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Cancel.lua
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Cancel.lua
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-- Raven is an addon to monitor auras and cooldowns, providing timer bars and icons plus helpful notifications.
-- Cancel.lua supports right-click cancel of player buffs:
-- Buff cancelling (out of combat):
-- Dynamically create secure buttons, one per active player buff, programmed so that right-click
-- cancels aura or temp weapon enchant. Resize and overlay the buttons on icons for corresponding player buff bars.
-- Hide all the buttons when enter combat and show them when out of combat.
-- Buff cancelling (in combat):
-- Create a bar with a secure button for each pre-defined player buff or temp weapon enchant.
-- Overlay the bar with frames the same size as the buttons that show the buff's texture when the buff is active.
-- Also, use the overlaid frames to either capture mouse events or let them reach the secure buttons, as required.
local MOD = Raven
local SHIM = MOD.SHIM
local L = LibStub("AceLocale-3.0"):GetLocale("Raven")
local inCombatBar = {} -- keep track of current settings for in-combat bar
local overlayPool = {} -- pool of overlays to use for clicking off buffs
local overlayCount = 0 -- number of allocated overlays
local gridLayout = {} -- layout info for overlay grid used for in-combat clicking off buffs
local weaponSlots = { ["MainHandSlot"] = 16, ["SecondaryHandSlot"] = 17, ["RangedSlot"] = 18 }
local displayWidth, displayHeight = UIParent:GetWidth(), UIParent:GetHeight()
local overlayDefaults = { -- backdrop initialization for overlay grid
bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
tile = true, tileSize = 8, edgeSize = 8, insets = { left = 0, right = 0, top = 0, bottom = 0 }
}
local inCombatBarTemplate = {
layout = 0, direction = 0, size = 0, spacing = 0, scale = 0, alpha = 0, offsetX = 0, offsetY = 0, anchorTips = 0,
pulseStart = 0, pulseEnd = 0, flashExpiring = 0, flashTime = 0, mouseoverDetect = 0, mouseoverAlpha = 0, noBorder = 0,
anchorFrame = 0, anchorPoint = 0, anchorX = 0, anchorY = 0
}
-- Set default values for the in-combat buffs bar
function MOD:SetInCombatBarDefaults()
local p, g = MOD.DefaultProfile.profile.InCombatBar, MOD.DefaultProfile.global.InCombatBar
p.enable = false; p.lock = false; p.link = true; p.ooc = true
p.layout = true; p.direction = true; p.size = 13; p.spacing = 2; p.scale = 1; p.alpha = 1; p.offsetX = 0.5; p.offsetY = 0.98
p.anchorTips = "DEFAULT"; p.pulseStart = true; p.pulseEnd = false; p.flashExpiring = false; p.flashTime = 5
p.mouseoverDetect = false; p.mouseoverAlpha = 0.5; p.noBorder = false
p.anchorFrame = ""; p.anchorPoint = "CENTER"; p.anchorX = 0; p.anchorY = 0
for k in pairs(inCombatBarTemplate) do g[k] = p[k] end
end
-- Check for active tooltip for an overlay and update twice per second
local function OverlayTooltipUpdate()
if MOD.tooltipOverlay and MOD.Overlay_OnEnter then MOD.Overlay_OnEnter(MOD.tooltipOverlay) end
end
-- Copy in-combat bar settings from the shared layout, if linked, and update the bar for the first time
function MOD:InitializeInCombatBar()
local p, g = MOD.db.profile.InCombatBar, MOD.db.global.InCombatBar
