mirror of
https://github.com/Bluewhale1337/ElvUIModernized.git
synced 2026-07-27 16:34:45 +00:00
445 lines
14 KiB
Lua
445 lines
14 KiB
Lua
local pairs = pairs
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local ipairs = ipairs
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local unitExistsWatchers = {}
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local unitExistsCache = setmetatable({},{
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__index = function(t, k)
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local v = UnitExists(k) or false
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t[k] = v
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return v
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end
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})
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local function updateUnitWatch(frame)
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local unit = frame.unit
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local exists = (unit and unitExistsCache[unit])
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if exists then
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if not frame:IsShown() then
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frame:Show()
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end
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elseif frame:IsShown() then
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frame:Hide()
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end
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end
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local unitWatch = CreateFrame("Frame")
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unitWatch:Hide()
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local timer = 0
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unitWatch:SetScript("OnUpdate", function()
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timer = timer - arg1
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if timer <= 0 then
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timer = 0.2
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for k in pairs(unitExistsCache) do
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unitExistsCache[k] = nil
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end
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for frame in pairs(unitExistsWatchers) do
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updateUnitWatch(frame)
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end
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end
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end)
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unitWatch:SetScript("OnEvent", function() timer = 0 end)
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unitWatch:RegisterEvent("PLAYER_TARGET_CHANGED")
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unitWatch:RegisterEvent("PLAYER_REGEN_DISABLED")
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unitWatch:RegisterEvent("PLAYER_REGEN_ENABLED")
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unitWatch:RegisterEvent("UNIT_PET")
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unitWatch:RegisterEvent("RAID_ROSTER_UPDATE")
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unitWatch:RegisterEvent("PARTY_MEMBERS_CHANGED")
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function RegisterUnitWatch(frame)
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unitExistsWatchers[frame] = true
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unitWatch:Show()
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updateUnitWatch(frame)
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end
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function UnregisterUnitWatch(frame)
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unitExistsWatchers[frame] = nil
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end
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--[[
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List of the various configuration attributes
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======================================================
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showRaid = [BOOLEAN] -- true if the header should be shown while in a raid
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showParty = [BOOLEAN] -- true if the header should be shown while in a party and not in a raid
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showPlayer = [BOOLEAN] -- true if the header should show the player when not in a raid
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showSolo = [BOOLEAN] -- true if the header should be shown while not in a group (implies showPlayer)
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nameList = [STRING] -- a comma separated list of player names (not used if 'groupFilter' is set)
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groupFilter = [1-8, STRING] -- a comma seperated list of raid group numbers and/or uppercase class names and/or uppercase roles
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strictFiltering = [BOOLEAN] - if true, then characters must match both a group and a class from the groupFilter list
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point = [STRING] -- a valid XML anchoring point (Default: "TOP")
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xOffset = [NUMBER] -- the x-Offset to use when anchoring the unit buttons (Default: 0)
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yOffset = [NUMBER] -- the y-Offset to use when anchoring the unit buttons (Default: 0)
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sortMethod = ["INDEX", "NAME"] -- defines how the group is sorted (Default: "INDEX")
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sortDir = ["ASC", "DESC"] -- defines the sort order (Default: "ASC")
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template = [STRING] -- the XML template to use for the unit buttons
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templateType = [STRING] - specifies the frame type of the managed subframes (Default: "Button")
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groupBy = [nil, "GROUP", "CLASS", "ROLE"] - specifies a "grouping" type to apply before regular sorting (Default: nil)
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groupingOrder = [STRING] - specifies the order of the groupings (ie. "1,2,3,4,5,6,7,8")
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maxColumns = [NUMBER] - maximum number of columns the header will create (Default: 1)
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unitsPerColumn = [NUMBER or nil] - maximum units that will be displayed in a singe column, nil is infinate (Default: nil)
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startingIndex = [NUMBER] - the index in the final sorted unit list at which to start displaying units (Default: 1)
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columnSpacing = [NUMBER] - the ammount of space between the rows/columns (Default: 0)
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columnAnchorPoint = [STRING] - the anchor point of each new column (ie. use LEFT for the columns to grow to the right)
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--]]
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function SecureGroupHeader_OnEvent()
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if (event == "PARTY_MEMBERS_CHANGED" or event == "RAID_ROSTER_UPDATE") and this:IsVisible() then
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SecureGroupHeader_Update(this)
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end
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end
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-- relativePoint, xMultiplier, yMultiplier = getRelativePointAnchor(point)
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-- Given a point return the opposite point and which axes the point
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-- depends on.
