -941,10 +854,57 @@ pfUI:RegisterModule("nameplates", function ()
end
SetZoom(plate, plate.zoomIn and f or 1 - f)
end
if not next(activeCasts) and not next(zooming) then this:Hide() end
if not next(zooming) then this:Hide() end
end)
-- ============================================================================
-- Castbars: the bar's timer and its text binding follow the cast's duration
-- object on their own. Lua only starts, restyles and stops them.
-- ============================================================================
local function ShowCast(plate, info)
local castbar = plate.castbar
castbar:SetTimerDuration(info.duration, Enum.StatusBarInterpolation.Immediate,
info.isChannel and Enum.StatusBarTimerDirection.RemainingTime or Enum.StatusBarTimerDirection.ElapsedTime)
castbar.timer:SetDuration(info.duration)
castbar.timer:Enable()
SetCastbarShield(castbar, castbar.icon, info.noInterrupt, info.isChannel)
if info.icon then
castbar.icon.tex:SetTexture(info.icon)
castbar.icon.tex:SetTexCoord(.1,.9,.1,.9)
end
castbar.spell:SetText(cfg.spellname and info.spellName or "")
-- armed exactly while the bar shows
if castbar.expiry then castbar.expiry:Cancel() end
castbar.expiry = C_Timer.NewTimer(info.duration:GetRemainingDuration(), castbar.onExpire)
castbar:Show()
end
function HideCast(plate)
local castbar = plate.castbar
if not castbar.expiry then return end
castbar.expiry:Cancel()
castbar.expiry = nil
castbar.timer:Disable()
castbar:Hide()
end
-- Start or stop the plate's castbar from the cast cache and the config.
function UpdateCast(plate)
local info = castState[plate.guid]
if info and not info.duration:HasExpired() and cfg.showcastbar and (plate.istarget or not cfg.targetcastbar) then
ShowCast(plate, info)
else
HideCast(plate)
end
end
-- The bar's cast ran out without a STOP: treat it as one.
local function ExpireCast(plate)
castState[plate.guid] = nil
HideCast(plate)
UpdateCombatColor(plate)
end
-- ============================================================================
-- Cast events (per plate)
-- ============================================================================
@@ -1276,12 +1236,17 @@ pfUI:RegisterModule("nameplates", function ()
end
end)
castbar.text = castbar:CreateFontString("Status", "DIALOG", "GameFontNormal")
castbar.text = castbar:CreateFontString("Status", "OVERLAY", "GameFontNormal")
castbar.text:SetPoint("RIGHT", castbar, "LEFT", -4, 0)
castbar.text:SetNonSpaceWrap(false)
castbar.text:SetTextColor(1,1,1,.5)
castbar.spell = castbar:CreateFontString("Status", "DIALOG", "GameFontNormal")
castbar.timer = C_DurationUtil.CreateDurationTextBinding()
castbar.timer:SetFontString(castbar.text)
castbar.timer:SetFormatter(castFormatter)
castbar.onExpire = function() ExpireCast(nameplate) end
castbar.spell = castbar:CreateFontString("Status", "OVERLAY", "GameFontNormal")
castbar.spell:SetPoint("CENTER", castbar, "CENTER")
castbar.spell:SetNonSpaceWrap(false)
castbar.spell:SetTextColor(1,1,1,1)
@@ -1372,8 +1337,6 @@ pfUI:RegisterModule("nameplates", function ()
nameplate.castbar:SetStatusBarTexture(cbtexture or hptexture)
local cbr, cbg, cbb, cba = GetStringColor(C.appearance.castbar.castbarcolor)
nameplate.castbar:SetStatusBarColor(cbr, cbg, cbb, cba)
-- reset endTime cache so color/texture refresh takes effect on next cast
nameplate.castbar.lastEndTime = nil
CreateBackdrop(nameplate.castbar, default_border)
nameplate.castbar.text:SetFont(font, font_size, "OUTLINE")
@@ -1652,8 +1615,6 @@ pfUI:RegisterModule("nameplates", function ()
local plate = info and plateByGuid[guid]
if not plate then return end
info.noInterrupt = event == "UNIT_SPELLCAST_NOT_INTERRUPTIBLE"
-- UpdateCastbar only restyles on a new cast; force it
plate.castbar.lastEndTime = nil
UpdateCast(plate)
end
events.UNIT_SPELLCAST_NOT_INTERRUPTIBLE = events.UNIT_SPELLCAST_INTERRUPTIBLE
-43
View File
@@ -1,43 +0,0 @@
pfUI:RegisterModule("pixelperfect", function ()
-- pre-calculated min values
local statics = {
[4] = 1.4222222222222,
[5] = 1.1377777777778,
[6] = 0.94814814814815,
[7] = 0.81269841269841,
[8] = 0.71111111111111,
}
-- pixel perfect
local function pixelperfect()
local conf = tonumber(C.global.pixelperfect)
if conf < 4 then
-- restore gamesettings
local scale = GetCVar("uiScale")
local use = GetCVar("useUiScale")
if use == 1 then
UIParent:SetScale(tonumber(use))
else
UIParent:SetScale(.9)
end
else
local scale = conf and statics[conf] or 1
SetCVar("uiScale", scale)
SetCVar("useUiScale", 1)
UIParent:SetScale(scale)
end
end
-- pixelperfect: native UIScale listener
if tonumber(C.global.pixelperfect) > 0 then
pfUI.events:RegisterFrameEventAndCallback("PLAYER_ENTERING_WORLD", pixelperfect)
pixelperfect()
end
pfUI.pixelperfect = {
UpdateConfig = pixelperfect
}
end)
-12
View File
@@ -112,18 +112,6 @@ pfUI:RegisterModule("player", function ()
UpdateInfoText()
end
-- Add throttle to player frame OnUpdate
-- Throttle the unit frame's existing OnUpdate to ~20 FPS so the per-frame
-- work stays cheap.
if pfUI.uf.player:GetScript("OnUpdate") then
local originalOnUpdate = pfUI.uf.player:GetScript("OnUpdate")
pfUI.uf.player:SetScript("OnUpdate", function()
if (this.throttleTick or 0) > GetTime() then return end
this.throttleTick = GetTime() + 0.05
originalOnUpdate()
end)
end
-- PLAYER_DAMAGE_DONE_MODS fires on the MOD_DAMAGE_DONE fields that
-- GetSpellBonusDamage reads, so gear, buffs and talents all reach it.
pfUI.events:RegisterFrameEventAndCallback("PLAYER_ENTERING_WORLD", UpdateInfoText)
+1 -2
View File
@@ -264,8 +264,7 @@ pfUI:RegisterModule("raid", function ()
if newGuid ~= oldGuid then
-- GUID changed = different player = need full update
tracker.frameToGuid[frame] = newGuid
frame.update_full = true
frame.update_aura = true -- Force aura refresh!
