--[[ 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