Files
pfUI/modules/swingtimer.lua
T
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

581 lines
22 KiB
Lua

pfUI:RegisterModule("swingtimer", function ()
local rawborder, border = GetBorderSize()
-- SPELL_QUEUE_EVENT codes (EVENTS.md)
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 = {
mhSpeed = 0, ohSpeed = 0, raSpeed = 0,
autoAttackActive = false,
inCombat = false,
hsQueued = false, cleaveQueued = false, maulQueued = false,
hsSeenCurrent = false, cleaveSeenCurrent = false, maulSeenCurrent = false,
isWarrior = false,
isDruid = false,
cachedHSSlots = {}, cachedCleaveSlots = {}, cachedMaulSlots = {},
useSpellQueueEvent = false,
onSwingCache = {},
outOfRange = {}, -- by Enum.PlayerSwingType
}
local MAINHAND = Enum.PlayerSwingType.MainHand
local OFFHAND = Enum.PlayerSwingType.OffHand
local RANGED = Enum.PlayerSwingType.Ranged
-- On-next-swing spells replace the next auto-attack swing.
-- Covers Raptor Strike, Maul, Mongoose Bite, Holy Strike, etc. automatically.
local function IsOnSwingSpell(spellId)
if S.onSwingCache[spellId] ~= nil then return S.onSwingCache[spellId] end
local result = C_Spell.IsNextMeleeSpell(spellId)
S.onSwingCache[spellId] = result
return result
end
-- HS / Cleave / Maul are detected dynamically via IsOnSwingSpell (the
-- SPELL_ATTR_ON_NEXT_SWING bit) + name comparison against the rank-1
-- canonical names cached below — no per-rank ID maintenance.
-- Read config
local sw_width = tonumber(C.unitframes.swingtimerwidth) or 200
local sw_height = tonumber(C.unitframes.swingtimerheight) or 12
local sw_texture = C.unitframes.swingtimertexture or "Interface\\AddOns\\pfUI\\img\\bar"
local sw_showtext = C.unitframes.swingtimertext ~= "0"
local sw_showlabel = C.unitframes.swingtimerlabel ~= "0"
local sw_showoh = C.unitframes.swingtimeroffhand ~= "0"
local sw_showranged = C.unitframes.swingtimerranged ~= "0"
local sw_fontsize = tonumber(C.unitframes.swingtimerfontsize) or 12
local sw_hsqueue = C.unitframes.swingtimerhsqueue ~= "0"
local sw_showspeed = C.unitframes.swingtimerattackspeed == "1"
local function ParseColor(str, dr, dg, db, da)
if not str or str == "" then return dr, dg, db, da end
local _, _, r, g, b, a = string.find(str, "([%d%.]+),([%d%.]+),([%d%.]+),([%d%.]+)")
if r then
return tonumber(r) or dr, tonumber(g) or dg, tonumber(b) or db, tonumber(a) or da
end
return dr, dg, db, da
end
local mhR, mhG, mhB, mhA = ParseColor(C.unitframes.swingtimermhcolor, 0.8, 0.3, 0.3, 1)
local ohR, ohG, ohB, ohA = ParseColor(C.unitframes.swingtimerohcolor, 0.3, 0.8, 0.3, 1)
local raR, raG, raB, raA = ParseColor(C.unitframes.swingtimerrangedcolor, 0.3, 0.6, 1.0, 1)
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"
-- 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" })
-- the container keeps the public API
pfUI.swingtimer = CreateFrame("Frame", "pfSwingTimer", UIParent)
pfUI.swingtimer: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
bar.swing = C_DurationUtil.CreateDuration()
bar:SetTimerDuration(bar.swing, Enum.StatusBarInterpolation.Immediate, Enum.StatusBarTimerDirection.ElapsedTime)
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)
bar.timer = C_DurationUtil.CreateDurationTextBinding()
bar.timer:SetFontString(bar.text)
bar.timer:SetDuration(bar.swing)
bar.timer:SetFormatter(countdown)
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)
CreateBackdrop(bar)
bar.edge = CreateFrame("Frame", nil, bar)
bar.edge:SetAllPoints(bar)
bar.edge: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")
-- 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)
-- 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)
CreateBackdropShadow(bar)
return bar
end
local mainhand = CreateSwingBar("pfSwingTimerMainhand", "MH", true)
mainhand:SetPoint("BOTTOM", UIParent, "CENTER", -189, 103)
mainhand.showmarker = true
local offhand = CreateSwingBar("pfSwingTimerOffhand", "OH", sw_showoh)
offhand:SetPoint("TOP", mainhand, "BOTTOM", 0, -4)
offhand.showmarker = true
-- 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.
