Add Class Resources and Debuff Highlighting modules; migrate settings to AceDB profiles

Move CoA settings from E.global/E.private into a proper AceDB-3.0 database
(CoA.db, SavedVariables ElvUI_CoADB) with a Profiles options tab, since
ElvUI doesn't ship AceDBOptions-3.0 (vendored under Libraries/).

Add ClassResources.lua: hooks the custom-class resource frames (segment
bar, orb, bar, multi-cast bar) into ElvUI's Toggle Anchors, with a
per-frame hide checkbox in a new "Class Resources" options tab.

Add DispelHighlight.lua: highlights dispellable debuffs on unitframes,
with talent-aware filtering for custom classes.

Fix mover/anchor reliability for Class Resources and the Instance
(LayerPicker) button:
- Movers were only retried until the target frame existed, not until the
  mover was actually created, so frames that start at zero size (e.g. a
  resource bar before that resource is ever active) permanently lost
  their mover.
- Class resource frames re-anchor themselves on refresh, stomping the
  mover's anchor; hook SetPoint to snap back to the mover holder whenever
  something else repositions the frame.
- Native click-drag on these frames ends with the engine calling SetPoint
  directly, severing the mover anchor entirely. Permanently block drag
  (script and RegisterForDrag) instead of clearing it once.
This commit is contained in:
2026-07-16 15:24:12 +02:00
parent 3a5344e31f
commit 97c4defa51
7 changed files with 1022 additions and 53 deletions
+4
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@@ -5,8 +5,12 @@
## Notes: Hides and skins custom CoA-server frames for ElvUI.
## RequiredDeps: ElvUI
## X-IconTexture: Interface\AddOns\ElvUI\Media\ElvUILogo
## SavedVariables: ElvUI_CoADB
Bindings.xml
Libraries\AceDBOptions-3.0.lua
core.lua
Modules\ExtraActionBar.lua
Modules\LayerPicker.lua
Modules\DispelHighlight.lua
Modules\ClassResources.lua
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@@ -0,0 +1,460 @@
--- AceDBOptions-3.0 provides a universal AceConfig options screen for managing AceDB-3.0 profiles.
-- @class file
-- @name AceDBOptions-3.0
-- @release $Id$
local ACEDBO_MAJOR, ACEDBO_MINOR = "AceDBOptions-3.0", 15
local AceDBOptions = LibStub:NewLibrary(ACEDBO_MAJOR, ACEDBO_MINOR)
if not AceDBOptions then return end -- No upgrade needed
-- Lua APIs
local pairs, next = pairs, next
-- WoW APIs
local UnitClass = UnitClass
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: NORMAL_FONT_COLOR_CODE, FONT_COLOR_CODE_CLOSE
AceDBOptions.optionTables = AceDBOptions.optionTables or {}
AceDBOptions.handlers = AceDBOptions.handlers or {}
--[[
Localization of AceDBOptions-3.0
]]
local L = {
choose = "Existing Profiles",
choose_desc = "You can either create a new profile by entering a name in the editbox, or choose one of the already existing profiles.",
choose_sub = "Select one of your currently available profiles.",
copy = "Copy From",
copy_desc = "Copy the settings from one existing profile into the currently active profile.",
current = "Current Profile:",
default = "Default",
delete = "Delete a Profile",
delete_confirm = "Are you sure you want to delete the selected profile?",
delete_desc = "Delete existing and unused profiles from the database to save space, and cleanup the SavedVariables file.",
delete_sub = "Deletes a profile from the database.",
intro = "You can change the active database profile, so you can have different settings for every character.",
new = "New",
new_sub = "Create a new empty profile.",
profiles = "Profiles",
profiles_sub = "Manage Profiles",
reset = "Reset Profile",
reset_desc = "Reset the current profile back to its default values, in case your configuration is broken, or you simply want to start over.",
reset_sub = "Reset the current profile to the default",
}
local LOCALE = GetLocale()
if LOCALE == "deDE" then
L["choose"] = "Vorhandene Profile"
L["choose_desc"] = "Du kannst ein neues Profil erstellen, indem du einen neuen Namen in der Eingabebox 'Neu' eingibst, oder wähle eines der vorhandenen Profile aus."
L["choose_sub"] = "Wählt ein bereits vorhandenes Profil aus."
L["copy"] = "Kopieren von..."
L["copy_desc"] = "Kopiere die Einstellungen von einem vorhandenen Profil in das aktive Profil."
L["current"] = "Aktuelles Profil:"
L["default"] = "Standard"
L["delete"] = "Profil löschen"
L["delete_confirm"] = "Willst du das ausgewählte Profil wirklich löschen?"
L["delete_desc"] = "Lösche vorhandene oder unbenutzte Profile aus der Datenbank, um Platz zu sparen und die SavedVariables-Datei 'sauber' zu halten."
L["delete_sub"] = "Löscht ein Profil aus der Datenbank."
L["intro"] = "Hier kannst du das aktive Datenbankprofil ändern, damit du verschiedene Einstellungen für jeden Charakter erstellen kannst, wodurch eine sehr flexible Konfiguration möglich wird."
L["new"] = "Neu"
L["new_sub"] = "Ein neues Profil erstellen."
L["profiles"] = "Profile"
L["profiles_sub"] = "Profile verwalten"
L["reset"] = "Profil zurücksetzen"
L["reset_desc"] = "Setzt das momentane Profil auf Standardwerte zurück, für den Fall, dass mit der Konfiguration etwas schief lief oder weil du einfach neu starten willst."
L["reset_sub"] = "Das aktuelle Profil auf Standard zurücksetzen."
elseif LOCALE == "frFR" then
L["choose"] = "Profils existants"
L["choose_desc"] = "Vous pouvez créer un nouveau profil en entrant un nouveau nom dans la boîte de saisie, ou en choississant un des profils déjà existants."
L["choose_sub"] = "Permet de choisir un des profils déjà disponibles."
