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ButtonForge-classic/ButtonForge/EventManager.lua

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Lua
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2018-05-12 02:23:16 +02:00
--[[
Author: Alternator (Massiner of Nathrezim)
Copyright 2010
Notes:
]]
local Const = BFConst;
local UILib = BFUILib;
BFEventFrames = {};
BFEventFrames["Full"] = CreateFrame("FRAME"); --This frame is also responsible for the OnUpdate event to trigger most button refreshing
BFEventFrames["Checked"] = CreateFrame("FRAME");
BFEventFrames["Equipped"] = CreateFrame("FRAME");
BFEventFrames["Usable"] = CreateFrame("FRAME");
BFEventFrames["Cooldown"] = CreateFrame("FRAME");
BFEventFrames["Text"] = CreateFrame("FRAME"); --Counts of spells/items
BFEventFrames["Glow"] = CreateFrame("FRAME");
BFEventFrames["Range"] = CreateFrame("FRAME"); --Update the Range Timer (includes the timer and checking if spells need to check their targets)
BFEventFrames["Flash"] = CreateFrame("FRAME"); --Update the flashing of auto attacks
BFEventFrames["Conditional"] = CreateFrame("FRAME"); --Conditionals are to keep macros updated
BFEventFrames["Misc"] = CreateFrame("FRAME"); --Misc (and less frequent) events to do with keeping data synchronised
BFEventFrames["Delay"] = CreateFrame("FRAME"); --used for delay event (currently just for the macro check)
local Full = BFEventFrames["Full"];
local Checked = BFEventFrames["Checked"];
local Equipped = BFEventFrames["Equipped"];
local Usable = BFEventFrames["Usable"];
local Cooldown = BFEventFrames["Cooldown"];
local Text = BFEventFrames["Text"];
local Glow = BFEventFrames["Glow"];
local Range = BFEventFrames["Range"];
local Flash = BFEventFrames["Flash"];
local Conditional = BFEventFrames["Conditional"];
local Misc = BFEventFrames["Misc"];
local Delay = BFEventFrames["Delay"];
local Util = BFUtil;
Full.Util = BFUtil; --Since this frame can get a runtime generated OnUpdate it needs a member reference to the Util lib
Full:SetFrameStrata("LOW"); --So we OnUpdate at the right time
Full.RefreshButtons = false;
Full.RefFull = false;
Full.RefChecked = false;
Full.RefEquipped = false;
Full.RefUsable = false;
Full.RefCooldown = false;
Full.RefText = false;
Full.RefFlyouts = false;
Full.RefGlow = false;
Full.RefConditional = false;
Range:SetFrameStrata("MEDIUM");
Flash:SetFrameStrata("MEDIUM");
Misc:SetFrameStrata("BACKGROUND");
Misc.PromoteSpells = false;
Misc.TalentSwap = false;
Misc.RefreshSpells = false;
--[[------------------------------------------------------------------------
Secure Hooks
--------------------------------------------------------------------------]]
function Misc.SetCVarCalled(cvar, ...)
if (cvar == "ActionButtonUseKeyDown") then
Util.UpdateButtonClickHandling();
end
end
--This secure hook is only applied if during the Util.Load function it is determined to be needed
--hooksecurefunc("SetCVar", SetCVarCalled);
--[[------------------------------------------------------------------------
Misc Resync type events
--------------------------------------------------------------------------]]
Misc:RegisterEvent("COMPANION_LEARNED"); --resync companions
Misc:RegisterEvent("PET_JOURNAL_LIST_UPDATE"); --textures etc should now be available
Misc:RegisterEvent("LEARNED_SPELL_IN_TAB"); --refresh/promote spells
Misc:RegisterEvent("SPELLS_CHANGED"); --refresh spells depending on play style this could trigger often, we will instead rely on other events to keep spells synched
Misc:RegisterEvent("CHARACTER_POINTS_CHANGED"); --refresh spells
Misc:RegisterEvent("UPDATE_MACROS"); --resync macros
Misc:RegisterEvent("ACTIVE_TALENT_GROUP_CHANGED"); --refresh spells (and prevent spell promotion)
Misc:RegisterEvent("EQUIPMENT_SETS_CHANGED"); --resync equip sets
Misc:RegisterEvent("PLAYER_REGEN_DISABLED"); --enter combat
Misc:RegisterEvent("PLAYER_REGEN_ENABLED"); --out of combat
Misc:RegisterEvent("CURSOR_UPDATE"); --possibly show button grids
Misc:RegisterEvent("ACTIONBAR_SHOWGRID"); --...