-- 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.mainhand = mainhand
pfUI.swingtimer.offhand = offhand
pfUI.swingtimer.ranged = ranged
UpdateMovable(mainhand)
UpdateMovable(ranged)
-- 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 }
local function HasOffhandWeapon()
local invType = C_Item.GetItemInventoryType({ equipmentSlotIndex = INVSLOT_OFFHAND })
return OH_WEAPON_TYPES[invType] == true
end
local function UpdateWeaponSpeeds()
local ms, os = UnitAttackSpeed("player")
S.mhSpeed = (ms and ms > 0) and ms or S.mhSpeed
S.ohSpeed = (HasOffhandWeapon() and os and os > 0) and os or 0
local rs = UnitRangedDamage("player")
S.raSpeed = (rs and rs > 0) and rs or 0
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
-- Heroic Strike etc. returns the same name).
local HS_NAME = C_Spell.GetSpellName(78) -- Heroic Strike (Rank 1)
local CLEAVE_NAME = C_Spell.GetSpellName(845) -- Cleave (Rank 1)
local MAUL_NAME = C_Spell.GetSpellName(6807) -- Maul (Rank 1)
-- Classify an on-next-swing spell as "hs" / "cleave" / "maul" / nil.
-- IsOnSwingSpell gates the family (ATTR_ON_NEXT_SWING bit 0x04) so
-- unrelated spells return nil cheaply.
local function ClassifyOnSwingSpell(spellId)
if not IsOnSwingSpell(spellId) then return nil end
local name = C_Spell.GetSpellName(spellId)
if name == HS_NAME then return "hs"
elseif name == CLEAVE_NAME then return "cleave"
elseif name == MAUL_NAME then return "maul"
end
end
-- Set the queue flags from a ClassifyOnSwingSpell result. nil = no-op
-- (preserves prior flag state when the queued spell isn't one we
-- color-code, matching the legacy table-lookup behavior).
local function SetQueuedKind(kind)
if not kind then return end
S.hsQueued = (kind == "hs")
S.cleaveQueued = (kind == "cleave")
S.maulQueued = (kind == "maul")
S.hsSeenCurrent, S.cleaveSeenCurrent, S.maulSeenCurrent = false, false, false
end
local function RebuildQueueSlotCache()
if not sw_hsqueue then return end
S.cachedHSSlots = {}
S.cachedCleaveSlots = {}
S.cachedMaulSlots = {}
if not (S.isWarrior or S.isDruid) then return end
for slot = 1, 120 do
local kind, id = GetActionInfo(slot)
local name
if kind == "spell" then
name = C_Spell.GetSpellName(id)
elseif kind == "macro" then
name = GetMacroSpell(id)
end
if name == HS_NAME then
table.insert(S.cachedHSSlots, slot)
elseif name == CLEAVE_NAME then
table.insert(S.cachedCleaveSlots, slot)
elseif name == MAUL_NAME then
table.insert(S.cachedMaulSlots, slot)
end
end
end
local function CheckQueuedAction(slotList)
for i = 1, table.getn(slotList) do
if IsCurrentAction(slotList[i]) then return true end
end
return false
end
-- Reconcile a stale event-driven queue flag against the client's current
-- action. Not every de-queue emits a SPELL_QUEUE pop — pressing Esc or
-- re-pressing to cancel an on-swing spell doesn't — so the flag alone stays
-- set. IsCurrentAction, which the client clears on cancel, is the reconciling
-- signal, but only after it has confirmed the ability as current at least once
-- (`seen`): a nampower-initiated cast may never flip IsCurrentAction, and must
-- keep its color until its own pop/resolve rather than be cleared early.
-- Returns the updated (queued, seen).