L["copy"] = "Copier à partir de"
L["copy_desc"] = "Copie les paramètres d'un profil déjà existant dans le profil actuellement actif."
L["current"] = "Profil actuel :"
L["default"] = "Défaut"
L["delete"] = "Supprimer un profil"
L["delete_confirm"] = "Etes-vous sûr de vouloir supprimer le profil sélectionné ?"
L["delete_desc"] = "Supprime les profils existants inutilisés de la base de données afin de gagner de la place et de nettoyer le fichier SavedVariables."
L["delete_sub"] = "Supprime un profil de la base de données."
L["intro"] = "Vous pouvez changer le profil actuel afin d'avoir des paramètres différents pour chaque personnage, permettant ainsi d'avoir une configuration très flexible."
L["new"] = "Nouveau"
L["new_sub"] = "Créée un nouveau profil vierge."
L["profiles"] = "Profils"
L["profiles_sub"] = "Gestion des profils"
L["reset"] = "Réinitialiser le profil"
L["reset_desc"] = "Réinitialise le profil actuel au cas où votre configuration est corrompue ou si vous voulez tout simplement faire table rase."
L["reset_sub"] = "Réinitialise le profil actuel avec les paramètres par défaut."
elseif LOCALE == "koKR" then
L["choose"] = "저장 중인 프로필"
L["choose_desc"] = "입력창에 새로운 이름을 입력하거나 저장 중인 프로필 중 하나를 선택하여 새로운 프로필을 만들 수 있습니다."
L["choose_sub"] = "현재 이용할 수 있는 프로필 중 하나를 선택합니다."
L["copy"] = "복사해오기"
L["copy_desc"] = "현재 사용 중인 프로필에 선택한 프로필의 설정을 복사합니다."
L["current"] = "현재 프로필:"
L["default"] = "기본값"
L["delete"] = "프로필 삭제"
L["delete_confirm"] = "정말로 선택한 프로필을 삭제할까요?"
L["delete_desc"] = "저장 공간 절약과 SavedVariables 파일의 정리를 위해 데이터베이스에서 사용하지 않는 프로필을 삭제하세요."
L["delete_sub"] = "데이터베이스의 프로필을 삭제합니다."
L["intro"] = "활성 데이터베이스 프로필을 변경할 수 있고, 각 캐릭터 별로 다른 설정을 할 수 있습니다."
L["new"] = "새로운 프로필"
L["new_sub"] = "새로운 프로필을 만듭니다."
L["profiles"] = "프로필"
L["profiles_sub"] = "프로필 관리"
L["reset"] = "프로필 초기화"
L["reset_desc"] = "설정이 깨졌거나 처음부터 다시 설정을 원하는 경우, 현재 프로필을 기본값으로 초기화하세요."
L["reset_sub"] = "현재 프로필을 기본값으로 초기화합니다"
elseif LOCALE == "esES" or LOCALE == "esMX" then
L["choose"] = "Perfiles existentes"
L["choose_desc"] = "Puedes crear un nuevo perfil introduciendo un nombre en el recuadro o puedes seleccionar un perfil de los ya existentes."
L["choose_sub"] = "Selecciona uno de los perfiles disponibles."
L["copy"] = "Copiar de"
L["copy_desc"] = "Copia los ajustes de un perfil existente al perfil actual."
L["current"] = "Perfil actual:"
L["default"] = "Por defecto"
L["delete"] = "Borrar un Perfil"
L["delete_confirm"] = "¿Estas seguro que quieres borrar el perfil seleccionado?"
L["delete_desc"] = "Borra los perfiles existentes y sin uso de la base de datos para ganar espacio y limpiar el archivo SavedVariables."
L["delete_sub"] = "Borra un perfil de la base de datos."
L["intro"] = "Puedes cambiar el perfil activo de tal manera que cada personaje tenga diferentes configuraciones."
L["new"] = "Nuevo"
L["new_sub"] = "Crear un nuevo perfil vacio."
L["profiles"] = "Perfiles"
L["profiles_sub"] = "Manejar Perfiles"
L["reset"] = "Reiniciar Perfil"
L["reset_desc"] = "Reinicia el perfil actual a los valores por defectos, en caso de que se haya estropeado la configuración o quieras volver a empezar de nuevo."
L["reset_sub"] = "Reinicar el perfil actual al de por defecto"
elseif LOCALE == "zhTW" then
L["choose"] = "現有的設定檔"
L["choose_desc"] = "您可以在文字方塊內輸入名字以建立新的設定檔,或是選擇一個現有的設定檔使用。"
L["choose_sub"] = "從當前可用的設定檔裡面選擇一個。"
L["copy"] = "複製自"
L["copy_desc"] = "從一個現有的設定檔,將設定複製到現在使用中的設定檔。"
L["current"] = "目前設定檔:"
L["default"] = "預設"
L["delete"] = "刪除一個設定檔"
L["delete_confirm"] = "確定要刪除所選擇的設定檔嗎?"
L["delete_desc"] = "從資料庫裡刪除不再使用的設定檔,以節省空間,並且清理 SavedVariables 檔案。"
L["delete_sub"] = "從資料庫裡刪除一個設定檔。"
L["intro"] = "您可以從資料庫中選擇一個設定檔來使用,如此就可以讓每個角色使用不同的設定。"
L["new"] = "新建"
L["new_sub"] = "新建一個空的設定檔。"
L["profiles"] = "設定檔"
L["profiles_sub"] = "管理設定檔"
L["reset"] = "重置設定檔"
L["reset_desc"] = "將現用的設定檔重置為預設值;用於設定檔損壞,或者單純想要重來的情況。"
L["reset_sub"] = "將目前的設定檔重置為預設值"
elseif LOCALE == "zhCN" then
L["choose"] = "现有的配置文件"
L["choose_desc"] = "你可以通过在文本框内输入一个名字创立一个新的配置文件,也可以选择一个已经存在的配置文件。"
L["choose_sub"] = "从当前可用的配置文件里面选择一个。"
L["copy"] = "复制自"
L["copy_desc"] = "从当前某个已保存的配置文件复制到当前正使用的配置文件。"
L["current"] = "当前配置文件:"
L["default"] = "默认"
L["delete"] = "删除一个配置文件"
L["delete_confirm"] = "你确定要删除所选择的配置文件么?"
