pfUI:RegisterModule("player", function () -- do not go further on disabled UFs if C.unitframes.disable == "1" then return end PlayerFrame:Hide() PlayerFrame:UnregisterAllEvents() pfUI.uf.player = pfUI.uf:CreateUnitFrame("Player", nil, C.unitframes.player) pfUI.uf.player:UpdateFrameSize() pfUI.uf.player:SetPoint("BOTTOMRIGHT", UIParent, "BOTTOM", -75, 125) UpdateMovable(pfUI.uf.player) -- infoTopCenterText: used to display haste / spell power above health bar local playerFrame = pfUI.uf.player if not playerFrame.infoTopCenterText then playerFrame.infoTopCenterText = playerFrame.texts:CreateFontString(nil, "OVERLAY") playerFrame.infoTopCenterText:SetFontObject(GameFontWhite) local cfg = playerFrame.config local fontname, fontsize, fontstyle if cfg.customfont == "1" then fontname = pfUI.media[cfg.customfont_name] fontsize = tonumber(cfg.customfont_size) fontstyle = cfg.customfont_style else fontname = pfUI.font_unit fontsize = tonumber(C.global.font_unit_size) fontstyle = C.global.font_unit_style end playerFrame.infoTopCenterText:SetFont(fontname, fontsize, fontstyle) playerFrame.infoTopCenterText:SetJustifyH("CENTER") playerFrame.infoTopCenterText:SetPoint("TOPLEFT", playerFrame.hp.bar, "TOPLEFT", 0, 0) playerFrame.infoTopCenterText:SetPoint("TOPRIGHT", playerFrame.hp.bar, "TOPRIGHT", 0, 0) playerFrame.infoTopCenterText:SetHeight(14) end local myclass = UnitClassBase("player") playerFrame.myclass = myclass playerFrame.isSpellCaster = myclass ~= "WARRIOR" and myclass ~= "ROGUE" and myclass ~= "HUNTER" -- Convert "r,g,b,a" config color string to a 6-char hex string, or nil if unset local cfgColorToHexTable = setmetatable({}, { __index = function (t, colorStr) if not colorStr or colorStr == "" then return nil end local r, g, b = GetStringColor(colorStr) if not r or not g or not b then return nil end local hex = C_ColorUtil.GenerateTextColorCode({ r=r, g = g, b=b}) rawset(t, colorStr, hex) return hex end }) -- SP school colors indexed by GetSpellBonusDamage's 1-based school order -- (1=phys, 2=holy, 3=fire, 4=nature, 5=frost, 6=shadow, 7=arcane) local spColors = { "FFFFFFFF", "FFFFFF80", "FFFF8000", "FF4DFF4D", "FF80FFFF", "FF9482C9", "FFFFFFFF" } -- Default SP school per class used as tiebreaker when multiple schools are equal local spDefaultSchool = { PALADIN = 2, PRIEST = 2, SHAMAN = 4, DRUID = 4, MAGE = 7, WARLOCK = 6, } -- Compute and cache the haste/SP text; called from OnUpdate, throttled to 0.25s local function UpdateInfoText() local cfg = playerFrame.config if not cfg then return end -- display_haste: "0"=hidden, "1"=show cast-speed haste (UnitSpellHaste, -- from UNIT_MOD_CAST_SPEED). Talent/spell-specific cast-time reductions -- show up in the actual cast bar via C_Spell.UnitCastingInfo; folding them -- in here too was mixing two different concepts into one number. local isSpellCaster = playerFrame.isSpellCaster local showHaste = isSpellCaster and cfg.display_haste == "1" local showSP = isSpellCaster and cfg.display_spellpower == "1" if not showHaste and not showSP then playerFrame.infoTopCenterText:SetText("") return end local parts = {} if showHaste then local hex = cfgColorToHexTable[cfg.display_haste_color] or "FFFFFFFF" table.insert(parts, string.format("|c%s%.1f%%|r", hex, UnitSpellHaste("player"))) end if showSP then local school = spDefaultSchool[myclass] or 2 local maxSP = GetSpellBonusDamage(school) or 0 for i = 2, 7 do -- skip physical (1) local v = GetSpellBonusDamage(i) or 0 if v > maxSP then maxSP, school = v, i end end if maxSP > 0 then local hex = (cfg.display_sp_color_override == "1" and cfgColorToHexTable[cfg.display_sp_color]) or spColors[school] table.insert(parts, string.format("|c%s+%d SP|r", hex, maxSP)) end end playerFrame.infoTopCenterText:SetText(table.concat(parts, " ")) end -- Keep a reference to the generic UF UpdateConfig so we can chain it local genericUpdateConfig = pfUI.uf.UpdateConfig function playerFrame:UpdateConfig() genericUpdateConfig(self) 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 -- Haste / spell-power overlay text — refreshes 4×/sec on its own ticker, -- independent of the unit frame's OnUpdate cadence. C_Timer.NewTicker(0.25, UpdateInfoText) -- Replace default's RESET_INSTANCES button with an always working one UnitPopupButtons["RESET_INSTANCES_FIX"] = { text = RESET_INSTANCES, dist = 0 } for id, text in pairs(UnitPopupMenus["SELF"]) do if text == "RESET_INSTANCES" then UnitPopupMenus["SELF"][id] = "RESET_INSTANCES_FIX" end end hooksecurefunc("UnitPopup_OnClick", function() local button = this.value if button == "RESET_INSTANCES_FIX" then StaticPopup_Show("CONFIRM_RESET_INSTANCES") end end) end)