Files
ElvUIModernized/ElvUI/Libraries/oUF/templates.lua
T
2018-02-19 21:03:21 -06:00

445 lines
14 KiB
Lua

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