L["delete_desc"] = "从数据库里删除不再使用的配置文件,以节省空间,并且清理SavedVariables文件。"
L["delete_sub"] = "从数据库里删除一个配置文件。"
L["intro"] = "你可以选择一个活动的数据配置文件,这样你的每个角色就可以拥有不同的设置值,可以给你的插件配置带来极大的灵活性。"
L["new"] = "新建"
L["new_sub"] = "新建一个空的配置文件。"
L["profiles"] = "配置文件"
L["profiles_sub"] = "管理配置文件"
L["reset"] = "重置配置文件"
L["reset_desc"] = "将当前的配置文件恢复到它的默认值,用于你的配置文件损坏,或者你只是想重来的情况。"
L["reset_sub"] = "将当前的配置文件恢复为默认值"
elseif LOCALE == "ruRU" then
L["choose"] = "Существующие профили"
L["choose_desc"] = "Вы можете создать новый профиль, введя название в поле ввода, или выбрать один из уже существующих профилей."
L["choose_sub"] = "Выбор одиного из уже доступных профилей"
L["copy"] = "Скопировать из"
L["copy_desc"] = "Скопировать настройки из выбранного профиля в активный."
L["current"] = "Текущий профиль:"
L["default"] = "По умолчанию"
L["delete"] = "Удалить профиль"
L["delete_confirm"] = "Вы уверены, что вы хотите удалить выбранный профиль?"
L["delete_desc"] = "Удалить существующий и неиспользуемый профиль из БД для сохранения места, и очистить SavedVariables файл."
L["delete_sub"] = "Удаление профиля из БД"
L["intro"] = "Изменяя активный профиль, вы можете задать различные настройки модификаций для каждого персонажа."
L["new"] = "Новый"
L["new_sub"] = "Создать новый чистый профиль"
L["profiles"] = "Профили"
L["profiles_sub"] = "Управление профилями"
L["reset"] = "Сброс профиля"
L["reset_desc"] = "Сбросить текущий профиль к стандартным настройкам, если ваша конфигурация испорчена или вы хотите настроить всё заново."
L["reset_sub"] = "Сброс текущего профиля на стандартный"
elseif LOCALE == "itIT" then
L["choose"] = "Profili Esistenti"
L["choose_desc"] = "Puoi creare un nuovo profilo digitando il nome della casella di testo, oppure scegliendone uno tra i profili già esistenti."
L["choose_sub"] = "Seleziona uno dei profili attualmente disponibili."
L["copy"] = "Copia Da"
L["copy_desc"] = "Copia le impostazioni da un profilo esistente, nel profilo attivo in questo momento."
L["current"] = "Profilo Attivo:"
L["default"] = "Standard"
L["delete"] = "Cancella un Profilo"
L["delete_confirm"] = "Sei sicuro di voler cancellare il profilo selezionato?"
L["delete_desc"] = "Cancella i profili non utilizzati dal database per risparmiare spazio e mantenere puliti i file di configurazione SavedVariables."
L["delete_sub"] = "Cancella un profilo dal Database."
L["intro"] = "Puoi cambiare il profilo attivo, in modo da usare impostazioni diverse per ogni personaggio."
L["new"] = "Nuovo"
L["new_sub"] = "Crea un nuovo profilo vuoto."
L["profiles"] = "Profili"
L["profiles_sub"] = "Gestisci Profili"
L["reset"] = "Reimposta Profilo"
L["reset_desc"] = "Riporta il tuo profilo attivo alle sue impostazioni predefinite, nel caso in cui la tua configurazione si sia corrotta, o semplicemente tu voglia re-inizializzarla."
L["reset_sub"] = "Reimposta il profilo ai suoi valori predefiniti."
elseif LOCALE == "ptBR" then
L["choose"] = "Perfis Existentes"
L["choose_desc"] = "Você pode tanto criar um perfil novo tanto digitando um nome na caixa de texto, quanto escolher um dos perfis já existentes."
L["choose_sub"] = "Selecione um de seus perfis atualmente disponíveis."
L["copy"] = "Copiar De"
L["copy_desc"] = "Copia as definições de um perfil existente no perfil atualmente ativo."
L["current"] = "Perfil Autal:"
L["default"] = "Padrão"
L["delete"] = "Remover um Perfil"
L["delete_confirm"] = "Tem certeza que deseja remover o perfil selecionado?"
L["delete_desc"] = "Remove perfis existentes e inutilizados do banco de dados para economizar espaço, e limpar o arquivo SavedVariables."
L["delete_sub"] = "Remove um perfil do banco de dados."
L["intro"] = "Você pode alterar o perfil do banco de dados ativo, para que possa ter definições diferentes para cada personagem."
L["new"] = "Novo"
L["new_sub"] = "Cria um novo perfil vazio."
L["profiles"] = "Perfis"
L["profiles_sub"] = "Gerenciar Perfis"
L["reset"] = "Resetar Perfil"
L["reset_desc"] = "Reseta o perfil atual para os valores padrões, no caso de sua configuração estar quebrada, ou simplesmente se deseja começar novamente."
L["reset_sub"] = "Resetar o perfil atual ao padrão"
end
local defaultProfiles
local tmpprofiles = {}
-- Get a list of available profiles for the specified database.
-- You can specify which profiles to include/exclude in the list using the two boolean parameters listed below.
