Files
pfUI/modules/player.lua
T
Brues f90279e003 Drive the haste and spell power text from events
Replace the 0.25s ticker with UNIT_SPELL_HASTE for haste and
PLAYER_DAMAGE_DONE_MODS for spell power, which fires on the
MOD_DAMAGE_DONE fields GetSpellBonusDamage reads.
2026-10-31 13:27:48 -05:00

150 lines
5.7 KiB
Lua

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 the haste/SP text; called on haste, spell power and config changes
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
-- 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)
pfUI.events:RegisterFrameEventAndCallback("PLAYER_DAMAGE_DONE_MODS", UpdateInfoText)
pfUI.events:RegisterFrameEventAndCallback("UNIT_SPELL_HASTE", function(_, unit)
if unit == "player" then UpdateInfoText() end
end)
-- 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)