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Unread 10-10-10, 09:00 PM   #1
Schnorki
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CancelUnitBuff in Cata

So, since CancelUnitBuff has become protected in Cata, did anyone get the new secure aura header working yet?

Don't have enough time atm to play around forever to get it working, but in what little time I had to try it so far...well, needless to say I couldn't get it running yet otherwise I wouldn't be posting this.

If anyone got new aura icons running yet, including the ability to remove them upon clicking, without getting the protected error msg, I'd much appreciate if you could hook me up with a quick solution here. Thanks.
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Unread 10-26-10, 05:55 AM   #2
zork
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Any updates on this topic?
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Unread 10-26-10, 06:17 AM   #3
Syxx
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Unread 10-26-10, 06:45 AM   #4
zork
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Thx.

Addition:

Snippets from the new Blizzard FrameXML files including some documentation on attributes.

FrameXML\SecureGroupHeaders.lua
Code:
--[[
filter = [STRING] -- a pipe-separated list of aura filter options ("RAID" will be ignored)
separateOwn = [NUMBER] -- indicate whether buffs you cast yourself should be separated before (1) or after (-1) others. If 0 or nil, no separation is done.
sortMethod = ["INDEX", "NAME", "TIME"] -- defines how the group is sorted (Default: "INDEX")
sortDir = ["+", "-"] -- defines the sort order (Default: "+")
groupBy = [nil, auraFilter] -- if present, a series of comma-separated filters, appended to the base filter to separate auras into groups within a single stream
includeWeapons = [nil, NUMBER] -- The aura sub-stream before which to include temporary weapon enchants. If nil or 0, they are ignored.
consolidateTo = [nil, NUMBER] -- The aura sub-stream before which to place a proxy for the consolidated header. If nil or 0, consolidation is ignored.
consolidateDuration = [nil, NUMBER] -- the minimum total duration an aura should have to be considered for consolidation (Default: 30)
consolidateThreshold = [nil, NUMBER] -- buffs with less remaining duration than this many seconds should not be consolidated (Default: 10)
consolidateFraction = [nil, NUMBER] -- The fraction of remaining duration a buff should still have to be eligible for consolidation (Default: .10)

template = [STRING] -- the XML template to use for the unit buttons. If the created widgets should be something other than Buttons, append the Widget name after a comma.
weaponTemplate = [STRING] -- the XML template to use for temporary enchant buttons. Can be nil if you preset the tempEnchant1 and tempEnchant2 attributes, or if you don't include temporary enchants.
consolidateProxy = [STRING|Frame] -- Either the button which represents consolidated buffs, or the name of the template used to construct one.
consolidateHeader = [STRING|Frame] -- Either the aura header which contains consolidated buffs, or the name of the template used to construct one.

point = [STRING] -- a valid XML anchoring point (Default: "TOPRIGHT")
minWidth = [nil, NUMBER] -- the minimum width of the container frame
minHeight = [nil, NUMBER] -- the minimum height of the container frame
xOffset = [NUMBER] -- the x-Offset to use when anchoring the unit buttons (Default: width)
yOffset = [NUMBER] -- the y-Offset to use when anchoring the unit buttons (Default: height)
wrapAfter = [NUMBER] -- begin a new row or column after this many auras
wrapXOffset = [NUMBER] -- the x-offset from one row or column to the next
wrapYOffset = [NUMBER] -- the y-offset from one row or column to the next
maxWraps = [NUMBER] -- limit the number of rows or columns
--]]

function SecureAuraHeader_OnLoad(self)
    self:RegisterEvent("UNIT_AURA");
--    self:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED");
end

function SecureAuraHeader_OnUpdate(self)
        local hasMainHandEnchant, hasOffHandEnchant, _;
        hasMainHandEnchant, _, _, hasOffHandEnchant, _, _ = GetWeaponEnchantInfo();
        if ( hasMainHandEnchant ~= self:GetAttribute("_mainEnchanted") ) then
                self:SetAttribute("_mainEnchanted", hasMainHandEnchant);
        end
        if ( hasOffHandEnchant ~= self:GetAttribute("_secondaryEnchanted") ) then
                self:SetAttribute("_secondaryEnchanted", hasOffHandEnchant);
        end
end

