Files
pfUI/modules/swingtimer.lua
T
Brues ad13e6ace3 Utilize SetFormattedText
This change updates several text setters to use `SetFormattedText` instead of passing `string.format(...)` into `SetText`. It also switches a few regex captures from `string.find` to `string.match` for cleaner capture handling, and replaces explicit width/height setters with `SetSize` in the first-run dialog for consistency.
2026-08-24 11:07:37 -05:00

984 lines
41 KiB
Lua

pfUI:RegisterModule("swingtimer", function ()
local rawborder, border = GetBorderSize()
-- HitInfo flags (EVENTS.md)
local HITINFO_LEFTSWING = 4 -- 4: Off-hand attack
local HITINFO_NOACTION = 65536 -- 65536: server did not advance the swing clock
-- SPELL_QUEUE_EVENT codes (EVENTS.md)
local ON_SWING_QUEUED = 0
local ON_SWING_QUEUE_POPPED = 1
-- Consolidate state into a table to avoid Lua 5.0 upvalue limit (32 max)
local S = {
mhTimer = 0, mhTimerMax = 1,
ohTimer = 0, ohTimerMax = 1,
raTimer = 0, raTimerMax = 1,
mhSpeed = 0, ohSpeed = 0, raSpeed = 0,
mhActive = false, ohActive = false, raActive = false,
lastMhMarkerX = -1, lastOhMarkerX = -1, lastRaMarkerX = -1,
autoAttackActive = false,
inCombat = false,
pendingCastSpellId = nil,
mhFrozenAt = nil,
hsQueued = false, cleaveQueued = false, maulQueued = false,
hsSeenCurrent = false, cleaveSeenCurrent = false, maulSeenCurrent = false,
isWarrior = false,
isDruid = false,
cachedHSSlots = {}, cachedCleaveSlots = {}, cachedMaulSlots = {},
useSpellQueueEvent = false,
swingThrottle = 0,
onSwingCache = {},
}
-- Wand "Shoot" runs on the ranged bar but is INDEPENDENT of the melee
-- swing clock — casters melee-weave between mainhand swings and wand
-- fires, both timers tick concurrently. Every other ranged-auto-attack
-- (Hunter Auto Shot, any future auto-repeat ranged spell) replaces MH.
local WAND_SHOOT_SPELLID = 5019
local THROW_SPELLID = 2764 -- one-shot ranged, not auto-repeat
-- 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 isHunter = UnitClassBase("player") == "HUNTER"
local mhDefaultR, mhDefaultG, mhDefaultB = mhR, mhG, mhB
-- Create container frame
pfUI.swingtimer = CreateFrame("Frame", "pfSwingTimer", UIParent)
pfUI.swingtimer:SetFrameStrata("MEDIUM")
pfUI.swingtimer:Hide()
-- Mainhand bar
pfUI.swingtimer.mainhand = CreateFrame("StatusBar", "pfSwingTimerMainhand", UIParent)
pfUI.swingtimer.mainhand:SetPoint("BOTTOM", UIParent, "CENTER", -189, 103)
pfUI.swingtimer.mainhand:SetWidth(sw_width)
pfUI.swingtimer.mainhand:SetHeight(sw_height)
pfUI.swingtimer.mainhand:SetMinMaxValues(0, 1)
pfUI.swingtimer.mainhand:SetValue(0)
pfUI.swingtimer.mainhand:SetStatusBarTexture(sw_texture)
pfUI.swingtimer.mainhand:SetStatusBarColor(mhR, mhG, mhB, mhA)
pfUI.swingtimer.mainhand:Hide()
pfUI.swingtimer.mainhand.text = pfUI.swingtimer.mainhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.mainhand.text:SetPoint("CENTER", pfUI.swingtimer.mainhand, "CENTER", 0, 0)
pfUI.swingtimer.mainhand.text:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.mainhand.text:SetTextColor(1, 1, 1, 1)
pfUI.swingtimer.mainhand.text:SetText("")
if not sw_showtext then pfUI.swingtimer.mainhand.text:Hide() end
pfUI.swingtimer.mainhand.label = pfUI.swingtimer.mainhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.mainhand.label:SetPoint("RIGHT", pfUI.swingtimer.mainhand, "LEFT", -4, 0)
pfUI.swingtimer.mainhand.label:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.mainhand.label:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.mainhand.label:SetText(sw_showlabel and "MH" or "")
pfUI.swingtimer.mainhand.speed = pfUI.swingtimer.mainhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.mainhand.speed:SetPoint("LEFT", pfUI.swingtimer.mainhand, "RIGHT", 4, 0)
pfUI.swingtimer.mainhand.speed:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.mainhand.speed:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.mainhand.speed:SetText("")
if not sw_showspeed then pfUI.swingtimer.mainhand.speed:Hide() end