local function ReconcileQueued(queued, slots, seen)
if not queued then return false, false end
if CheckQueuedAction(slots) then return true, true end
if seen then return false, false end -- was current, now gone -> cancelled
return true, false -- never confirmed current -> keep
end
local function IsHSOrCleaveQueued()
if not sw_hsqueue or not S.isWarrior then return false, false end
if S.useSpellQueueEvent then
S.hsQueued, S.hsSeenCurrent =
ReconcileQueued(S.hsQueued, S.cachedHSSlots, S.hsSeenCurrent)
S.cleaveQueued, S.cleaveSeenCurrent =
ReconcileQueued(S.cleaveQueued, S.cachedCleaveSlots, S.cleaveSeenCurrent)
return S.hsQueued, S.cleaveQueued
end
return CheckQueuedAction(S.cachedHSSlots), CheckQueuedAction(S.cachedCleaveSlots)
end
-- 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
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
r, g, b = 0.2, 0.9, 0.2
elseif hs then
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)
if S.outOfRange[OFFHAND] then
offhand:SetStatusBarColor(orR, orG, orB, ohA)
else
offhand:SetStatusBarColor(ohR, ohG, ohB, ohA)
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
HunterDeadzone(bar)
end
else
bar.wake = C_Timer.NewTimer(remaining, function() due(bar) end)
end
UpdateColors()
if bar.shown then
bar.edge:SetShown(bar.showmarker)
if sw_showtext then bar.timer:Enable() end
bar:Show()
end
end
local function StartMH(remaining)
UpdateWeaponSpeeds()
StartBar(mainhand, remaining, S.mhSpeed, MeleeDue)
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")
events:RegisterEvent("PLAYER_SWING_RANGE_UPDATE")
events:RegisterEvent("PLAYER_ENTERING_WORLD")
events:RegisterEvent("PLAYER_EQUIPMENT_CHANGED") -- ClassicAPI: per-slot, equipment-only
events:RegisterEvent("PLAYER_REGEN_DISABLED")
events:RegisterEvent("PLAYER_REGEN_ENABLED")
events:RegisterEvent("ACTIONBAR_SLOT_CHANGED")
events:RegisterEvent("ACTIONBAR_UPDATE_STATE")
events:RegisterEvent("PLAYER_DEAD")
events:RegisterUnitEvent("UNIT_SPELLCAST_SENT", "player")
events:RegisterUnitEvent("UNIT_SPELLCAST_SUCCEEDED", "player")
events:RegisterEvent("SPELL_QUEUE_EVENT")
events:RegisterEvent("START_AUTOATTACK")
events:RegisterEvent("STOP_AUTOATTACK")
events:SetScript("OnEvent", function()
if event == "PLAYER_SWING" then
-- ClassicAPI tracks the server's swing clock (white hits, on-next-swing
-- abilities, swing-reset casts, parry haste, extra attacks, weapon
-- swaps) and hands over the seconds left until the next swing.
if arg2 == MAINHAND then
StartMH(arg1)
elseif arg2 == OFFHAND then
StartOH(arg1)
elseif arg2 == RANGED then
StartRanged(arg1)
end
elseif event == "PLAYER_SWING_RANGE_UPDATE" then
-- 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
local kind = ClassifyOnSwingSpell(arg4)
if kind then
S.useSpellQueueEvent = true
SetQueuedKind(kind)
UpdateColors()
end
elseif event == "UNIT_SPELLCAST_SUCCEEDED" then
-- arg3 = spellID: the on-next-swing ability resolved, which consumes
-- the queue, so drop the queued color
if IsOnSwingSpell(arg3) then
S.hsQueued = false; S.cleaveQueued = false; S.maulQueued = false
UpdateColors()
end
elseif event == "SPELL_QUEUE_EVENT" then
local eventCode = arg1 or -1
local spellId = arg2 or 0
if eventCode == ON_SWING_QUEUED then
S.useSpellQueueEvent = true
SetQueuedKind(ClassifyOnSwingSpell(spellId))
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")
S.isWarrior = (class == "WARRIOR")
S.isDruid = (class == "DRUID")
UpdateWeaponSpeeds()
RebuildQueueSlotCache()
elseif event == "PLAYER_EQUIPMENT_CHANGED" then
-- 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 StopBar(offhand) end
if S.raSpeed == 0 then StopBar(ranged) end
elseif event == "ACTIONBAR_SLOT_CHANGED" then
RebuildQueueSlotCache()
elseif event == "PLAYER_REGEN_DISABLED" then
S.inCombat = true
UpdateWeaponSpeeds()
elseif event == "PLAYER_REGEN_ENABLED" then
S.inCombat = false
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.
-- Usage:
-- if pfUI and pfUI.swingtimer and pfUI.swingtimer.api then
-- local api = pfUI.swingtimer.api
-- local mhTimer = api.GetMHTimer()
-- end
-- -------------------------------------------------------------------------
pfUI.swingtimer.api = {
-- Remaining time in seconds until next swing
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,
GetOHSpeed = function() return S.ohSpeed end,
GetRangedSpeed = function() return S.raSpeed end,
-- Whether each timer is currently running
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 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,
IsCleaveQueued = function() return S.cleaveQueued end,
IsMaulQueued = function() return S.maulQueued end,
}
-- the range event fires only on a change, so read the state once
local function EnableRangeCheck(swingType)
C_SwingTimer.EnableRangeCheck(swingType, true)
S.outOfRange[swingType] = C_SwingTimer.IsTargetWithinSwingRange(swingType) == false
end
EnableRangeCheck(MAINHAND)
if sw_showoh then EnableRangeCheck(OFFHAND) end
if sw_showranged then EnableRangeCheck(RANGED) end
UpdateWeaponSpeeds()
UpdateColors()
end)