Files
pfUI/modules/actionbar.lua
T
brues-code 75c4657ab9 ClassicAPI flavor TOCs, and drop the multi-client scaffolding (#53)
* nameplates: source totem icons from UnitCreatedBySpell

Read the totem's icon from the totem-drop spell (UnitCreatedBySpell +
GetSpellTexture) instead of the self-aura at index 1 plus a
UNIT_SPELLCAST_SUCCEEDED capture for active totems. The drop spell is a
broadcast descriptor field present for every summoned unit in range, so
it resolves immediately for passive and active totems alike and gives the
totem's own icon rather than the attack-spell proxy. Drops the
UNIT_SPELLCAST_SUCCEEDED registration and handler.

Re-read the spell each render and key the cached texture on the spell id
so an in-place totem swap (same unit, new drop spell -- no plate re-add)
refreshes the icon without needing the plate to leave and re-enter view.

* CAPI min bumped to 1.13.1

* Gracefully disable pfUI when ClassicAPI is missing

Add API_Check.lua as the first TOC entry. When the ClassicAPI DLL is
absent or below the minimum version it sets pfUI_disabled and stands up
an inert stub so the rest of the addon no-ops instead of flooding load
errors: modules and skins register their bodies into no-ops, and the
setfenv'd api/lib files run inside an environment where CreateFrame and
any missing global resolve to a null object -- so no real frames or live
handlers are created and missing API calls just return null. pfUI.lua
bails early on pfUI_disabled.

* auras: scan through GetAuraSlots instead of by-index loops

Every aura scan loop (unit frame buffs/debuffs, dispel indicators, buff and
custom indicators, player buff frame, buffwatch bars, tooltip buff row) now
enumerates a unit's auras once with C_UnitAuras.GetAuraSlots and reads each
aura by slot id via the positional C_UnitAuras.UnitAuraBySlot. The by-index
getters re-walk the aura array from slot 0 on every call, so a per-button
loop over them was quadratic in the aura count; one enumeration plus a
by-slot read per aura is linear.

pfUI.api.ScanAuraSlots(unit, filter, buf, max) wraps GetAuraSlots' fill-a-
table form (table as the 5th argument) so no vararg Lua frame is involved:
Lua 5.0 allocates an `arg` table for every vararg call, which showed up as
nameplate OnUpdate/OnEvent memory growth in the first cut of this change.

Single by-index reads in tooltip and click handlers are unchanged (one call
each, and SetUnitAura takes the same index).

Requires the ClassicAPI build that adds GetAuraSlots' fill form; on an older
DLL the 5th argument is ignored and ScanAuraSlots would read the first slot
id as the count.

* Show Faction/Race icons in chat

* Load pfUI through ClassicAPI's flavor TOCs

ClassicAPI redirects the read of pfUI\pfUI.toc to a flavored file whenever
the DLL is installed, so which TOC the client opens already answers whether
ClassicAPI is there. Split the manifest three ways and let that do the work:

  pfUI.toc             fallback, reached only when ClassicAPI is missing;
                       loads API_Check.lua and nothing else
  pfUI_ClassicAPI.toc  full addon, every non-Turtle client
  pfUI_Turtle.toc      full addon plus init\turtle.xml, on Turtle

The fallback TOC declares no SavedVariables. It used to, while API_Check.lua
reset pfUI_profiles to an empty table on the disabled path -- which truncated
the player's profiles on logout.

With the missing-DLL case handled by TOC selection, API_Check.lua drops the
null object stub that kept the other ~140 files quiet, along with
pfUI_disabled and the now unreachable early return in pfUI.lua. It keeps the
version gate, which still matters: the flavor redirect landed in ClassicAPI
v1.11.0, below the v1.13.1 pfUI needs, so an old DLL still gets served a
flavor TOC. pfUI.lua also loses a verbatim duplicate of the whole check.

Turtle-only files move to init\turtle.xml: modules\turtle-wow.lua (its
TURTLE_WOW_VERSION guard is now redundant) and the lft, turtle_shop,
barbershop, transmog and ebc skins. turtle-wow registers last instead of
75th of 84; the only ordering it relies on is pfUI.chat, registered 8th.

pfSellData moves to env\selldata.lua, listed only in pfUI_ClassicAPI.toc,
since turtle-wow.lua replaces the table wholesale on Turtle. env\tables.lua
keeps an empty declaration so sellvalue.lua has something to index when the
turtle-wow module is disabled.

The release workflow pinned PFUI_CLASSIC_API_LATEST in pfUI.lua, which has
not held that constant since it moved to API_Check.lua, so the pin was
silently doing nothing. It also switches to brues-code/packager@vCAPI, which
recognizes the _ClassicAPI and _Turtle suffixes and applies the TOC build
type filters to them.

* Split the vendor price tables into their own manifests

Turtle's pfSellData moves out of modules\turtle-wow.lua into
env\selldata_turtle.lua, matching env\selldata.lua for the stock list, and
each is pulled in by the manifest for its client: init\stock.xml from
pfUI_ClassicAPI.toc, init\turtle.xml from pfUI_Turtle.toc. Either way it
loads after init\env.xml and replaces the empty pfSellData declared there.

Turtle's prices used to be assigned inside the turtle-wow module body, which
put them on pfUI.env and skipped them entirely when that module was
disabled. At file scope they land on _G and apply either way.

* Drop the vanilla compat layer

compat\vanilla.lua named the handful of things that differed between clients
back when pfUI targeted several. Only one client remains, so every constant
had exactly one value. Inline each at its use site and delete the file,
init\compat.xml, and both TOC entries.

  COOLDOWN_FRAME_TYPE                    -> "Model"
  LOOT_BUTTON_FRAME_TYPE                 -> "LootButton"
  MINIMAP_TRACKING_FRAME                 -> _G.MiniMapTrackingFrame
  FRIENDS_NAME_LOCATION                  -> "ButtonTextNameLocation"
  EVENTS_MINIMAP_ZONE_UPDATE             -> the event list, in panel.lua
  MICRO_BUTTONS                          -> a local in panel.lua
  NAMEPLATE_OBJECTORDER                  -> a local in nameplates.lua
  ACTIONBAR_SECURE_TEMPLATE_BAR/_BUTTON  -> nil, so the argument goes away

NAMEPLATE_FRAMETYPE and PLAYER_BUFF_START_ID had no readers left.

RunMacroText moves to pfUI.lua. compat\vanilla.lua was setfenv'd into the
pfUI environment, so the function only ever existed on pfUI.env; at file
scope it lands on _G as a real export instead. Nothing in pfUI calls it, and
ClassicAPI neither defines nor looks for a RunMacroText global -- it does
the same throwaway edit box natively in src/macro/Execute.cpp and only
defers to a global RunMacro.