pfUI.uf:QueueUpdate(frame, "full")
end
end
end
+6 -10
View File
@@ -238,17 +238,11 @@ pfUI:RegisterModule("roll", function ()
f.time.bar = CreateFrame("StatusBar", "pfLootRollFrame" .. id .. "TimeBar", f.time)
f.time.bar:SetAllPoints(f.time)
f.time.bar:SetStatusBarTexture(pfUI.media["img:bar"])
f.time.bar:SetMinMaxValues(0, 100)
local r, g, b, a = GetStringColor(C.appearance.border.color)
f.time.bar:SetStatusBarColor(r, g, b)
f.time.bar:SetValue(20)
f.time.bar:SetScript("OnUpdate", function()
if not this:GetParent():GetParent().rollID then return end
local left = GetLootRollTimeLeft(this:GetParent():GetParent().rollID)
local min, max = this:GetMinMaxValues()
if left < min or left > max then left = min end
this:SetValue(left)
end)
-- drains by itself; UpdateLootRoll sets the roll's time span
f.time.duration = C_DurationUtil.CreateDuration()
f.time.bar:SetTimerDuration(f.time.duration, Enum.StatusBarInterpolation.Immediate, Enum.StatusBarTimerDirection.RemainingTime)
return f
end
@@ -299,7 +293,9 @@ pfUI:RegisterModule("roll", function ()
pfUI.roll.frames[id].name.text:SetTextColor(color.r, color.g, color.b, 1)
pfUI.roll.frames[id].icon.tex:SetTexture(texture)
pfUI.roll.frames[id].backdrop:SetBackdropBorderColor(color.r, color.g, color.b)
pfUI.roll.frames[id].time.bar:SetMinMaxValues(0, pfUI.roll.frames[id].rollTime)
-- both in milliseconds
local left = GetLootRollTimeLeft(pfUI.roll.frames[id].rollID)
pfUI.roll.frames[id].time.duration:SetTimeFromEnd(GetTime() + left / 1000, pfUI.roll.frames[id].rollTime / 1000)
if C.loot.raritytimer == "1" then
pfUI.roll.frames[id].time.bar:SetStatusBarColor(color.r, color.g, color.b, .5)
+7 -6
View File
@@ -5,7 +5,7 @@ pfUI:RegisterModule("socialmod", function ()
pfUI.socialmod:SetScript("OnEvent", function()
local name = cmatch(arg1, _G.ERR_FRIEND_ONLINE_SS)
name = name or cmatch(arg1, _G.ERR_FRIEND_OFFLINE_S)
if name and playerdb[name] and playerdb[name].cname then
if name and playerdb[name] then
playerdb[name].lastseen = date("%a %d-%b-%Y")
end
end)
@@ -92,7 +92,6 @@ pfUI:RegisterModule("socialmod", function ()
local cname = ccolor:WrapTextInColorCode(name)
if playerdb[name] then
playerdb[name].lastseen = date("%a %d-%b-%Y")
playerdb[name].cname = cname
end
if friendName then
@@ -106,11 +105,13 @@ pfUI:RegisterModule("socialmod", function ()
caption:SetVertexColor(1,1,1,.9)
friendInfo:SetVertexColor(1,1,1,.9)
else
if playerdb[name] and playerdb[name].cname and playerdb[name].level and playerdb[name].lastseen then
caption:SetFormattedText(TEXT(FRIENDS_LIST_OFFLINE_TEMPLATE), playerdb[name].cname)
friendInfo:SetFormattedText(TEXT(FRIENDS_LEVEL_TEMPLATE), playerdb[name].level, playerdb[name].lastseen)
local _, class = C_PlayerCache.GetPlayerInfoByName(name)
caption:SetFormattedText(TEXT(FRIENDS_LIST_OFFLINE_TEMPLATE), class and PFUI_CLASS_COLORS[class]:WrapTextInColorCode(name) or name.."|r")
local entry = playerdb[name]
if entry and entry.level and entry.lastseen then
friendInfo:SetFormattedText(TEXT(FRIENDS_LEVEL_TEMPLATE), entry.level, entry.lastseen)
else
caption:SetFormattedText(TEXT(FRIENDS_LIST_OFFLINE_TEMPLATE), name.."|r")
friendInfo:SetText(TEXT(UNKNOWN))
end
+230 -457
View File
@@ -5,14 +5,16 @@ pfUI:RegisterModule("swingtimer", function ()
local ON_SWING_QUEUED = 0
local ON_SWING_QUEUE_POPPED = 1
-- seconds a melee bar stays full after its swing is due, to bridge the gap
-- until PLAYER_SWING arrives; it then hides unless auto attack goes on
local GRACE = 0.15
-- the last half second of a hunter's ranged swing, when moving cancels the shot
local DEADZONE = 0.5
-- Consolidate state into a table to avoid Lua 5.0 upvalue limit (32 max)
local S = {
mhTimer = 0, mhTimerMax = 1,
ohTimer = 0, ohTimerMax = 1,
raTimer = 0, raTimerMax = 1,
mhSpeed = 0, ohSpeed = 0, raSpeed = 0,
mhActive = false, ohActive = false, raActive = false,
lastMhMarkerX = -1, lastOhMarkerX = -1, lastRaMarkerX = -1,
autoAttackActive = false,
inCombat = false,
hsQueued = false, cleaveQueued = false, maulQueued = false,
@@ -21,7 +23,6 @@ pfUI:RegisterModule("swingtimer", function ()
isDruid = false,
cachedHSSlots = {}, cachedCleaveSlots = {}, cachedMaulSlots = {},
useSpellQueueEvent = false,
swingThrottle = 0,
onSwingCache = {},
outOfRange = {}, -- by Enum.PlayerSwingType
}
@@ -70,196 +71,111 @@ pfUI:RegisterModule("swingtimer", function ()
local rwR, rwG, rwB, rwA = ParseColor(C.unitframes.swingtimerrangedwarncolor, 0.9, 0.0, 0.0, 1)
local orR, orG, orB = ParseColor(C.unitframes.swingtimeroutrangecolor, 0.5, 0.5, 0.5, 1)
local isHunter = UnitClassBase("player") == "HUNTER"
local mhDefaultR, mhDefaultG, mhDefaultB = mhR, mhG, mhB
-- the countdown text, cut down to tenths
local countdown = C_StringUtil.CreateNumericRuleFormatter()
countdown:AddBreakpoint({ threshold = 0, step = 0.1, rounding = Enum.NumericRuleFormatRounding.Down, format = "%.1f" })
-- Create container frame
-- the container keeps the public API
pfUI.swingtimer = CreateFrame("Frame", "pfSwingTimer", UIParent)
pfUI.swingtimer:SetFrameStrata("MEDIUM")
pfUI.swingtimer:Hide()
-- Mainhand bar
pfUI.swingtimer.mainhand = CreateFrame("StatusBar", "pfSwingTimerMainhand", UIParent)
pfUI.swingtimer.mainhand:SetPoint("BOTTOM", UIParent, "CENTER", -189, 103)
pfUI.swingtimer.mainhand:SetWidth(sw_width)
pfUI.swingtimer.mainhand:SetHeight(sw_height)
pfUI.swingtimer.mainhand:SetMinMaxValues(0, 1)
pfUI.swingtimer.mainhand:SetValue(0)
pfUI.swingtimer.mainhand:SetStatusBarTexture(sw_texture)
pfUI.swingtimer.mainhand:SetStatusBarColor(mhR, mhG, mhB, mhA)
pfUI.swingtimer.mainhand:Hide()
-- A bar fills by itself from `swing`, the time span of the whole swing, and
-- its text binding counts it down. The marker and its glows ride the edge
-- of the fill. `shown` is whether the config lets the bar show at all.
local function CreateSwingBar(name, label, shown)
local bar = CreateFrame("StatusBar", name, UIParent)
bar:SetWidth(sw_width)
bar:SetHeight(sw_height)
bar:SetStatusBarTexture(sw_texture)
bar:Hide()
bar.shown = shown
pfUI.swingtimer.mainhand.text = pfUI.swingtimer.mainhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.mainhand.text:SetPoint("CENTER", pfUI.swingtimer.mainhand, "CENTER", 0, 0)
pfUI.swingtimer.mainhand.text:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.mainhand.text:SetTextColor(1, 1, 1, 1)
pfUI.swingtimer.mainhand.text:SetText("")
if not sw_showtext then pfUI.swingtimer.mainhand.text:Hide() end
bar.swing = C_DurationUtil.CreateDuration()
bar:SetTimerDuration(bar.swing, Enum.StatusBarInterpolation.Immediate, Enum.StatusBarTimerDirection.ElapsedTime)
pfUI.swingtimer.mainhand.label = pfUI.swingtimer.mainhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.mainhand.label:SetPoint("RIGHT", pfUI.swingtimer.mainhand, "LEFT", -4, 0)
pfUI.swingtimer.mainhand.label:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.mainhand.label:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.mainhand.label:SetText(sw_showlabel and "MH" or "")
bar.text = bar:CreateFontString("Status", "DIALOG", "GameFontNormal")
bar.text:SetPoint("CENTER", bar, "CENTER", 0, 0)
bar.text:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
bar.text:SetTextColor(1, 1, 1, 1)