Misc:RegisterEvent("ACTIONBAR_HIDEGRID"); --...
Misc:RegisterEvent("BAG_UPDATE"); --Refresh the bag item index cache
Misc:RegisterEvent("UNIT_INVENTORY_CHANGED"); --Refresh the inv (equipped) item index cache
Misc:RegisterEvent("SPELL_FLYOUT_UPDATE"); --Refresh the spell_flyouts (mainly due to default blizz code that forces my custom flyout border off)
Misc:RegisterEvent("UI_SCALE_CHANGED");
Misc:RegisterEvent("MODIFIER_STATE_CHANGED");
--[[------------------------------------------------------------------------
Checked Events
--------------------------------------------------------------------------]]
Checked:RegisterEvent("TRADE_SKILL_SHOW");
Checked:RegisterEvent("TRADE_SKILL_CLOSE");
Checked:RegisterEvent("ARCHAEOLOGY_TOGGLE");
Checked:RegisterEvent("ARCHAEOLOGY_CLOSED");
Checked:RegisterEvent("COMPANION_UPDATE");
Checked:RegisterEvent("PET_BATTLE_PET_CHANGED");
Checked:RegisterEvent("CURRENT_SPELL_CAST_CHANGED");
Checked:RegisterEvent("ACTIONBAR_UPDATE_STATE"); --I am not certain how excessive this event is yet, it may not be needed and is a canidate to remove
Checked:RegisterEvent("PLAYER_ENTER_COMBAT");
Checked:RegisterEvent("PLAYER_LEAVE_COMBAT");
Checked:RegisterEvent("START_AUTOREPEAT_SPELL");
Checked:RegisterEvent("STOP_AUTOREPEAT_SPELL");
Checked:RegisterEvent("UPDATE_OVERRIDE_ACTIONBAR");
Checked:RegisterEvent("UPDATE_VEHICLE_ACTIONBAR");
Checked:RegisterEvent("ACTIONBAR_PAGE_CHANGED");
--[[------------------------------------------------------------------------
Equipped Events
--------------------------------------------------------------------------]]
Equipped:RegisterEvent("PLAYER_EQUIPMENT_CHANGED");
--[[------------------------------------------------------------------------
Usable Events
--------------------------------------------------------------------------]]
Usable:RegisterEvent("SPELL_UPDATE_USABLE");
Usable:RegisterEvent("PLAYER_CONTROL_LOST");
Usable:RegisterEvent("PLAYER_CONTROL_GAINED");
Usable:RegisterEvent("BAG_UPDATE");
Usable:RegisterEvent("MINIMAP_UPDATE_ZOOM");
Usable:RegisterEvent("UPDATE_OVERRIDE_ACTIONBAR");
Usable:RegisterEvent("UPDATE_VEHICLE_ACTIONBAR");
Usable:RegisterEvent("ACTIONBAR_UPDATE_USABLE"); --Use this as a backup...
