режим предателя + UI референсы и DragonUI

This commit is contained in:
2026-04-09 02:05:29 +04:00
parent 1109d19bb5
commit e8f1ae4ab9
397 changed files with 202750 additions and 37 deletions
+186
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--
-- SecureStateDriverManager
-- Automatically sets states based on macro options for state driver frames
-- Also handled showing/hiding frames based on unit existence (code by Tem)
--
-- Register a frame with the state driver manager, and set a managed state
function RegisterStateDriver(frame, state, values)
if ( state and values ) then
SecureStateDriverManager:SetAttribute("setframe", frame);
SecureStateDriverManager:SetAttribute("setstate", state.." "..values);
end
end
-- Unregister a frame from the state driver manager.
function UnregisterStateDriver(frame, state)
if ( state ) then
SecureStateDriverManager:SetAttribute("setframe", frame);
SecureStateDriverManager:SetAttribute("setstate", state.." ".."");
else
SecureStateDriverManager:SetAttribute("delframe", frame);
end
end
-- Register a frame to be notified when a unit's existence changes, the
-- unit is obtained from the frame's attributes. If asState is true then
-- notification is via the 'state-unitexists' attribute with values
-- true and false. Otherwise it's via :Show() and :Hide()
function RegisterUnitWatch(frame, asState)
if ( asState ) then
SecureStateDriverManager:SetAttribute("addwatchstate", frame);
else
SecureStateDriverManager:SetAttribute("addwatch", frame);
end
end
-- Unregister a frame from the unit existence monitor.
function UnregisterUnitWatch(frame)
SecureStateDriverManager:SetAttribute("removewatch", frame);
end
--
-- Private implementation
--
local secureStateDrivers = {};
local unitExistsWatchers = {};
local unitExistsCache = setmetatable({},
{ __index = function(t,k)
local v = UnitExists(k) or false;
t[k] = v;
return v;
end
});
local STATE_DRIVER_UPDATE_THROTTLE = 0.2;
local timer = 0;
-- Check to see if a frame is registered
function UnitWatchRegistered(frame)
return not (unitExistsWatchers[frame] == nil);
end
local function SecureStateDriverManager_UpdateUnitWatch(frame, doState)
local unit = SecureButton_GetUnit(frame);
local exists = (unit and unitExistsCache[unit]);
if ( doState ) then
local attr = exists or false;
if ( frame:GetAttribute("state-unitexists") ~= attr ) then
frame:SetAttribute("state-unitexists", attr);
end
else
if ( exists ) then
frame:Show();
else
frame:Hide();
end
end
end
local pairs = pairs;
local function SecureStateDriverManager_OnUpdate(self,elapsed)
timer = timer - elapsed;
if ( timer <= 0 ) then
timer = STATE_DRIVER_UPDATE_THROTTLE;
-- Handle state driver updates
for frame,states in pairs(secureStateDrivers) do
for state,values in pairs(states) do
local newValue = SecureCmdOptionParse(values);
if ( state == "state-visibility" ) then
if ( newValue == "show" ) then
frame:Show();
elseif ( newValue == "hide" ) then
frame:Hide();
end
else
local oldValue = frame:GetAttribute(state);
if ( newValue and newValue ~= oldValue ) then
frame:SetAttribute(state, newValue);
end
end
end
end
-- Handle unit existence changes
for k in pairs(unitExistsCache) do
unitExistsCache[k] = nil;
end
for frame,doState in pairs(unitExistsWatchers) do
SecureStateDriverManager_UpdateUnitWatch(frame, doState);
end
end
end
local function SecureStateDriverManager_OnEvent(self, event)
timer = 0;
end
local function SecureStateDriverManager_OnAttributeChanged(self, name, value)
if ( not value ) then
return;
end
if ( name == "setframe" ) then
if ( not secureStateDrivers[value] ) then
secureStateDrivers[value] = {};
end
SecureStateDriverManager:Show();
elseif ( name == "delframe" ) then
secureStateDrivers[value] = nil;
elseif ( name == "setstate" ) then
local frame = self:GetAttribute("setframe");
local state, values = strmatch(value, "^(%S+)%s+(.*)$");
state = "state-"..state;
if ( values == "" ) then
secureStateDrivers[frame][state] = nil;
else
secureStateDrivers[frame][state] = values;
local newValue = SecureCmdOptionParse(values);
if ( state == "state-visibility" ) then
if ( newValue == "show" ) then
frame:Show();
elseif ( newValue == "hide" ) then
frame:Hide();
end
else
local oldValue = frame:GetAttribute(state);
if ( newValue and newValue ~= oldValue ) then
frame:SetAttribute(state, newValue);
end
end
end
elseif ( name == "addwatch" or name == "addwatchstate" ) then
local doState = (name == "addwatchstate");
unitExistsWatchers[value] = doState;
SecureStateDriverManager:Show();
SecureStateDriverManager_UpdateUnitWatch(value, doState);
elseif ( name == "removewatch" ) then
unitExistsWatchers[value] = nil;
elseif ( name == "updatetime" ) then
STATE_DRIVER_UPDATE_THROTTLE = value;
end
end
SecureStateDriverManager = CreateFrame("Frame", "SecureStateDriverManager", nil, "SecureFrameTemplate");
SecureStateDriverManager:Hide();
SecureStateDriverManager:SetScript("OnUpdate", SecureStateDriverManager_OnUpdate);
SecureStateDriverManager:SetScript("OnEvent", SecureStateDriverManager_OnEvent);
SecureStateDriverManager:SetScript("OnAttributeChanged", SecureStateDriverManager_OnAttributeChanged);
-- Events that trigger early rescans
SecureStateDriverManager:RegisterEvent("MODIFIER_STATE_CHANGED");
SecureStateDriverManager:RegisterEvent("ACTIONBAR_PAGE_CHANGED");
SecureStateDriverManager:RegisterEvent("UPDATE_BONUS_ACTIONBAR");
SecureStateDriverManager:RegisterEvent("PLAYER_ENTERING_WORLD");
SecureStateDriverManager:RegisterEvent("UPDATE_SHAPESHIFT_FORM");
SecureStateDriverManager:RegisterEvent("UPDATE_STEALTH");
SecureStateDriverManager:RegisterEvent("PLAYER_TARGET_CHANGED");
SecureStateDriverManager:RegisterEvent("PLAYER_FOCUS_CHANGED");
SecureStateDriverManager:RegisterEvent("PLAYER_REGEN_DISABLED");
SecureStateDriverManager:RegisterEvent("PLAYER_REGEN_ENABLED");
SecureStateDriverManager:RegisterEvent("UNIT_PET");
SecureStateDriverManager:RegisterEvent("RAID_ROSTER_UPDATE");
SecureStateDriverManager:RegisterEvent("PARTY_MEMBERS_CHANGED");
-- Deliberately ignoring mouseover and others' target changes because they change so much