Files
pfUI/modules/unitxp.lua
T
Brues f37ea00226 Give pfUI its own EventRegistry and move event-only frames onto it
pfUI.events was a bare CallbackRegistry for pfUI's custom events. Build it
from ClassicAPI's EventRegistry instead, so the same object also takes game
events through RegisterFrameEventAndCallback, sharing one frame for all of
them.

Move the frames that existed only to listen for a few events onto it:
libspell, focus, pixelperfect, innervatecall, loothistory, unusable,
equipmentmanager (bank + window refresh), the actionbar grid, updatenotify,
turtle-wow's steady shot, nampower's spell queue, superwow's group tracking
and unitxp's notifications, plus newitem and mapreveal, which used the
global EventRegistry. Handlers take their payload as arguments instead of
the event/arg globals, and the per-frame PLAYER_LOGOUT teardown goes away,
since the registry unregisters its frame on logout.
2026-10-30 12:37:56 -05:00

369 lines
13 KiB
Lua

-- UnitXP_SP3 integration module
-- Provides Line of Sight indicator, OS notifications, and enhanced targeting
-- Requires UnitXP_SP3 DLL: https://github.com/allfoxwy/UnitXP_SP3
pfUI:RegisterModule("unitxp", function ()
-- Check if UnitXP is available
local hasUnitXP = pcall(UnitXP, "nop", "nop")
if not hasUnitXP then return end
local rawborder, border = GetBorderSize()
-- Helper to create indicators after target frame exists
local function CreateTargetIndicators()
if not pfUI.uf or not pfUI.uf.target then return false end
local h = pfUI.uf.target:GetHeight() or 30
local slot = h / 3 -- divide frame into thirds
local fontSize = tonumber(C.unitframes.unitxp_font_size) or (C.global.font_size + 2)
local suffix = (C.unitframes.hide_distance_yd == "1") and "" or " yd"
-- Behind Indicator for all units (MIDDLE)
if C.unitframes.behind_indicator == "1" and not pfUI.uf.target.behindIndicator then
local behindFrame = CreateFrame("Frame", "pfBehindIndicator", pfUI.uf.target)
behindFrame:SetAllPoints(pfUI.uf.target)
behindFrame:SetFrameLevel(pfUI.uf.target:GetFrameLevel() + 10)
behindFrame.text = behindFrame:CreateFontString(nil, "OVERLAY")
behindFrame.text:SetFont(pfUI.font_default, fontSize, "OUTLINE")
behindFrame.text:SetPoint("RIGHT", behindFrame, "RIGHT", -1, 0)
behindFrame.text:SetTextColor(0.3, 1, 0.3, 1)
behindFrame.text:SetText(T["BEHIND"])
behindFrame.text:Hide()
local lastCheck = 0
behindFrame:SetScript("OnUpdate", function()
if GetTime() - lastCheck < 0.1 then return end
lastCheck = GetTime()
if not UnitExists("target") then
this.text:Hide()
return
end
local success, behind = pcall(UnitXP, "behind", "player", "target")
if success and behind then
this.text:Show()
else
this.text:Hide()
end
end)
pfUI.uf.target.behindIndicator = behindFrame
end
-- Line of Sight Indicator on Target Frame (BELOW BEHIND)
if C.unitframes.los_indicator == "1" and not pfUI.uf.target.losIndicator then
local losFrame = CreateFrame("Frame", "pfLoSIndicator", pfUI.uf.target)
losFrame:SetAllPoints(pfUI.uf.target)
losFrame:SetFrameLevel(pfUI.uf.target:GetFrameLevel() + 10)
losFrame.text = losFrame:CreateFontString(nil, "OVERLAY")
losFrame.text:SetFont(pfUI.font_default, fontSize, "OUTLINE")
losFrame.text:SetPoint("RIGHT", losFrame, "RIGHT", -1, -slot)
losFrame.text:SetTextColor(1, 0.3, 0.3, 1)
losFrame.text:SetText(T["NO LOS"])
losFrame.text:Hide()
local lastCheck = 0
losFrame:SetScript("OnUpdate", function()
if GetTime() - lastCheck < 0.2 then return end
lastCheck = GetTime()
if not UnitExists("target") then
this.text:Hide()
return
end
local success, inSight = pcall(UnitXP, "inSight", "player", "target")
if success and inSight == false then
this.text:Show()
else
this.text:Hide()
end
end)
pfUI.uf.target.losIndicator = losFrame
end
-- Distance Indicator
if C.unitframes.distance_indicator == "1" and not pfUI.uf.target.distanceIndicator then
if C.unitframes.distance_hook_portrait == "1" then
-- Hooked mode: text anchored below Behind/LOS on the target frame