CreateBackdrop(pfUI.swingtimer.mainhand)
pfUI.swingtimer.mainhand.marker = pfUI.swingtimer.mainhand:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.mainhand.marker:SetTexture(1, 1, 1, 1.0)
pfUI.swingtimer.mainhand.marker:SetWidth(2)
pfUI.swingtimer.mainhand.marker:SetHeight(sw_height)
pfUI.swingtimer.mainhand.marker:Hide()
-- Left glow: fades from transparent to white (right edge = marker)
pfUI.swingtimer.mainhand.markerGlowL = pfUI.swingtimer.mainhand:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.mainhand.markerGlowL:SetTexture(1, 1, 1, 1)
pfUI.swingtimer.mainhand.markerGlowL:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0, 1, 1, 1, 0.35)
pfUI.swingtimer.mainhand.markerGlowL:SetWidth(10)
pfUI.swingtimer.mainhand.markerGlowL:SetHeight(sw_height)
pfUI.swingtimer.mainhand.markerGlowL:Hide()
-- Right glow: fades from white to transparent (left edge = marker)
pfUI.swingtimer.mainhand.markerGlowR = pfUI.swingtimer.mainhand:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.mainhand.markerGlowR:SetTexture(1, 1, 1, 1)
pfUI.swingtimer.mainhand.markerGlowR:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0.35, 1, 1, 1, 0)
pfUI.swingtimer.mainhand.markerGlowR:SetWidth(10)
pfUI.swingtimer.mainhand.markerGlowR:SetHeight(sw_height)
pfUI.swingtimer.mainhand.markerGlowR:Hide()
CreateBackdropShadow(pfUI.swingtimer.mainhand)
-- Offhand bar
pfUI.swingtimer.offhand = CreateFrame("StatusBar", "pfSwingTimerOffhand", UIParent)
pfUI.swingtimer.offhand:SetPoint("TOP", pfUI.swingtimer.mainhand, "BOTTOM", 0, -4)
pfUI.swingtimer.offhand:SetWidth(sw_width)
pfUI.swingtimer.offhand:SetHeight(sw_height)
pfUI.swingtimer.offhand:SetMinMaxValues(0, 1)
pfUI.swingtimer.offhand:SetValue(0)
pfUI.swingtimer.offhand:SetStatusBarTexture(sw_texture)
pfUI.swingtimer.offhand:SetStatusBarColor(ohR, ohG, ohB, ohA)
pfUI.swingtimer.offhand:Hide()
pfUI.swingtimer.offhand.text = pfUI.swingtimer.offhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.offhand.text:SetPoint("CENTER", pfUI.swingtimer.offhand, "CENTER", 0, 0)
pfUI.swingtimer.offhand.text:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.offhand.text:SetTextColor(1, 1, 1, 1)
pfUI.swingtimer.offhand.text:SetText("")
if not sw_showtext then pfUI.swingtimer.offhand.text:Hide() end
pfUI.swingtimer.offhand.label = pfUI.swingtimer.offhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.offhand.label:SetPoint("RIGHT", pfUI.swingtimer.offhand, "LEFT", -4, 0)
pfUI.swingtimer.offhand.label:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.offhand.label:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.offhand.label:SetText(sw_showlabel and "OH" or "")
pfUI.swingtimer.offhand.speed = pfUI.swingtimer.offhand:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.offhand.speed:SetPoint("LEFT", pfUI.swingtimer.offhand, "RIGHT", 4, 0)
pfUI.swingtimer.offhand.speed:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.offhand.speed:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.offhand.speed:SetText("")
if not sw_showspeed then pfUI.swingtimer.offhand.speed:Hide() end
CreateBackdrop(pfUI.swingtimer.offhand)
pfUI.swingtimer.offhand.marker = pfUI.swingtimer.offhand:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.offhand.marker:SetTexture(1, 1, 1, 1.0)
pfUI.swingtimer.offhand.marker:SetWidth(2)
pfUI.swingtimer.offhand.marker:SetHeight(sw_height)
pfUI.swingtimer.offhand.marker:Hide()
-- Left glow: fades from transparent to white (right edge = marker)
pfUI.swingtimer.offhand.markerGlowL = pfUI.swingtimer.offhand:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.offhand.markerGlowL:SetTexture(1, 1, 1, 1)
pfUI.swingtimer.offhand.markerGlowL:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0, 1, 1, 1, 0.35)
pfUI.swingtimer.offhand.markerGlowL:SetWidth(10)
pfUI.swingtimer.offhand.markerGlowL:SetHeight(sw_height)
pfUI.swingtimer.offhand.markerGlowL:Hide()