function SecureAuraHeader_OnEvent(self, event, ...)
    if ( self:IsVisible() ) then
        local unit = SecureButton_GetUnit(self);
        if ( event == "UNIT_AURA" and ... == unit ) then
                SecureAuraHeader_Update(self);
        end
    end
end

function SecureAuraHeader_OnAttributeChanged(self, name, value)
    if ( name == "_ignore" or self:GetAttribute("_ignore") ) then
        return;
    end
    if ( self:IsVisible() ) then
        SecureAuraHeader_Update(self);
    end
end

local buttons = {};

local function extractTemplateInfo(template, defaultWidget)
        local widgetType;

        if ( template ) then
                template, widgetType = strsplit(",", tostring(template):trim():gsub("%s*,%s*", ","));
                if ( template ~= "" ) then
                        if ( not widgetType or widgetType == "" ) then
                                widgetType = defaultWidget;
                        end
                        return template, widgetType;
                end
        end
        return nil;
end

local function configureAuras(self, auraTable, consolidateTable, weaponPosition)
        local point = self:GetAttribute("point") or "TOPRIGHT";
        local xOffset = tonumber(self:GetAttribute("xOffset")) or 0;
        local yOffset = tonumber(self:GetAttribute("yOffset")) or 0;
        local wrapXOffset = tonumber(self:GetAttribute("wrapXOffset")) or 0;
        local wrapYOffset = tonumber(self:GetAttribute("wrapYOffset")) or 0;
        local wrapAfter = tonumber(self:GetAttribute("wrapAfter"));
        if ( wrapAfter == 0 ) then wrapAfter = nil; end
        local maxWraps = self:GetAttribute("maxWraps");
        local minWidth = tonumber(self:GetAttribute("minWidth")) or 0;
        local minHeight = tonumber(self:GetAttribute("minHeight")) or 0;

        if ( consolidateTable and #consolidateTable == 0 ) then
                consolidateTable = nil;
        end
        local name = self:GetName();

        wipe(buttons);
        local buffTemplate, buffWidget = extractTemplateInfo(self:GetAttribute("template"), "Button");
        if ( buffTemplate ) then
                for i=1, #auraTable do
                        local childAttr = "child"..i;
                        local button = self:GetAttribute("child"..i);
                        if ( button ) then
                                button:ClearAllPoints();
                        else
                                button = CreateFrame(buffWidget, name and name.."AuraButton"..i, self, buffTemplate);
                                setAttributesWithoutResponse(self, childAttr, button, "frameref-"..childAttr, GetFrameHandle(button));
                        end
                        local buffInfo = auraTable[i];
                        button:SetID(buffInfo.index);
                        button:SetAttribute("index", buffInfo.index);
                        button:SetAttribute("filter", buffInfo.filter);
                        buttons[i] = button;
                end
        end
        local deadIndex = #buttons + 1;
        local button = self:GetAttribute("child"..deadIndex);
        while ( button ) do
                button:Hide();
                deadIndex = deadIndex + 1;
                button = self:GetAttribute("child"..deadIndex)
        end

        local consolidateProxy = nil;
        if ( consolidateTable ) then
                consolidateProxy = self:GetAttribute("consolidateProxy");
                if ( type(consolidateProxy) == 'STRING' ) then
                        local template, widgetType = extractTemplateInfo(consolidateProxy, "Button");
                        if ( template ) then
                                consolidateProxy = CreateFrame(widgetType, name and name.."ProxyButton", self, template);
                                setAttributesWithoutResponse(self, "consolidateProxy", consolidateProxy, "frameref-proxy", GetFrameHandle(consolidateProxy));
                        else
                                consolidateProxy = nil;
                        end
                end
                if ( consolidateProxy ) then
                        if ( consolidateTable.position ) then
                                tinsert(buttons, consolidateTable.position, consolidateProxy);
                        else
                                tinsert(buttons, consolidateProxy);
                        end
                        consolidateProxy:ClearAllPoints();
                end
        else
                local consolidateProxy = self:GetAttribute("consolidateProxy");
                if ( consolidateProxy and type(consolidateProxy.Hide) == 'function' ) then
                        consolidateProxy:Hide();
                end
        end
        if ( weaponPosition ) then
                local hasMainHandEnchant, hasOffHandEnchant, _, tempEnchant1, tempEnchant2;
                hasMainHandEnchant, _, _, hasOffHandEnchant, _, _ = GetWeaponEnchantInfo();