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local function getRelativePointAnchor(point)
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point = strupper(point)
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if point == "TOP" then
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return "BOTTOM", 0, -1
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elseif point == "BOTTOM" then
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return "TOP", 0, 1
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elseif point == "LEFT" then
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return "RIGHT", 1, 0
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elseif point == "RIGHT" then
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return "LEFT", -1, 0
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elseif point == "TOPLEFT" then
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return "BOTTOMRIGHT", 1, -1
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elseif point == "TOPRIGHT" then
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return "BOTTOMLEFT", -1, -1
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elseif point == "BOTTOMLEFT" then
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return "TOPRIGHT", 1, 1
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elseif point == "BOTTOMRIGHT" then
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return "TOPLEFT", -1, 1
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else
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return "CENTER", 0, 0
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end
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end
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function ApplyUnitButtonConfiguration(frame)
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RegisterUnitWatch(frame)
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end
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local function ApplyConfig(header, newChild, defaultConfigFunction)
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local configFunction = header.initialConfigFunction or defaultConfigFunction
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if type(configFunction) == "function" then
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configFunction(newChild)
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return true
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end
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end
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function SetupUnitButtonConfiguration(header, newChild, defaultConfigFunction)
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if ApplyConfig(header, newChild, defaultConfigFunction) then
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ApplyUnitButtonConfiguration(newChild)
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end
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end
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-- empties tbl and assigns the value true to each key passed as part of ...
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local function fillTable(tbl, ...)
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for key in pairs(tbl) do
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tbl[key] = nil
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end
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for i = 1, getn(arg), 1 do
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local key = arg[i]
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key = tonumber(key) or key
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tbl[key] = true
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end
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end
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-- same as fillTable() except that each key is also stored in
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-- the array portion of the table in order
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local function doubleFillTable(tbl, ...)
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fillTable(tbl, unpack(arg))
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for i = 1, getn(arg), 1 do
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tbl[i] = arg[i]
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end
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end
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--working tables
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local tokenTable = {}
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local sortingTable = {}
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local groupingTable = {}
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local tempTable = {}
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-- creates child frames and finished configuring them
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local function configureChildren(self)
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local point = self:GetAttribute("point") or "TOP" --default anchor point of "TOP"
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local relativePoint, xOffsetMult, yOffsetMult = getRelativePointAnchor(point)
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local xMultiplier, yMultiplier = abs(xOffsetMult), abs(yOffsetMult)
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local xOffset = self:GetAttribute("xOffset") or 0 --default of 0
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local yOffset = self:GetAttribute("yOffset") or 0 --default of 0
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local sortDir = self:GetAttribute("sortDir") or "ASC" --sort ascending by default
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local columnSpacing = self:GetAttribute("columnSpacing") or 0
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local startingIndex = self:GetAttribute("startingIndex") or 1
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local unitCount = getn(sortingTable)
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local numDisplayed = unitCount - (startingIndex - 1)
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local unitsPerColumn = self:GetAttribute("unitsPerColumn")
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local numColumns
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if unitsPerColumn and numDisplayed > unitsPerColumn then
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numColumns = min(ceil(numDisplayed / unitsPerColumn), (self:GetAttribute("maxColumns") or 1))
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else
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unitsPerColumn = numDisplayed
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numColumns = 1
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end
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local loopStart = startingIndex
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local loopFinish = min((startingIndex - 1) + unitsPerColumn * numColumns, unitCount)
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local step = 1
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numDisplayed = loopFinish - (loopStart - 1)
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if sortDir == "DESC" then
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loopStart = unitCount - (startingIndex - 1)
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loopFinish = loopStart - (numDisplayed - 1)
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step = -1
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end
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-- ensure there are enough buttons
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local needButtons = max(1, numDisplayed)
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if not self:GetAttribute("child"..needButtons) then
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local name = self:GetName()
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if not name then
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self:Hide()
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return
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end
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for i = 1, needButtons, 1 do
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local childAttr = "child"..i
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if not self:GetAttribute(childAttr) then
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local newButton = CreateFrame("Button", name.."UnitButton"..i, self)
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newButton:SetFrameStrata("LOW")