if p.link then for k in pairs(inCombatBarTemplate) do p[k] = g[k] end end
MOD.tooltipOverlay = nil -- set when an overlay displays a tooltip
C_Timer.NewTicker(0.5, OverlayTooltipUpdate) -- update tooltips for overlays when hovering over them
end
-- Copy in-combat bar settings back to the shared layout, if linked
function MOD:FinalizeInCombatBar()
local p, g = MOD.db.profile.InCombatBar, MOD.db.global.InCombatBar
if p.link then for k in pairs(inCombatBarTemplate) do g[k] = p[k] end end
end
-- Update the overlay grid for in-combat buffs when it is reconfigured
function MOD:UpdateInCombatBar()
if MOD.ExpansionIsOrAbove(LE_EXPANSION_MISTS_OF_PANDARIA) and C_PetBattles.IsInBattle() then MOD:HideInCombatBar() return end -- hide when entering pet battles
if not InCombatLockdown() then -- only update settings when not in combat
local g = MOD.db.profile.InCombatBar -- update the overlay grid in case it has been reconfigured
local list = MOD.db.profile.InCombatBuffs -- list of combat buffs for this character
local p = inCombatBar -- local cache for comparisons
local update = p.hidden and g.enable -- force update if was hidden and now enabled
for k, v in pairs(MOD.db.profile.InCombatBar) do if p[k] ~= v then update = true; p[k] = v end end
if not p.list then p.list = {} end
for k, v in pairs(list) do if p.list[k] ~= v then update = true; p.list[k] = v end end
for k, v in pairs(p.list) do if list[k] ~= v then update = true; p.list[k] = list[k] end end
local dw, dh = UIParent:GetWidth(), UIParent:GetHeight()
if (displayWidth ~= dw) or (displayHeight ~= dh) then displayWidth = dw; displayHeight = dh; update = true end
if update then
p.hidden = not g.enable
MOD:SetInCombatBar(g.enable, g.lock, list, g)
end
end
MOD:UpdateInCombatBarOverlays() -- update the overlay grid
end
-- Hide the in-combat bar as soon as we are out of combat
function MOD:HideInCombatBar()
local p = inCombatBar -- local cache for comparisons
if not p.hidden then
p.hidden = true
local g = MOD.db.profile.InCombatBar -- update the overlay grid in case it has been reconfigured
local list = MOD.db.profile.InCombatBuffs -- list of combat buffs for this character
MOD:SetInCombatBar(false, g.lock, list, g)
MOD:UpdateInCombatBarOverlays() -- requires one more update in order to clear the bar
end
end
-- Show tooltip when entering an overlay
local function Overlay_OnEnter(b)
if b.aura_id then
local ttanchor = b.tooltipAnchor
if (ttanchor == "DEFAULT") and (GetCVar("UberTooltips") == "1") then
GameTooltip_SetDefaultAnchor(GameTooltip, b)
else
if not ttanchor or (ttanchor == "DEFAULT") then ttanchor = "ANCHOR_BOTTOMLEFT" else ttanchor = "ANCHOR_" .. ttanchor end
GameTooltip:SetOwner(b, ttanchor)
end
GameTooltip:ClearLines() -- clear current tooltip contents
if b.aura_tt == "weapon" then
if b.aura_id then
local slotid = b.aura_id
if slotid == "MainHandSlot" then slotid = 16 end
if slotid == "SecondaryHandSlot" then slotid = 17 end
if slotid == "RangedSlot" then slotid = 18 end
if (slotid == 16) or (slotid == 17) or (slotid == 18) then GameTooltip:SetInventoryItem("player", slotid) end
end
elseif b.aura_tt == "buff" then
if not MOD:GetAuraData("player", b.aura_id, "HELPFUL") then return end
GameTooltip:SetUnitAura("player", b.aura_id, "HELPFUL")