                if ( hasOffHandEnchant ) then
                        tempEnchant2 = self:GetAttribute("tempEnchant2");
                        if ( not tempEnchant2 ) then
                                local template, widgetType = extractTemplateInfo(self:GetAttribute("weaponTemplate"), "Button");
                                if ( template ) then
                                        tempEnchant2 = CreateFrame(widgetType, name and name.."TempEnchant2", self, template);
                                        setAttributesWithoutResponse(self, "tempEnchant2", tempEnchant2);
                                end
                        end
                        if ( tempEnchant2 ) then
                                tempEnchant2:ClearAllPoints();
                                local slot = GetInventorySlotInfo("MainHandSlot");
                                tempEnchant2:SetAttribute("target-slot", slot);
                                tempEnchant2:SetID(slot);
                                if ( weaponPosition == 0 ) then
                                        tinsert(buttons, tempEnchant2);
                                else
                                        tinsert(buttons, weaponPosition, tempEnchant2);
                                end
                        end
                else
                        tempEnchant2 = self:GetAttribute("tempEnchant2");
                        if ( tempEnchant2 and type(tempEnchant2.Hide) == 'function' ) then
                                tempEnchant2:Hide();
                        end
                end

                if ( hasMainHandEnchant ) then
                        tempEnchant1 = self:GetAttribute("tempEnchant1");
                        if ( not tempEnchant1 ) then
                                local template, widgetType = extractTemplateInfo(self:GetAttribute("weaponTemplate"), "Button");
                                if ( template ) then
                                        tempEnchant1 = CreateFrame(widgetType, name and name.."TempEnchant1", self, template);
                                        setAttributesWithoutResponse(self, "tempEnchant1", tempEnchant1);
                                end
                        end
                        if ( tempEnchant1 ) then
                                tempEnchant1:ClearAllPoints();
                                local slot = GetInventorySlotInfo("MainHandSlot");
                                tempEnchant1:SetAttribute("target-slot", slot);
                                tempEnchant1:SetID(slot);
                                if ( weaponPosition == 0 ) then
                                        tinsert(buttons, tempEnchant1);
                                else
                                        tinsert(buttons, weaponPosition, tempEnchant1);
                                end
                        end
                else
                        tempEnchant1 = self:GetAttribute("tempEnchant1");
                        if ( tempEnchant1 and type(tempEnchant1.Hide) == 'function' ) then
                                tempEnchant1:Hide();
                        end
                end
        end

        local display = #buttons
        if ( wrapAfter and maxWraps ) then
                display = min(display, wrapAfter * maxWraps);
        end

        local left, right, top, bottom = math.huge, 0, 0, math.huge;
        for index=1,display do
                local button = buttons[index];
                local tick, cycle = floor((index - 1) % wrapAfter), floor((index - 1) / wrapAfter);
                button:SetPoint(point, self, cycle * wrapXOffset + tick * xOffset, cycle * wrapYOffset + tick * yOffset);
                button:Show();
                left = min(left, button:GetLeft() or math.huge);
                right = max(right, button:GetRight() or 0);
                top = max(top, button:GetTop() or 0);
                bottom = min(bottom, button:GetBottom() or math.huge);
        end
        if ( display >= 1 ) then
                self:SetWidth(max(right - left, minWidth));
                self:SetHeight(max(top - bottom, minHeight));
        else
                self:SetWidth(minWidth);
                self:SetHeight(minHeight);
        end
        if ( consolidateTable ) then
                local header = self:GetAttribute("consolidateHeader");
                if ( type(header) == 'STRING' ) then
                        local template, widgetType = extractTemplateInfo(header, "Frame");
                        if ( template ) then
                                header = CreateFrame(widgetType, name and name.."ProxyHeader", consolidateProxy, template);
                                setAttributesWithoutResponse(self, "consolidateHeader", header);
                                consolidateProxy:SetAttribute("header", header);
                                consolidateProxy:SetAttribute("frameref-header", GetFrameHandle(header))
                        end
                end
                if ( header ) then
                        configureAuras(header, consolidateTable);
                end
        end
end