* bump CAPI min to 11303

* auras: uncap the self-debuff tooltip lookup

With selfdebuff on, the displayed debuff list is PLAYER-filtered while
GameTooltip:SetUnitAura indexes the unfiltered HARMFUL list, so both
handlers map one to the other by matching name + sourceGUID. That mapping
scanned slots 1..16 only.

The unfiltered harmful list is not capped at 16. Once a unit's 16 debuff
slots are full the server parks further debuffs in buff slots, and
C_UnitAuras classifies by the aura's polarity flag rather than its slot
range, so it reports those as harmful too -- verified live at 18 harmful on
a 20-aura target. Past the sixteenth the lookup found nothing and fell
through to the raw filtered index, opening the wrong tooltip or none.

Both now enumerate however many harmful auras the unit actually has, via
ScanAuraSlots, which also drops the per-index rescan the by-index accessor
was doing. Each handler gets its own slot buffer: OnEnter can fire while a
refresh is showing/hiding frames under the cursor, so sharing the refresh
buffer could clobber a scan mid-walk.

The nameplate module still collects at most 16 debuffs per plate. That one
is a display cap matching its 16 configured icon frames, not an aura-count
assumption, so it is left alone.

* bump CAPI min to 11304
2026-09-04 19:57:57 -05:00

1609 lines
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pfUI:RegisterModule("actionbar", function ()
local class = UnitClassBase("player")
local _, cr, cg, cb = GetUnitColor('player')
local er, eg, eb, ea = GetStringColor(pfUI_config.appearance.border.color)
local backdrop_highlight = { edgeFile = pfUI.media["img:glow"], edgeSize = 8 }
local showgrid = 0
local showgrid_pet = 0
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 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
-- try to assume based on the current mouse positions if a button drag
-- should happen even if action-on-key-down is used. By that replace the
-- cast events by reverting the active buttons to the old mouse-up state.
local drag_await
local drag_active
local function AssumeButtonDrag()
-- skip if keydown press is not enabled
if C.bars.keydown ~= "1" then return end
-- skip if always shift-drag is not enabled
if C.bars.shiftdrag ~= "1" then return end
if drag_await and not drag_active and IsShiftKeyDown() then
drag_active = true
-- set all buttons to regular on release clicks
for id, button in pairs(buttoncache) do
button:RegisterForClicks("LeftButtonUp", "RightButtonUp")
end
elseif drag_active and not IsShiftKeyDown() then
drag_active = nil
-- set all buttons back to their defaults
for id, button in pairs(buttoncache) do
button:RegisterForClicks("LeftButtonDown", "RightButtonDown")
end
end
end
-- hide blizzard bars
local function kill(f, killshow)
if f.Show and killshow then f.Show = function() return end end
if f.UnregisterAllEvents then f:UnregisterAllEvents() end
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")
end
return txt
end
kill(MainMenuBar)
local blizzard_elements = { MultiBarBottomLeft,
MultiBarBottomRight, MultiBarLeft, MultiBarRight }
for _, f in pairs(blizzard_elements) do
kill(f, true)
end
-- enable all possible actionbar pages
SetActionBarToggles(0, 0, 0, 0)
_G.SHOW_MULTI_ACTIONBAR_1 = nil
_G.SHOW_MULTI_ACTIONBAR_2 = nil
_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 are shared across all buttons
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,
-- cooldown updates
["UNIT_INVENTORY_CHANGED"] = true,
-- auto repeat action
["START_AUTOREPEAT_SPELL"] = true,
["STOP_AUTOREPEAT_SPELL"] = true,
}
-- events that are used for the aura/shapeshift bar
local aura_events = {
["UPDATE_SHAPESHIFT_FORMS"] = true,
["PLAYER_AURAS_CHANGED"] = true,
}
-- events that are used for the pet bar
local pet_events = {
["PLAYER_CONTROL_LOST"] = true,
["PLAYER_CONTROL_GAINED"] = true,
["PLAYER_FARSIGHT_FOCUS_CHANGED"] = true,
["UNIT_PET"] = true,
["PET_BAR_UPDATE"] = true,
["PET_BAR_UPDATE_COOLDOWN"] = true,
}
local buttontypes = {
-- blizzard keybinds
[3] = "MULTIACTIONBAR3BUTTON",
[4] = "MULTIACTIONBAR4BUTTON",
[5] = "MULTIACTIONBAR2BUTTON",
[6] = "MULTIACTIONBAR1BUTTON",
[11] = "SHAPESHIFTBUTTON",
[12] = "BONUSACTIONBUTTON",
-- additional keybinds
[2] = "PFPAGING",
[7] = "PFSTANCEONE",
[8] = "PFSTANCETWO",
[9] = "PFSTANCETHREE",
[10] = "PFSTANCEFOUR",
}
local blizzbarmapping = {
["MultiBarRight"] = 3,
["MultiBarLeft"] = 4,
["MultiBarBottomRight"] = 5,
["MultiBarBottomLeft"] = 6,
["ShapeShiftBar"] = 11,
["BonusActionBar"] = 12,
}
local barnames = {
[1] = "Main",
[2] = "Paging",
[3] = "Right",
[4] = "Vertical",
[5] = "Left",
[6] = "Top",
[7] = "StanceBar1",
[8] = "StanceBar2",
[9] = "StanceBar3",
[10] = "StanceBar4",
[11] = "Stances",
[12] = "Pet",
}
local button_animations = {
["none"] = function()
this.active = nil
this:Hide()
end,
["zoomfade"] = function()
if this.active == 0 then
-- init animation
this:SetSize(this.parent:GetSize())
this:SetScale(this.parent:GetScale())
this.tex:SetTexture(this.parent.icon:GetTexture())
this.tex:SetVertexColor(this.parent.icon:GetVertexColor())
this:SetAlpha(1)
this.active = 1
return
elseif this.active == 1 then
-- run animation
local fade = 30/GetFramerate()*0.05
this:SetAlpha(this:GetAlpha() - fade)
this:SetScale(this:GetScale() + fade)
if this:GetAlpha() > 0 then return end
end
-- stop animation
this.active = nil
this:Hide()
end,
["shrinkreturn"] = function()
if this.active == 0 then
-- init animation
this:SetSize(this.parent:GetSize())
this:SetScale(this.parent:GetScale())
this.tex:SetTexture(this.parent.icon:GetTexture())
this.tex:SetVertexColor(this.parent.icon:GetVertexColor())
