Merge pull request #11 from Dusk-92/test/improved-roll-frames-classicapi

Use ClassicAPI loot history for Improved Roll Frames
This commit is contained in:
Dusk-92
2026-09-03 18:58:19 +02:00
committed by GitHub
2 changed files with 328 additions and 202 deletions
+38
View File
@@ -52,6 +52,8 @@ API.containeriteminfo = type(_G.C_Container) == "table"
API.items = type(_G.C_Item) == "table"
API.iteminfo = API.items and type(_G.C_Item.GetItemInfo) == "function"
API.iteminfoinstant = API.items
and type(_G.C_Item.GetItemInfoInstant) == "function"
API.itemname = API.items and type(_G.C_Item.GetItemNameByID) == "function"
API.itemquality = API.items and type(_G.C_Item.GetItemQualityByID) == "function"
API.itemprice = API.items and type(_G.C_Item.GetItemSellPriceByID) == "function"
@@ -103,6 +105,17 @@ API.merchantiteminfo = type(_G.C_MerchantFrame) == "table"
API.buybackitemid = type(_G.C_MerchantFrame) == "table"
and type(_G.C_MerchantFrame.GetBuybackItemID) == "function"
API.loothistory = API.classicapi_version >= 11202
and type(_G.C_LootHistory) == "table"
and type(_G.C_LootHistory.GetNumItems) == "function"
and type(_G.C_LootHistory.GetItem) == "function"
and type(_G.C_LootHistory.GetPlayerInfo) == "function"
API.loothistoryevents = API.loothistory and API.eventutils
and _G.C_EventUtils.IsEventValid("LOOT_HISTORY_ROLL_CHANGED")
and _G.C_EventUtils.IsEventValid("LOOT_HISTORY_ROLL_COMPLETE")
and _G.C_EventUtils.IsEventValid("LOOT_HISTORY_FULL_UPDATE")
API.lootrollitemid = type(_G.GetLootRollItemID) == "function"
API.overridebindings = type(_G.SetOverrideBindingClick) == "function"
and type(_G.ClearOverrideBindings) == "function"
@@ -435,6 +448,12 @@ API.GetItemInfo = function(item)
return _G.GetItemInfo(item)
end
API.GetItemInfoInstant = function(item)
if API.iteminfoinstant and item then
return _G.C_Item.GetItemInfoInstant(item)
end
end
API.GetItemNameByID = function(itemID)
if not itemID then return end
if API.itemname then
@@ -517,6 +536,25 @@ API.GetBuybackItemID = function(index)
end
end
API.GetLootHistoryNumItems = function()
if API.loothistory then
return _G.C_LootHistory.GetNumItems()
end
return 0
end
API.GetLootHistoryItem = function(index)
if API.loothistory and index then
return _G.C_LootHistory.GetItem(index)
end
end
API.GetLootHistoryPlayerInfo = function(itemIndex, playerIndex)
if API.loothistory and itemIndex and playerIndex then
return _G.C_LootHistory.GetPlayerInfo(itemIndex, playerIndex)
end
end
API.GetMerchantItemID = function(index)
if type(_G.GetMerchantItemID) == "function" then
return _G.GetMerchantItemID(index)
+290 -202
View File
@@ -1,130 +1,182 @@
local T = ShaguTweaks.T
local API = ShaguTweaks.API
local module = ShaguTweaks:register({
title = T["Improved Roll Frames"],
description = T["Smaller roll frames with roll tracking."],
expansions = { ["vanilla"] = true },
category = T["Loot"],
enabled = nil,
})
title = T["Improved Roll Frames"],
description = T["Smaller roll frames with roll tracking."],
expansions = { ["vanilla"] = true },
category = T["Loot"],
enabled = nil,
})
module.enable = function(self)
local _G = ShaguTweaks.GetGlobalEnv()
local font_default, font_size = "Fonts\\skurri.TTF", 15
local ROLL_FRAME_COUNT = 4
if not API.loothistoryevents or not API.modifierkeys
or not API.iteminfoinstant or not API.lootrollitemid then
return
end
ShaguTweaks.roll = CreateFrame("Frame", "STLootRoll", UIParent)
ShaguTweaks.roll.frames = {}
local _G = ShaguTweaks.GetGlobalEnv()
local font_default, font_size = "Fonts\\skurri.TTF", 15
local ROLL_FRAME_COUNT = 4
-- squash vanilla item placeholders
local LOOT_ROLL_GREED = string.gsub(LOOT_ROLL_GREED, "%%s|Hitem:%%d:%%d:%%d:%%d|h%[%%s%]|h%%s", "%%s")
local LOOT_ROLL_NEED = string.gsub(LOOT_ROLL_NEED, "%%s|Hitem:%%d:%%d:%%d:%%d|h%[%%s%]|h%%s", "%%s")
local LOOT_ROLL_PASSED = string.gsub(LOOT_ROLL_PASSED, "%%s|Hitem:%%d:%%d:%%d:%%d|h%[%%s%]|h%%s", "%%s")
ShaguTweaks.roll = CreateFrame("Frame", "STLootRoll", UIParent)
ShaguTweaks.roll.frames = {}
-- try to detect the everyone string
local _, _, everyone, _ = strfind(LOOT_ROLL_ALL_PASSED, LOOT_ROLL_PASSED)