-- Right glow: fades from white to transparent (left edge = marker)
pfUI.swingtimer.offhand.markerGlowR = pfUI.swingtimer.offhand:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.offhand.markerGlowR:SetTexture(1, 1, 1, 1)
pfUI.swingtimer.offhand.markerGlowR:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0.35, 1, 1, 1, 0)
pfUI.swingtimer.offhand.markerGlowR:SetWidth(10)
pfUI.swingtimer.offhand.markerGlowR:SetHeight(sw_height)
pfUI.swingtimer.offhand.markerGlowR:Hide()
CreateBackdropShadow(pfUI.swingtimer.offhand)
-- Ranged bar
pfUI.swingtimer.ranged = CreateFrame("Frame", "pfSwingTimerRanged", UIParent)
pfUI.swingtimer.ranged:SetPoint("BOTTOM", UIParent, "CENTER", -189, 83)
pfUI.swingtimer.ranged:SetWidth(sw_width)
pfUI.swingtimer.ranged:SetHeight(sw_height)
pfUI.swingtimer.ranged:Hide()
pfUI.swingtimer.ranged.left = pfUI.swingtimer.ranged:CreateTexture(nil, "ARTWORK")
pfUI.swingtimer.ranged.left:SetTexture(sw_texture)
pfUI.swingtimer.ranged.left:SetPoint("RIGHT", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.left:SetHeight(sw_height)
pfUI.swingtimer.ranged.left:SetWidth(sw_width / 2)
pfUI.swingtimer.ranged.left:SetTexCoord(0, 0.5, 0, 1)
pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.right = pfUI.swingtimer.ranged:CreateTexture(nil, "ARTWORK")
pfUI.swingtimer.ranged.right:SetTexture(sw_texture)
pfUI.swingtimer.ranged.right:SetPoint("LEFT", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.right:SetHeight(sw_height)
pfUI.swingtimer.ranged.right:SetWidth(sw_width / 2)
pfUI.swingtimer.ranged.right:SetTexCoord(0.5, 1, 0, 1)
pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.warn = pfUI.swingtimer.ranged:CreateTexture(nil, "ARTWORK")
pfUI.swingtimer.ranged.warn:SetTexture(sw_texture)
pfUI.swingtimer.ranged.warn:SetPoint("CENTER", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.warn:SetHeight(sw_height)
pfUI.swingtimer.ranged.warn:SetWidth(1)
pfUI.swingtimer.ranged.warn:SetVertexColor(rwR, rwG, rwB, rwA)
pfUI.swingtimer.ranged.warn:Hide()
pfUI.swingtimer.ranged.text = pfUI.swingtimer.ranged:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.ranged.text:SetPoint("CENTER", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.text:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.ranged.text:SetTextColor(1, 1, 1, 1)
pfUI.swingtimer.ranged.text:SetText("")
if not sw_showtext then pfUI.swingtimer.ranged.text:Hide() end
pfUI.swingtimer.ranged.label = pfUI.swingtimer.ranged:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.ranged.label:SetPoint("RIGHT", pfUI.swingtimer.ranged, "LEFT", -4, 0)
pfUI.swingtimer.ranged.label:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.ranged.label:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.ranged.label:SetText(sw_showlabel and "Ra" or "")
pfUI.swingtimer.ranged.speed = pfUI.swingtimer.ranged:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.ranged.speed:SetPoint("LEFT", pfUI.swingtimer.ranged, "RIGHT", 4, 0)
pfUI.swingtimer.ranged.speed:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
pfUI.swingtimer.ranged.speed:SetTextColor(0.8, 0.8, 0.8, 1)
pfUI.swingtimer.ranged.speed:SetText("")
if not sw_showspeed then pfUI.swingtimer.ranged.speed:Hide() end
CreateBackdrop(pfUI.swingtimer.ranged)
pfUI.swingtimer.ranged.marker = pfUI.swingtimer.ranged:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.ranged.marker:SetTexture(1, 1, 1, 1.0)
pfUI.swingtimer.ranged.marker:SetWidth(2)
pfUI.swingtimer.ranged.marker:SetHeight(sw_height)
pfUI.swingtimer.ranged.marker:Hide()
-- Left glow: fades from transparent to white (right edge = marker)
pfUI.swingtimer.ranged.markerGlowL = pfUI.swingtimer.ranged:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.ranged.markerGlowL:SetTexture(1, 1, 1, 1)
pfUI.swingtimer.ranged.markerGlowL:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0, 1, 1, 1, 0.35)
pfUI.swingtimer.ranged.markerGlowL:SetWidth(10)