elseif b.aura_tt == "spell name" then
local auraList = MOD:CheckAura("player", b.aura_id, true)
if #auraList > 0 then local aura = auraList[1]; GameTooltip:SetUnitAura("player", aura[12], "HELPFUL") end
end
if IsControlKeyDown() then
if b.aura_spell then GameTooltip:AddLine("<Spell #" .. tonumber(b.aura_spell) .. ">", 0, 1, 0.2, false) end
if b.aura_list then GameTooltip:AddLine("<List #" .. tonumber(b.aura_list) .. ">", 0, 1, 0.2, false) end
end
if b.aura_caster and (b.aura_caster ~= "") then GameTooltip:AddLine(L["<Applied by "] .. b.aura_caster .. ">", 0, 0.8, 1, false) end
GameTooltip:Show()
MOD.tooltipOverlay = b
end
end
MOD.Overlay_OnEnter = Overlay_OnEnter -- save for tooltip update
-- Hide tooltip when leaving an overlay
local function Overlay_OnLeave(b)
MOD.tooltipOverlay = nil
GameTooltip:Hide()
end
-- Allocate an overlay and initialize the common secure attributes for cancelaura
local function AllocateOverlay()
local b = next(overlayPool)
if b then
overlayPool[b] = nil
else
overlayCount = overlayCount + 1
b = CreateFrame("Button", "RavenOverlay" .. overlayCount, UIParent, "SecureActionButtonTemplate, SecureHandlerBaseTemplate")
b:SetAttribute("unit", "player")
b:SetAttribute("filter", "HELPFUL")
b:SetScript("OnEnter", Overlay_OnEnter)
b:SetScript("OnLeave", Overlay_OnLeave)
b:EnableMouse(true)
b:RegisterForClicks("RightButtonDown", "RightButtonUp")
-- b:SetNormalTexture("Interface\\AddOns\\Raven\\Borders\\IconDefault") -- for debugging only
end
-- Reset identifying attributes to prevent RMB targeting the wrong buff when the overlay is reused
b:SetAttribute("index", nil)
b:SetAttribute("target-slot", nil)
return b
end
-- OnMouseDown with no modifier key starts moving if bar is unlocked and not in combat
local function InCombatBar_OnMouseDown(anchor, button)
if InCombatLockdown() then return end
local g = gridLayout
if g and g.opt then
local scale = g.opt.scale
if scale and (button == "LeftButton") and not IsModifierKeyDown() and g.initialized and not g.lock then
g.startX = g.frame:GetLeft() * scale; g.startY = g.frame:GetTop() * scale
g.moving = true
g.frame:SetFrameStrata("HIGH")
g.frame:StartMoving()
end
end
end
-- OnMouseUp stops moving if frame is in motion
local function InCombatBar_OnMouseUp()
local g = gridLayout
if g and g.opt then
local scale = g.opt.scale
if scale and g.initialized and g.moving then
g.frame:StopMovingOrSizing()
g.frame:SetFrameStrata("MEDIUM")
local x, y = g.frame:GetLeft() * scale, g.frame:GetTop() * scale
if g.startX ~= x or g.startY ~= y then
local fw, fh = g.frame:GetWidth() * scale, g.frame:GetHeight() * scale
if g.anchor == "TOPRIGHT" then x = x + fw elseif g.anchor == "BOTTOMRIGHT" then x = x + fw; y = y - fh end
g.opt.offsetX = x / displayWidth; g.opt.offsetY = y / displayHeight
MOD.updateOptions = true
end
g.moving = false
end
end
end
-- Allocate a grid of overlays that can be used to cancel buffs in combat
-- Check layout parameters and recreate the grid when it changes, but only when out of combat
function MOD:SetInCombatBar(enable, lock, list, opt)
if InCombatLockdown() then return end
local g = gridLayout
g.enable = enable; g.lock = lock
if not enable then return end
if not g.initialized then -- first time, create base frame for holding secure buttons and mask frame for overlays