Usable:RegisterEvent("VEHICLE_UPDATE");
Usable:RegisterEvent("ACTIONBAR_PAGE_CHANGED");
Usable:RegisterEvent("UPDATE_WORLD_STATES");
--[[------------------------------------------------------------------------
Cooldown Events
--------------------------------------------------------------------------]]
Cooldown:RegisterEvent("SPELL_UPDATE_COOLDOWN");
Cooldown:RegisterEvent("BAG_UPDATE_COOLDOWN");
Cooldown:RegisterEvent("ACTIONBAR_UPDATE_COOLDOWN");
Cooldown:RegisterEvent("UPDATE_SHAPESHIFT_COOLDOWN");
--Cooldown:RegisterEvent("SPELL_UPDATE_CHARGES");
--[[------------------------------------------------------------------------
Text Events
--------------------------------------------------------------------------]]
Text:RegisterEvent("BAG_UPDATE");
Text:RegisterEvent("SPELL_UPDATE_CHARGES");
Text:RegisterEvent("UNIT_AURA");
--[[------------------------------------------------------------------------
Glow Events
--------------------------------------------------------------------------]]
Glow:RegisterEvent("SPELL_ACTIVATION_OVERLAY_GLOW_SHOW");
Glow:RegisterEvent("SPELL_ACTIVATION_OVERLAY_GLOW_HIDE");
--[[------------------------------------------------------------------------
Range Events
--------------------------------------------------------------------------]]
Range:RegisterEvent("PLAYER_TARGET_CHANGED");
Range:RegisterEvent("UNIT_FACTION");
--[[------------------------------------------------------------------------
Flash Events
--------------------------------------------------------------------------]]
Flash:RegisterEvent("PLAYER_ENTER_COMBAT");
Flash:RegisterEvent("PLAYER_LEAVE_COMBAT");
Flash:RegisterEvent("START_AUTOREPEAT_SPELL");
Flash:RegisterEvent("STOP_AUTOREPEAT_SPELL");
--[[------------------------------------------------------------------------
Conditional Events (for macros)
--------------------------------------------------------------------------]]
Conditional:RegisterEvent("MODIFIER_STATE_CHANGED"); --mod:
Conditional:RegisterEvent("PLAYER_TARGET_CHANGED"); --harm, help, etc
Conditional:RegisterEvent("PLAYER_FOCUS_CHANGED"); --harm, help, etc
Conditional:RegisterEvent("ACTIONBAR_PAGE_CHANGED"); --actionbar
Conditional:RegisterEvent("UPDATE_OVERRIDE_ACTIONBAR");
Conditional:RegisterEvent("UPDATE_VEHICLE_ACTIONBAR");
Conditional:RegisterEvent("PLAYER_REGEN_ENABLED"); --nocombat
Conditional:RegisterEvent("PLAYER_REGEN_DISABLED"); --combat
Conditional:RegisterEvent("UNIT_SPELLCAST_CHANNEL_START"); --channel:
Conditional:RegisterEvent("UNIT_SPELLCAST_CHANNEL_STOP"); --channel:
Conditional:RegisterEvent("PLAYER_EQUIPMENT_CHANGED"); --equipped:
Conditional:RegisterEvent("ACTIVE_TALENT_GROUP_CHANGED"); --spec:
Conditional:RegisterEvent("UPDATE_SHAPESHIFT_COOLDOWN"); --stance/form:
Conditional:RegisterEvent("UPDATE_SHAPESHIFT_FORM"); --stance/form:
Conditional:RegisterEvent("UPDATE_STEALTH"); --stealth
Conditional:RegisterEvent("UNIT_ENTERED_VEHICLE"); --vehicleui
Conditional:RegisterEvent("UNIT_EXITED_VEHICLE"); --vehicleui
Conditional:RegisterEvent("MINIMAP_UPDATE_ZOOM"); --indoors/outdoors
Conditional:RegisterEvent("ACTIONBAR_SLOT_CHANGED"); --This event is excessive, the system is designed not to need it; although at times it may provide slightly (very slightly) faster macro refreshes
--these following conditionals and targets are via the dynamic OnUpdate or are not yet handled
--flyable
--flying
--mounted
--pet
--swimming
--group??part/raid
--mouseover (help,harm etc)
--[[-------------------------------------------------------------------------
Full Events (includes init events)
---------------------------------------------------------------------------]]
Full:RegisterEvent("PLAYER_ENTERING_WORLD"); --Both Full Refresh, and also Spell/Companion cache (definte spell, possibly companion)
Full:RegisterEvent("COMPANION_UPDATE"); --Cache companion (possibly... not used here after init)
Full:RegisterEvent("VARIABLES_LOADED"); --Macros are available
Full:RegisterEvent("ADDON_LOADED"); --Saved info is available
--[[Come back to these events to prepare for the flashing
PLAYER_ENTER_COMBAT
PLAYER_LEAVE_COMBAT
START_AUTOREPEAT_SPELL
STOP_AUTOREPEAT_SPELL
--]]
function Full:InitialOnEvent(Event, Arg1)
if (Event == "ADDON_LOADED" and Arg1 == "ButtonForge") then
self.AddonLoaded = true; --Before setting up is complete we also need to have companion, spell, and macro data available
elseif (Event == "PLAYER_ENTERING_WORLD") then
Util.CacheCompanions();
Util.CacheSpellIndexes();
Util.CachePetSpellIndexes();
Util.CacheBagItems();
Util.CacheInvItems();
self.LowManaThreshold, self.HighManaThreshold, self.LowManaIndex = Util.FindNewThresholds(0, 2, true);
self.SpellsCached = true;
elseif (Event == "VARIABLES_LOADED") then
self.MacrosLoaded = true;
elseif (Event == "COMPANION_UPDATE") then
Util.CacheCompanions(); --Just while we are starting up we are trying to cache companion info... there is no reliable event to let us know when this is possible - it could be this overloaded event or none at all?!?