pfUI.swingtimer.ranged.markerGlowL:SetHeight(sw_height)
pfUI.swingtimer.ranged.markerGlowL:Hide()
-- Right glow: fades from white to transparent (left edge = marker)
pfUI.swingtimer.ranged.markerGlowR = pfUI.swingtimer.ranged:CreateTexture(nil, "OVERLAY")
pfUI.swingtimer.ranged.markerGlowR:SetTexture(1, 1, 1, 1)
pfUI.swingtimer.ranged.markerGlowR:SetGradientAlpha("HORIZONTAL", 1, 1, 1, 0.35, 1, 1, 1, 0)
pfUI.swingtimer.ranged.markerGlowR:SetWidth(10)
pfUI.swingtimer.ranged.markerGlowR:SetHeight(sw_height)
pfUI.swingtimer.ranged.markerGlowR:Hide()
CreateBackdropShadow(pfUI.swingtimer.ranged)
UpdateMovable(pfUI.swingtimer.mainhand)
UpdateMovable(pfUI.swingtimer.ranged)
-- OH weapon detection
-- 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 l = GetInventoryItemLink("player", 17)
if not l then return false end
local _, _, id = string.find(l, "item:(%d+)")
id = tonumber(id)
if not id then return false end
return OH_WEAPON_TYPES[C_Item.GetItemInventoryTypeByID(id)] == 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
-- Reset MH countdown to full speed (server confirmed swing)
local function ResetMH()
if S.mhFrozenAt then
S.mhFrozenAt = nil
end
UpdateWeaponSpeeds()
pfUI.swingtimer.mhGraceAt = nil -- cancel any pending hide
S.mhTimerMax = S.mhSpeed
S.mhTimer = S.mhSpeed
S.mhActive = true
pfUI.swingtimer.mainhand:Show()
pfUI.swingtimer:Show()
end
-- Reset OH countdown to full speed
local function ResetOH()
UpdateWeaponSpeeds()
if S.ohSpeed <= 0 then return end
pfUI.swingtimer.ohGraceAt = nil -- cancel any pending hide
S.ohTimerMax = S.ohSpeed
S.ohTimer = S.ohSpeed
S.ohActive = true
if sw_showoh then pfUI.swingtimer.offhand:Show() end
pfUI.swingtimer:Show()
end
-- Reset ranged countdown. replaceMH=true (Hunter Auto Shot, Throw) stops
-- the melee swing clock while ranged ticks; replaceMH=false (wand Shoot)
-- leaves it running for melee weaving.
local function ResetRanged(replaceMH)
if not sw_showranged then return end
UpdateWeaponSpeeds()
if S.raSpeed <= 0 then return end
if replaceMH then
S.mhActive = false
pfUI.swingtimer.mainhand:Hide()
end
S.raTimerMax = S.raSpeed
S.raTimer = S.raSpeed
S.raActive = true
if isHunter then
pfUI.swingtimer.ranged.left:ClearAllPoints()
pfUI.swingtimer.ranged.left:SetPoint("RIGHT", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.left:SetWidth(sw_width / 2)
pfUI.swingtimer.ranged.left:SetTexCoord(0, 0.5, 0, 1)
pfUI.swingtimer.ranged.right:SetWidth(sw_width / 2)
pfUI.swingtimer.ranged.right:SetTexCoord(0.5, 1, 0, 1)
else
pfUI.swingtimer.ranged.left:ClearAllPoints()
pfUI.swingtimer.ranged.left:SetPoint("TOPLEFT", pfUI.swingtimer.ranged, "TOPLEFT", 0, 0)
pfUI.swingtimer.ranged.left:SetWidth(0.1)
pfUI.swingtimer.ranged.left:Hide()
pfUI.swingtimer.ranged.left:SetTexCoord(0, 0, 0, 1)
pfUI.swingtimer.ranged.right:SetWidth(0.1)
pfUI.swingtimer.ranged.right:Hide()
end
pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.warn:SetWidth(1)
pfUI.swingtimer.ranged.warn:Hide()
pfUI.swingtimer.ranged:Show()
pfUI.swingtimer:Show()
end
local function ResetAll()
S.mhActive = false
S.ohActive = false
S.raActive = false
S.mhTimer = 0
S.ohTimer = 0
S.raTimer = 0
pfUI.swingtimer.mhGraceAt = nil
pfUI.swingtimer.ohGraceAt = nil
pfUI.swingtimer.mainhand:Hide()
pfUI.swingtimer.offhand:Hide()
pfUI.swingtimer.ranged:Hide()
pfUI.swingtimer:Hide()
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
-- OnUpdate: countdown all timers with delta, then render
pfUI.swingtimer:SetScript("OnUpdate", function()
S.swingThrottle = S.swingThrottle + arg1
local swingDelay = pfUI.throttle and pfUI.throttle:Get("swingtimer") or 0.02
if S.swingThrottle < swingDelay then return end
local delta = S.swingThrottle
S.swingThrottle = 0
-- (out-of-combat hide handled naturally when timers expire)
local anyActive = false
-- Tick timers down. When a timer expires we give a short grace period before
-- hiding the bar, to bridge the 1-2 frame gap until AUTO_ATTACK_SELF arrives.