local tremove = table.remove;

local function stripRAID(filter)
        return filter and tostring(filter):upper():gsub("RAID", ""):gsub("|+", "|"):match("^|?(.+[^|])|?$");
end

local freshTable;
local releaseTable;
do
        local tableReserve = {};
        freshTable = function ()
                local t = next(tableReserve) or {};
                tableReserve[t] = nil;
                return t;
        end
        releaseTable = function (t)
                tableReserve[t] = wipe(t);
        end
end

local sorters = {};

local function sortFactory(key, separateOwn, reverse)
        if ( separateOwn ) then
                if ( reverse ) then
                        return function (a, b)
                                if ( groupingTable[a.filter] == groupingTable[b.filter] ) then
                                        local ownA, ownB = a.caster == "player", b.caster == "player";
                                        if ( ownA ~= ownB ) then
                                                return ownA == (separateOwn > 0)
                                        end
                                        return a[key] > b[key];
                                else
                                        return groupingTable[a.filter] < groupingTable[b.filter];
                                end
                        end;
                else
                        return function (a, b)
                                if ( groupingTable[a.filter] == groupingTable[b.filter] ) then
                                        local ownA, ownB = a.caster == "player", b.caster == "player";
                                        if ( ownA ~= ownB ) then
                                                return ownA == (separateOwn > 0)
                                        end
                                        return a[key] < b[key];
                                else
                                        return groupingTable[a.filter] < groupingTable[b.filter];
                                end
                        end;
                end
        else
                if ( reverse ) then
                        return function (a, b)
                                if ( groupingTable[a.filter] == groupingTable[b.filter] ) then
                                        return a[key] > b[key];
                                else
                                        return groupingTable[a.filter] < groupingTable[b.filter];
                                end
                        end;
                else
                        return function (a, b)
                                if ( groupingTable[a.filter] == groupingTable[b.filter] ) then
                                        return a[key] < b[key];
                                else
                                        return groupingTable[a.filter] < groupingTable[b.filter];
                                end
                        end;
                end
        end
end

for i, key in ipairs{"index", "name", "expires"} do
        local label = key:upper();
        sorters[label] = {};
        for bool in pairs{[true] = true, [false] = false} do
                sorters[label][bool] = {}
                for sep=-1,1 do
                        sorters[label][bool][sep] = sortFactory(key, sep, bool);
                end
        end
end
sorters.TIME = sorters.EXPIRES;

function SecureAuraHeader_Update(self)
        local filter = self:GetAttribute("filter");
        local groupBy = self:GetAttribute("groupBy");
        local unit = SecureButton_GetUnit(self) or "player";
        local includeWeapons = tonumber(self:GetAttribute("includeWeapons"));
        local consolidateTo = tonumber(self:GetAttribute("consolidateTo"));
        local consolidateDuration, consolidateThreshold, consolidateFraction;
        if ( consolidateTo ) then
                consolidateDuration = tonumber(self:GetAttribute("consolidateDuration")) or 30;
                consolidateThreshold = tonumber(self:GetAttribute("consolidateThreshold")) or 10;
                consolidateFraction = tonumber(self:GetAttribute("consolidateFraction")) or 0.1;
        end
        local sortDirection = self:GetAttribute("sortDirection");
        local separateOwn = tonumber(self:GetAttribute("separateOwn")) or 0;
        if ( separateOwn > 0 ) then
                separateOwn = 1;
        elseif (separateOwn < 0 ) then
                separateOwn = -1;
        end
        local sortMethod = (sorters[tostring(self:GetAttribute("sortMethod")):upper()] or sorters["INDEX"])[sortDirection == "-"][separateOwn];