bar.text:SetShown(sw_showtext)
pfUI.swingtimer.mainhand.speed = pfUI.swingtimer.mainhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.mainhand.speed:SetPoint("LEFT", pfUI.swingtimer.mainhand, "RIGHT", 4, 0)
pfUI.swingtimer.mainhand.speed:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.mainhand.speed:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.mainhand.speed:SetText("")
if not sw_showspeed then pfUI.swingtimer.mainhand.speed:Hide() end
bar.timer = C_DurationUtil.CreateDurationTextBinding()
bar.timer:SetFontString(bar.text)
bar.timer:SetDuration(bar.swing)
bar.timer:SetFormatter(countdown)
CreateBackdrop(pfUI.swingtimer.mainhand)
bar.label = bar:CreateFontString("Status", "DIALOG", "GameFontNormal")
bar.label:SetPoint("RIGHT", bar, "LEFT", -4, 0)
bar.label:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
bar.label:SetTextColor(0.8, 0.8, 0.8, 1)
bar.label:SetText(sw_showlabel and label or "")
bar.speed = bar:CreateFontString("Status", "DIALOG", "GameFontNormal")
bar.speed:SetPoint("LEFT", bar, "RIGHT", 4, 0)
bar.speed:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
bar.speed:SetTextColor(0.8, 0.8, 0.8, 1)
bar.speed:SetShown(sw_showspeed)
pfUI.swingtimer.mainhand.marker = pfUI.swingtimer.mainhand:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.mainhand.marker:SetColorTexture(1, 1, 1, 1.0)
pfUI.swingtimer.mainhand.marker:SetWidth(2)
pfUI.swingtimer.mainhand.marker:SetHeight(sw_height)
pfUI.swingtimer.mainhand.marker:Hide()
CreateBackdrop(bar)
-- Left glow: fades from transparent to white (right edge = marker)
pfUI.swingtimer.mainhand.markerGlowL = pfUI.swingtimer.mainhand:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.mainhand.markerGlowL:SetColorTexture(1, 1, 1, 1)
pfUI.swingtimer.mainhand.markerGlowL:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0, 1, 1, 1, 0.35)
pfUI.swingtimer.mainhand.markerGlowL:SetWidth(10)
pfUI.swingtimer.mainhand.markerGlowL:SetHeight(sw_height)
pfUI.swingtimer.mainhand.markerGlowL:Hide()
bar.edge = CreateFrame("Frame", nil, bar)
bar.edge:SetAllPoints(bar)
bar.edge:Hide()
-- Right glow: fades from white to transparent (left edge = marker)
pfUI.swingtimer.mainhand.markerGlowR = pfUI.swingtimer.mainhand:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.mainhand.markerGlowR:SetColorTexture(1, 1, 1, 1)
pfUI.swingtimer.mainhand.markerGlowR:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0.35, 1, 1, 1, 0)
pfUI.swingtimer.mainhand.markerGlowR:SetWidth(10)
pfUI.swingtimer.mainhand.markerGlowR:SetHeight(sw_height)
pfUI.swingtimer.mainhand.markerGlowR:Hide()
bar.marker = bar.edge:CreateTexture(nil, "OVERLAY")
bar.marker:SetColorTexture(1, 1, 1, 1.0)
bar.marker:SetWidth(2)
bar.marker:SetHeight(sw_height)
bar.marker:SetPoint("CENTER", bar:GetStatusBarTexture(), "RIGHT")
CreateBackdropShadow(pfUI.swingtimer.mainhand)
-- Left glow: fades from transparent to white (right edge = marker)
bar.markerGlowL = bar.edge:CreateTexture(nil, "OVERLAY")
bar.markerGlowL:SetColorTexture(1, 1, 1, 1)
bar.markerGlowL:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0, 1, 1, 1, 0.35)
bar.markerGlowL:SetWidth(10)
bar.markerGlowL:SetHeight(sw_height)
bar.markerGlowL:SetPoint("RIGHT", bar.marker, "LEFT", 0, 0)
-- Offhand bar
pfUI.swingtimer.offhand = CreateFrame("StatusBar", "pfSwingTimerOffhand", UIParent)
pfUI.swingtimer.offhand:SetPoint("TOP", pfUI.swingtimer.mainhand, "BOTTOM", 0, -4)
pfUI.swingtimer.offhand:SetWidth(sw_width)
pfUI.swingtimer.offhand:SetHeight(sw_height)
pfUI.swingtimer.offhand:SetMinMaxValues(0, 1)
pfUI.swingtimer.offhand:SetValue(0)
pfUI.swingtimer.offhand:SetStatusBarTexture(sw_texture)
pfUI.swingtimer.offhand:SetStatusBarColor(ohR, ohG, ohB, ohA)
pfUI.swingtimer.offhand:Hide()
-- Right glow: fades from white to transparent (left edge = marker)
bar.markerGlowR = bar.edge:CreateTexture(nil, "OVERLAY")
bar.markerGlowR:SetColorTexture(1, 1, 1, 1)
bar.markerGlowR:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0.35, 1, 1, 1, 0)
bar.markerGlowR:SetWidth(10)
bar.markerGlowR:SetHeight(sw_height)
bar.markerGlowR:SetPoint("LEFT", bar.marker, "RIGHT", 0, 0)
pfUI.swingtimer.offhand.text = pfUI.swingtimer.offhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.offhand.text:SetPoint("CENTER", pfUI.swingtimer.offhand, "CENTER", 0, 0)
pfUI.swingtimer.offhand.text:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.offhand.text:SetTextColor(1, 1, 1, 1)
pfUI.swingtimer.offhand.text:SetText("")
if not sw_showtext then pfUI.swingtimer.offhand.text:Hide() end
CreateBackdropShadow(bar)
return bar
end
pfUI.swingtimer.offhand.label = pfUI.swingtimer.offhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.offhand.label:SetPoint("RIGHT", pfUI.swingtimer.offhand, "LEFT", -4, 0)
pfUI.swingtimer.offhand.label:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.offhand.label:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.offhand.label:SetText(sw_showlabel and "OH" or "")
local mainhand = CreateSwingBar("pfSwingTimerMainhand", "MH", true)
mainhand:SetPoint("BOTTOM", UIParent, "CENTER", -189, 103)
mainhand.showmarker = true
pfUI.swingtimer.offhand.speed = pfUI.swingtimer.offhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.offhand.speed:SetPoint("LEFT", pfUI.swingtimer.offhand, "RIGHT", 4, 0)
pfUI.swingtimer.offhand.speed:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.offhand.speed:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.offhand.speed:SetText("")
if not sw_showspeed then pfUI.swingtimer.offhand.speed:Hide() end
local offhand = CreateSwingBar("pfSwingTimerOffhand", "OH", sw_showoh)
offhand:SetPoint("TOP", mainhand, "BOTTOM", 0, -4)
offhand.showmarker = true
CreateBackdrop(pfUI.swingtimer.offhand)
pfUI.swingtimer.offhand.marker = pfUI.swingtimer.offhand:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.offhand.marker:SetColorTexture(1, 1, 1, 1.0)
pfUI.swingtimer.offhand.marker:SetWidth(2)
pfUI.swingtimer.offhand.marker:SetHeight(sw_height)
pfUI.swingtimer.offhand.marker:Hide()
-- Left glow: fades from transparent to white (right edge = marker)
pfUI.swingtimer.offhand.markerGlowL = pfUI.swingtimer.offhand:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.offhand.markerGlowL:SetColorTexture(1, 1, 1, 1)
pfUI.swingtimer.offhand.markerGlowL:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0, 1, 1, 1, 0.35)
pfUI.swingtimer.offhand.markerGlowL:SetWidth(10)
pfUI.swingtimer.offhand.markerGlowL:SetHeight(sw_height)
pfUI.swingtimer.offhand.markerGlowL:Hide()
-- Right glow: fades from white to transparent (left edge = marker)
pfUI.swingtimer.offhand.markerGlowR = pfUI.swingtimer.offhand:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.offhand.markerGlowR:SetColorTexture(1, 1, 1, 1)
pfUI.swingtimer.offhand.markerGlowR:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0.35, 1, 1, 1, 0)
pfUI.swingtimer.offhand.markerGlowR:SetWidth(10)
pfUI.swingtimer.offhand.markerGlowR:SetHeight(sw_height)
pfUI.swingtimer.offhand.markerGlowR:Hide()
CreateBackdropShadow(pfUI.swingtimer.offhand)
-- Ranged bar
-- 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()
-- Each phase is a time span of its own on `phase`.