-- @param db The db object to retrieve the profiles from
-- @param common If true, getProfileList will add the default profiles to the return list, even if they have not been created yet
-- @param nocurrent If true, then getProfileList will not display the current profile in the list
-- @return Hashtable of all profiles with the internal name as keys and the display name as value.
local function getProfileList(db, common, nocurrent)
local profiles = {}
-- copy existing profiles into the table
local currentProfile = db:GetCurrentProfile()
for i,v in pairs(db:GetProfiles(tmpprofiles)) do
if not (nocurrent and v == currentProfile) then
profiles[v] = v
end
end
-- add our default profiles to choose from ( or rename existing profiles)
for k,v in pairs(defaultProfiles) do
if (common or profiles[k]) and not (nocurrent and k == currentProfile) then
profiles[k] = v
end
end
return profiles
end
--[[
OptionsHandlerPrototype
prototype class for handling the options in a sane way
]]
local OptionsHandlerPrototype = {}
--[[ Reset the profile ]]
function OptionsHandlerPrototype:Reset()
self.db:ResetProfile()
end
--[[ Set the profile to value ]]
function OptionsHandlerPrototype:SetProfile(info, value)
self.db:SetProfile(value)
end
--[[ returns the currently active profile ]]
function OptionsHandlerPrototype:GetCurrentProfile()
return self.db:GetCurrentProfile()
end
--[[
List all active profiles
you can control the output with the .arg variable
currently four modes are supported
(empty) - return all available profiles
"nocurrent" - returns all available profiles except the currently active profile
"common" - returns all avaialble profiles + some commonly used profiles ("char - realm", "realm", "class", "Default")
"both" - common except the active profile
]]
function OptionsHandlerPrototype:ListProfiles(info)
local arg = info.arg
local profiles
if arg == "common" and not self.noDefaultProfiles then
profiles = getProfileList(self.db, true, nil)
elseif arg == "nocurrent" then
profiles = getProfileList(self.db, nil, true)
elseif arg == "both" then -- currently not used
profiles = getProfileList(self.db, (not self.noDefaultProfiles) and true, true)
else
profiles = getProfileList(self.db)
end
return profiles
end
function OptionsHandlerPrototype:HasNoProfiles(info)
local profiles = self:ListProfiles(info)
return ((not next(profiles)) and true or false)
end
--[[ Copy a profile ]]
function OptionsHandlerPrototype:CopyProfile(info, value)
self.db:CopyProfile(value)
end
--[[ Delete a profile from the db ]]
function OptionsHandlerPrototype:DeleteProfile(info, value)
self.db:DeleteProfile(value)
end
--[[ fill defaultProfiles with some generic values ]]
local function generateDefaultProfiles(db)
defaultProfiles = {
["Default"] = L["default"],
[db.keys.char] = db.keys.char,
[db.keys.realm] = db.keys.realm,
[db.keys.class] = UnitClass("player")
}
end
--[[ create and return a handler object for the db, or upgrade it if it already existed ]]
local function getOptionsHandler(db, noDefaultProfiles)
if not defaultProfiles then
generateDefaultProfiles(db)
end
local handler = AceDBOptions.handlers[db] or { db = db, noDefaultProfiles = noDefaultProfiles }
for k,v in pairs(OptionsHandlerPrototype) do
handler[k] = v
end
AceDBOptions.handlers[db] = handler
return handler
end
--[[
the real options table
]]
local optionsTable = {
desc = {
order = 1,
type = "description",
name = L["intro"] .. "\n",
},
descreset = {
order = 9,
type = "description",
name = L["reset_desc"],
},
reset = {
order = 10,
type = "execute",
name = L["reset"],
desc = L["reset_sub"],
func = "Reset",
},
current = {
order = 11,
type = "description",
name = function(info) return L["current"] .. " " .. NORMAL_FONT_COLOR_CODE .. info.handler:GetCurrentProfile() .. FONT_COLOR_CODE_CLOSE end,
width = "default",
},
choosedesc = {
order = 20,
type = "description",
name = "\n" .. L["choose_desc"],
},
new = {
name = L["new"],
desc = L["new_sub"],
type = "input",
order = 30,
get = false,
set = "SetProfile",
},
choose = {
name = L["choose"],
desc = L["choose_sub"],
type = "select",
order = 40,
get = "GetCurrentProfile",
set = "SetProfile",
values = "ListProfiles",
arg = "common",
},
copydesc = {
order = 50,
type = "description",
name = "\n" .. L["copy_desc"],
},
copyfrom = {
order = 60,
type = "select",
name = L["copy"],
desc = L["copy_desc"],
get = false,
set = "CopyProfile",
values = "ListProfiles",
disabled = "HasNoProfiles",
arg = "nocurrent",
},
deldesc = {
order = 70,
type = "description",
name = "\n" .. L["delete_desc"],
},
delete = {
order = 80,
type = "select",
name = L["delete"],
desc = L["delete_sub"],
get = false,
set = "DeleteProfile",
values = "ListProfiles",
disabled = "HasNoProfiles",
arg = "nocurrent",
confirm = true,
confirmText = L["delete_confirm"],
},
}
--- Get/Create a option table that you can use in your addon to control the profiles of AceDB-3.0.
-- @param db The database object to create the options table for.
-- @return The options table to be used in AceConfig-3.0
-- @usage
-- -- Assuming `options` is your top-level options table and `self.db` is your database:
-- options.args.profiles = LibStub("AceDBOptions-3.0"):GetOptionsTable(self.db)
function AceDBOptions:GetOptionsTable(db, noDefaultProfiles)
local tbl = AceDBOptions.optionTables[db] or {
type = "group",
name = L["profiles"],
desc = L["profiles_sub"],
}
tbl.handler = getOptionsHandler(db, noDefaultProfiles)
tbl.args = optionsTable
AceDBOptions.optionTables[db] = tbl
return tbl
end
-- upgrade existing tables
for db,tbl in pairs(AceDBOptions.optionTables) do
tbl.handler = getOptionsHandler(db)
tbl.args = optionsTable
end
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@@ -0,0 +1,195 @@
local E, L, V, P, G = unpack(ElvUI)
local CoA = E:GetModule("CoA")
local FRAMES = {
{name = "CoAResourceSegmentBar", moverText = "Resource Segment Bar", hideKey = "hideResourceSegmentBar"},
{name = "CoAResourceOrb", moverText = "Resource Orb", hideKey = "hideResourceOrb"},
{name = "CoAResourceBar", moverText = "Resource Bar", hideKey = "hideResourceBar"},
{name = "CoAMultiCastActionBarFrame", moverText = "Multi Cast Action Bar", hideKey = "hideMultiCastActionBar"},
}
-- A single nil-out isn't enough: the frame's own update logic re-attaches
-- OnDragStart/OnDragStop (and re-registers drag buttons) on refresh, and
-- native dragging ends with the engine calling SetPoint directly on the
-- frame, severing the live anchor to our mover holder. So we don't just
-- clear drag once, we permanently intercept any future attempt to turn it
-- back on. The CoAClearing* guards stop our own corrective calls from
-- re-triggering these same hooks.