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SetupUnitButtonConfiguration(self, newButton)
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self:SetAttribute(childAttr, newButton)
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end
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end
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end
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local columnAnchorPoint, columnRelPoint, colxMulti, colyMulti
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if numColumns > 1 then
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columnAnchorPoint = self:GetAttribute("columnAnchorPoint")
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columnRelPoint, colxMulti, colyMulti = getRelativePointAnchor(columnAnchorPoint)
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end
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local buttonNum = 0
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local columnNum = 1
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local columnUnitCount = 0
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local currentAnchor = self
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for i = loopStart, loopFinish, step do
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buttonNum = buttonNum + 1
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columnUnitCount = columnUnitCount + 1
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if columnUnitCount > unitsPerColumn then
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columnUnitCount = 1
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columnNum = columnNum + 1
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end
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local unitButton = self:GetAttribute("child"..buttonNum)
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unitButton:Hide()
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unitButton:ClearAllPoints()
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if buttonNum == 1 then
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unitButton:SetPoint(point, currentAnchor, point, 0, 0)
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if columnAnchorPoint then
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unitButton:SetPoint(columnAnchorPoint, currentAnchor, columnAnchorPoint, 0, 0)
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end
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elseif columnUnitCount == 1 then
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local columnAnchor = self:GetAttribute("child"..(buttonNum - unitsPerColumn))
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unitButton:SetPoint(columnAnchorPoint, columnAnchor, columnRelPoint, colxMulti * columnSpacing, colyMulti * columnSpacing)
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else
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unitButton:SetPoint(point, currentAnchor, relativePoint, xMultiplier * xOffset, yMultiplier * yOffset)
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end
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unitButton.unit = sortingTable[sortingTable[i]]
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unitButton:Show()
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currentAnchor = unitButton
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end
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repeat
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buttonNum = buttonNum + 1
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local unitButton = self:GetAttribute("child"..buttonNum)
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if unitButton then
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unitButton:Hide()
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unitButton.unit = nil
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end
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until not unitButton
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local unitButton = self:GetAttribute("child1")
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local unitButtonWidth = unitButton:GetWidth()
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local unitButtonHeight = unitButton:GetHeight()
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if numDisplayed > 0 then
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local width = xMultiplier * (unitsPerColumn - 1) * unitButtonWidth + ((unitsPerColumn - 1) * (xOffset * xOffsetMult)) + unitButtonWidth
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local height = yMultiplier * (unitsPerColumn - 1) * unitButtonHeight + ((unitsPerColumn - 1) * (yOffset * yOffsetMult)) + unitButtonHeight
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if numColumns > 1 then
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width = width + ((numColumns -1) * abs(colxMulti) * (width + columnSpacing))
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height = height + ((numColumns -1) * abs(colyMulti) * (height + columnSpacing))
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end
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self:SetWidth(width)
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self:SetHeight(height)
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else
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local minWidth = self:GetAttribute("minWidth") or (yMultiplier * unitButtonWidth)
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local minHeight = self:GetAttribute("minHeight") or (xMultiplier * unitButtonHeight)
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self:SetWidth(max(minWidth, 0.1))
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self:SetHeight(max(minHeight, 0.1))
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end
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end
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local function GetGroupHeaderType(self)
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local type, start, stop
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local nRaid = GetNumRaidMembers()
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local nParty = GetNumPartyMembers()
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if nRaid > 0 and self:GetAttribute("showRaid") then
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type = "RAID"
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elseif (nRaid > 0 or nParty > 0) and self:GetAttribute("showParty") then
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type = "PARTY"
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elseif self:GetAttribute("showSolo") then
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type = "SOLO"
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end
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if type then
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if type == "RAID" then
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start = 1
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stop = nRaid
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else
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if type == "SOLO" or self:GetAttribute("showPlayer") then
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start = 0
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else
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start = 1
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end
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stop = nParty
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end
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end
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return type, start, stop
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end
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local function GetGroupRosterInfo(type, index)
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local _, unit, name, subgroup, className
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if type == "RAID" then
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unit = "raid"..index
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name, _, subgroup, _, _, className = GetRaidRosterInfo(index)
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else
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if index > 0 then
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unit = "party"..index
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else
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unit = "player"
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end
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if UnitExists(unit) then