local distFrame = CreateFrame("Frame", "pfDistanceIndicator", pfUI.uf.target)
distFrame:SetAllPoints(pfUI.uf.target)
distFrame:SetFrameLevel(pfUI.uf.target:GetFrameLevel() + 10)
distFrame.text = distFrame:CreateFontString(nil, "OVERLAY")
distFrame.text:SetFont(pfUI.font_default, fontSize, "OUTLINE")
distFrame.text:SetPoint("RIGHT", distFrame, "RIGHT", -1, slot)
distFrame.text:SetTextColor(1, 1, 1, 1)
distFrame.text:Hide()
local thresholds = {
{ 5, 0.3, 0.5, 1.0 }, -- melee (blue)
{ 8, 0.4, 0.7, 1.0 }, -- close (light blue)
{ 20, 0.4, 0.9, 1.0 }, -- short range (sky blue)
{ 30, 0.0, 1.0, 0.0 }, -- mid range (green)
{ 35, 0.8, 1.0, 0.0 }, -- yellow-green
{ 41, 1.0, 1.0, 0.0 }, -- yellow
}
local lastCheck = 0
distFrame:SetScript("OnUpdate", function()
if GetTime() - lastCheck < 0.1 then return end
lastCheck = GetTime()
if not UnitExists("target") then
this.text:Hide()
return
end
local success, distance = pcall(UnitXP, "distanceBetween", "player", "target")
if not success or not distance then
this.text:Hide()
return
end
local r, g, b = 1.0, 0.2, 0.2
for i = 1, table.getn(thresholds) do
if distance <= thresholds[i][1] then
r, g, b = thresholds[i][2], thresholds[i][3], thresholds[i][4]
break
end
end
this.text:SetTextColor(r, g, b, 1)
this.text:SetFormattedText("%.1f%s", distance, suffix)
this.text:Show()
end)
pfUI.uf.target.distanceIndicator = distFrame
else
-- Free frame mode: movable standalone frame, same as rangedisplay module
if not pfRangeDisplay then
local f = CreateFrame("Frame", "pfRangeDisplay", UIParent)
f:SetWidth(90)
f:SetHeight(20)
f:SetFrameStrata("MEDIUM")
f:SetPoint("CENTER", UIParent, "CENTER", 0, -100)
CreateBackdrop(f, nil, true)
CreateBackdropShadow(f)
UpdateMovable(f)
f.text = f:CreateFontString(nil, "OVERLAY")
f.text:SetFont(pfUI.font_default, C.global.font_size + 2, "OUTLINE")
f.text:SetPoint("CENTER", f, "CENTER")
f.text:SetTextColor(1, 1, 1, 1)
f.text:SetText("--")
local thresholds = {
{ 5, 0.0, 0.4, 1.0 },
{ 8, 0.2, 0.6, 1.0 },
{ 20, 0.3, 0.8, 1.0 },
{ 30, 0.0, 0.9, 0.0 },
{ 35, 0.7, 0.9, 0.0 },
{ 41, 1.0, 1.0, 0.0 },
}
local throttle = 0
local scanner = CreateFrame("Frame")
-- expose the poller frame so PLAYER_LOGOUT can stop its UnitXP OnUpdate
-- (it lives on this separate frame, not on distanceIndicator) -> crash 132
pfUI.uf.target.distanceScanner = scanner
scanner:SetScript("OnUpdate", function()
throttle = throttle + arg1
if throttle < 0.05 then return end
throttle = 0
if not UnitExists("target") then
f.text:SetText("--")
f.text:SetTextColor(1, 1, 1, 1)
f:Hide()
return
end
f:Show()
local success, distance = pcall(UnitXP, "distanceBetween", "player", "target")
if not success or not distance then
f.text:SetText("--")
f.text:SetTextColor(1, 1, 1, 1)
return
end
local successL, inSight = pcall(UnitXP, "inSight", "player", "target")
local alpha = (successL and inSight == false) and 0.5 or 1.0
f.text:SetAlpha(alpha)
local r, g, b = 1.0, 0.2, 0.2
for i = 1, table.getn(thresholds) do
if distance <= thresholds[i][1] then
r, g, b = thresholds[i][2], thresholds[i][3], thresholds[i][4]
break
end
end
f.text:SetTextColor(r, g, b, 1)
f.text:SetFormattedText("%.1f%s", distance, suffix)
end)
end
pfUI.uf.target.distanceIndicator = pfRangeDisplay
end
end
return true
end
-- Try to create indicators now
CreateTargetIndicators()
-- Also try on PLAYER_ENTERING_WORLD in case target frame wasn't ready
local initFrame = CreateFrame("Frame")
initFrame:RegisterEvent("PLAYER_ENTERING_WORLD")
initFrame:RegisterEvent("PLAYER_LOGOUT")
initFrame:SetScript("OnEvent", function()
-- Handle shutdown to prevent crash 132
if event == "PLAYER_LOGOUT" then
this:UnregisterAllEvents()
this:SetScript("OnEvent", nil)
-- Stop indicator OnUpdate scripts
if pfUI.uf and pfUI.uf.target then
if pfUI.uf.target.behindIndicator then
pfUI.uf.target.behindIndicator:SetScript("OnUpdate", nil)
end
if pfUI.uf.target.losIndicator then