local ranged = CreateSwingBar("pfSwingTimerRanged", "Ra", sw_showranged)
ranged:SetPoint("BOTTOM", UIParent, "CENTER", -189, 83)
ranged:SetFillStyle(isHunter and "CENTER" or "STANDARD")
ranged.showmarker = not isHunter
if isHunter then
ranged.phase = C_DurationUtil.CreateDuration()
ranged.timer:SetDuration(ranged.phase)
end
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")
pfUI.swingtimer.ranged.text:SetTextColor(1, 1, 1, 1)
pfUI.swingtimer.ranged.text:SetText("")
if not sw_showtext then pfUI.swingtimer.ranged.text:Hide() end
pfUI.swingtimer.mainhand = mainhand
pfUI.swingtimer.offhand = offhand
pfUI.swingtimer.ranged = ranged
pfUI.swingtimer.ranged.label = pfUI.swingtimer.ranged:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.ranged.label:SetPoint("RIGHT", pfUI.swingtimer.ranged, "LEFT", -4, 0)
pfUI.swingtimer.ranged.label:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.ranged.label:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.ranged.label:SetText(sw_showlabel and "Ra" or "")
UpdateMovable(mainhand)
UpdateMovable(ranged)
pfUI.swingtimer.ranged.speed = pfUI.swingtimer.ranged:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.ranged.speed:SetPoint("LEFT", pfUI.swingtimer.ranged, "RIGHT", 4, 0)
pfUI.swingtimer.ranged.speed:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.ranged.speed:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.ranged.speed:SetText("")
if not sw_showspeed then pfUI.swingtimer.ranged.speed:Hide() end
CreateBackdrop(pfUI.swingtimer.ranged)
pfUI.swingtimer.ranged.marker = pfUI.swingtimer.ranged:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.ranged.marker:SetColorTexture(1, 1, 1, 1.0)
pfUI.swingtimer.ranged.marker:SetWidth(2)
pfUI.swingtimer.ranged.marker:SetHeight(sw_height)
pfUI.swingtimer.ranged.marker:Hide()
-- Left glow: fades from transparent to white (right edge = marker)
pfUI.swingtimer.ranged.markerGlowL = pfUI.swingtimer.ranged:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.ranged.markerGlowL:SetColorTexture(1, 1, 1, 1)
pfUI.swingtimer.ranged.markerGlowL:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0, 1, 1, 1, 0.35)
pfUI.swingtimer.ranged.markerGlowL:SetWidth(10)
pfUI.swingtimer.ranged.markerGlowL:SetHeight(sw_height)
pfUI.swingtimer.ranged.markerGlowL:Hide()
-- Right glow: fades from white to transparent (left edge = marker)
pfUI.swingtimer.ranged.markerGlowR = pfUI.swingtimer.ranged:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.ranged.markerGlowR:SetColorTexture(1, 1, 1, 1)
pfUI.swingtimer.ranged.markerGlowR:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0.35, 1, 1, 1, 0)
pfUI.swingtimer.ranged.markerGlowR:SetWidth(10)
pfUI.swingtimer.ranged.markerGlowR:SetHeight(sw_height)
pfUI.swingtimer.ranged.markerGlowR:Hide()
CreateBackdropShadow(pfUI.swingtimer.ranged)
UpdateMovable(pfUI.swingtimer.mainhand)
UpdateMovable(pfUI.swingtimer.ranged)
-- OH weapon detection
-- OH weapon detection: slot 17 (off hand) accepts one-hand (13) and off-hand
-- weapons (22); main-hand-only (21) can never sit there.
local OH_WEAPON_TYPES = { [13]=true, [22]=true }
@@ -276,60 +192,6 @@ pfUI:RegisterModule("swingtimer", function ()
S.raSpeed = (rs and rs > 0) and rs or 0
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 = math.max(S.mhSpeed, remaining)
S.mhTimer = remaining
S.mhActive = true
pfUI.swingtimer.mainhand:Show()
pfUI.swingtimer:Show()
end
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 = math.max(S.ohSpeed, remaining)
S.ohTimer = remaining
S.ohActive = true
if sw_showoh then pfUI.swingtimer.offhand:Show() end
pfUI.swingtimer:Show()
end
local function StartRanged(remaining)
if not sw_showranged then return end
UpdateWeaponSpeeds()
if S.raSpeed <= 0 then return end
S.raTimerMax = math.max(S.raSpeed, remaining)
S.raTimer = remaining
S.raActive = true
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
local function ResetAll()
S.mhActive = false
S.ohActive = false
S.raActive = false
S.mhTimer = 0
S.ohTimer = 0
S.raTimer = 0
pfUI.swingtimer.mhGraceAt = nil
pfUI.swingtimer.ohGraceAt = nil
pfUI.swingtimer.mainhand:Hide()
pfUI.swingtimer.offhand:Hide()
pfUI.swingtimer.ranged:Hide()
pfUI.swingtimer:Hide()
end
-- HS/Cleave/Maul helpers. Canonical rank-1 spellIDs resolve to the
-- localized spell name once, so per-spell classification is rank- and
-- locale-independent without per-rank ID hardcoding (every rank of
@@ -419,236 +281,139 @@ pfUI:RegisterModule("swingtimer", function ()
return CheckQueuedAction(S.cachedHSSlots), CheckQueuedAction(S.cachedCleaveSlots)
end
-- OnUpdate: countdown all timers with delta, then render
pfUI.swingtimer:SetScript("OnUpdate", function()
S.swingThrottle = S.swingThrottle + arg1
local swingDelay = pfUI.throttle and pfUI.throttle:Get("swingtimer") or 0.02
if S.swingThrottle < swingDelay then return end
local delta = S.swingThrottle
S.swingThrottle = 0
-- (out-of-combat hide handled naturally when timers expire)
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 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
S.mhTimer = S.mhTimer - delta
if S.mhTimer <= 0 then
S.mhTimer = 0
if not pfUI.swingtimer.mhGraceAt then
pfUI.swingtimer.mhGraceAt = GetTime() + GRACE
elseif GetTime() >= pfUI.swingtimer.mhGraceAt then
pfUI.swingtimer.mhGraceAt = nil
if not S.inCombat or not S.autoAttackActive then
S.mhActive = false
pfUI.swingtimer.mainhand:Hide()
S.lastMhMarkerX = -1
pfUI.swingtimer.mainhand.marker:Hide()
pfUI.swingtimer.mainhand.markerGlowL:Hide()
pfUI.swingtimer.mainhand.markerGlowR:Hide()
end
end
end
end
if S.ohActive then
S.ohTimer = S.ohTimer - delta
if S.ohTimer <= 0 then
S.ohTimer = 0
if not pfUI.swingtimer.ohGraceAt then
pfUI.swingtimer.ohGraceAt = GetTime() + GRACE
elseif GetTime() >= pfUI.swingtimer.ohGraceAt then
pfUI.swingtimer.ohGraceAt = nil
if not S.inCombat or not S.autoAttackActive then
S.ohActive = false
pfUI.swingtimer.offhand:Hide()
S.lastOhMarkerX = -1
pfUI.swingtimer.offhand.marker:Hide()
pfUI.swingtimer.offhand.markerGlowL:Hide()
pfUI.swingtimer.offhand.markerGlowR:Hide()
end
end
end
end
if S.raActive then
S.raTimer = S.raTimer - delta
if S.raTimer <= 0 then
S.raTimer = 0
S.raActive = false
pfUI.swingtimer.ranged:Hide()
end
end
-- HS/Cleave color
local curR, curG, curB = mhDefaultR, mhDefaultG, mhDefaultB
-- The bar colors follow the queued on-next-swing ability, the range state
-- and the hunter deadzone. Runs on the events that change any of them;
-- ACTIONBAR_UPDATE_STATE covers the IsCurrentAction reconcile.