local function DisableDrag(frame)
if frame.CoADragDisabled then return end
frame.CoADragDisabled = true
frame:SetScript("OnDragStart", nil)
frame:SetScript("OnDragStop", nil)
frame:RegisterForDrag()
hooksecurefunc(frame, "SetScript", function(self, script, handler)
if handler and (script == "OnDragStart" or script == "OnDragStop") and not self.CoAClearingDragScript then
self.CoAClearingDragScript = true
self:SetScript(script, nil)
self.CoAClearingDragScript = false
end
end)
hooksecurefunc(frame, "RegisterForDrag", function(self, ...)
if select("#", ...) > 0 and not self.CoAClearingDrag then
self.CoAClearingDrag = true
self:RegisterForDrag()
self.CoAClearingDrag = false
end
end)
end
-- Anchoring a frame while in combat lockdown can taint it, so anchors
-- queued during combat are batched and applied together on the next
-- PLAYER_REGEN_ENABLED instead of each frame registering its own handler
-- (which would stomp on each other, since AceEvent keeps only the most
-- recently registered callback per event for a given object).
local pendingAnchors = {}
local combatHandlerRegistered = false
local function QueueAnchor(fn)
if not InCombatLockdown() then
fn()
return
end
table.insert(pendingAnchors, fn)
if not combatHandlerRegistered then
combatHandlerRegistered = true
CoA:RegisterEvent("PLAYER_REGEN_ENABLED", function()
for i = 1, #pendingAnchors do
pendingAnchors[i]()
end
wipe(pendingAnchors)
CoA:UnregisterEvent("PLAYER_REGEN_ENABLED")
combatHandlerRegistered = false
end)
end
end
local function AnchorToHolder(frame, holder)
frame:ClearAllPoints()
frame:SetPoint("CENTER", holder, "CENTER")
end
-- Class resource frames re-anchor themselves (e.g. relative to the player/
-- target frame) whenever they refresh, which stomps our mover anchor. Since
-- there's no event that fires only for that self-repositioning, we hook
-- SetPoint itself and snap back to the holder any time something else moves
-- the frame. CoARepositioning guards against the corrective SetPoint call
-- re-triggering this same hook.
local function LockPosition(frame, holder)
if frame.CoAPositionLocked then return end
frame.CoAPositionLocked = true
hooksecurefunc(frame, "SetPoint", function(self)
if self.CoARepositioning then return end
self.CoARepositioning = true
QueueAnchor(function()
AnchorToHolder(self, holder)
self.CoARepositioning = false
end)
end)
end
local function SetupMover(frame, name, moverText)
if frame.CoAMoverCreated then return true end
local width, height = frame:GetSize()
if width == 0 or height == 0 then return false end
local left, bottom = frame:GetLeft(), frame:GetBottom()
if not left or not bottom then return false end
frame.CoAMoverCreated = true
local holder = CreateFrame("Frame", "CoA_"..name.."Holder", E.UIParent)
holder:Size(width, height)
holder:Point("BOTTOMLEFT", E.UIParent, "BOTTOMLEFT", left, bottom)
E:CreateMover(holder, "CoA_"..name.."Mover", moverText, nil, nil, nil, nil, nil, "CoA,skin,classResources")
holder:SetAllPoints(_G["CoA_"..name.."Mover"])
QueueAnchor(function()
AnchorToHolder(frame, holder)
LockPosition(frame, holder)
end)
return true
end
-- CoAForceHidden distinguishes frames we hid ourselves (via the options
-- checkbox) from frames the game itself decided to hide, so unchecking the
-- box only restores frames we were suppressing.
local function ApplyVisibility(frame, hideKey)
if CoA.db.profile[hideKey] then
frame.CoAForceHidden = true
frame:Hide()
elseif frame.CoAForceHidden then
frame.CoAForceHidden = false
frame:Show()
end
end
local function SetupVisibility(frame, hideKey)
if frame.CoAVisibilityHooked then return end
frame.CoAVisibilityHooked = true
frame:HookScript("OnShow", function(self)
ApplyVisibility(self, hideKey)
end)
ApplyVisibility(frame, hideKey)
end
function CoA:UpdateClassResourceVisibility()
for _, def in ipairs(FRAMES) do
local frame = _G[def.name]
if frame then
ApplyVisibility(frame, def.hideKey)
end
end
end
local hooked = {}
local function TryHookAll()
local allHooked = true
for _, def in ipairs(FRAMES) do
if not hooked[def.name] then
local frame = _G[def.name]
if frame then
DisableDrag(frame)
SetupVisibility(frame, def.hideKey)
if SetupMover(frame, def.name, def.moverText) then
hooked[def.name] = true
else
allHooked = false
end
else
allHooked = false
end
end
end
return allHooked
end
function CoA:InitializeClassResources()
if TryHookAll() then return end
self.classResourcesTimer = self:ScheduleRepeatingTimer(function()
if TryHookAll() then
self:CancelTimer(self.classResourcesTimer)
self.classResourcesTimer = nil
end
end, 0.5)
end
+86
View File
@@ -0,0 +1,86 @@
local E, L, V, P, G = unpack(ElvUI)
local UF = E:GetModule("UnitFrames")
local CoA = E:GetModule("CoA")
-- Base dispel types each custom class can remove, independent of talents.