this:SetAlpha(1)
this.parent.icon:Hide()
this.active = 1
this.time = 0
return
elseif this.active == 1 then
-- run animation
this.time = this.time + 30/GetFramerate()*0.1
local fade = 1 -math.exp(-this.time)*math.sin(this.time*math.pi)
this:SetAlpha(fade)
this:SetScale(fade)
if this.time < 1 then return end
end
-- stop animation
this.active = nil
this:Hide()
this.parent.icon:Show()
end,
["elasticzoom"] = function()
if this.active == 0 then
-- init animation
this:SetSize(this.parent:GetSize())
this:SetScale(this.parent:GetScale())
this.tex:SetTexture(this.parent.icon:GetTexture())
this.tex:SetVertexColor(this.parent.icon:GetVertexColor())
this:SetAlpha(1)
this.parent.icon:Hide()
this.active = 1
this.time = 0
return
elseif this.active == 1 then
-- run animation
this.time = this.time + 30/GetFramerate()*0.03
local fade = 1 -math.exp(-this.time*6)*math.sin(this.time*4*math.pi)
this:SetAlpha(fade)
this:SetScale(fade)
if this.time < 1 then return end
end
-- stop animation
this.active = nil
this:Hide()
this.parent.icon:Show()
end,
["wobblezoom"] = function()
if this.active == 0 then
-- init animation
this:SetSize(this.parent:GetSize())
this:SetScale(this.parent:GetScale())
this.tex:SetTexture(this.parent.icon:GetTexture())
this.tex:SetVertexColor(this.parent.icon:GetVertexColor())
this:SetAlpha(1)
this.parent.icon:Hide()
this.active = 1
this.time = 0
return
elseif this.active == 1 then
-- run animation
this.time = this.time + 30/GetFramerate()*0.02
local fade = 1 -math.exp(-this.time*6)*math.sin(this.time*10*math.pi)
this:SetAlpha(fade)
this:SetScale(fade)
if this.time < 1 then return end
end
-- stop animation
this.active = nil
this:Hide()
this.parent.icon:Show()
end,
}
local function GetActiveBar()
if CURRENT_ACTIONBAR_PAGE == 1 and GetBonusBarOffset() ~= 0 then
return NUM_ACTIONBAR_PAGES + GetBonusBarOffset()
else
return CURRENT_ACTIONBAR_PAGE
end
end
local function ButtonDrag(self)
local self = self or this
if _G.LOCK_ACTIONBAR == "1" and not (pfUI_config.bars.shiftdrag == "1" and IsShiftKeyDown()) then return end
if self.bar == 12 then
PickupPetAction(self.id)
else
PickupAction(self.id)
end
end
local function ButtonDragStop(self)
local self = self or this
if MacroFrame_SaveMacro then
MacroFrame_SaveMacro()
end
if self.bar == 12 then
PickupPetAction(self.id)
else
PlaceAction(self.id)
end
end
local mouse
local function ButtonAnimate(self)
local self = self or this
mouse = arg1 and not keystate
-- trigger action animation
if ( pfUI_config.bars.keydown == "1" and keystate == "down" ) or (pfUI_config.bars.keydown == "0" and keystate == "up" ) or self.bar == 11 or mouse then
if C.bars.animmode == "keypress" and ( self:GetAlpha() > .1 or C.bars.animalways == "1" ) then
self.animation.active = 0
self.animation:Show()
end
end
-- handle button highlight
if keystate == "down" then
self.highlight:Show()
elseif not MouseIsOver(self) then
self.highlight:Hide()
end
end
local function ButtonClick(self)
local self = self or this
local grid = self.bar == 12 and showgrid_pet or showgrid
local mouse = arg1 and not keystate
local keystate = keystate
local slfcast = C.bars.altself == "1" and IsAltKeyDown() and true or self.slfcast
slfcast = C.bars.rightself == "1" and arg1 and arg1 == "RightButton" and true or slfcast
self.slfcast = nil
if ( C.bars.keydown == "1" and keystate == "down" and not drag_active ) or (C.bars.keydown == "0" and keystate == "up" or drag_active ) or self.bar == 11 or mouse then
if self.bar == 11 then
CastShapeshiftForm(self.id)
elseif grid == 1 then
if self.bar == 12 then
PickupPetAction(self.id)
else
PickupAction(self.id)
end
elseif self.bar == 12 then
if arg1 == "LeftButton" then
if IsPetAttackActive(self.id) then
PetStopAttack()
else
CastPetAction(self.id)
end
else
TogglePetAutocast(self.id)
end
else
if MacroFrame_SaveMacro then
MacroFrame_SaveMacro()
end
UseAction(self.id, nil, slfcast)
end
end
end
local function ButtonMacroScan(self)
if self.bar > 10 then return end
if not self.scanmacro then return end
if pfUI.bars.skip_macro then return end
-- SuperCleveRoidMacros: for macros it manages, leave spellslot/booktype unset
-- so the button's icon, cooldown, and tooltip flow through the hooked
-- GetActionTexture / GetActionCooldown / GameTooltip:SetAction and follow the
-- active conditional dynamically, instead of being frozen to the first
-- statically-scanned spell.
if CleveRoids and CleveRoids.IsManagedAction and CleveRoids.IsManagedAction(self.id) then
self.spellslot, self.booktype, self.spellID = nil, nil, nil
return
end
local kind, slot = GetActionInfo(self.id)
self.spellslot, self.booktype, self.spellID = nil, nil, nil
if kind == 'macro' then
local name, _, body = GetMacroInfo(slot)
if name and body then
local match
for line in gfind(body, "[^%\n]+") do
_, _, match = string.find(line, '^#showtooltip (.+)')
-- allow the user to disable the scan
if match and strfind(match, "disable") then
return
end
if not match then
-- add support to specify custom tooltips via:
-- /run --showtooltip SPELLNAME
_, _, match = string.find(line, '%-%-showtooltip (.+)')
end
if not match then
_, _, match = string.find(line, '^/cast (.+)')
end
if not match then
_, _, match = string.find(line, '^/pfcast (.+)')
end
if not match then
_, _, match = string.find(line, '^/pfmouse (.+)')
end
if not match then
_, _, match = string.find(line, 'CastSpellByName%(%"(.+)%"%)')
end
if match then
self.spellslot, self.booktype, self.spellID = select(7, libspell.GetSpellInfo(match))
if self.spellslot and self.spellslot > 0 then return end
end
end
end
end
end
local function ButtonEnter(self)