local function UpdateColors()
local r, g, b = mhR, mhG, mhB
if sw_hsqueue then
if S.isDruid and S.useSpellQueueEvent then
S.maulQueued, S.maulSeenCurrent =
ReconcileQueued(S.maulQueued, S.cachedMaulSlots, S.maulSeenCurrent)
end
if S.maulQueued and S.isDruid then
curR, curG, curB = 1.0, 0.55, 0.0 -- orange for druid maul queue
r, g, b = 1.0, 0.55, 0.0 -- orange for druid maul queue
elseif S.isWarrior then
local hs, cl = IsHSOrCleaveQueued()
if cl then
curR, curG, curB = 0.2, 0.9, 0.2
r, g, b = 0.2, 0.9, 0.2
elseif hs then
curR, curG, curB = 0.9, 0.9, 0.2
r, g, b = 0.9, 0.9, 0.2
end
end
end
if S.outOfRange[MAINHAND] then r, g, b = orR, orG, orB end
mainhand:SetStatusBarColor(r, g, b, mhA)
-- Render MH
if S.outOfRange[MAINHAND] then
curR, curG, curB = orR, orG, orB
if S.outOfRange[OFFHAND] then
offhand:SetStatusBarColor(orR, orG, orB, ohA)
else
offhand:SetStatusBarColor(ohR, ohG, ohB, ohA)
end
if S.mhActive then
local progress = 1 - (S.mhTimer / S.mhTimerMax)
pfUI.swingtimer.mainhand:SetValue(progress)
if S.mhTimer <= 0 then
-- Timer expired: hide marker (no gap at right edge)
if S.lastMhMarkerX ~= -1 then
S.lastMhMarkerX = -1
pfUI.swingtimer.mainhand.marker:Hide()
pfUI.swingtimer.mainhand.markerGlowL:Hide()
pfUI.swingtimer.mainhand.markerGlowR:Hide()
end
local a
if ranged.warn then
r, g, b, a = rwR, rwG, rwB, rwA
else
r, g, b, a = raR, raG, raB, raA
end
if S.outOfRange[RANGED] then r, g, b = orR, orG, orB end
ranged:SetStatusBarColor(r, g, b, a)
end
local function StopBar(bar)
if bar.wake then bar.wake:Cancel() end
bar.wake, bar.active, bar.graced = nil, nil, nil
bar.timer:Disable()
bar:Hide()
end
-- a melee bar that is due waits for the next swing; it hides after the
-- grace unless auto attack goes on, or on the event that stops it later
local function MeleeGrace(bar)
bar.graced = true
if not S.inCombat or not S.autoAttackActive then StopBar(bar) end
end
local function MeleeDue(bar)
bar.edge:Hide()
bar.wake = C_Timer.NewTimer(GRACE, function() MeleeGrace(bar) end)
end
local function RangedDue(bar)
StopBar(bar)
end
-- the hunter's reload is over: the deadzone grows out in the warn color
local function HunterDeadzone(bar)
local finish = bar.swing:GetEndTime()
bar.phase:SetTimeFromEnd(finish, DEADZONE)
bar:SetTimerDuration(bar.phase, Enum.StatusBarInterpolation.Immediate, Enum.StatusBarTimerDirection.ElapsedTime)
bar.warn = true
UpdateColors()
bar.wake = C_Timer.NewTimer(finish - GetTime(), function() RangedDue(bar) end)
end
-- Restarts a bar 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 StartBar(bar, remaining, speed, due)
if bar.wake then bar.wake:Cancel() end
local now = GetTime()
bar.swing:SetTimeFromEnd(now + remaining, math.max(speed, remaining))
bar.active, bar.graced, bar.warn = true, nil, nil
if speed > 0 then bar.speed:SetFormattedText("%.2f", speed) end
if bar.phase then
if remaining > DEADZONE then
bar.phase:SetTimeFromEnd(now + remaining - DEADZONE, math.max(speed, remaining) - DEADZONE)
bar:SetTimerDuration(bar.phase, Enum.StatusBarInterpolation.Immediate, Enum.StatusBarTimerDirection.RemainingTime)
bar.wake = C_Timer.NewTimer(remaining - DEADZONE, function() HunterDeadzone(bar) end)
else
local mhMarkerX = progress * sw_width
if mhMarkerX < 1 then mhMarkerX = 1 end
if mhMarkerX > sw_width - 2 then mhMarkerX = sw_width - 2 end
if mhMarkerX ~= S.lastMhMarkerX then
S.lastMhMarkerX = mhMarkerX
pfUI.swingtimer.mainhand.marker:SetPoint("LEFT", pfUI.swingtimer.mainhand, "LEFT", mhMarkerX - 1, 0)
pfUI.swingtimer.mainhand.markerGlowL:SetPoint("RIGHT", pfUI.swingtimer.mainhand.marker, "LEFT", 0, 0)
pfUI.swingtimer.mainhand.markerGlowR:SetPoint("LEFT", pfUI.swingtimer.mainhand.marker, "RIGHT", 0, 0)
pfUI.swingtimer.mainhand.marker:Show()
pfUI.swingtimer.mainhand.markerGlowL:Show()
pfUI.swingtimer.mainhand.markerGlowR:Show()
end
HunterDeadzone(bar)
end
pfUI.swingtimer.mainhand:SetStatusBarColor(curR, curG, curB, mhA)
if sw_showtext then
pfUI.swingtimer.mainhand.text:SetFormattedText("%.1f", math.floor(S.mhTimer * 10) / 10)
end
if sw_showspeed and S.mhSpeed > 0 then
pfUI.swingtimer.mainhand.speed:SetFormattedText("%.2f", S.mhSpeed)
end
anyActive = true
else
bar.wake = C_Timer.NewTimer(remaining, function() due(bar) end)
end
-- Render OH
if sw_showoh and S.ohActive then
local progress = 1 - (S.ohTimer / S.ohTimerMax)
pfUI.swingtimer.offhand:SetValue(progress)
if S.outOfRange[OFFHAND] then
pfUI.swingtimer.offhand:SetStatusBarColor(orR, orG, orB, ohA)
else
pfUI.swingtimer.offhand:SetStatusBarColor(ohR, ohG, ohB, ohA)
end
if S.ohTimer <= 0 then
if S.lastOhMarkerX ~= -1 then
S.lastOhMarkerX = -1
pfUI.swingtimer.offhand.marker:Hide()
pfUI.swingtimer.offhand.markerGlowL:Hide()
pfUI.swingtimer.offhand.markerGlowR:Hide()
end
else
local ohMarkerX = progress * sw_width
if ohMarkerX < 1 then ohMarkerX = 1 end
if ohMarkerX > sw_width - 2 then ohMarkerX = sw_width - 2 end
if ohMarkerX ~= S.lastOhMarkerX then
S.lastOhMarkerX = ohMarkerX
pfUI.swingtimer.offhand.marker:SetPoint("LEFT", pfUI.swingtimer.offhand, "LEFT", ohMarkerX - 1, 0)
pfUI.swingtimer.offhand.markerGlowL:SetPoint("RIGHT", pfUI.swingtimer.offhand.marker, "LEFT", 0, 0)
pfUI.swingtimer.offhand.markerGlowR:SetPoint("LEFT", pfUI.swingtimer.offhand.marker, "RIGHT", 0, 0)
pfUI.swingtimer.offhand.marker:Show()
pfUI.swingtimer.offhand.markerGlowL:Show()
pfUI.swingtimer.offhand.markerGlowR:Show()
end
end
if sw_showtext then
pfUI.swingtimer.offhand.text:SetFormattedText("%.1f", math.floor(S.ohTimer * 10) / 10)
end
if sw_showspeed and S.ohSpeed > 0 then
pfUI.swingtimer.offhand.speed:SetFormattedText("%.2f", S.ohSpeed)
end
anyActive = true
elseif not sw_showoh then
pfUI.swingtimer.offhand:Hide()
UpdateColors()
if bar.shown then
bar.edge:SetShown(bar.showmarker)
if sw_showtext then bar.timer:Enable() end
bar:Show()
end
end
-- Render Ranged
if sw_showranged and S.raActive then
local remaining = S.raTimer
local r, g, b, a = raR, raG, raB, raA
if isHunter then
local DEADZONE = 0.5
if remaining > DEADZONE then
pfUI.swingtimer.ranged:SetValue((remaining - DEADZONE) / (S.raTimerMax - DEADZONE))
else
r, g, b, a = rwR, rwG, rwB, rwA
pfUI.swingtimer.ranged:SetValue(1 - (remaining / DEADZONE))
end
if sw_showtext then
if remaining <= 0.5 then
pfUI.swingtimer.ranged.text:SetFormattedText("%.1f", math.floor(remaining * 10) / 10)
else
pfUI.swingtimer.ranged.text:SetFormattedText("%.1f", math.floor((remaining - 0.5) * 10) / 10)
end
end
else
pfUI.swingtimer.ranged:SetValue(1 - (remaining / S.raTimerMax))
if sw_showtext then
pfUI.swingtimer.ranged.text:SetFormattedText("%.1f", math.floor(remaining * 10) / 10)
end
end
if S.outOfRange[RANGED] then
r, g, b = orR, orG, orB
end
pfUI.swingtimer.ranged:SetStatusBarColor(r, g, b, a)
if sw_showspeed and S.raSpeed > 0 then
pfUI.swingtimer.ranged.speed:SetFormattedText("%.2f", S.raSpeed)
end
local raProgress = 1 - (S.raTimer / S.raTimerMax)
local raMarkerX = raProgress * sw_width
if raMarkerX < 1 then raMarkerX = 1 end
if raMarkerX > sw_width - 2 then raMarkerX = sw_width - 2 end
if raMarkerX ~= S.lastRaMarkerX then
S.lastRaMarkerX = raMarkerX
if not isHunter then
pfUI.swingtimer.ranged.marker:SetPoint("LEFT", pfUI.swingtimer.ranged, "LEFT", raMarkerX - 1, 0)
pfUI.swingtimer.ranged.marker:Show()
pfUI.swingtimer.ranged.markerGlowL:SetPoint("RIGHT", pfUI.swingtimer.ranged.marker, "LEFT", 0, 0)
pfUI.swingtimer.ranged.markerGlowR:SetPoint("LEFT", pfUI.swingtimer.ranged.marker, "RIGHT", 0, 0)
pfUI.swingtimer.ranged.markerGlowL:Show()
pfUI.swingtimer.ranged.markerGlowR:Show()
else
pfUI.swingtimer.ranged.marker:Hide()
pfUI.swingtimer.ranged.markerGlowL:Hide()
pfUI.swingtimer.ranged.markerGlowR:Hide()
end
end
anyActive = true
elseif not sw_showranged then
pfUI.swingtimer.ranged:Hide()