end
if (Util.CompanionsCached and self.AddonLoaded and self.MacrosLoaded and self.SpellsCached) then
self:SetScript("OnEvent", nil); --Swap to our standard event processor
if (LibStub) then
Util.LBF = LibStub("Masque", true);
if (Util.LBF) then
Util.LBFMasterGroup = Util.LBF:Group("Button Forge");
--Util.LBF:RegisterSkinCallback("Button Forge", Util.ButtonFacadeCallback, Util);
end
end
Util.UpdateSavedData();
Util.Load();
Util.RefreshCompanions();
Util.RefreshMacros();
Util.RefreshEquipmentSets();
Util.RefreshSpells();
Util.CreateBlizzardBarWrappers();
--self:SetScript("OnUpdate", self.OnUpdate);
self:UnregisterEvent("COMPANION_UPDATE");
end
end
function Full:OnUpdate(Elapsed)
-- self.FrameCount = self.FrameCount + 1;
-- self.Elapsed = self.Elapsed + Elapsed;
-- if (self.UnitPower ~= UnitPower("player")) then
-- self.UnitPower = UnitPower("player");
--print(self.UnitPower, "Frames ", self.FrameCount, "elapsed ", self.Elapsed);
-- self.FrameCount = 0;
-- self.Elapsed = 0;
-- end
-- local Mana = UnitPower("player", 0);
--if (Mana < self.LowManaThreshold) then
-- self.RefreshButtons = true;
-- self.LowManaThreshold, self.HighManaThreshold, self.LowManaIndex = self.Util.FindNewThresholds(Mana, self.LowManaIndex, true);
--elseif (Mana >= self.HighManaThreshold) then
-- self.RefreshButtons = true;
-- self.LowManaThreshold, self.HighManaThreshold, self.LowManaIndex = self.Util.FindNewThresholds(Mana, self.LowManaIndex, false);
--end
if (self.RefreshButtons) then
local ActiveButtons = Util.ActiveButtons;
for i = 1, #ActiveButtons do
ActiveButtons[i]:UpdateTexture(); --make sure the texture is always upto date (most actions wont need to do anything here, really this is just for spellwisp)
end
if (self.RefChecked) then
for i = 1, #ActiveButtons do
ActiveButtons[i]:UpdateChecked();
end
end
if (self.RefEquipped) then
for i = 1, #ActiveButtons do
ActiveButtons[i]:UpdateEquipped();
end
end
if (self.RefUsable) then
--print("Usable");
for i = 1, #ActiveButtons do
ActiveButtons[i]:UpdateUsable();
end
end
if (self.RefCooldown) then
for i = 1, #ActiveButtons do
ActiveButtons[i]:UpdateCooldown();
end
end
if (self.RefText) then
for i = 1, #ActiveButtons do
ActiveButtons[i]:UpdateTextCount();
end
end
if (self.RefFlyouts) then
for i = 1, #ActiveButtons do
ActiveButtons[i]:UpdateFlyout();
end
end
if (self.RefGlow) then
for i = 1, #ActiveButtons do
ActiveButtons[i]:UpdateGlow();
end
end
if (self.RefConditional) then
local ActiveMacros = Util.ActiveMacros;
for i = 1, #ActiveMacros do
ActiveMacros[i]:TranslateMacro();
end
end
self.RefreshButtons = false;
self.RefFull = false;
self.RefChecked = false;
self.RefEquipped = false;
self.RefUsable = false;
self.RefCooldown = false;
self.RefText = false;
self.RefFlyouts = false;
self.RefGlow = false;
self.RefConditional = false;
end
end
Full:SetScript("OnEvent", Full.InitialOnEvent);
function Checked:OnEvent()
Full.RefChecked = true;
Full.RefreshButtons = true;
end
function Equipped:OnEvent()
Full.RefEquipped = true;
Full.RefreshButtons = true;
end
function Usable:OnEvent(...)