ShaguTweaks.roll.blacklist = {}
if YOU then ShaguTweaks.roll.blacklist[YOU] = true end
if everyone then ShaguTweaks.roll.blacklist[everyone] = true end
local function FindHistoryIndex(historyRollID)
if not historyRollID then return end
ShaguTweaks.roll.cache = {}
local numItems = API.GetLootHistoryNumItems()
for i=1,numItems do
local rollID = API.GetLootHistoryItem(i)
if rollID == historyRollID then
return i
end
end
end
ShaguTweaks.roll.scan = CreateFrame("Frame", "STLootRollMonitor", UIParent)
ShaguTweaks.roll.scan:RegisterEvent("CHAT_MSG_LOOT")
ShaguTweaks.roll.scan:SetScript("OnEvent", function()
local player, item = ShaguTweaks.cmatch(arg1, LOOT_ROLL_GREED)
if player and item then
ShaguTweaks.roll:AddCache(item, player, "GREED")
return
local function FindUnclaimedHistory(itemID, claimed)
if not itemID then return end
local numItems = API.GetLootHistoryNumItems()
-- New group rolls are appended to C_LootHistory. Search newest first so
-- the frame opened by the current START_ROLL binds to that new entry.
for i=numItems,1,-1 do
local historyRollID, historyLink = API.GetLootHistoryItem(i)
local historyItemID = historyLink and API.GetItemInfoInstant(historyLink)
if historyRollID and historyItemID == itemID
and not claimed[historyRollID] then
return historyRollID, i
end
end
end
local function GetRollPlayers(frame, wantedType)
local players = {}
local itemIndex = FindHistoryIndex(frame.historyRollID)
if not itemIndex then return players end
local _, _, numPlayers = API.GetLootHistoryItem(itemIndex)
for i=1,(numPlayers or 0) do
local name, class, rollType, roll, isWinner, isMe =
API.GetLootHistoryPlayerInfo(itemIndex, i)
-- C_LootHistory may synthesize a winner row when its individual roll
-- packet never arrived. That row has roll=0; don't mislabel it as Pass.
if name and not isMe and not (isWinner and roll == 0)
and rollType == wantedType then
table.insert(players, name)
end
end
local player, item = ShaguTweaks.cmatch(arg1, LOOT_ROLL_NEED)
if player and item then
ShaguTweaks.roll:AddCache(item, player, "NEED")
return
end
return players
end
local player, item = ShaguTweaks.cmatch(arg1, LOOT_ROLL_PASSED)
if player and item then
ShaguTweaks.roll:AddCache(item, player, "PASS")
return
end
end)
local function RefreshHistory(frame, itemIndex)
if not frame or not frame.historyRollID then return end
function ShaguTweaks.roll:AddCache(hyperlink, name, roll)
-- skip invalid names
if not hyperlink or not name then return end
if ShaguTweaks.roll.blacklist[name] then return end
itemIndex = itemIndex or FindHistoryIndex(frame.historyRollID)
if not itemIndex then return end
local _, _, itemLink = string.find(hyperlink, "(item:%d+:%d+:%d+:%d+)")
if not itemLink then return end
local itemName = GetItemInfo(itemLink)
if not itemName then return end
local historyRollID, _, numPlayers = API.GetLootHistoryItem(itemIndex)
if historyRollID ~= frame.historyRollID then return end
local now = GetTime()
local itemCache = ShaguTweaks.roll.cache[itemName]
local need, greed, pass = 0, 0, 0
-- delete obsolete tables
if itemCache and itemCache["TIMESTAMP"] < now - 60 then
ShaguTweaks.roll.cache[itemName] = nil
itemCache = nil
end
for i=1,(numPlayers or 0) do
local name, class, rollType, roll, isWinner, isMe =
API.GetLootHistoryPlayerInfo(itemIndex, i)
-- initialize itemtable
if not itemCache then
itemCache = { ["GREED"] = {}, ["NEED"] = {}, ["PASS"] = {}, ["TIMESTAMP"] = now }
ShaguTweaks.roll.cache[itemName] = itemCache
end
-- ignore already listed names
for _, existing in pairs(itemCache[roll]) do
if name == existing then return end
end
table.insert(itemCache[roll], name)
local count_greed, count_need, count_pass
for id=1,ROLL_FRAME_COUNT do
if ShaguTweaks.roll.frames[id]:IsVisible() and ShaguTweaks.roll.frames[id].itemname == itemName then
if not count_greed then
count_greed = table.getn(itemCache["GREED"])
count_need = table.getn(itemCache["NEED"])
count_pass = table.getn(itemCache["PASS"])
-- The original chat parser deliberately ignored "You"; preserve that
-- behavior by not counting the local player's own roll.