pfUI.uf.target.losIndicator:SetScript("OnUpdate", nil)
end
if pfUI.uf.target.distanceIndicator then
pfUI.uf.target.distanceIndicator:SetScript("OnUpdate", nil)
end
-- free-frame mode polls from its own scanner frame, not the indicator
if pfUI.uf.target.distanceScanner then
pfUI.uf.target.distanceScanner:SetScript("OnUpdate", nil)
end
end
return
end
CreateTargetIndicators()
this:UnregisterAllEvents()
end)
-- OS Notification Support
if C.unitframes.unitxp_notify == "1" then
local function Notify()
pcall(UnitXP, "notify", "taskbarIcon")
pcall(UnitXP, "notify", "systemSound")
end
for _, event in ipairs({ "CHAT_MSG_WHISPER", "CHAT_MSG_BN_WHISPER", "READY_CHECK", "RAID_INSTANCE_WELCOME" }) do
pfUI.events:RegisterFrameEventAndCallback(event, Notify)
end
-- Also notify on BG queue pop
local origBattlefieldPortShow = BattlefieldFrame_Show
if origBattlefieldPortShow then
-- pfUI.env has __index but no __newindex, so a bare global assignment
-- inside a RegisterModule closure never leaves the sandbox
_G.BattlefieldFrame_Show = function()
pcall(UnitXP, "notify", "taskbarIcon")
pcall(UnitXP, "notify", "systemSound")
return origBattlefieldPortShow()
end
end
end
-- Enhanced Distance API
pfUI.api.GetPreciseDistance = function(unit1, unit2)
if not unit2 then
unit2 = unit1
unit1 = "player"
end
local success, distance = pcall(UnitXP, "distanceBetween", unit1, unit2)
if success then return distance end
return nil
end
pfUI.api.IsInMeleeRange = function(unit)
local success, distance = pcall(UnitXP, "distanceBetween", "player", unit, "meleeAutoAttack")
if success and distance then
return distance <= 5
end
return nil
end
pfUI.api.GetAoEDistance = function(unit1, unit2)
if not unit2 then
unit2 = unit1
unit1 = "player"
end
local success, distance = pcall(UnitXP, "distanceBetween", unit1, unit2, "AoE")
if success then return distance end
return nil
end
-- Smart Targeting Helpers
pfUI.api.TargetNearestEnemy = function()
local success, found = pcall(UnitXP, "target", "nearestEnemy")
return success and found
end
pfUI.api.TargetHighestHP = function()
local success, found = pcall(UnitXP, "target", "mostHP")
return success and found
end
pfUI.api.TargetNextEnemy = function()
local success, found = pcall(UnitXP, "target", "nextEnemyInCycle")
return success and found
end
pfUI.api.TargetPreviousEnemy = function()
local success, found = pcall(UnitXP, "target", "previousEnemyInCycle")
return success and found
end
pfUI.api.TargetNextMarked = function(order)
local success, found = pcall(UnitXP, "target", "nextMarkedEnemyInCycle", order)
return success and found
end
-- Debug command to test UnitXP indicators
pfUI.api.RegisterSlashCommand("PFUNITXP", { "/pfunitxp" }, function()
local chat = DEFAULT_CHAT_FRAME
chat:AddMessage("|cff33ffccpfUI|r: UnitXP Indicator Debug")
-- Check if target exists
if not UnitExists("target") then
chat:AddMessage(" |cffff0000No target selected|r")
return
end
-- Test behind
local successB, behind = pcall(UnitXP, "behind", "player", "target")
chat:AddMessage(" Behind check: success=" .. tostring(successB) .. " value=" .. tostring(behind) .. " type=" .. type(behind))
-- Test LOS
local successL, inSight = pcall(UnitXP, "inSight", "player", "target")
chat:AddMessage(" LOS check: success=" .. tostring(successL) .. " value=" .. tostring(inSight) .. " type=" .. type(inSight))
-- Check if indicator frames exist
if pfUI.uf and pfUI.uf.target then
chat:AddMessage(" Target frame: |cff00ff00exists|r")
if pfUI.uf.target.behindIndicator then
chat:AddMessage(" Behind indicator: |cff00ff00created|r, visible=" .. tostring(pfUI.uf.target.behindIndicator:IsVisible()))
else
chat:AddMessage(" Behind indicator: |cffff0000NOT created|r (check settings)")
end
if pfUI.uf.target.losIndicator then
chat:AddMessage(" LOS indicator: |cff00ff00created|r")
else
chat:AddMessage(" LOS indicator: |cffff0000NOT created|r (check settings)")
end
else
chat:AddMessage(" Target frame: |cffff0000NOT found|r")
end
end, true)
end)