-- If AUTO_ATTACK_SELF arrives during the grace period it resets the timer
-- normally and the grace timer is cleared. If not (e.g. auto-attack was
-- turned off), the bar hides after the grace period ends.
local GRACE = 0.15 -- seconds to wait after timer hits 0 before hiding
if S.mhActive then
-- Don't tick while frozen (swing-delay spell like Slam is being cast)
if not S.mhFrozenAt then
S.mhTimer = S.mhTimer - delta
end
if S.mhTimer <= 0 then
S.mhTimer = 0
if S.mhFrozenAt then
-- Swing-delay spell cast in progress: bar holds at 0, skip grace/hide.
-- SPELL_GO handler will unfreeze and add cast duration to timer.
elseif not pfUI.swingtimer.mhGraceAt then
pfUI.swingtimer.mhGraceAt = GetTime() + GRACE
elseif GetTime() >= pfUI.swingtimer.mhGraceAt then
pfUI.swingtimer.mhGraceAt = nil
if not S.inCombat or not S.autoAttackActive then
S.mhActive = false
pfUI.swingtimer.mainhand:Hide()
S.lastMhMarkerX = -1
pfUI.swingtimer.mainhand.marker:Hide()
pfUI.swingtimer.mainhand.markerGlowL:Hide()
pfUI.swingtimer.mainhand.markerGlowR:Hide()
end
end
end
end
if S.ohActive then
S.ohTimer = S.ohTimer - delta
if S.ohTimer <= 0 then
S.ohTimer = 0
if not pfUI.swingtimer.ohGraceAt then
pfUI.swingtimer.ohGraceAt = GetTime() + GRACE
elseif GetTime() >= pfUI.swingtimer.ohGraceAt then
pfUI.swingtimer.ohGraceAt = nil
if not S.inCombat or not S.autoAttackActive then
S.ohActive = false
pfUI.swingtimer.offhand:Hide()
S.lastOhMarkerX = -1
pfUI.swingtimer.offhand.marker:Hide()
pfUI.swingtimer.offhand.markerGlowL:Hide()
pfUI.swingtimer.offhand.markerGlowR:Hide()
end
end
end
end
if S.raActive then
S.raTimer = S.raTimer - delta
if S.raTimer <= 0 then
S.raTimer = 0
S.raActive = false
pfUI.swingtimer.ranged:Hide()
end
end
-- HS/Cleave color
local curR, curG, curB = mhDefaultR, mhDefaultG, mhDefaultB
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
curR, curG, curB = 1.0, 0.55, 0.0 -- orange for druid maul queue
elseif S.isWarrior then
local hs, cl = IsHSOrCleaveQueued()
if cl then
curR, curG, curB = 0.2, 0.9, 0.2
elseif hs then
curR, curG, curB = 0.9, 0.9, 0.2
end
end
end
-- Render MH
if S.mhActive then
local progress = 1 - (S.mhTimer / S.mhTimerMax)
pfUI.swingtimer.mainhand:SetValue(progress)
if S.mhTimer <= 0 then
-- Timer expired: hide marker (no gap at right edge)
if S.lastMhMarkerX ~= -1 then
S.lastMhMarkerX = -1
pfUI.swingtimer.mainhand.marker:Hide()
pfUI.swingtimer.mainhand.markerGlowL:Hide()
pfUI.swingtimer.mainhand.markerGlowR:Hide()
end
else
local mhMarkerX = progress * sw_width
if mhMarkerX < 1 then mhMarkerX = 1 end
if mhMarkerX > sw_width - 2 then mhMarkerX = sw_width - 2 end
if mhMarkerX ~= S.lastMhMarkerX then
S.lastMhMarkerX = mhMarkerX
pfUI.swingtimer.mainhand.marker:SetPoint("LEFT", pfUI.swingtimer.mainhand, "LEFT", mhMarkerX - 1, 0)
pfUI.swingtimer.mainhand.markerGlowL:SetPoint("RIGHT", pfUI.swingtimer.mainhand.marker, "LEFT", 0, 0)
pfUI.swingtimer.mainhand.markerGlowR:SetPoint("LEFT", pfUI.swingtimer.mainhand.marker, "RIGHT", 0, 0)
pfUI.swingtimer.mainhand.marker:Show()
pfUI.swingtimer.mainhand.markerGlowL:Show()
pfUI.swingtimer.mainhand.markerGlowR:Show()
end
end
pfUI.swingtimer.mainhand:SetStatusBarColor(curR, curG, curB, mhA)
if sw_showtext then
pfUI.swingtimer.mainhand.text:SetFormattedText("%.1f", math.floor(S.mhTimer * 10) / 10)
end
if sw_showspeed and S.mhSpeed > 0 then