end
local function StartMH(remaining)
UpdateWeaponSpeeds()
StartBar(mainhand, remaining, S.mhSpeed, MeleeDue)
end
if not anyActive then
if not pfUI.swingtimer.mainhand:IsShown()
and not pfUI.swingtimer.offhand:IsShown()
and not pfUI.swingtimer.ranged:IsShown() then
this:Hide()
end
end
end)
local function StartOH(remaining)
UpdateWeaponSpeeds()
-- The off-hand attack time stays set with a shield equipped
if S.ohSpeed <= 0 then return end
StartBar(offhand, remaining, S.ohSpeed, MeleeDue)
end
local function StartRanged(remaining)
if not sw_showranged then return end
UpdateWeaponSpeeds()
if S.raSpeed <= 0 then return end
StartBar(ranged, remaining, S.raSpeed, RangedDue)
end
-- melee bars waiting past their grace hide once auto attack stops
local function StopWaitingBars()
if mainhand.graced then StopBar(mainhand) end
if offhand.graced then StopBar(offhand) end
end
local function ResetAll()
StopBar(mainhand)
StopBar(offhand)
StopBar(ranged)
end
local events = CreateFrame("Frame")
events:RegisterEvent("PLAYER_SWING")
@@ -658,6 +423,7 @@ pfUI:RegisterModule("swingtimer", function ()
events:RegisterEvent("PLAYER_REGEN_DISABLED")
events:RegisterEvent("PLAYER_REGEN_ENABLED")
events:RegisterEvent("ACTIONBAR_SLOT_CHANGED")
events:RegisterEvent("ACTIONBAR_UPDATE_STATE")
events:RegisterEvent("PLAYER_DEAD")
events:RegisterUnitEvent("UNIT_SPELLCAST_SENT", "player")
events:RegisterUnitEvent("UNIT_SPELLCAST_SUCCEEDED", "player")
@@ -682,6 +448,7 @@ pfUI:RegisterModule("swingtimer", function ()
-- arg1 = swingType, arg2 = isInRange, arg3 = checksRange; no check
-- (no target, nothing to attack, no weapon) is not out of range
S.outOfRange[arg1] = arg3 and not arg2
UpdateColors()
elseif event == "UNIT_SPELLCAST_SENT" then
-- arg4 = spellID: an on-next-swing ability (HS / Cleave / Maul) queued
@@ -689,6 +456,7 @@ pfUI:RegisterModule("swingtimer", function ()
if kind then
S.useSpellQueueEvent = true
SetQueuedKind(kind)
UpdateColors()
end
elseif event == "UNIT_SPELLCAST_SUCCEEDED" then
@@ -696,6 +464,7 @@ pfUI:RegisterModule("swingtimer", function ()
-- the queue, so drop the queued color
if IsOnSwingSpell(arg3) then
S.hsQueued = false; S.cleaveQueued = false; S.maulQueued = false
UpdateColors()
end
elseif event == "SPELL_QUEUE_EVENT" then
@@ -707,12 +476,17 @@ pfUI:RegisterModule("swingtimer", function ()
elseif eventCode == ON_SWING_QUEUE_POPPED then
S.hsQueued = false; S.cleaveQueued = false; S.maulQueued = false
end
UpdateColors()
elseif event == "ACTIONBAR_UPDATE_STATE" then
if sw_hsqueue then UpdateColors() end
elseif event == "START_AUTOATTACK" then
S.autoAttackActive = true
elseif event == "STOP_AUTOATTACK" then
S.autoAttackActive = false
StopWaitingBars()
elseif event == "PLAYER_ENTERING_WORLD" then
local class = UnitClassBase("player")
@@ -725,14 +499,8 @@ pfUI:RegisterModule("swingtimer", function ()
-- arg1 = changed slot; only weapon slots (main/off/ranged) affect swing speed
if not INVSLOTS_EQUIPABLE_IN_COMBAT[arg1] then return end
UpdateWeaponSpeeds()
if S.ohSpeed == 0 then
S.ohActive = false
pfUI.swingtimer.offhand:Hide()
end
if S.raSpeed == 0 then
S.raActive = false
pfUI.swingtimer.ranged:Hide()
end
if S.ohSpeed == 0 then StopBar(offhand) end
if S.raSpeed == 0 then StopBar(ranged) end
elseif event == "ACTIONBAR_SLOT_CHANGED" then
RebuildQueueSlotCache()
@@ -746,12 +514,22 @@ pfUI:RegisterModule("swingtimer", function ()
S.hsQueued = false
S.cleaveQueued = false
S.maulQueued = false
UpdateColors()
StopWaitingBars()
elseif event == "PLAYER_DEAD" then
ResetAll()
end
end)
local function Remaining(bar)
return bar.active and bar.swing:GetRemainingDuration() or 0
end
local function Progress(bar)
return bar.active and bar.swing:GetElapsedPercent() or 0
end
-- -------------------------------------------------------------------------
-- Public API for external addons (e.g. SCRM)
-- Only available when the swingtimer module is loaded.
@@ -763,9 +541,9 @@ pfUI:RegisterModule("swingtimer", function ()
-- -------------------------------------------------------------------------
pfUI.swingtimer.api = {
-- Remaining time in seconds until next swing
GetMHTimer = function() return S.mhTimer end,
GetOHTimer = function() return S.ohTimer end,
GetRangedTimer = function() return S.raTimer end,
GetMHTimer = function() return Remaining(mainhand) end,
GetOHTimer = function() return Remaining(offhand) end,
GetRangedTimer = function() return Remaining(ranged) end,
-- Weapon speed (full swing duration in seconds)
GetMHSpeed = function() return S.mhSpeed end,
@@ -773,20 +551,14 @@ pfUI:RegisterModule("swingtimer", function ()
GetRangedSpeed = function() return S.raSpeed end,
-- Whether each timer is currently running
IsMHActive = function() return S.mhActive end,
IsOHActive = function() return S.ohActive end,
IsRangedActive = function() return S.raActive end,
IsMHActive = function() return mainhand.active == true end,
IsOHActive = function() return offhand.active == true end,
IsRangedActive = function() return ranged.active == true end,
-- Swing progress 0.0 (just reset) to 1.0 (about to swing)
GetMHProgress = function()
return S.mhActive and S.mhTimerMax > 0 and (1 - S.mhTimer / S.mhTimerMax) or 0
end,
GetOHProgress = function()
return S.ohActive and S.ohTimerMax > 0 and (1 - S.ohTimer / S.ohTimerMax) or 0
end,
GetRangedProgress = function()
return S.raActive and S.raTimerMax > 0 and (1 - S.raTimer / S.raTimerMax) or 0
end,
GetMHProgress = function() return Progress(mainhand) end,
GetOHProgress = function() return Progress(offhand) end,
GetRangedProgress = function() return Progress(ranged) end,
-- Warrior HS/Cleave queue state
IsHSQueued = function() return S.hsQueued end,
@@ -804,4 +576,5 @@ pfUI:RegisterModule("swingtimer", function ()
if sw_showranged then EnableRangeCheck(RANGED) end
UpdateWeaponSpeeds()
end)
UpdateColors()
end)
+2 -6
View File
@@ -801,11 +801,7 @@ pfUI:RegisterModule("thirdparty-vanilla", function()
HookAddon("SortBags", function()
if C.thirdparty.sortbags.enable == "0" then return end
local sort = CreateFrame("Frame", nil)
sort:RegisterEvent("PLAYER_ENTERING_WORLD")
sort:SetScript("OnEvent", function()
this:UnregisterAllEvents()
EventUtil.RegisterOnceFrameEventAndCallback("PLAYER_ENTERING_WORLD", function()
pfUI.thirdparty.RegisterBagSort("SortBags",
function()
SortBags()
@@ -899,7 +895,7 @@ pfUI:RegisterModule("thirdparty-vanilla", function()
-- trigger the event whenever SuperMacro got an update
hooksecurefunc("SM_UpdateActionSpell", function()
for slot=1,120 do pfUI.bars.update[slot] = true end
for slot=1,120 do pfUI.bars.QueueSlot(slot) end
end)
end)
+45 -32
View File
@@ -142,11 +142,7 @@ pfUI:RegisterModule("thirdparty", function()
HookAddon("MrPlow", function()
if C.thirdparty.mrplow.enable == "0" then return end
local sort = CreateFrame("Frame", nil)
sort:RegisterEvent("PLAYER_ENTERING_WORLD")
sort:SetScript("OnEvent", function()
this:UnregisterAllEvents()
EventUtil.RegisterOnceFrameEventAndCallback("PLAYER_ENTERING_WORLD", function()
local MrPlowL = AceLibrary and AceLibrary("AceLocale-2.2"):new("MrPlow")
if not (MrPlowL and MrPlowL["Bank"]) then return end
@@ -373,46 +369,63 @@ pfUI:RegisterModule("thirdparty", function()
-- DPSMate Damage Meter
-- Vanilla: https://github.com/Geigerkind/DPSMate
-- TBC: https://github.com/Geigerkind/DPSMateTBC
HookAddon("DPSMate", function()
-- DPSMate builds its windows on VARIABLES_LOADED, each named after its
-- settings entry, so DPSMate_DPSMate exists only while the first window
-- keeps the default name "DPSMate"
if not DPSMate_DPSMate then return end
-- Repacks ship DPSMate under other folder names, so this waits on login and
-- checks DPSMate's globals instead of HookAddon's folder lookup.