-- CHRONOMANCER is a special case: its dispel removes the last debuff applied
-- to the target regardless of type, so it's never filtered out here -- we
-- can only approximate this as "treat every typed debuff as dispellable",
-- since the underlying oUF scan only ever surfaces typed debuffs anyway.
local CLASS_DISPEL_TYPES = {
CHRONOMANCER = true,
SUNCLERIC = {Magic = true, Poison = true, Disease = true},
STARCALLER = {Poison = true, Disease = true},
PROPHET = {Poison = true},
WITCHDOCTOR = {Curse = true},
CULTIST = {Magic = true},
PYROMANCER = {},
}
-- Extra dispel types unlocked by a talent choice. There's no reliable way to
-- auto-detect the talent on this server, so these are gated by a manual
-- checkbox in the options panel instead.
local TALENT_DISPEL_TYPES = {
PROPHET = {flag = "hasBlightAntidote", types = {Curse = true}},
CULTIST = {flag = "hasDevourCurse", types = {Curse = true}},
PYROMANCER = {flag = "hasBurnImpurities", types = {Magic = true, Disease = true, Bleed = true}},
}
function CoA:CanDispel(debuffType)
local _, class = UnitClass("player")
local baseTypes = CLASS_DISPEL_TYPES[class]
if baseTypes == true then return true end
if baseTypes and baseTypes[debuffType] then return true end
local talent = TALENT_DISPEL_TYPES[class]
if talent and CoA.db.profile[talent.flag] and talent.types[debuffType] then return true end
return false
end
local function SuppressHighlight(object)
if object.DebuffHighlightBackdrop and object.DBHGlow then
object.DBHGlow:Hide()
elseif object.DebuffHighlightUseTexture then
object.DebuffHighlight:SetTexture(nil)
else
object.DebuffHighlight:SetVertexColor(0, 0, 0, 0)
end
end
local origPostUpdate = UF.PostUpdate_DebuffHighlight
local function DispelAwarePostUpdate(dbh, object, debuffType, texture, wasFiltered, style, color)
origPostUpdate(dbh, object, debuffType, texture, wasFiltered, style, color)
if CoA.db.profile.dispelHighlightOnlyMine and debuffType and not wasFiltered and not CoA:CanDispel(debuffType) then
SuppressHighlight(object)
end
end
UF.PostUpdate_DebuffHighlight = DispelAwarePostUpdate
hooksecurefunc(UF, "Configure_DebuffHighlight", function(_, frame)
local dbh = frame.DebuffHighlight
if dbh then
dbh.PostUpdate = UF.PostUpdate_DebuffHighlight
end
end)
function CoA:UpdateDispelHighlight()
UF:Update_AllFrames()
end
-- On Ascension, UnitClass("player")'s second return only reliably reports the
-- real custom class (CULTIST, PYROMANCER, ...) a short while after login --
-- immediately at ADDON_LOADED/PLAYER_LOGIN it can still read back the generic
-- "HERO" base class. If a debuff highlight gets evaluated before that data
-- syncs, CoA:CanDispel wrongly returns false and the highlight stays wrongly
-- suppressed until the next aura change. Force one extra refresh shortly
-- after entering the world so the very first debuff isn't judged too early.
function CoA:InitializeDispelHighlight()
CoA:RegisterEvent("PLAYER_ENTERING_WORLD", function()
CoA:ScheduleTimer("UpdateDispelHighlight", 2)
end)
end
+9 -7
View File
@@ -44,7 +44,7 @@ end
local function UpdateSize(button)
button = button or _G[BUTTON_NAME]
if button then
local size = E.global.CoA.extraActionButtonSize or 52
local size = CoA.db.profile.extraActionButtonSize or 52
button:SetSize(size, size)
UpdateRimEdge(button, size)
UpdateHotkeyPosition(button, size)
@@ -124,7 +124,7 @@ local function SkinButton(button, container)
rim:SetAllPoints(icon)
rim:SetFrameLevel(button.backdrop:GetFrameLevel() + 10)
button.CoARim = rim
UpdateRimEdge(button, E.global.CoA.extraActionButtonSize or 52)
UpdateRimEdge(button, CoA.db.profile.extraActionButtonSize or 52)
button:SetFrameLevel(rim:GetFrameLevel() + 1)
end
@@ -158,13 +158,13 @@ local function SkinButton(button, container)
end
local function SetupMover(container, button)
if CoA.extraActionBarMoverCreated then return end
if CoA.extraActionBarMoverCreated then return true end
local width, height = button:GetSize()
if width == 0 or height == 0 then return end
if width == 0 or height == 0 then return false end
local left, bottom = button:GetLeft(), button:GetBottom()
if not left or not bottom then return end
if not left or not bottom then return false end
CoA.extraActionBarMoverCreated = true
@@ -191,6 +191,8 @@ local function SetupMover(container, button)
else
Anchor()
end
return true
end
local function TryHook()
@@ -198,11 +200,11 @@ local function TryHook()
local button = _G[BUTTON_NAME]
if container and button then
SetupMover(container, button)
SkinButton(button, container)
return SetupMover(container, button)
end
return container ~= nil and button ~= nil
return false
end
function CoA:InitializeExtraActionBar()
+30 -6
View File
@@ -11,7 +11,7 @@ local function UpdateFont(button)
local text = button and _G[button:GetName().."Text"]
if not text then return end
text:FontTemplate(LSM:Fetch("font", E.global.CoA.instanceButtonFont), E.global.CoA.instanceButtonFontSize, E.global.CoA.instanceButtonFontOutline)
text:FontTemplate(LSM:Fetch("font", CoA.db.profile.instanceButtonFont), CoA.db.profile.instanceButtonFontSize, CoA.db.profile.instanceButtonFontOutline)
button:SetSize(
math.max(MIN_WIDTH, text:GetStringWidth() + PAD_X),
@@ -34,22 +34,44 @@ do
end
end
-- A single nil-out isn't enough: native dragging ends with the engine
-- calling SetPoint directly on the frame, severing the live anchor to our
-- mover holder. So we don't just clear drag once, we permanently intercept
-- any future attempt to turn it back on. The CoAClearing* guards stop our
-- own corrective calls from re-triggering these same hooks.