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name = UnitName(unit)
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_, className = UnitClass(unit)
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end
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subgroup = 1
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end
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return unit, name, subgroup, className
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end
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function SecureGroupHeader_Update(self)
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local nameList = self:GetAttribute("nameList")
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local groupFilter = self:GetAttribute("groupFilter")
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local sortMethod = self:GetAttribute("sortMethod")
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local groupBy = self:GetAttribute("groupBy")
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for key in pairs(sortingTable) do
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sortingTable[key] = nil
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end
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table.setn(sortingTable, 0)
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-- See if this header should be shown
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local type, start, stop = GetGroupHeaderType(self)
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if not type then
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configureChildren(self)
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return
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end
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if not groupFilter and not nameList then
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groupFilter = "1,2,3,4,5,6,7,8"
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end
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if groupFilter then
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-- filtering by a list of group numbers and/or classes
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fillTable(tokenTable, strsplit(",", groupFilter))
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local strictFiltering = self:GetAttribute("strictFiltering") -- non-strict by default
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for i = start, stop, 1 do
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local unit, name, subgroup, className = GetGroupRosterInfo(type, i)
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if name and ((not strictFiltering) and (tokenTable[subgroup] or tokenTable[className])) or (tokenTable[subgroup] and tokenTable[className]) then
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tinsert(sortingTable, name)
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sortingTable[name] = unit
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if groupBy == "GROUP" then
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groupingTable[name] = subgroup
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elseif groupBy == "CLASS" then
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groupingTable[name] = className
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end
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end
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end
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if groupBy then
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local groupingOrder = self:GetAttribute("groupingOrder")
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doubleFillTable(tokenTable, strsplit(",", groupingOrder))
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for k in pairs(tempTable) do
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tempTable[k] = nil
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end
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for _, grouping in ipairs(tokenTable) do
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grouping = tonumber(grouping) or grouping
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for k in ipairs(groupingTable) do
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groupingTable[k] = nil
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end
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table.setn(groupingTable, 0)
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for index, name in ipairs(sortingTable) do
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if groupingTable[name] == grouping then
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tinsert(groupingTable, name)
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tempTable[name] = true
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end
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end
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if sortMethod == "NAME" then -- sort by ID by default
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table.sort(groupingTable)
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end
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for _, name in ipairs(groupingTable) do
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tinsert(tempTable, name)
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end
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end
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-- handle units whose group didn't appear in groupingOrder
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for k in ipairs(groupingTable) do
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groupingTable[k] = nil
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end
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table.setn(groupingTable, 0)
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for index, name in ipairs(sortingTable) do
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if not tempTable[name] then
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tinsert(groupingTable, name)
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end
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end
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if sortMethod == "NAME" then -- sort by ID by default
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table.sort(groupingTable)
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end
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for _, name in ipairs(groupingTable) do
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tinsert(tempTable, name)
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end
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--copy the names back to sortingTable
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for index, name in ipairs(tempTable) do
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sortingTable[index] = name
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end
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elseif sortMethod == "NAME" then -- sort by ID by default
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table.sort(sortingTable)
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end
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else
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-- filtering via a list of names
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doubleFillTable(sortingTable, strsplit(",", nameList))
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for i = start, stop, 1 do
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local unit, name = GetGroupRosterInfo(type, i)
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if sortingTable[name] then
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sortingTable[name] = unit
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end
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end
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for i = getn(sortingTable), 1, -1 do
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local name = sortingTable[i]
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if sortingTable[name] == true then
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tremove(sortingTable, i)
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end
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end
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if sortMethod == "NAME" then
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table.sort(sortingTable)
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end
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end
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configureChildren(self)
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end |