Full.RefUsable = true;
Full.RefreshButtons = true;
end
function Cooldown:OnEvent()
Full.RefCooldown = true;
Full.RefreshButtons = true;
end
function Text:OnEvent(Event, UnitId)
if (Event ~= "UNIT_AURA" or UnitId == "player") then
Full.RefText = true;
Full.RefreshButtons = true;
end
end
function Glow:OnEvent(Event, Arg1)
local Name = GetSpellInfo(Arg1);
if (Event == "SPELL_ACTIVATION_OVERLAY_GLOW_SHOW") then
Util.GlowSpells[Name] = true;
else
Util.GlowSpells[Name] = false;
end
Full.RefGlow = true;
Full.RefreshButtons = true;
end
function Conditional:OnEvent()
Full.RefConditional = true;
Full.RefreshButtons = true;
end
Checked:SetScript("OnEvent", Checked.OnEvent);
Equipped:SetScript("OnEvent", Equipped.OnEvent);
Usable:SetScript("OnEvent", Usable.OnEvent);
Cooldown:SetScript("OnEvent", Cooldown.OnEvent);
Text:SetScript("OnEvent", Text.OnEvent);
Glow:SetScript("OnEvent", Glow.OnEvent);
Conditional:SetScript("OnEvent", Conditional.OnEvent);
--[[--------------------------------------------------------------------------------------------------------------------------]]
function Misc:OnEvent(Event, ...)
if (Event == "CURSOR_UPDATE") then
local Command = GetCursorInfo();
if (Command == "item") then
--We are now carrying an item, we do this since some items won't trigger the SHOW/HIDE GRID event (macros, spells, etc always do)
Util.CursorAction = true;
Util.RefreshGridStatus();
Util.RefreshBarStrata();
Util.RefreshBarGUIStatus();
elseif (Util.CursorAction and not Command and not UILib.GetDragInfo()) then
--had an action (Util.CursorAction), but now we don't so update state
Util.CursorAction = false;
Util.RefreshGridStatus();
Util.RefreshBarStrata();
Util.RefreshBarGUIStatus();
end
elseif (Event == "MODIFIER_STATE_CHANGED") then
if (Util.CursorAction) then
-- BarStrata and the forced GUI can be updated in response to the shift key
-- We use the CursorAction test purely to save on doing the full more expensive check on this as we know it isn't necessary
self.RefreshBarStrata = true;
self.RefreshBarGUIStatus = true;
self:SetScript("OnUpdate", self.OnUpdate);
end
elseif (Event == "ACTIONBAR_SHOWGRID") then
Util.CursorAction = true;
Util.RefreshGridStatus();
Util.RefreshBarStrata();
Util.RefreshBarGUIStatus();
elseif (Event == "ACTIONBAR_HIDEGRID") then
Util.CursorAction = false;
Util.RefreshGridStatus();
Util.RefreshBarStrata();
Util.RefreshBarGUIStatus();
elseif (Event == "BAG_UPDATE") then
Util.CacheBagItems();
elseif (Event == "UNIT_INVENTORY_CHANGED") then
Util.CacheInvItems();
elseif (Event == "PET_JOURNAL_LIST_UPDATE") then
Util.RefreshBattlePets();
elseif (Event == "SPELL_FLYOUT_UPDATE") then
Full.RefreshButtons = true;
Full.RefFlyouts = true;
elseif (Event == "UPDATE_MACROS") then
Util.UpdateMacroEventCount = Util.UpdateMacroEventCount + 1; --2 update macro events need to have run before we can start refreshing macros
Util.RefreshMacros();
elseif (Event == "LEARNED_SPELL_IN_TAB" or Event == "SPELLS_CHANGED") then
--Defer processing till the onupdate since this could get slammed by a Spec Swap
self.PromoteSpells = true;
self.RefreshSpells = true;
self:SetScript("OnUpdate", self.OnUpdate);
elseif (Event =="ACTIVE_TALENT_GROUP_CHANGED") then
--Set the talentswap flag so we know not to auto promote any spells
self.RefreshSpells = true;
