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--[[
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 " ) ;
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Misc : RegisterEvent ( " ZONE_CHANGED " ) ;
Misc : RegisterEvent ( " ZONE_CHANGED_INDOORS " ) ;
Misc : RegisterEvent ( " ZONE_CHANGED_NEW_AREA " ) ;
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--[[------------------------------------------------------------------------
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 " ) ;
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--BFA fix: UPDATE_WORLD_STATES is deprecated
-- Usable:RegisterEvent("UPDATE_WORLD_STATES");
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--[[------------------------------------------------------------------------
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 ) ;
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elseif ( Event == " ZONE_CHANGED " or Event == " ZONE_CHANGED_INDOORS " or Event == " ZONE_CHANGED_NEW_AREA " ) then
Util.RefreshZoneAbility ( ) ;
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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