local function DisableDrag(button)
if button.CoADragDisabled then return end
button.CoADragDisabled = true
button:SetScript("OnDragStart", nil)
button:SetScript("OnDragStop", nil)
button:RegisterForDrag()
hooksecurefunc(button, "SetScript", function(self, script, handler)
if handler and (script == "OnDragStart" or script == "OnDragStop") and not self.CoAClearingDragScript then
self.CoAClearingDragScript = true
self:SetScript(script, nil)
self.CoAClearingDragScript = false
end
end)
hooksecurefunc(button, "RegisterForDrag", function(self, ...)
if select("#", ...) > 0 and not self.CoAClearingDrag then
self.CoAClearingDrag = true
self:RegisterForDrag()
self.CoAClearingDrag = false
end
end)
end
local function SetupMover(button)
if CoA.layerPickerMoverCreated then return end
if CoA.layerPickerMoverCreated then return true end
local width, height = button:GetSize()
if width == 0 or height == 0 then return end
if width == 0 or height == 0 then return false end
local left, bottom = button:GetLeft(), button:GetBottom()
if not left or not bottom then return end
if not left or not bottom then return false end
CoA.layerPickerMoverCreated = true
@@ -74,6 +96,8 @@ local function SetupMover(button)
else
Anchor()
end
return true
end
local function SkinButton(button)
@@ -92,11 +116,11 @@ local function TryHook()
if button then
DisableDrag(button)
SetupMover(button)
SkinButton(button)
return SetupMover(button)
end
return button ~= nil
return false
end
function CoA:InitializeLayerPicker()
+238 -40
View File
@@ -1,6 +1,8 @@
local E, L, V, P, G = unpack(ElvUI)
local EP = E.Libs.EP
local ACH = LibStub("LibAceConfigHelper")
local AceDB = LibStub("AceDB-3.0")
local AceDBOptions = LibStub("AceDBOptions-3.0")
local AddOnName = ...
@@ -9,25 +11,118 @@ BINDING_HEADER_COA = "Conquest of Azeroth"
local CoA = E:NewModule("CoA", "AceEvent-3.0", "AceTimer-3.0")
E.CoA = CoA
V.CoA = {}
G.CoA = {
extraActionButtonSize = 52,
instanceButtonFont = "PT Sans Narrow",
instanceButtonFontSize = 12,
instanceButtonFontOutline = "OUTLINE",
local defaults = {
profile = {
extraActionButtonSize = 52,
instanceButtonFont = "PT Sans Narrow",
instanceButtonFontSize = 12,
instanceButtonFontOutline = "OUTLINE",
dispelHighlightOnlyMine = false,
hasBlightAntidote = false,
hasDevourCurse = false,
hasBurnImpurities = false,
hideResourceSegmentBar = false,
hideResourceOrb = false,
hideResourceBar = false,
hideMultiCastActionBar = false,
},
}
CoA.db = AceDB:New("ElvUI_CoADB", defaults, true)
function CoA:RefreshConfig()
if self.UpdateExtraActionButtonSize then self:UpdateExtraActionButtonSize() end
if self.UpdateInstanceButtonFont then self:UpdateInstanceButtonFont() end
if self.UpdateDispelHighlight then self:UpdateDispelHighlight() end
if self.UpdateClassResourceVisibility then self:UpdateClassResourceVisibility() end
end
CoA.db.RegisterCallback(CoA, "OnProfileChanged", "RefreshConfig")
CoA.db.RegisterCallback(CoA, "OnProfileCopied", "RefreshConfig")
CoA.db.RegisterCallback(CoA, "OnProfileReset", "RefreshConfig")
local function getOptions()
local profiles = AceDBOptions:GetOptionsTable(CoA.db)
profiles.order = 5
local options = {
order = 55,
type = "group",
childGroups = "tab",
name = string.format("|cff1784d1%s|r", "Conquest of Azeroth"),
args = {
extraActionButton = {
classResources = {
order = 1,
type = "group",
name = "Class Resources",
args = {
header = {
order = 1,
type = "header",
name = "Class Resources",
},
desc = {
order = 2,
type = "description",
name = "You can move these elements with Toggle Anchors.\n",
},
hideResourceSegmentBar = {
order = 3,
type = "toggle",
name = "Hide Resource Segment Bar",
get = function() return CoA.db.profile.hideResourceSegmentBar end,
set = function(_, value)
CoA.db.profile.hideResourceSegmentBar = value
if CoA.UpdateClassResourceVisibility then
CoA:UpdateClassResourceVisibility()
end
end,
},
hideResourceOrb = {
order = 4,
type = "toggle",
name = "Hide Resource Orb",
get = function() return CoA.db.profile.hideResourceOrb end,
set = function(_, value)
CoA.db.profile.hideResourceOrb = value
if CoA.UpdateClassResourceVisibility then
CoA:UpdateClassResourceVisibility()
end
end,
},
hideResourceBar = {
order = 5,
type = "toggle",
name = "Hide Resource Bar",
get = function() return CoA.db.profile.hideResourceBar end,
set = function(_, value)
CoA.db.profile.hideResourceBar = value
if CoA.UpdateClassResourceVisibility then
CoA:UpdateClassResourceVisibility()
end
end,
},
hideMultiCastActionBar = {
order = 6,
type = "toggle",
name = "Hide Multi Cast Action Bar",
get = function() return CoA.db.profile.hideMultiCastActionBar end,
set = function(_, value)
CoA.db.profile.hideMultiCastActionBar = value
if CoA.UpdateClassResourceVisibility then
CoA:UpdateClassResourceVisibility()
end
end,
},
},
},
extraActionButton = {
order = 2,
type = "group",
name = "Extra Action Button",