self.TalentSwap = true;
self:SetScript("OnUpdate", self.OnUpdate);
elseif (Event == "COMPANION_LEARNED") then
Util.CacheCompanions();
Util.RefreshCompanions();
elseif (Event == "EQUIPMENT_SETS_CHANGED") then
Util.RefreshEquipmentSets();
elseif (Event == "PLAYER_REGEN_DISABLED") then
Util.PreCombatStateUpdate();
elseif (Event == "PLAYER_REGEN_ENABLED") then
Util.PostCombatStateUpdate();
elseif (Event == "UI_SCALE_CHANGED") then
UILib.RescaleLines();
elseif (Event == "EDITBOX_MESSAGE") then
self.EditBoxMessage, self.EditBox = ...;
self:SetScript("OnUpdate", self.OnUpdate);
end
end
function Misc:OnUpdate(Elapsed)
if (self.RefreshSpells) then
Util.CacheSpellIndexes();
Util.CachePetSpellIndexes();
Util.RefreshSpells();
end
if (self.PromoteSpells) then
if (not self.TalentSwap) then
Util.PromoteSpells();
end
end
if (self.RefreshBarStrata) then
Util.RefreshBarStrata();
end
if (self.RefreshBarGUIStatus) then
Util.RefreshBarGUIStatus();
end
if (self.EditBox) then
self.EditBox:SetText(self.EditBoxMessage or "");
self.EditBox:SetFocus();
end
self.PromoteSpells = false;
self.TalentSwap = false;
self.RefreshSpells = false;
self.RefreshBarStrata = false;
self.RefreshBarGUIStatus = false;
self.EditBoxMessage = nil;
self.EditBox = nil;
self:SetScript("OnUpdate", nil);
end
Misc:SetScript("OnEvent", Misc.OnEvent);
--[[--------------------------------------------------------------------------------------------------------------------------]]
function Range:OnEvent()
local ActiveButtons = Util.ActiveButtons;
for i = 1, #ActiveButtons do
ActiveButtons[i]:UpdateRangeTimer();
end
end
Range.RangeTimer = 0;
function Range:OnUpdate(Elapsed)
local RangeTimer = self.RangeTimer - Elapsed;
if (RangeTimer <= 0) then
for k, v in pairs(Util.RangeTimerButtons) do
k:CheckRangeTimer();
end
RangeTimer = TOOLTIP_UPDATE_TIME;
end
self.RangeTimer = RangeTimer;
end
Range:SetScript("OnEvent", Range.OnEvent);
Range:SetScript("OnUpdate", Range.OnUpdate);
--[[--------------------------------------------------------------------------------------------------------------------------]]
function Flash:OnEvent()
local ActiveSpells = Util.ActiveSpells;
local ActiveMacros = Util.ActiveMacros;
local ActiveBonusActions = Util.ActiveBonusActions;
for i = 1, #ActiveSpells do
ActiveSpells[i]:UpdateFlash();
end
for i = 1, #ActiveMacros do
ActiveMacros[i]:UpdateFlash();
end
for i = 1, #ActiveBonusActions do
ActiveBonusActions[i]:UpdateFlash();
end
end
Flash.FlashTime = 0;
Flash.On = false;
function Flash:OnUpdate(Elapsed)
local FlashTime = self.FlashTime - Elapsed;
if (FlashTime <= 0) then
if (-FlashTime >= ATTACK_BUTTON_FLASH_TIME) then
FlashTime = ATTACK_BUTTON_FLASH_TIME;
else
FlashTime = ATTACK_BUTTON_FLASH_TIME + FlashTime;
end
if (self.On) then
self.On = false;
for k, v in pairs(Util.FlashButtons) do
k:FlashShow();
end
else
self.On = true;
for k, v in pairs(Util.FlashButtons) do
k:FlashHide();
end
end
end
self.FlashTime = FlashTime;
end
Flash:SetScript("OnEvent", Flash.OnEvent);
Flash:SetScript("OnUpdate", Flash.OnUpdate);
--[[----------------------------------]]
Delay.DelayTime = 0;
function Delay:OnUpdate(Elapsed)
self.DelayTime = self.DelayTime + Elapsed;
if (self.DelayTime > tonumber(ButtonForgeGlobalSettings["MacroCheckDelay"])) then
Util.StopMacroCheckDelay();
end
end