g.frame = CreateFrame("Frame", nil, UIParent, BackdropTemplateMixin and "BackdropTemplate") -- this is the reference frame for moving the grid overlays
g.frame:SetBackdrop(overlayDefaults)
g.frame:SetBackdropColor(0.3, 0.3, 0.3, 0.25)
g.frame:SetBackdropBorderColor(0, 0, 0, 0.9)
g.frame:SetMovable(true); g.frame:SetClampedToScreen(true)
g.frame:SetScript("OnMouseDown", InCombatBar_OnMouseDown)
g.frame:SetScript("OnMouseUp", InCombatBar_OnMouseUp)
g.mask = CreateFrame("Frame", nil, UIParent) -- this is the mask frame for mouse events and showing in-combat highlights
g.mask:SetClampedToScreen(true)
g.secureButtons = {} -- set of allocated secure buttons
g.overlays = {} -- set of allocated overlays for animating textures in combat
g.allocated = 0 -- how many buttons and overlays have actually been allocated
g.count = 0 -- how mnay buttons and overlays are currently in use
g.initialized = true
end
while g.allocated < #list do -- allocate more slots if necessary
local i = g.allocated + 1
local v = {}
v.container = CreateFrame("Frame", nil, g.mask)
v.container:SetScript("OnMouseDown", InCombatBar_OnMouseDown)
v.container:SetScript("OnMouseUp", InCombatBar_OnMouseUp)
v.highlight = v.container:CreateTexture(nil, "ARTWORK")
v.backdrop = v.container:CreateTexture(nil, "OVERLAY")
v.backdrop:SetTexture("Interface\\AddOns\\Raven\\Borders\\IconDefault")
v.anim = v.container:CreateAnimationGroup()
v.anim:SetLooping("NONE")
local grow = v.anim:CreateAnimation("Scale")
grow:SetScale(3, 3); grow:SetOrigin('CENTER', 0, 0); grow:SetDuration(0.25); grow:SetOrder(1)
local shrink = v.anim:CreateAnimation("Scale")
shrink:SetScale(-3, -3); shrink:SetOrigin('CENTER', 0, 0); shrink:SetDuration(0.25); shrink:SetOrder(2)
g.overlays[i] = v
g.secureButtons[i] = AllocateOverlay() -- secure button for cancelling the buff
g.allocated = i
end
g.count = #list; g.anchor = "TOPRIGHT"; g.opt = opt
if opt.layout then if opt.direction then g.anchor = "TOPLEFT" end else if opt.direction then g.anchor = "BOTTOMRIGHT" end end
if g.count > 0 then
local step = opt.size + opt.spacing
local w, h = (step * g.count) + opt.spacing, step + opt.spacing
if not opt.layout then local t = w; w = h; h = t end
g.frame:SetFrameStrata("MEDIUM"); g.frame:SetAlpha(opt.alpha); g.frame:SetScale(opt.scale); g.frame:SetSize(w, h)
if opt.anchorFrame and GetClickFrame(opt.anchorFrame) then -- use relative positioning
g.frame:ClearAllPoints(); g.frame:SetPoint(opt.anchorPoint or "CENTER", opt.anchorFrame, opt.anchorPoint or "CENTER", opt.anchorX, opt.anchorY)
else -- use manual positioning
local scale = opt.scale; if not scale or (scale <= 0) then scale = 1 end
local dx, dy = (opt.offsetX * displayWidth) / opt.scale, (opt.offsetY * displayHeight) / opt.scale
g.frame:ClearAllPoints(); g.frame:SetPoint(g.anchor, UIParent, "BOTTOMLEFT", dx, dy)
end
if lock then g.frame:Hide() else g.frame:Show() end
g.mask:SetFrameStrata("MEDIUM"); g.mask:SetAlpha(opt.alpha); g.mask:SetScale(opt.scale); g.mask:SetSize(w, h)
g.mask:ClearAllPoints(); g.mask:SetAllPoints(g.frame); g.mask:SetFrameLevel(g.frame:GetFrameLevel() + 5)
for i = 1, g.count do
local id, tt = list[i], "buff"
local b = g.secureButtons[i]
b.aura_id = id; b.aura_tt = "spell name"; b.tooltipAnchor = opt.anchorTips