self = self or this
-- indicate that dragging could get enabled
drag_await = true
GameTooltip:ClearLines()
GameTooltip_SetDefaultAnchor(GameTooltip, self)
if self.bar == 11 then
GameTooltip:SetShapeshift(self.id)
elseif self.bar == 12 then
local name, _, _, token = GetPetActionInfo(self.id)
if token then
GameTooltip:AddLine(_G[name])
GameTooltip:Show()
else
GameTooltip:SetPetAction(self.id)
end
elseif self.spellID then
GameTooltip:SetSpellByID(self.spellID)
elseif self.spellslot and self.booktype then
GameTooltip:SetSpell(self.spellslot, self.booktype)
else
GameTooltip:SetAction(self.id)
end
self.highlight:Show()
end
local function ButtonLeave(self)
self = self or this
-- no longer wait for a drag event
drag_await = nil
self.highlight:Hide()
GameTooltip:Hide()
end
local start, duration, enable, castable, autocast, token
local grid, sid, id, bar, 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)
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)
elseif self.bar == 12 then
-- pet button
bar = self.bar
id = sid
_, _, texture, token, active, castable, autocast = GetPetActionInfo(id)
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
-- overwrite with spell macro texture where possible
if self.spellslot and self.booktype then
texture = GetSpellTexture(self.spellslot, self.booktype)
end
if not self.showempty and self.backdrop and not texture and grid == 0 then
self.backdrop:Hide()
self.hide = true
else
self.backdrop:Show()
self.hide = nil
end
-- active border
if active then
if C.bars.animmode == "statechange" and not self.active:IsShown() then
self.animation.active = 0
self.animation:Show()
end
self.backdrop:SetBackdropBorderColor(cr,cg,cb,1)
self.active:Show()
else
self.backdrop:SetBackdropBorderColor(er,eg,eb,ea)
self.active:Hide()
end
if self.bar ~= 11 and self.bar ~= 12 then
-- update consumables
if IsConsumableAction(sid) then
self.count:SetText(GetActionCount(sid))
elseif IsReagentAction and IsReagentAction(sid) then
self.count:SetText(GetReagentCount(sid))
else
self.count:SetText(nil)
end
-- equipped item
if IsEquippedAction(sid) and C.bars.showequipped == "1" then
self.equipped:Show()
else
self.equipped:Hide()
end
-- update macro text
if C.bars["bar"..self.bar] and C.bars["bar"..self.bar].showmacro == "1" then
self.macro:SetText(GetActionText(sid))
else
self.macro:SetText("")
end
end
-- icon
if texture ~= self.texture then
self.icon:SetTexture(texture)
self.texture = texture
end
-- handle pet bar quirks
if self.bar == 12 then
-- desaturate disabled petbar
self.icon:SetDesaturated(not GetPetActionsUsable())
-- display autocast
if autocast then
self.autocast:Show()
self.autocast:SetAlpha(self:GetAlpha() * 0.10)
else
self.autocast:Hide()
end
if castable and C.bars.showcastable == "1" then
self.autocastable:Show()
else
self.autocastable:Hide()
end
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
end
local sid, usable, oom, _
local function ButtonUsableUpdate(self)
self = self or this
sid = self.id -- 1 to 120
if self.bar == 11 then
_, _, _, usable = GetShapeshiftFormInfo(sid)
elseif self.bar == 12 then
usable = true
else
usable, oom = IsUsableAction(sid)
end
-- update usable [out-of-range = 1, oom = 2, not-usable = 3, default = 0]
if self.outofrange and C.bars.glowrange == "1" then
if self.vertexstate ~= 1 then
self.icon:SetVertexColor(self.rangeColor:GetRGBA())
self.vertexstate = 1
end
elseif oom and C.bars.showoom == "1" then
if self.vertexstate ~= 2 then
self.icon:SetVertexColor(self.oomColor:GetRGBA())
self.vertexstate = 2
end
elseif not usable and C.bars.showna == "1" then
if self.vertexstate ~= 3 then
self.icon:SetVertexColor(self.naColor:GetRGBA())
self.vertexstate = 3
end
else
if self.vertexstate ~= 0 then
self.icon:SetVertexColor(1, 1, 1, 1)
self.vertexstate = 0
end
end
end
local function ButtonRangeUpdate(self)
self = self or this
-- 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
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
start, duration, enable = GetPetActionCooldown(button.id)
elseif button.spellslot and button.booktype then
start, duration = GetSpellCooldown(button.spellslot, button.booktype)
enable = 1
else
start, duration, enable = GetActionCooldown(button.id)
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
end
local _, active
local function ButtonIsActiveUpdate(button)
if not button then return end
if button.bar == 11 then
_, _, active, _ = GetShapeshiftFormInfo(button.id)
elseif button.bar == 12 then
_, _, _, _, 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
end
local function ButtonFullUpdate(button)
if not button then return end
ButtonMacroScan(button)
ButtonSlotUpdate(button)
ButtonRangeUpdate(button)
ButtonUsableUpdate(button)
ButtonCooldownUpdate(button)
ButtonIsActiveUpdate(button)
end
local function BarsEvent(self)
self = self or this
-- refresh only specific slots
if event == "ACTIONBAR_SLOT_CHANGED" and arg1 and arg1 ~= 0 then
updatecache[arg1] = true
return
end
-- run special refresh functions on next update
if special_events[event] then
eventcache[event] = true
return
end
-- handle aura events
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
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
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
-- update buttons whenever a button drag is assumed
AssumeButtonDrag()
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
-- run cached usable usable actions
if eventcache["ACTIONBAR_UPDATE_USABLE"] then
eventcache["ACTIONBAR_UPDATE_USABLE"] = nil
for id, button in pairs(buttoncache) do
ButtonUsableUpdate(button)
end
end
-- run cached cooldown events
