Files
pfUI/modules/nampower.lua
T
Brues f06af48bc2 nampower: Use SetSize, UnitClassBase and simplify icon logic
Replace SetWidth/SetHeight with SetSize for pfUI.spellqueue and reactive icons. Use UnitClassBase("player") to obtain the player's class token. Simplify reactive icon visibility by using SetShown and aggregating a single anyVisible flag, then calling SetShown on the parent frame. Minor readability and API modernization changes.
2026-07-24 16:49:35 -05:00

155 lines
5.7 KiB
Lua

-- Nampower integration module
-- Provides spell queue indicator and enhanced cast information
-- Requires Nampower DLL: https://gitea.com/avitasia/nampower
pfUI:RegisterModule("nampower", function ()
-- Only load if Nampower is available
if not GetNampowerVersion then return end
local rawborder, border = GetBorderSize()
-- Spell Queue Indicator
-- Shows the currently queued spell icon near the castbar
if C.unitframes.spellqueue == "1" then
local size = tonumber(C.unitframes.spellqueuesize) or 32
pfUI.spellqueue = CreateFrame("Frame", "pfSpellQueue", UIParent)
pfUI.spellqueue:SetFrameStrata("HIGH")
pfUI.spellqueue:SetSize(size, size)
pfUI.spellqueue:Hide()
-- Position near player castbar if available
if pfUI.castbar and pfUI.castbar.player then
pfUI.spellqueue:SetPoint("LEFT", pfUI.castbar.player, "RIGHT", border*3, 0)
else
pfUI.spellqueue:SetPoint("CENTER", UIParent, "CENTER", 100, -100)
end
pfUI.spellqueue.icon = pfUI.spellqueue:CreateTexture("OVERLAY")
pfUI.spellqueue.icon:SetAllPoints(pfUI.spellqueue)
pfUI.spellqueue.icon:SetTexCoord(.08, .92, .08, .92)
UpdateMovable(pfUI.spellqueue)
CreateBackdrop(pfUI.spellqueue)
CreateBackdropShadow(pfUI.spellqueue)
-- Event codes from Nampower
local ON_SWING_QUEUED = 0
local ON_SWING_QUEUE_POPPED = 1
local NORMAL_QUEUED = 2
local NORMAL_QUEUE_POPPED = 3
local NON_GCD_QUEUED = 4
local NON_GCD_QUEUE_POPPED = 5
local queue = CreateFrame("Frame")
queue:RegisterEvent("SPELL_QUEUE_EVENT")
queue:RegisterEvent("PLAYER_LOGOUT")
queue:SetScript("OnEvent", function()
-- Handle shutdown to prevent crash 132
if event == "PLAYER_LOGOUT" then
this:UnregisterAllEvents()
this:SetScript("OnEvent", nil)
return
end
local eventCode = arg1
local spellId = arg2
if eventCode == NORMAL_QUEUED or eventCode == NON_GCD_QUEUED or eventCode == ON_SWING_QUEUED then
local texture = C_Spell.GetSpellTexture(spellId)
if texture then
pfUI.spellqueue.icon:SetTexture(texture)
pfUI.spellqueue:Show()
end
elseif eventCode == NORMAL_QUEUE_POPPED or eventCode == NON_GCD_QUEUE_POPPED or eventCode == ON_SWING_QUEUE_POPPED then
pfUI.spellqueue:Hide()
end
end)
end
-- NOTE: Buff tracking removed - was dead code (data collected but never used for display)
-- Reactive Spell Indicator using C_Spell.IsSpellUsable
-- Shows when reactive abilities like Overpower, Revenge, Execute are usable
if C.unitframes.reactive_indicator == "1" then
local size = tonumber(C.unitframes.reactive_size) or 28
local class = UnitClassBase("player")
-- Reactive spells by class
local reactiveSpells = {
WARRIOR = {
{ name = "Overpower", texture = "Interface\\Icons\\Ability_MeleeDamage" },
{ name = "Revenge", texture = "Interface\\Icons\\Ability_Warrior_Revenge" },
{ name = "Execute", texture = "Interface\\Icons\\INV_Sword_48" },
},
ROGUE = {
{ name = "Riposte", texture = "Interface\\Icons\\Ability_Warrior_Challange" },
},
HUNTER = {
{ name = "Mongoose Bite", texture = "Interface\\Icons\\Ability_Hunter_SwiftStrike" },
{ name = "Counterattack", texture = "Interface\\Icons\\Ability_Warrior_Challange" },
},
}
local spells = reactiveSpells[class]
if spells then
pfUI.reactive = CreateFrame("Frame", "pfReactiveIndicator", UIParent)
pfUI.reactive:SetFrameStrata("HIGH")
local spellCount = table.getn(spells)
pfUI.reactive:SetWidth(size * spellCount + 4 * (spellCount - 1))
pfUI.reactive:SetHeight(size)
pfUI.reactive:SetPoint("CENTER", UIParent, "CENTER", 0, -200)
pfUI.reactive:Hide()
pfUI.reactive.icons = {}
for i, spell in ipairs(spells) do
local icon = CreateFrame("Frame", nil, pfUI.reactive)
icon:SetSize(size, size)
icon:SetPoint("LEFT", pfUI.reactive, "LEFT", (i-1) * (size + 4), 0)
icon.texture = icon:CreateTexture(nil, "ARTWORK")
icon.texture:SetAllPoints(icon)
icon.texture:SetTexture(spell.texture)
icon.texture:SetTexCoord(.08, .92, .08, .92)
icon.glow = icon:CreateTexture(nil, "OVERLAY")
icon.glow:SetPoint("TOPLEFT", icon, "TOPLEFT", -4, 4)
icon.glow:SetPoint("BOTTOMRIGHT", icon, "BOTTOMRIGHT", 4, -4)
icon.glow:SetTexture(pfUI.media["img:glow"])
icon.glow:SetVertexColor(1, 1, 0, 0.8)
CreateBackdrop(icon)
icon:Hide()
icon.spellName = spell.name
pfUI.reactive.icons[i] = icon
end
UpdateMovable(pfUI.reactive)
pfUI.reactive:SetScript("OnUpdate", function()
local anyVisible = false
for _, icon in ipairs(this.icons) do
local usable = C_Spell.IsSpellUsable(icon.spellName)
icon:SetShown(usable)
anyVisible = anyVisible or usable
end
this:SetShown(anyVisible)
end)
end
end
-- /disenchantall slash command (DisenchantAll is Nampower-provided)
if DisenchantAll then
pfUI.api.RegisterSlashCommand("PFDISENCHANTALL", { "/disenchantall", "/dea" }, function(msg)
-- DisenchantAll(itemIdOrName | quality, [includeSoulbound]).
-- Quality is a string keyword ("greens", "blues", "purples", or pipe-
-- combined). Numbers are interpreted as item IDs, not quality levels.
-- Default to "greens" — the typical disenchant-farming target.
local arg = (msg and msg ~= "") and msg or "greens"
local target = tonumber(arg) or arg
DisenchantAll(target)
DEFAULT_CHAT_FRAME:AddMessage("|cff33ffccpfUI|r: DisenchantAll(" .. tostring(target) .. ")")
end, true)
end
end)