pfUI.swingtimer.mainhand.speed:SetFormattedText("%.2f", S.mhSpeed)
end
anyActive = true
end
-- Render OH
if sw_showoh and S.ohActive then
local progress = 1 - (S.ohTimer / S.ohTimerMax)
pfUI.swingtimer.offhand:SetValue(progress)
if S.ohTimer <= 0 then
if S.lastOhMarkerX ~= -1 then
S.lastOhMarkerX = -1
pfUI.swingtimer.offhand.marker:Hide()
pfUI.swingtimer.offhand.markerGlowL:Hide()
pfUI.swingtimer.offhand.markerGlowR:Hide()
end
else
local ohMarkerX = progress * sw_width
if ohMarkerX < 1 then ohMarkerX = 1 end
if ohMarkerX > sw_width - 2 then ohMarkerX = sw_width - 2 end
if ohMarkerX ~= S.lastOhMarkerX then
S.lastOhMarkerX = ohMarkerX
pfUI.swingtimer.offhand.marker:SetPoint("LEFT", pfUI.swingtimer.offhand, "LEFT", ohMarkerX - 1, 0)
pfUI.swingtimer.offhand.markerGlowL:SetPoint("RIGHT", pfUI.swingtimer.offhand.marker, "LEFT", 0, 0)
pfUI.swingtimer.offhand.markerGlowR:SetPoint("LEFT", pfUI.swingtimer.offhand.marker, "RIGHT", 0, 0)
pfUI.swingtimer.offhand.marker:Show()
pfUI.swingtimer.offhand.markerGlowL:Show()
pfUI.swingtimer.offhand.markerGlowR:Show()
end
end
if sw_showtext then
pfUI.swingtimer.offhand.text:SetFormattedText("%.1f", math.floor(S.ohTimer * 10) / 10)
end
if sw_showspeed and S.ohSpeed > 0 then
pfUI.swingtimer.offhand.speed:SetFormattedText("%.2f", S.ohSpeed)
end
anyActive = true
elseif not sw_showoh then
pfUI.swingtimer.offhand:Hide()
end
-- Render Ranged
if sw_showranged and S.raActive then
local remaining = S.raTimer
if isHunter then
local DEADZONE = 0.5
local halfW = sw_width / 2
if remaining > DEADZONE then
local elapsed = S.raTimerMax - remaining
local phase1dur = S.raTimerMax - DEADZONE
local p = elapsed / phase1dur
local w = halfW * (1 - p)
if w < 1 then w = 1 end
pfUI.swingtimer.ranged.left:Show()
pfUI.swingtimer.ranged.left:SetWidth(w)
pfUI.swingtimer.ranged.left:SetTexCoord(0, (1 - p) * 0.5, 0, 1)
pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.right:Show()
pfUI.swingtimer.ranged.right:SetWidth(w)
pfUI.swingtimer.ranged.right:SetTexCoord(1 - (1 - p) * 0.5, 1, 0, 1)
pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.warn:Hide()
else
local p = 1 - (remaining / DEADZONE)
local w = sw_width * p
if w < 1 then w = 1 end
pfUI.swingtimer.ranged.left:Hide()
pfUI.swingtimer.ranged.right:Hide()
pfUI.swingtimer.ranged.warn:SetWidth(w)
pfUI.swingtimer.ranged.warn:Show()
end
if sw_showtext then
if remaining <= 0.5 then
pfUI.swingtimer.ranged.text:SetFormattedText("%.1f", math.floor(remaining * 10) / 10)
else
pfUI.swingtimer.ranged.text:SetFormattedText("%.1f", math.floor((remaining - 0.5) * 10) / 10)
end
end
else
local progress = 1 - (remaining / S.raTimerMax)
local w = sw_width * progress
if w < 1 then w = 1 end
pfUI.swingtimer.ranged.left:Show()
pfUI.swingtimer.ranged.left:SetWidth(w)
pfUI.swingtimer.ranged.left:SetTexCoord(0, progress, 0, 1)
pfUI.swingtimer.ranged.right:Hide()
pfUI.swingtimer.ranged.warn:Hide()
if sw_showtext then
pfUI.swingtimer.ranged.text:SetFormattedText("%.1f", math.floor(remaining * 10) / 10)
end
end
if sw_showspeed and S.raSpeed > 0 then
pfUI.swingtimer.ranged.speed:SetFormattedText("%.2f", S.raSpeed)
end
local raProgress = 1 - (S.raTimer / S.raTimerMax)
local raMarkerX = raProgress * sw_width
if raMarkerX < 1 then raMarkerX = 1 end
if raMarkerX > sw_width - 2 then raMarkerX = sw_width - 2 end
if raMarkerX ~= S.lastRaMarkerX then