b:SetAttribute("type2", "macro"); b:SetAttribute("macrotext2", "/cancelaura " .. id)
b:SetSize(opt.size, opt.size); b:SetScale(opt.scale)
local dist = i - 1
if (opt.layout and not opt.direction) or (not opt.layout and opt.direction) then dist = g.count - i end
local x, y = opt.spacing + (step * dist), opt.spacing
if not opt.layout then local t = x; x = y; y = t end
b:ClearAllPoints(); b:SetPoint("TOPLEFT", g.frame, "TOPLEFT", x, -y)
b:SetFrameLevel(g.frame:GetFrameLevel() + 1)
if lock then b:SetAlpha(0) else b:SetAlpha(opt.alpha) end
b:Show()
local v = g.overlays[i]
v.buffName = id
v.container:SetSize(opt.size, opt.size); v.container:SetPoint("TOPLEFT", g.mask, "TOPLEFT", x, -y)
v.highlight:ClearAllPoints(); v.highlight:SetPoint("CENTER", v.container, "CENTER"); v.backdrop:SetAllPoints(v.container)
end
else -- nothing in the list
g.frame:Hide()
end
if g.allocated > g.count then -- hide any extras
for i = g.count + 1, g.allocated do
g.secureButtons[i]:Hide()
local v = g.overlays[i]
v.highlight:Hide(); v.backdrop:Hide(); v.startTime = nil
end
end
end
-- Highlight an overlay in the grid when the associated buff is active
function MOD:UpdateInCombatBarOverlays()
local g = gridLayout
if g and g.opt and g.initialized then -- make sure have valid layout
if not InCombatLockdown() then -- can change enable setting only if out of combat
if not g.enable then
if not g.hidden then g.frame:Hide(); g.hidden = true for i = 1, g.count do g.secureButtons[i]:Hide() end end
else
if g.hidden then g.hidden = false; for i = 1, g.count do g.secureButtons[i]:Show() end end
if g.lock then g.frame:Hide() else g.frame:Show() end
end
end
for i = 1, g.count do
local v = g.overlays[i]
local id, buff, icon, duration, expires, _ = v.buffName, nil, nil, 0, 0, nil
if not g.hidden and (g.opt.ooc or InCombatLockdown()) then -- check if in combat or have out-of-combat enabled
buff, icon, _, _, duration, expires = MOD.UnitAuraSpellName("player", id, "HELPFUL")
end
if buff then
v.highlight:SetTexture(icon); v.highlight:Show(); v.container:EnableMouse(false)
local w = g.opt.size
if g.opt.noBorder then -- enable or hide optional default border
v.backdrop:Hide(); v.highlight:SetTexCoord(0, 1, 0, 1)
else
v.backdrop:Show(); v.highlight:SetTexCoord(0.06, 0.94, 0.06, 0.94); w = w * 0.88
end
v.highlight:SetSize(w, w)
if g.opt.pulseStart and not v.startTime then v.anim:Play(); v.startTime = GetTime() end
local alpha = 1
if duration and duration > 0 then
local timeLeft = expires - GetTime()
if g.opt.pulseEnd and (timeLeft < 0.45) and not v.anim:IsPlaying() then v.anim:Play() end
local flashing = g.opt.flashExpiring and g.opt.flashTime and (timeLeft < g.opt.flashTime)
if flashing then alpha = MOD.Nest_FlashAlpha(1, 0.5, 1.2) end
end
if g.opt.mouseoverDetect and not g.mask:IsMouseOver(2, -2, -2, 2) then alpha = alpha * (g.opt.mouseoverAlpha or 0.5) end
v.container:SetAlpha(alpha)
else
v.highlight:Hide(); v.backdrop:Hide(); v.anim:Stop(); v.startTime = nil; v.container:EnableMouse(not g.hidden)
end
end
end
end
-- Refresh animations for the in combat bar
function MOD:RefreshInCombatBar()
local g = gridLayout
if g and g.opt and g.initialized then -- make sure have valid layout
for i = 1, g.count do
local v = g.overlays[i]