        local time = GetTime();

        local consolidateTable;
        if ( consolidateTo and consolidateTo ~= 0 ) then
                consolidateTable = wipe(tokenTable);
        end

        wipe(sortingTable);
        wipe(groupingTable);

        if ( groupBy ) then
                local i = 1;
                for subFilter in groupBy:gmatch("[^,]+") do
                        if ( filter ) then
                                subFilter = stripRAID(filter.."|"..subFilter);
                        else
                                subFilter = stripRAID(subFilter);
                        end
                        groupingTable[subFilter], groupingTable[i] = i, subFilter;
                end
        else
                filter = stripRAID(filter);
                groupingTable[filter], groupingTable[1] = 1, filter;
        end
        if ( consolidateTable and consolidateTo < 0 ) then
                consolidateTo = #groupingTable + consolidateTo + 1;
        end
        if ( includeWeapons and includeWeapons < 0 ) then
                includeWeapons = #groupingTable + includeWeapons + 1;
        end
        local weaponPosition;
        for filterIndex, fullFilter in ipairs(groupingTable) do
                if ( consolidateTable and not consolidateTable.position and filterIndex >= consolidateTo ) then
                        consolidateTable.position = #sortingTable + 1;
                end
                if ( includeWeapons and not weaponPosition and filterIndex >= includeWeapons ) then
                        weaponPosition = #sortingTable + 1;
                end

                local i = 1;
                repeat
                        local aura, _, duration = freshTable();
                        aura.name, _, _, _, _, duration, aura.expires, aura.caster, _, aura.shouldConsolidate, _ = UnitAura(unit, i, fullFilter);
                        if ( aura.name ) then
                                aura.filter = fullFilter;
                                aura.index = i;
                                local targetList = sortingTable;
                                if ( consolidateTable and aura.shouldConsolidate ) then
                                        if ( not aura.expires or duration <= 30 or (aura.expires - time < max(consolidateThreshold, duration * consolidateFraction)) ) then
                                                targetList = consolidateTable;
                                        end
                                end
                                tinsert(targetList, aura);
                        else
                                releaseTable(aura);
                        end
                        i = i + 1;
                until ( not aura.name );
        end
        if ( includeWeapons and not weaponPosition ) then
                weaponPosition = 0;
        end
        table.sort(sortingTable, sortMethod);
        if ( consolidateTable ) then
                table.sort(consolidateTable, sortMethod);
        end

        configureAuras(self, sortingTable, consolidateTable, weaponPosition);
        while ( sortingTable[1] ) do
                releaseTable(tremove(sortingTable));
        end
        while ( consolidateTable and consolidateTable[1] ) do
                releaseTable(tremove(consolidateTable));
        end
end
FrameXML\SecureGroupHeaders.xml
Code:
    <!-- A frame used for managing group pets -->
    <Frame name="SecureAuraHeaderTemplate" inherits="SecureFrameTemplate" hidden="true" virtual="true">
        <Scripts>
            <OnLoad function="SecureAuraHeader_OnLoad"/>
            <OnEvent function="SecureAuraHeader_OnEvent"/>
            <OnShow function="SecureAuraHeader_Update"/>
            <OnUpdate function="SecureAuraHeader_OnUpdate" />
            <OnAttributeChanged function="SecureAuraHeader_OnAttributeChanged"/>
        </Scripts>
    </Frame>
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Last edited by zork : 10-26-10 at 06:47 AM.
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Unread 10-26-10, 06:53 AM   #5
ms998
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Join Date: Dec 2006
Posts: 2
Elkbuffbars has something working that enables buffs to be cancelled out of combat. Perhaps look at that for initial code.

http://wow.curse.com/downloads/wow-a...kbuffbars.aspx
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Unread 10-26-10, 07:10 AM   #6
Syxx
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Goldpaw has it working fine with gbuff as well.

Last edited by Syxx : 10-26-10 at 07:11 AM. Reason: link stupid.
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