S.lastRaMarkerX = raMarkerX
if not isHunter then
pfUI.swingtimer.ranged.marker:SetPoint("LEFT", pfUI.swingtimer.ranged, "LEFT", raMarkerX - 1, 0)
pfUI.swingtimer.ranged.marker:Show()
pfUI.swingtimer.ranged.markerGlowL:SetPoint("RIGHT", pfUI.swingtimer.ranged.marker, "LEFT", 0, 0)
pfUI.swingtimer.ranged.markerGlowR:SetPoint("LEFT", pfUI.swingtimer.ranged.marker, "RIGHT", 0, 0)
pfUI.swingtimer.ranged.markerGlowL:Show()
pfUI.swingtimer.ranged.markerGlowR:Show()
else
pfUI.swingtimer.ranged.marker:Hide()
pfUI.swingtimer.ranged.markerGlowL:Hide()
pfUI.swingtimer.ranged.markerGlowR:Hide()
end
end
anyActive = true
elseif not sw_showranged then
pfUI.swingtimer.ranged:Hide()
end
if not anyActive then
if not pfUI.swingtimer.mainhand:IsShown()
and not pfUI.swingtimer.offhand:IsShown()
and not pfUI.swingtimer.ranged:IsShown() then
this:Hide()
end
end
end)
-- SPELL_START_SELF: fires only for cast-time spells, never instants
local spellStartFrame = CreateFrame("Frame")
spellStartFrame:RegisterEvent("SPELL_START_SELF")
spellStartFrame:SetScript("OnEvent", function()
if not (arg1 and arg1 > 0) then return end
S.pendingCastSpellId = arg1
-- Freeze the swing timer for cast-time spells that DON'T reset auto-
-- attack on completion (Slam, Hammer of Wrath on Turtle, etc.) — those
-- let the swing resume from where it paused. C_Spell.ResetsMeleeSwing
-- mirrors the server rule; spells that reset don't need freezing (they
-- reset on SPELL_GO_SELF). Subsumes the old hardcoded swingDelaySpells
-- list (no list maintenance for new Slam-style spells).
if S.mhActive then
if not C_Spell.ResetsMeleeSwing(arg1) then
S.mhFrozenAt = GetTime()
end
end
end)
-- Cast cancel/fail/interrupt: unfreeze swing timer if a delay spell was interrupted
local spellFailFrame = CreateFrame("Frame")
spellFailFrame:RegisterEvent("SPELLCAST_FAILED")
spellFailFrame:RegisterEvent("SPELLCAST_INTERRUPTED")
spellFailFrame:SetScript("OnEvent", function()
if S.mhFrozenAt then
S.mhFrozenAt = nil
end
S.pendingCastSpellId = nil
end)
-- SPELL_GO hook via libdebuff
pfUI.libdebuff_spell_go_hooks = pfUI.libdebuff_spell_go_hooks or {}
pfUI.libdebuff_spell_go_hooks["swingtimer"] = function(spellId)
-- C_Spell.IsRangedAutoAttackSpell catches both Auto Shot (75) and
-- wand Shoot (5019) via Spell.dbc's AUTO_REPEAT attribute (covers
-- any future auto-repeat ranged spell automatically). Wand is the
-- one independent of the MH swing — everything else replaces it.
-- Throw isn't auto-repeat (single-shot) so it's handled explicitly.
if C_Spell.IsRangedAutoAttackSpell(spellId) then
ResetRanged(spellId ~= WAND_SHOOT_SPELLID)
return
elseif spellId == THROW_SPELLID then
ResetRanged(true)
return
elseif IsOnSwingSpell(spellId) then
-- On-next-swing ability (HS / Cleave / Maul / Raptor Strike / etc.)
-- — the swing fires as the spell consumes it. Drop the queued color.
S.hsQueued = false; S.cleaveQueued = false; S.maulQueued = false
ResetMH()
else
-- C_Spell.ResetsMeleeSwing mirrors the server rule (Turtle's
-- Spell::IsMeleeAttackResetSpell): InterruptFlags has AUTOATTACK and
-- AttributesEx2 lacks NOT_RESET_AUTO_ACTIONS. When the spell resets the
-- swing, snap the timers to full. Otherwise (elseif) a frozen-swing-
-- during-cast is a Slam-style cast — push the timer forward by the cast
-- duration so the bar resumes from where it paused.