local id, buff, icon, duration, expires, _ = v.buffName, nil, nil, 0, 0, nil
if not g.hidden and (g.opt.ooc or InCombatLockdown()) then -- check if in combat or have out-of-combat enabled
buff, icon, _, _, duration, expires = MOD.UnitAuraSpellName("player", id, "HELPFUL")
end
if buff then
local alpha = 1
if duration and duration > 0 then
local timeLeft = expires - GetTime()
if g.opt.pulseEnd and (timeLeft < 0.45) and not v.anim:IsPlaying() then v.anim:Play() end
local flashing = g.opt.flashExpiring and g.opt.flashTime and (timeLeft < g.opt.flashTime)
if flashing then alpha = MOD.Nest_FlashAlpha(1, 0.5, 1.2) end
end
if g.opt.mouseoverDetect and not g.mask:IsMouseOver(2, -2, -2, 2) then alpha = alpha * (g.opt.mouseoverAlpha or 0.5) end
v.container:SetAlpha(alpha)
end
end
end
end
-- Activate an overlay for a bar by filling in secure attributes and placing it on top of a bar's icon
local function ActivateOverlay(bar, frame)
if not InCombatLockdown() then
local bat = bar.attributes
local tt, id, unit = bat.tooltipType, bat.tooltipID, bat.tooltipUnit
if ((tt == "buff") or (tt == "weapon")) and unit and UnitIsUnit(unit, "player") then
local b = bar.overlay
if not b then -- allocate one if necessary
b = AllocateOverlay()
bar.overlay = b
end
if tt == "buff" then
b:SetAttribute("type2", "cancelaura")
b:SetAttribute("index", id)
elseif tt == "weapon" then
b:SetAttribute("type2", "cancelaura")
b:SetAttribute("target-slot", weaponSlots[id])
end
b.aura_id = id
b.aura_tt = tt
b.aura_caster = bat.caster
b.aura_spell = bat.tooltipSpell
b.aura_list = bat.listID
b.tooltipAnchor = bar.tooltipAnchor
b:ClearAllPoints()
b:SetSize(frame:GetWidth(), frame:GetHeight())
b:SetAllPoints(frame)
b:SetFrameStrata(frame:GetFrameStrata()) -- make sure using the same strata as the reference frame
b:SetFrameLevel(frame:GetFrameLevel() + 5) -- and also make sure on top of the reference frame
b:EnableMouse(true)
b:Show()
end
end
end
-- Deactivate an overlay by clearing anything that could cause taint and hiding it
local function DeactivateOverlay(b)
if b then
if MOD.tooltipOverlay == b then
MOD.tooltipOverlay = nil;
GameTooltip:Hide()
end
b:ClearAllPoints()
b:EnableMouse(false);
b:Hide()
end
end
-- Release an overlay for a bar back to the available pool
local function ReleaseOverlay(bar)
local b = bar.overlay
if b then
if not InCombatLockdown() then -- already deactivated if in combat
DeactivateOverlay(b)
end
overlayPool[b] = true
bar.overlay = nil
end
end
-- When enter combat deactivate all bar overlays
local function Overlays_EnterCombat()
InCombatBar_OnMouseUp()
local bgs = MOD.Nest_GetBarGroups()
for _, bg in pairs(bgs) do
for _, bar in pairs(bg.bars) do
if bar.overlay then
DeactivateOverlay(bar.overlay)
end
end
end
end
-- When leave combat, trigger update so overlays get reactivated
local function Overlays_LeaveCombat()
MOD:UpdateInCombatBar()
MOD.Nest_TriggerUpdate()
end
-- Initialize the overlays used to cancel player buffs
function MOD:InitializeOverlays()
local cbs = {
activate = ActivateOverlay,
deactivate = DeactivateOverlay,
release = ReleaseOverlay
}
self:RegisterEvent("PLAYER_REGEN_DISABLED", Overlays_EnterCombat)
self:RegisterEvent("PLAYER_REGEN_ENABLED", Overlays_LeaveCombat)
MOD.Nest_RegisterCallbacks(cbs)
end