if eventcache["ACTIONBAR_UPDATE_COOLDOWN"] then
eventcache["ACTIONBAR_UPDATE_COOLDOWN"] = nil
for id, button in pairs(buttoncache) do
ButtonCooldownUpdate(button)
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
ButtonIsActiveUpdate(button)
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:IsShown() then ButtonRangeUpdate(button) end
end
end
-- create the main event and update handler for pfUI actionbars
local bars = CreateFrame("Frame", "pfActionBar", UIParent)
for event in pairs(special_events) do bars:RegisterEvent(event) end
for event in pairs(global_events) do bars:RegisterEvent(event) end
for event in pairs(aura_events) do bars:RegisterEvent(event) end
for event in pairs(pet_events) do bars:RegisterEvent(event) end
-- 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
bar.pager = CreateFrame("Frame")
bar.pager:RegisterEvent("PLAYER_ENTERING_WORLD")
bar.pager:RegisterEvent("UPDATE_BONUS_ACTIONBAR")
bar.pager:RegisterEvent("ACTIONBAR_PAGE_CHANGED")
bar.pager:SetScript("OnEvent", function()
for i=1, 10 do -- reload pageable bars
local pageable = C.bars["bar"..i] and C.bars["bar"..i].pageable == "1" and true or nil
_G.VIEWABLE_ACTION_BAR_PAGES[i] = pageable
end
local active = GetActiveBar()
for i=1,12 do
local id = i + (active-1)*12
bar[i].id = id
updatecache[i] = true
end
end)
end
end
local function SwitchBar(bar)
if _G.CURRENT_ACTIONBAR_PAGE ~= bar then
_G.CURRENT_ACTIONBAR_PAGE = bar
ChangeActionBarPage(bar)
end
end
local inCatForm = nil
local prowlActive = nil
-- Form IDs per vanilla 1.12 SpellShapeshiftForm.dbc.
local CAT_FORM = 1
local SHADOWFORM = 28
local function HasCatForm()
return GetShapeshiftFormID() == CAT_FORM and true or nil
end
local function InShadowform()
return GetShapeshiftFormID() == SHADOWFORM and true or nil
end
local function FullScan()
if class ~= "DRUID" then return nil end
inCatForm = HasCatForm()
prowlActive = inCatForm and IsStealthed() or nil
return prowlActive
end
-- pagemaster / meta page switch
do
local formpage, shift, ctrl, alt, default = 8, 6, 5, 3, 1
-- set temporary pagemaster bindings keybinds
if C.bars.pagemaster == "1" then
local modifier = { "ALT", "SHIFT", "CTRL" }
local buttons = { "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "0", "-", "+", "=", "´" }
local current = CURRENT_ACTIONBAR_PAGE
bars.pagemaster = bars.pagemaster or CreateFrame("Frame", "pfPageMaster", UIParent)
bars.pagemaster:RegisterEvent("PLAYER_ENTERING_WORLD")
bars.pagemaster:SetScript("OnEvent", function()
for _,mod in pairs(modifier) do
for _,but in pairs(buttons) do
SetBinding(mod.."-"..but)
end
end
end)
end
-- setup page switch frame. `formpaging` is the shared "auto-page is
-- active" flag; druid prowl and priest shadowform each drive it, and
-- no character is ever both, so one flag covers both features.
local formpaging = nil
local pageswitch = CreateFrame("Frame", "pfActionBarPageSwitch", UIParent)
pageswitch:RegisterEvent("PLAYER_ENTERING_WORLD")
pageswitch:RegisterEvent("UPDATE_SHAPESHIFT_FORM")
pageswitch:RegisterEvent("PLAYER_AURAS_CHANGED")
pageswitch:RegisterEvent("PLAYER_LOGOUT")
pageswitch:SetScript("OnEvent", function()
if event == "PLAYER_LOGOUT" then
this:UnregisterAllEvents()
this:SetScript("OnEvent", nil)
this:SetScript("OnUpdate", nil)
return
end
if class == "PRIEST" then
if event == "UPDATE_SHAPESHIFT_FORM" or event == "PLAYER_ENTERING_WORLD" then
formpaging = InShadowform()
end
return
end
if class ~= "DRUID" then return end
if event == "PLAYER_ENTERING_WORLD" then
formpaging = FullScan()
return
end
if event == "UPDATE_SHAPESHIFT_FORM" then
-- Authoritative form-change signal — recompute and short-circuit.
inCatForm = HasCatForm()
if not inCatForm then
prowlActive = nil
formpaging = nil
end
return
end
-- PLAYER_AURAS_CHANGED: form changes already went through
-- UPDATE_SHAPESHIFT_FORM above; this handler only watches prowl on/off.
if inCatForm then
if IsStealthed() then
prowlActive = true
formpaging = true
else
prowlActive = nil
formpaging = nil
end
end
end)
-- Eager prowl detection via Nampower SPELL_GO_SELF — zero-latency vs.
-- PLAYER_AURAS_CHANGED, which can land a frame or two behind the cast.
-- Form changes are no longer hooked here; UPDATE_SHAPESHIFT_FORM covers
-- those without needing a per-spellID watchlist.
local PROWL_IDS = { [5215] = true, [6783] = true, [9913] = true }
pfUI.libdebuff_spell_go_hooks = pfUI.libdebuff_spell_go_hooks or {}
pfUI.libdebuff_spell_go_hooks["actionbar_prowl"] = function(spellId)
if class ~= "DRUID" then return end
if PROWL_IDS[spellId] then
inCatForm = true
prowlActive = true
formpaging = true
end
end
pageswitch:SetScript("OnUpdate", function()
-- switch actionbar page depending on meta key that is pressed
if C.bars.pagemastershift == "1" and IsShiftKeyDown() then
SwitchBar(shift)
return
elseif C.bars.pagemasterctrl == "1" and IsControlKeyDown() then
SwitchBar(ctrl)
return
elseif C.bars.pagemasteralt == "1" and IsAltKeyDown() then
SwitchBar(alt)
return
elseif C.bars.pagemasteralt == "1" or C.bars.pagemasterctrl == "1" or C.bars.pagemastershift == "1" then
SwitchBar(default)
end
-- switch actionbar page while druid stealth / priest shadowform is active
if (class == "DRUID" and C.bars.druidstealth == "1")
or (class == "PRIEST" and C.bars.priestshadow == "1") then
if formpaging and _G.CURRENT_ACTIONBAR_PAGE == 1 then
SwitchBar(formpage)
elseif not formpaging and _G.CURRENT_ACTIONBAR_PAGE == 8 then
SwitchBar(default)
end
end
end)
end
local function CreateActionButton(parent, bar, button)
-- load config
local size = C.bars["bar"..bar].icon_size
local font = pfUI.media[C.bars.font]
local font_offset = tonumber(C.bars.font_offset)