EventUtil.ContinueOnPlayerLogin(function()
if not DPSMate or not DPSMateSettings then return end
local docktable = { "dpsmate", "DPSMate", "DPSMate_DPSMate",
-- DPSMate names each window "DPSMate_<name>" after its settings entry and
-- the user can rename it at any time, so the first window is resolved on
-- every call
local function window()
local first = DPSMateSettings.windows and DPSMateSettings.windows[1]
return first and _G["DPSMate_"..first.name]
end
local function place(anchor, width)
local frame = window()
if not frame then return end
local name = frame:GetName()
frame:ClearAllPoints()
frame:SetPoint("TOPLEFT", pfUI.chat.right, anchor, 0, 0)
frame:SetPoint("BOTTOMRIGHT", pfUI.chat.right, "BOTTOMRIGHT", 0, 0)
frame:SetWidth(width)
_G[name.."_ScrollFrame"]:ClearAllPoints()
_G[name.."_ScrollFrame"]:SetWidth(width)
_G[name.."_ScrollFrame"]:SetPoint("TOPLEFT", _G[name.."_Head"], "BOTTOMLEFT", 0, 0)
_G[name.."_ScrollFrame"]:SetPoint("BOTTOMRIGHT", pfUI.chat.right, "BOTTOMRIGHT", 0, pfUI.panel.right:GetHeight())
_G[name.."_ScrollFrame_Child"]:SetWidth(width)
_G[name.."_Resize"]:Hide()
end
local docktable = { "dpsmate", "DPSMate", "DPSMate",
function() -- single
DPSMate_DPSMate:ClearAllPoints()
DPSMate_DPSMate:SetAllPoints(pfUI.chat.right)
DPSMate_DPSMate:SetWidth(pfUI.chat.right:GetWidth())
DPSMate_DPSMate_ScrollFrame:ClearAllPoints()
DPSMate_DPSMate_ScrollFrame:SetWidth(pfUI.chat.right:GetWidth())
DPSMate_DPSMate_ScrollFrame:SetPoint("TOPLEFT", DPSMate_DPSMate_Head, "BOTTOMLEFT", 0, 0)
DPSMate_DPSMate_ScrollFrame:SetPoint("BOTTOMRIGHT", pfUI.chat.right, "BOTTOMRIGHT", 0, pfUI.panel.right:GetHeight())
DPSMate_DPSMate_ScrollFrame_Child:SetWidth(pfUI.chat.right:GetWidth())
DPSMate_DPSMate_Resize:Hide()
place("TOPLEFT", pfUI.chat.right:GetWidth())
end,
function() -- dual
DPSMate_DPSMate:ClearAllPoints()
DPSMate_DPSMate:SetPoint("TOPLEFT", pfUI.chat.right, "TOP", 0, 0)
DPSMate_DPSMate:SetPoint("BOTTOMRIGHT", pfUI.chat.right, "BOTTOMRIGHT", 0, 0)
DPSMate_DPSMate:SetWidth(pfUI.chat.right:GetWidth() / 2)
DPSMate_DPSMate_ScrollFrame:ClearAllPoints()
DPSMate_DPSMate_ScrollFrame:SetWidth(pfUI.chat.right:GetWidth() / 2)
DPSMate_DPSMate_ScrollFrame:SetPoint("TOPLEFT", DPSMate_DPSMate_Head, "BOTTOMLEFT", 0, 0)
DPSMate_DPSMate_ScrollFrame:SetPoint("BOTTOMRIGHT", pfUI.chat.right, "BOTTOMRIGHT", 0, pfUI.panel.right:GetHeight())
DPSMate_DPSMate_ScrollFrame_Child:SetWidth(pfUI.chat.right:GetWidth() / 2)
DPSMate_DPSMate_Resize:Hide()
place("TOP", pfUI.chat.right:GetWidth() / 2)
end,
function() -- show
DPSMate_DPSMate:Show()
local frame = window()
if frame then frame:Show() end
end,
function() -- hide
DPSMate_DPSMate:Hide()
local frame = window()
if frame then frame:Hide() end
end
}
pfUI.thirdparty.meters:RegisterMeter("damage", docktable)
-- DPSMate rebuilds its windows at their saved positions whenever its
-- settings change, so put the docked one back afterwards
hooksecurefunc(DPSMate, "InitializeFrames", function()
if pfUI.thirdparty.meters.damage == docktable then
pfUI.thirdparty.meters:Resize()
end
end)
if C.thirdparty.dpsmate.skin == "1" then
if DPSMateSettings then
-- set DPSMate appearance to match pfUI
+2 -1
View File
@@ -38,7 +38,8 @@ pfUI:RegisterModule("tracking", function ()
pfUI.tracking.pulse = pfUI.tracking.icon:CreateAnimationGroup()
pfUI.tracking.pulse:SetLooping("BOUNCE")
local fade = pfUI.tracking.pulse:CreateAnimation("Alpha")
fade:SetChange(-.5)
fade:SetFromAlpha(1)
fade:SetToAlpha(.5)
fade:SetDuration(.5)
fade:SetSmoothing("IN_OUT")
+1 -27
View File
@@ -180,33 +180,7 @@ pfUI:RegisterModule("unitxp", function ()
CreateTargetIndicators()
-- Also try on PLAYER_ENTERING_WORLD in case target frame wasn't ready
local initFrame = CreateFrame("Frame")
initFrame:RegisterEvent("PLAYER_ENTERING_WORLD")
initFrame:RegisterEvent("PLAYER_LOGOUT")
initFrame:SetScript("OnEvent", function()
-- Handle shutdown to prevent crash 132
if event == "PLAYER_LOGOUT" then
this:UnregisterAllEvents()
this:SetScript("OnEvent", nil)
-- Stop indicator OnUpdate scripts
if pfUI.uf and pfUI.uf.target then
if pfUI.uf.target.behindIndicator then
pfUI.uf.target.behindIndicator:SetScript("OnUpdate", nil)
end
if pfUI.uf.target.distanceIndicator then
pfUI.uf.target.distanceIndicator:SetScript("OnUpdate", nil)
end
-- free-frame mode polls from its own scanner frame, not the indicator
if pfUI.uf.target.distanceScanner then
pfUI.uf.target.distanceScanner:SetScript("OnUpdate", nil)
end
end
return
end
CreateTargetIndicators()
this:UnregisterAllEvents()
end)
EventUtil.RegisterOnceFrameEventAndCallback("PLAYER_ENTERING_WORLD", CreateTargetIndicators)
-- OS Notification Support
if C.unitframes.unitxp_notify == "1" then
+3 -3
View File
@@ -37,15 +37,15 @@ pfUI:RegisterModule("unusable", function ()
-- 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
-- batched updates, whose UpdateSlot resets the tint before we reapply it
local function Refresh()
for _, bag in pairs(pfUI.BACKPACK) do
pfUI.bag.delay.UpdateBag[bag] = true
pfUI.bag:QueueBagUpdate(bag)
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
pfUI.bag:QueueBagUpdate(bag)
end
end
end
+26 -22
View File
@@ -69,11 +69,25 @@ pfUI:RegisterModule("xpbar", function ()
self:SetAlpha(1)
end
-- (Re)arm the auto-hide: fade the bar out after delay seconds unless it is
-- always shown or under the cursor
local function ScheduleFade(self, delay)
if self.fadeTimer then self.fadeTimer:Cancel() end
self.fadeTimer = nil
if self.always or self.hover then return end
self.fadeTimer = C_Timer.NewTimer(delay, function()
self.fadeTimer = nil
if self.hover or self:GetAlpha() == 0 then return end
self.fade:Play()
end)
end
local function OnLeave(self)
local self = self or this
self.hover = nil
self.tick = GetTime() + 3.00
if self.text_mouse == "1" then self.bar.text:Hide() end
ScheduleFade(self, 3)
GameTooltip:Hide()
end
@@ -90,6 +104,9 @@ local function OnEnter(self)
end
self.hover = true
if self.fadeTimer then self.fadeTimer:Cancel() end
self.fadeTimer = nil
if self.text_mouse == "1" then self.bar.text:Show() end
Reveal(self)
if mode == "XP" then
@@ -187,21 +204,6 @@ local function OnEnter(self)
GameTooltip:Show()