if C_Spell.ResetsMeleeSwing(spellId) then
if S.mhActive and S.mhSpeed > 0 then
UpdateWeaponSpeeds()
S.mhTimerMax = S.mhSpeed
S.mhTimer = S.mhSpeed
end
if S.ohActive and S.ohSpeed > 0 then
S.ohTimerMax = S.ohSpeed
S.ohTimer = S.ohSpeed
end
elseif S.mhFrozenAt then
local castDuration = GetTime() - S.mhFrozenAt
S.mhTimer = S.mhTimer + castDuration
S.mhTimerMax = S.mhTimerMax + castDuration
S.mhFrozenAt = nil
end
end
S.pendingCastSpellId = nil
end
-- SPELL_CAST_EVENT hook: HS/Cleave/Maul queue tracking
pfUI.libdebuff_spell_cast_hooks = pfUI.libdebuff_spell_cast_hooks or {}
pfUI.libdebuff_spell_cast_hooks["swingtimer"] = function(success, spellId)
local kind = ClassifyOnSwingSpell(spellId)
if not kind then return end
S.useSpellQueueEvent = true
SetQueuedKind(kind)
end
local events = CreateFrame("Frame")
events:RegisterEvent("AUTO_ATTACK_SELF")
events:RegisterEvent("AUTO_ATTACK_OTHER")
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("UNIT_DIED")
events:RegisterEvent("SPELL_QUEUE_EVENT")
events:RegisterEvent("START_AUTOATTACK")
events:RegisterEvent("STOP_AUTOATTACK")
events:SetScript("OnEvent", function()
if event == "AUTO_ATTACK_SELF" then
local hitInfo = arg4 or 0
local isOffhand = bit.band(hitInfo, HITINFO_LEFTSWING) ~= 0
local noAction = bit.band(hitInfo, HITINFO_NOACTION) ~= 0
-- NOACTION means server did not advance swing clock (dodge/parry/miss).
-- Only skip if the timer is already running - if it's not active yet
-- (first swing ever), we still want to start it so the bar appears.
if noAction then
if isOffhand and S.ohActive then return end
if not isOffhand and S.mhActive then return end
end
-- Extra attack detection: if timer still has >20% remaining for that hand,
-- the server did NOT reset the swing clock -> this is an extra attack, skip.
-- Use 20% here (SP_SwingTimer's ShouldResetTimer threshold).
-- Exception: if timer is already at 0 (expired), always accept.
if isOffhand then
local pct = S.ohActive and (S.ohTimer / S.ohTimerMax) or 0
if S.ohActive and S.ohTimer > 0 and pct > 0.20 then
return
end
ResetOH()
else
local pct = S.mhActive and (S.mhTimer / S.mhTimerMax) or 0
if S.mhActive and S.mhTimer > 0 and pct > 0.20 then
return
end
ResetMH()
end
elseif event == "AUTO_ATTACK_OTHER" then
-- Parry haste: enemy attacked the player and player parried
local targetGuid = arg2
if not targetGuid or not IsPlayerGuid(targetGuid) then return end
local victimState = arg5 or 0
-- VICTIMSTATE_PARRY = 3
-- Vanilla: parry reduces the NEXT swing timer by 40% of weapon speed,
-- minimum 20% of weapon speed remaining (SP_SwingTimer approach)
if victimState == 3 then
-- Apply to whichever swing comes next (smallest % remaining = closest to firing)
if S.ohActive and S.ohSpeed > 0 and (S.ohTimer / S.ohTimerMax) < (S.mhTimer / S.mhTimerMax) then
local minimum = S.ohSpeed * 0.20
if S.ohTimer > minimum then
local reduct = S.ohSpeed * 0.40
local before = S.ohTimer
S.ohTimer = S.ohTimer - reduct
if S.ohTimer < minimum then S.ohTimer = minimum end
end
elseif S.mhActive and S.mhSpeed > 0 then
local minimum = S.mhSpeed * 0.20
if S.mhTimer > minimum then
local reduct = S.mhSpeed * 0.40
local before = S.mhTimer
S.mhTimer = S.mhTimer - reduct
if S.mhTimer < minimum then S.mhTimer = minimum end
end
else
end
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
elseif event == "START_AUTOATTACK" then
S.autoAttackActive = true
elseif event == "STOP_AUTOATTACK" then
S.autoAttackActive = false
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
S.ohActive = false
pfUI.swingtimer.offhand:Hide()
end
if S.raSpeed == 0 then
S.raActive = false
pfUI.swingtimer.ranged:Hide()
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
elseif event == "UNIT_DIED" then
if IsPlayerGuid(arg1) then
ResetAll()
end
end
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 S.mhTimer end,
GetOHTimer = function() return S.ohTimer end,
GetRangedTimer = function() return S.raTimer 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 S.mhActive end,
IsOHActive = function() return S.ohActive end,
IsRangedActive = function() return S.raActive end,
-- Swing progress 0.0 (just reset) to 1.0 (about to swing)
GetMHProgress = function()
return S.mhActive and S.mhTimerMax > 0 and (1 - S.mhTimer / S.mhTimerMax) or 0
end,
GetOHProgress = function()
return S.ohActive and S.ohTimerMax > 0 and (1 - S.ohTimer / S.ohTimerMax) or 0
end,
GetRangedProgress = function()
return S.raActive and S.raTimerMax > 0 and (1 - S.raTimer / S.raTimerMax) or 0
end,
-- Warrior HS/Cleave queue state
IsHSQueued = function() return S.hsQueued end,
IsCleaveQueued = function() return S.cleaveQueued end,
IsMaulQueued = function() return S.maulQueued end,
}
UpdateWeaponSpeeds()
end)