local macro_size = tonumber(C.bars.macro_size)
local macro_color = { GetStringColor(C.bars.macro_color) }
local count_size = tonumber(C.bars.count_size)
local count_color = { GetStringColor(C.bars.count_color) }
local bind_size = tonumber(C.bars.bind_size)
local bind_color = { GetStringColor(C.bars.bind_color) }
local cd_size = tonumber(C.bars.cd_size)
local showempty = C.bars["bar"..bar].showempty
local showmacro = C.bars["bar"..bar].showmacro
local showkybind = C.bars["bar"..bar].showkeybind
local showcount = C.bars["bar"..bar].showcount
-- sanitize font sizes
if macro_size == 0 then macro_size = 1 end
if count_size == 0 then macro_size = 1 end
if bind_size == 0 then macro_size = 1 end
if cd_size == 0 then cd_size = nil end
local button_name = "pfActionBar" .. barnames[bar] .. "Button" .. button
local id = (bar-1)*12+button
local exists = _G[button_name] and true or nil
local f = _G[button_name] or CreateFrame("Button", button_name, parent)
-- no button available, create a new one
if not exists then
-- prepare the button for vanilla
if not f.HookScript then f.HookScript = HookScript end
f:SetScript("OnClick", ButtonClick)
if bar ~= 11 then
f:RegisterForDrag("LeftButton", "RightButton")
f:SetScript("OnDragStart", ButtonDrag)
f:SetScript("OnReceiveDrag", ButtonDragStop)
end
-- add mouseovers
f:SetScript("OnEnter", ButtonEnter)
f:SetScript("OnLeave", ButtonLeave)
-- add click animation handler
f:HookScript("OnClick", ButtonAnimate)
f.id = id
-- set a static slot
f.slot = id
-- cooldown
f.cd = CreateFrame("Model", f:GetName() .. "Cooldown", f, "CooldownFrameTemplate")
f.cd.pfCooldownStyleAnimation = 1
f.cd.pfCooldownType = "NOGCD"
f.cd.pfCooldownSize = cd_size
-- icon
f.icon = f:CreateTexture(button_name .. "Icon", "BACKGROUND")
f.icon:SetTexCoord(.08, .92, .08, .92)
f.icon:SetAllPoints()
-- animation
f.animation = CreateFrame("Frame", button_name .. "Animation", f)
f.animation.parent = f
f.animation:SetPoint("CENTER", 0, 0)
f.animation:Hide()
f.animation.tex = f.animation:CreateTexture(button_name .. "AnimationTexture", "BACKGROUND")
f.animation.tex:SetTexCoord(.08, .92, .08, .92)
f.animation.tex:SetAllPoints()
if bar ~= 11 and bar ~= 12 then
-- equipped item
f.equipped = f:CreateTexture(nil, "BORDER")
f.equipped:SetAllPoints()
f.equipped:Hide()
elseif bar == 12 then
f.autocast = CreateFrame("Model", nil, f)
f.autocast:SetAllPoints()
f.autocast:SetModel("Interface\\Buttons\\UI-AutoCastButton.mdx")
f.autocast:SetSequence(0)
f.autocast:SetSequenceTime(0, 0)
f.autocast:Hide()
f.autocastable = f:CreateTexture(nil, "BORDER")
f.autocastable:SetAllPoints()
f.autocastable:SetTexture("Interface\\Buttons\\UI-AutoCastableOverlay")
f.autocastable:SetTexCoord(.25, .75, .25, .75)
end
-- macro
f.macro = f:CreateFontString(button_name .. "Name", "LOW", "GameFontNormal")
-- keybind
f.keybind = f:CreateFontString(nil, "LOW", "GameFontNormal")
-- itemcount
f.count = f:CreateFontString(button_name .. "Count", "LOW", "GameFontNormal")
-- highlight
f.highlight = CreateFrame("Frame", nil, f)
f.highlight:SetBackdrop(backdrop_highlight)
f.highlight:SetBackdropBorderColor(1,1,1,.8)
f.highlight:SetAllPoints()
f.highlight:Hide()
-- active
f.active = CreateFrame("Frame", nil, f)
f.active:SetBackdrop(backdrop_highlight)
f.active:SetBackdropBorderColor(1,1,.5,1)
f.active:SetAllPoints()
f.active:Hide()
-- add to buttoncache
buttoncache[id] = f
end
-- set keydown option
if C.bars.keydown == "1" then
f:RegisterForClicks("LeftButtonDown", "RightButtonDown")
else
f:RegisterForClicks("LeftButtonUp", "RightButtonUp")
end
-- set animation
f.animation:SetScript("OnUpdate", button_animations[C.bars.animation])
-- pet autocast
if bar == 12 then
f.autocast:SetScale(C.bars["bar"..bar].icon_size / 25)
f.autocast:SetAlpha(.10)
end
-- macro options
if showmacro == "1" then f.macro:Show() else f.macro:Hide() end
SetAllPointsOffset(f.macro, f, font_offset, -font_offset)
f.macro:SetFont(font, macro_size, "OUTLINE")
f.macro:SetTextColor(unpack(macro_color))
f.macro:SetJustifyH("LEFT")
f.macro:SetJustifyV("BOTTOM")
-- keybind options
if showkybind == "1" then f.keybind:Show() else f.keybind:Hide() end
SetAllPointsOffset(f.keybind, f, font_offset, -font_offset)
f.keybind:SetFont(font, bind_size, "OUTLINE")
f.keybind:SetTextColor(unpack(bind_color))
f.keybind:SetJustifyH("RIGHT")
f.keybind:SetJustifyV("TOP")
f.keybind:SetNonSpaceWrap(false)
-- item count options
if showcount == "1" then f.count:Show() else f.count:Hide() end
SetAllPointsOffset(f.count, f, font_offset, -font_offset)
f.count:SetFont(font, count_size, "OUTLINE")
f.count:SetTextColor(unpack(count_color))
f.count:SetJustifyH("RIGHT")
f.count:SetJustifyV("BOTTOM")
-- macro spell scan (disabled when macro addons are loaded)
if C.bars.macroscan == "0" or pfUI:MacroAddonsLoaded() then
f.scanmacro, f.spellslot, f.booktype = nil, nil, nil
else
f.scanmacro = true
end
-- range glow color
f.rangeColor = GetStringColorObject(C.bars.rangecolor)
-- out of mana color
f.oomColor = GetStringColorObject(C.bars.oomcolor)
-- not usable color
f.naColor = GetStringColorObject(C.bars.nacolor)
-- equipped color
if f.equipped then
f.equipped:SetTexture(GetStringColor(C.bars.eqcolor))
end
-- general appearance
f.showempty = showempty == "1" and true or nil
f:SetSize(size, size)
CreateBackdrop(f, border)
return f
end
local function CreateActionBar(i)
-- load config
local buttonbasename = "pfActionBar" .. barnames[i] .. "Button"
local enable = C.bars["bar"..i].enable
local size = C.bars["bar"..i].icon_size
local spacing = C.bars["bar"..i].spacing
local background = C.bars["bar"..i].background