end
local function OnUpdate(self)
local self = self or this
if self.text_mouse == "1" then
self.bar.text:SetShown(self.hover)
end
if self.always then return end
-- 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)
local self = self or this
@@ -248,7 +250,7 @@ end
if ex then text = "%s: %s%% (%s%% %s)" end
self.bar.text:SetFormattedText(text, T["Experience"], xpperc, experc, T["Rested"])
self.tick = GetTime() + self.timeout
ScheduleFade(self, self.timeout)
if event == "UPDATE_EXHAUSTION" and GameTooltip:IsOwned(self) then
OnEnter(self)
end
@@ -266,7 +268,7 @@ end
local xpperc = nextXP and nextXP ~= 0 and round(currXP / nextXP * 100) or 0
self.bar.text:SetFormattedText(text, T["Pet Experience"], xpperc)
self.tick = GetTime() + self.timeout
ScheduleFade(self, self.timeout)
return
elseif mode == "REP" then
self.restedbar:Hide()
@@ -294,7 +296,7 @@ end
local standing = GetText("FACTION_STANDING_LABEL"..standingID, gender)
self.bar.text:SetFormattedText(text, name, perc, standing)
self.tick = GetTime() + self.timeout
ScheduleFade(self, self.timeout)
return
end
end
@@ -302,6 +304,9 @@ end
self.bar:SetStatusBarColor(.5,.5,.5,1)
self.bar:SetMinMaxValues(0, 1)
self.bar:SetValue(0)
-- nothing to show: hide now unless an earlier update is still on display
if not self.fadeTimer then ScheduleFade(self, 0) end
end
local function CreateBar(t)
@@ -359,7 +364,7 @@ end
b.bar.text:SetJustifyH("CENTER")
b.bar.text:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
b.bar.text:SetShown(b.text == "1")
b.bar.text:SetShown(b.text == "1" and b.text_mouse ~= "1")
b.restedbar = b.restedbar or CreateFrame("StatusBar", nil, b)
b.restedbar:SetStatusBarTexture(pfUI.media[C.panel.xp.texture])
@@ -376,10 +381,10 @@ end
if not b.fade then
b.fade = b:CreateAnimationGroup()
b.fade:SetToFinalAlpha(true)
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")
@@ -392,7 +397,6 @@ end
b:RegisterEvent("PLAYER_LEVEL_UP")
b:RegisterEvent("UPDATE_FACTION")
b:SetScript("OnUpdate", OnUpdate)
b:SetScript("OnEvent", OnEvent)
b:SetScript("OnEnter", OnEnter)
b:SetScript("OnLeave", OnLeave)
+17 -8
View File
@@ -392,6 +392,10 @@ pfUI:SetScript("OnEvent", function()
SetupConfigEnvironment()
pfUI:UpdateFonts()
-- scale UIParent before the modules size their borders from it
pfUI.api.UpdateUIScale()
pfUI.events:RegisterFrameEventAndCallback("UI_SCALE_CHANGED", pfUI.api.UpdateUIScale)
-- load modules
for _, m in pairs(this.modules) do
if not ( pfUI_config["disabled"] and pfUI_config["disabled"][m] == "1" ) then
@@ -457,15 +461,20 @@ message = function(msg)
end
print = print or message
error = function(msg)
if PF_DEBUG_MODE then message(debugstack()) end
if string.find(msg, "AddOns\\pfUI") then
DEFAULT_CHAT_FRAME:AddMessage("|cffcc3333ERROR: |cffff5555".. (msg or "nil" ))
elseif not pfUI_config or (pfUI_config.global and pfUI_config.global.errors == "1") then
DEFAULT_CHAT_FRAME:AddMessage("|cffcc3333ERROR: |cffff5555".. (msg or "nil" ))
-- Errors print to chat: pfUI's own always, other addons' when the errors
-- option is on. In debug mode the stack follows, starting at the code that
-- raised the error rather than at this handler.
seterrorhandler(function(msg)
msg = tostring(msg)
if PF_DEBUG_MODE then
local height = GetErrorCallstackHeight()
message(height and debugstack(GetCallstackHeight() - height + 1) or debugstack(2))
end
end
seterrorhandler(error)
if string.find(msg, "AddOns\\pfUI") or not pfUI_config
or (pfUI_config.global and pfUI_config.global.errors == "1") then
DEFAULT_CHAT_FRAME:AddMessage("|cffcc3333ERROR: |cffff5555" .. msg)
end
end)
function pfUI.SetupCVars()
ClearTutorials()
+4 -6
View File
@@ -5,10 +5,9 @@ pfUI:RegisterSkin("Mailbox", function ()
-- Compatibility
local StationeryBackgroundLeft, StationeryBackgroundRight
do -- SendMailFrame
local skin = CreateFrame("Frame")
skin:SetScript("OnEvent", function()
this:UnregisterEvent("MAIL_SHOW")
if not this._Mail then
local mailLoaded
EventUtil.RegisterOnceFrameEventAndCallback("MAIL_SHOW", function()
if not mailLoaded then
StripTextures(SendMailPackageButton)
SkinButton(SendMailPackageButton, nil, nil, nil, nil, true)
@@ -26,10 +25,9 @@ pfUI:RegisterSkin("Mailbox", function ()
end)
end
end)
skin:RegisterEvent("MAIL_SHOW")
HookAddon("Mail", function()
skin._Mail = true
mailLoaded = true
for i = 1, 21 do
local button = _G["MailAttachment"..i]
StripTextures(button)
+43 -1
View File
@@ -38,9 +38,51 @@ pfUI:RegisterSkin("Options - Interface", function ()
elseif ctype == "EditBox" then
StripTextures(control, nil, "BACKGROUND")
CreateBackdrop(control, nil, true)
else
elseif ctype == "Button" then
-- key binding buttons: UIPanelButtonTemplate2's slices are BACKGROUND
StripTextures(control, nil, "BACKGROUND")
SkinButton(control)
elseif _G[control:GetName() .. "Button"] then
SkinDropDown(control, nil, nil, nil, true)
end
-- a control type without a branch stays unskinned; erroring here would
-- stop the loop and leave every later control unskinned too
i = i + 1
end
-- the pages scroll with retail's MinimalScrollBar, not the old named
-- UIPanelScrollBar, so SkinScrollbar does not fit. Its steppers and thumb set
-- their atlas again on every state change, so their art is hidden, not cleared
i = 1
while _G["ClassicAPIOptionsScrollBar" .. i] do
local bar = _G["ClassicAPIOptionsScrollBar" .. i]
local thumb = bar.Track.Thumb
StripTextures(bar)
bar.Background:Hide()
for _, stepper in ipairs({ bar.Back, bar.Forward }) do
stepper.Texture:Hide()
stepper.Overlay:SetAlpha(0)
end
SkinArrowButton(bar.Back, "up")
SkinArrowButton(bar.Forward, "down")
thumb.Begin:Hide()
thumb.Middle:Hide()
thumb.End:Hide()
thumb.thumbTexture:Hide()
bar.bg = CreateFrame("Frame", nil, bar)
bar.bg:SetPoint("TOPLEFT", bar.Back, "BOTTOMLEFT", 0, -3)
bar.bg:SetPoint("BOTTOMRIGHT", bar.Forward, "TOPRIGHT", 0, 3)
CreateBackdrop(bar.bg, nil, true)
bar.thumb = bar.bg:CreateTexture(nil, "ARTWORK")
bar.thumb:SetColorTexture(.8, .8, .8, .8)
bar.thumb:SetPoint("TOP", thumb, "TOP", 0, -4)
bar.thumb:SetPoint("BOTTOM", thumb, "BOTTOM", 0, 4)
bar.thumb:SetPoint("LEFT", bar.bg, "LEFT", 1, 0)
bar.thumb:SetPoint("RIGHT", bar.bg, "RIGHT", -1, 0)
i = i + 1
end