args = {
header = {
@@ -35,17 +130,22 @@ local function getOptions()
type = "header",
name = "Extra Action Button",
},
size = {
desc = {
order = 2,
type = "description",
name = "You can move this element with Toggle Anchors.\n",
},
size = {
order = 3,
type = "range",
name = "Size",
desc = "Adjust the width/height of the Extra Action Button, in pixels.",
min = 30,
max = 100,
step = 1,
get = function() return E.global.CoA.extraActionButtonSize end,
get = function() return CoA.db.profile.extraActionButtonSize end,
set = function(_, value)
E.global.CoA.extraActionButtonSize = value
CoA.db.profile.extraActionButtonSize = value
if CoA.UpdateExtraActionButtonSize then
CoA:UpdateExtraActionButtonSize()
@@ -55,7 +155,7 @@ local function getOptions()
},
},
instanceSwap = {
order = 2,
order = 3,
type = "group",
name = "Instance Swap",
args = {
@@ -64,42 +164,132 @@ local function getOptions()
type = "header",
name = "Instance Swap",
},
font = ACH:SharedMediaFont("Font", nil, 2, nil,
function() return E.global.CoA.instanceButtonFont end,
function(_, value)
E.global.CoA.instanceButtonFont = value
if CoA.UpdateInstanceButtonFont then
CoA:UpdateInstanceButtonFont()
end
end),
fontSize = {
desc = {
order = 2,
type = "description",
name = "You can move this element with Toggle Anchors.\n",
},
instanceFont = {
order = 3,
type = "range",
name = "Font Size",
min = 8,
max = 32,
step = 1,
get = function() return E.global.CoA.instanceButtonFontSize end,
set = function(_, value)
E.global.CoA.instanceButtonFontSize = value
type = "group",
inline = true,
name = "Instance Font",
args = {
font = ACH:SharedMediaFont("Font", nil, 1, nil,
function() return CoA.db.profile.instanceButtonFont end,
function(_, value)
CoA.db.profile.instanceButtonFont = value
if CoA.UpdateInstanceButtonFont then
CoA:UpdateInstanceButtonFont()
if CoA.UpdateInstanceButtonFont then
CoA:UpdateInstanceButtonFont()
end
end),
fontSize = {
order = 2,
type = "range",
name = "Font Size",
min = 8,
max = 32,
step = 1,
get = function() return CoA.db.profile.instanceButtonFontSize end,
set = function(_, value)
CoA.db.profile.instanceButtonFontSize = value
if CoA.UpdateInstanceButtonFont then
CoA:UpdateInstanceButtonFont()
end
end,
},
fontOutline = ACH:FontFlags("Font Outline", nil, 3, nil,
function() return CoA.db.profile.instanceButtonFontOutline end,
function(_, value)
CoA.db.profile.instanceButtonFontOutline = value
if CoA.UpdateInstanceButtonFont then
CoA:UpdateInstanceButtonFont()
end
end),
},
},
},
},
dispelHighlight = {
order = 4,
type = "group",
name = "Debuff Highlighting",
args = {
header = {
order = 1,
type = "header",
name = "Debuff Highlighting",
},
onlyMine = {
order = 2,
type = "toggle",
name = "Only Highlight If Dispellable By Me",
desc = "Suppress the debuff highlight on unitframes for debuff types your class cannot dispel.",
get = function() return CoA.db.profile.dispelHighlightOnlyMine end,
set = function(_, value)
CoA.db.profile.dispelHighlightOnlyMine = value
if CoA.UpdateDispelHighlight then
CoA:UpdateDispelHighlight()
end
end,
},
fontOutline = ACH:FontFlags("Font Outline", nil, 4, nil,
function() return E.global.CoA.instanceButtonFontOutline end,
function(_, value)
E.global.CoA.instanceButtonFontOutline = value
talents = {
order = 3,
type = "group",
inline = true,
name = "Talents",
args = {
hasBlightAntidote = {
order = 1,
type = "toggle",
name = string.format("Blight Antidote (%s)", LOCALIZED_CLASS_NAMES_MALE.PROPHET),
desc = "Grants Curse dispel.",
get = function() return CoA.db.profile.hasBlightAntidote end,
set = function(_, value)
CoA.db.profile.hasBlightAntidote = value
if CoA.UpdateInstanceButtonFont then
CoA:UpdateInstanceButtonFont()
end
end),
if CoA.UpdateDispelHighlight then
CoA:UpdateDispelHighlight()
end
end,
},
hasDevourCurse = {
order = 2,
type = "toggle",
name = string.format("Devour Curse (%s)", LOCALIZED_CLASS_NAMES_MALE.CULTIST),
desc = "Grants Curse dispel.",
get = function() return CoA.db.profile.hasDevourCurse end,
set = function(_, value)
CoA.db.profile.hasDevourCurse = value
if CoA.UpdateDispelHighlight then
CoA:UpdateDispelHighlight()
end
end,
},
hasBurnImpurities = {
order = 3,
type = "toggle",
name = string.format("Burn Impurities (%s)", LOCALIZED_CLASS_NAMES_MALE.PYROMANCER),
desc = "Grants Magic, Disease, and Bleed dispel.",
get = function() return CoA.db.profile.hasBurnImpurities end,
set = function(_, value)
CoA.db.profile.hasBurnImpurities = value
if CoA.UpdateDispelHighlight then
CoA:UpdateDispelHighlight()
end
end,
},
},
},
},
},
profiles = profiles,
},
}
@@ -116,6 +306,14 @@ function CoA:Initialize()
if self.InitializeLayerPicker then
self:InitializeLayerPicker()
end
if self.InitializeDispelHighlight then
self:InitializeDispelHighlight()
end
if self.InitializeClassResources then
self:InitializeClassResources()
end
end
local function InitializeCallback()