local formfactor = C.bars["bar"..i].formfactor
local uneven = C.bars["bar"..i].uneven or "Down"
local fillmode = C.bars["bar"..i].fillmode or "auto"
-- validate uneven against bar shape and reset if incompatible
local _, _, fcols2, frows2 = string.find(tostring(formfactor or ""), "(%d+)%s*x%s*(%d+)")
fcols2, frows2 = tonumber(fcols2), tonumber(frows2)
local f_is_square = fcols2 == 3 and frows2 == 3
local f_is_vertical = fcols2 and fcols2 <= 3 and not f_is_square
local f_is_horizontal = frows2 and frows2 <= 3 and not f_is_square
if f_is_vertical then
if uneven ~= "Up" and uneven ~= "Down" then uneven = "Down" end
elseif f_is_horizontal then
if uneven ~= "Left" and uneven ~= "Right" then uneven = "Down" end
end
C.bars["bar"..i].uneven = uneven
local autohide = C.bars["bar"..i].autohide
local hide_time = C.bars["bar"..i].hide_time
local hide_combat = C.bars["bar"..i].hide_combat == "1" and true or nil
local buttons = tonumber(C.bars["bar"..i].buttons) or 12
if i == 11 and bars[i] then -- shapeshift buttons
buttons = GetNumShapeshiftForms()
elseif i == 12 and bars[i] then -- pet buttons
buttons = NUM_PET_ACTION_SLOTS
elseif i == 12 or i == 11 then
-- Fallback to 10 buttons on shapeshift and petbar during initialization.
-- This lets us load bars that aren't yet available for your class or level.
buttons = 10
end
-- don't process empty bars
if buttons == 0 then
bars[i]:Hide()
return
end
-- the stored layout is invalid, temporary fallback
local _, _, fcols, frows = string.find(tostring(formfactor or ""), "(%d+)%s*x%s*(%d+)")
if not ((fcols and frows) or pfGridmath[buttons][BarLayoutFormfactor(formfactor)]) then
formfactor = BarLayoutOptions(buttons)[1]
end
local font = pfUI.font_unit
local font_size = C.global.font_unit_size
local realsize = size+border*2
-- create frame
local init = not bars[i]
bars[i] = bars[i] or CreateFrame("Frame", "pfActionBar" .. barnames[i], UIParent)
bars[i]:SetID(i)
-- autohide
if autohide == "1" then
EnableAutohide(bars[i], tonumber(hide_time), hide_combat)
else
DisableAutohide(bars[i])
end
-- apply visible settings
if enable == "1" then
-- handle pet bar
if i == 12 then
-- only show when pet actions exists
if PetHasActionBar() or pfUI.unlock and pfUI.unlock:IsShown() then
bars[i]:Show()
else
bars[i]:Hide()
end
-- show/hide petbar on petbar updates
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)
end)
end
-- handle shapeshift bar
elseif i == 11 then
-- only show when shapeshifts exist
if GetNumShapeshiftForms() > 0 then
bars[i]:Show()
else
bars[i]:Hide()
end
-- update shapeshift bar when amount of spells changes
if init then
bars[i]:RegisterEvent("PLAYER_ENTERING_WORLD")
bars[i]:RegisterEvent("UPDATE_BONUS_ACTIONBAR")
bars[i]:RegisterEvent("UPDATE_SHAPESHIFT_FORMS")
bars[i]:SetScript("OnEvent", function()
local count = GetNumShapeshiftForms()
if count ~= this.lastCount then
this.lastCount = count
-- hide obsolete buttons
for i=1, NUM_SHAPESHIFT_SLOTS do
if i > GetNumShapeshiftForms() and bars[11][i] then
bars[11][i]:Hide()
end
end
-- create new buttons and refresh layout
CreateActionBar(11)
end
end)
end
-- regular bars
else
bars[i]:Show()
end
elseif enable == "0" then
bars[i]:UnregisterAllEvents()
bars[i]:Hide()
end
-- create action buttons
local maxbuttons = (i == 11 or i == 12) and 10 or 12
for j=1,maxbuttons do
bars[i][j] = CreateActionButton(bars[i], i, j)
bars[i][j].bar = i
BarButtonAnchor(bars[i][j], buttonbasename, j, buttons, formfactor, size, border, spacing, uneven, fillmode)
bars[i][j]:ClearAllPoints()
bars[i][j]:SetPoint(unpack(bars[i][j]._anchor))
bars[i][j]:Show()
if i > 10 then
bars[i][j].id = j
end
-- refresh button
updatecache[bars[i][j].slot] = true
end
for j=buttons+1,12 do
if bars[i][j] then
bars[i][j]:Hide()
end
end
-- enable paging for the first actionbar
if i == 1 then
EnablePaging(bars[i])
end
-- adjust actionbar size
BarLayoutSize(bars[i], buttons, formfactor, size, border, spacing, uneven, fillmode)
bars[i]:SetSize(bars[i]._size[1], bars[i]._size[2])
bars[i]:ClearAllPoints()
if i == 1 then -- main
bars[i]:SetPoint("BOTTOM", 0, 2*border)
elseif i == 3 then -- left
bars[i]:SetPoint("BOTTOMLEFT", bars[1], "BOTTOMRIGHT", 3*border, 0)
elseif i == 4 then -- vertical
bars[i]:SetPoint("RIGHT", -2*border, 0)
elseif i == 5 then -- right
bars[i]:SetPoint("BOTTOMRIGHT", bars[1], "BOTTOMLEFT", -3*border, 0)
elseif i == 6 then -- top
bars[i]:SetPoint("BOTTOM", bars[1], "TOP", 0, -spacing)
elseif i == 11 then -- stances
bars[i]:SetPoint("BOTTOM", bars[6], "TOP", 0, 3*border)
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)
-- 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)
else -- others
bars[i]:SetPoint("TOP", 0, -i*50)
end
UpdateMovable(bars[i])
-- apply backdrop settings
if background == "1" then
CreateBackdrop(bars[i], border)
CreateBackdropShadow(bars[i])
bars[i].backdrop:Show()
elseif bars[i].backdrop then
bars[i].backdrop:Hide()
end
-- share backdrop of main and top actionbar
if bars[6] and bars[1] then
bars[6].OnMove = bars[6].OnMove or function()
bars[1].mergedBackdrop = bars[1].mergedBackdrop or CreateFrame("Frame", nil, UIParent)
bars[1].mergedBackdrop:SetPoint("TOPLEFT", bars[6], "TOPLEFT", 0, 0)
bars[1].mergedBackdrop:SetPoint("BOTTOMRIGHT", bars[1], "BOTTOMRIGHT", 0, 0)
CreateBackdrop(bars[1].mergedBackdrop)
local _, anchor, _ = bars[6]:GetPoint()
if anchor == bars[1] and C.bars.bar1.enable == "1"
and C.bars.bar1.enable == "1" and C.bars.bar6.enable == "1"
and C.bars.bar1.background == "1" and C.bars.bar6.background == "1"
and C.bars.bar1.autohide == "0" and C.bars.bar6.autohide == "0"
and C.bars.bar1.icon_size == C.bars.bar6.icon_size
and C.bars.bar1.spacing == C.bars.bar6.spacing
and C.bars.bar1.formfactor == C.bars.bar6.formfactor
and C.bars.bar1.buttons == C.bars.bar6.buttons
then
bars[1].mergedBackdrop:Show()
if C.bars.bar1.background == "1" and bars[1].backdrop then
bars[1].backdrop:Hide()
end
if C.bars.bar6.background == "1" and bars[6].backdrop then
bars[6].backdrop:Hide()
end
else
bars[1].mergedBackdrop:Hide()
if C.bars.bar1.background == "1" and bars[1].backdrop then
bars[1].backdrop:Show()
end
if C.bars.bar6.background == "1" and bars[6].backdrop then
bars[6].backdrop:Show()
end
end
end
bars[6].OnMove()
end
end
-- create actionbars
pfUI.bars = bars
pfUI.bars.update = updatecache
pfUI.bars.buttons = buttoncache
pfUI.bars.ButtonFullUpdate = ButtonFullUpdate
pfUI.bars.ButtonEnter = ButtonEnter
pfUI.bars.ButtonLeave = ButtonLeave
pfUI.bars.UpdateGrid = function(self, state, typ)
if not typ then
showgrid = state
for id in pairs(buttoncache) do
updatecache[id] = true
end
elseif typ == "PET" then
showgrid_pet = state
for slot=133,142 do
updatecache[slot] = true
end
end
end
pfUI.bars.UpdateConfig = function(self)
for i=1,12 do
CreateActionBar(i)
end
end
pfUI.bars:UpdateConfig()
-- Localize custom keybinds for additional actionbars (see Bindings.xml)
local names = {
["PAGING"] = T["Paging Actionbar"],
["STANCEONE"] = T["Stance Bar 1"],
["STANCETWO"] = T["Stance Bar 2"],
["STANCETHREE"] = T["Stance Bar 3"],
["STANCEFOUR"] = T["Stance Bar 4"],
}
for name, loc in pairs(names) do
_G["BINDING_HEADER_PFBAR"..name] = T["Action Bar"] .. " " .. loc
for i=1,12 do
_G["BINDING_NAME_PF" .. name .. i] = loc .. " " .. T["Button"] .. " " .. i
end
end
-- Map Keybinds to button clicks
function _G.pfActionButton(slot, slfcast, opt)
if ChatFrameEditBox:IsShown() then return end
local bar, button = 1, slot
-- determine the proper bar and button
if opt and blizzbarmapping[opt] then
bar = blizzbarmapping[opt]
elseif slot > 12 then
bar, button = ceil(slot/12), mod(slot, 12)
button = button == 0 and 12 or button
end
local frame = bars[bar][button]
if frame then
frame.slfcast = slfcast
frame:Click()
end
end
-- Set keybinds to all actionbuttons
-- In order to be able to reuse already defined keybinds, we need to remap
-- existing button functions to pfUI. We need to get rid of the blizzard calls
-- to avoid having them call texture changes and errors due to missing buttons
_G.ActionButtonDown = pfActionButton
_G.ActionButtonUp = pfActionButton
_G.BonusActionButtonDown = function(slot) pfActionButton(slot, nil, "BonusActionBar") end
_G.BonusActionButtonUp = function(slot) pfActionButton(slot, nil, "BonusActionBar") end
_G.MultiActionButtonDown = function(bar, slot, slf) pfActionButton(slot, slf, bar) end
_G.MultiActionButtonUp = function(bar, slot, slf) pfActionButton(slot, slf, bar) end
_G.ShapeshiftBar_ChangeForm = function(slot) pfActionButton(slot, nil, "ShapeShiftBar") end
-- handle drag-drop grid
local grid = CreateFrame("Frame")
grid:RegisterEvent("ACTIONBAR_SHOWGRID")
grid:RegisterEvent("ACTIONBAR_HIDEGRID")
grid:RegisterEvent("PET_BAR_SHOWGRID")
grid:RegisterEvent("PET_BAR_HIDEGRID")
grid:SetScript("OnEvent", function()
if event == "ACTIONBAR_SHOWGRID" then
pfUI.bars:UpdateGrid(1)
elseif event == "ACTIONBAR_HIDEGRID" then
pfUI.bars:UpdateGrid(0)
elseif event == "PET_BAR_SHOWGRID" then
pfUI.bars:UpdateGrid(1, "PET")
elseif event == "PET_BAR_HIDEGRID" then
pfUI.bars:UpdateGrid(0, "PET")
end
end)
-- reagent counter
if C.bars.reagents == "1" then
local reagent_slots = { } -- action slot -> first reagent itemID
local reagent_counts = { } -- itemID -> count in player's inventory
-- For a given action slot, resolve the spell's first reagent itemID
-- via GetActionInfo + C_Spell.GetSpellReagents. Macro actions and
-- bag-item actions are skipped (their reagent resolution would need a
-- macro-body parse / item-effect lookup that we don't bother with).
local function UpdateSlot(slot)
local newID = nil
if HasAction(slot) then
local kind, spellID = GetActionInfo(slot)
if kind == "spell" and spellID then
local reagents = C_Spell.GetSpellReagents(spellID)
if reagents and reagents[1] then
newID = reagents[1].itemID
end
end
end
if reagent_slots[slot] ~= newID then
reagent_slots[slot] = newID
if newID then
reagent_counts[newID] = reagent_counts[newID] or C_Item.GetItemCount(newID)
end
updatecache[slot] = true
end
end
-- Recount every tracked reagent and flag its buttons for a refresh.
local RecountReagents = function()
for itemID in pairs(reagent_counts) do
reagent_counts[itemID] = C_Item.GetItemCount(itemID)
end
for slot in pairs(reagent_slots) do
updatecache[slot] = true
end
end
local reagentcounter = CreateFrame("Frame", "pfReagentCounter", UIParent)
reagentcounter:RegisterEvent("PLAYER_ENTERING_WORLD")
reagentcounter:RegisterEvent("ACTIONBAR_SLOT_CHANGED")
reagentcounter:RegisterEvent("BAG_UPDATE_DELAYED")
reagentcounter:SetScript("OnEvent", function()
if event == "ACTIONBAR_SLOT_CHANGED" then
-- arg1 is the changed slot; 0 (or nil) means "all slots"
if arg1 and arg1 > 0 then
UpdateSlot(arg1)
else
for slot = 1, 120 do UpdateSlot(slot) end
end
elseif event == "BAG_UPDATE_DELAYED" then
-- inventory changed: refresh the counts we already track
RecountReagents()
else
-- PLAYER_ENTERING_WORLD: seed the full reagent map (UpdateSlot seeds
-- each new reagent's count; a BAG_UPDATE_DELAYED follows during login)
for slot = 1, 120 do UpdateSlot(slot) end
end
end)
function IsReagentAction(slot)
return reagent_slots[slot] and true or nil
end
function GetReagentCount(slot)
return reagent_counts[reagent_slots[slot]]
end
end
end)