if name and not isMe and not (isWinner and roll == 0) then
if rollType == 1 then
need = need + 1
elseif rollType == 2 then
greed = greed + 1
elseif rollType == 0 then
pass = pass + 1
end
ShaguTweaks.roll.frames[id].greed.count:SetText(count_greed > 0 and count_greed or "")
ShaguTweaks.roll.frames[id].need.count:SetText(count_need > 0 and count_need or "")
ShaguTweaks.roll.frames[id].pass.count:SetText(count_pass > 0 and count_pass or "")
end
end
end
end
function ShaguTweaks.roll:CreateLootRoll(id)
frame.need.count:SetText(need > 0 and need or "")
frame.greed.count:SetText(greed > 0 and greed or "")
frame.pass.count:SetText(pass > 0 and pass or "")
end
local function BindVisibleFrames()
local claimed = {}
-- FULL_UPDATE can also mean the history was cleared or the 128-entry ring
-- evicted an old row. Drop stale bindings before assigning new ones.
for i=1,ROLL_FRAME_COUNT do
local frame = ShaguTweaks.roll.frames[i]
if frame and frame.historyRollID
and not FindHistoryIndex(frame.historyRollID) then
frame.historyRollID = nil
frame.need.count:SetText("")
frame.greed.count:SetText("")
frame.pass.count:SetText("")
end
end
for i=1,ROLL_FRAME_COUNT do
local frame = ShaguTweaks.roll.frames[i]
if frame and frame.historyRollID then
claimed[frame.historyRollID] = true
end
end
for i=1,ROLL_FRAME_COUNT do
local frame = ShaguTweaks.roll.frames[i]
if frame and frame:IsVisible() and frame.rollID
and not frame.historyRollID then
local itemID = frame.itemID or _G.GetLootRollItemID(frame.rollID)
local historyRollID, itemIndex =
FindUnclaimedHistory(itemID, claimed)
if historyRollID then
frame.historyRollID = historyRollID
claimed[historyRollID] = true
RefreshHistory(frame, itemIndex)
end
end
end
end
local function RefreshAllHistory()
for i=1,ROLL_FRAME_COUNT do
local frame = ShaguTweaks.roll.frames[i]
if frame and frame:IsVisible() then
RefreshHistory(frame)
end
end
end
function ShaguTweaks.roll:CreateLootRoll(id)
local size = 22
-- local rawborder, border = GetBorderSize()
local border = 4
local esize = 22
local f = CreateFrame("Frame", "STLootRollFrame" .. id, UIParent)
local function CreateBackdrop(f,b,a)
if not f then return end
f.backdrop = CreateFrame("Frame", nil, f)
f.backdrop:SetPoint("TOPLEFT", f, "TOPLEFT", -b, b)
f.backdrop:SetPoint("BOTTOMRIGHT", f, "BOTTOMRIGHT", b, -b)
f.backdrop:SetBackdrop({
bgFile = "Interface/Tooltips/UI-Tooltip-Background",
edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
edgeSize = 12,
insets = { left = 4, right = 4, top = 4, bottom = 4 },
})
local function CreateBackdrop(frame, b, a)
if not frame then return end
frame.backdrop = CreateFrame("Frame", nil, frame)
frame.backdrop:SetPoint("TOPLEFT", frame, "TOPLEFT", -b, b)
frame.backdrop:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", b, -b)
frame.backdrop:SetBackdrop({
bgFile = "Interface/Tooltips/UI-Tooltip-Background",
edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
edgeSize = 12,
insets = { left = 4, right = 4, top = 4, bottom = 4 },
})
f.backdrop:SetBackdropColor(0, 0, 0, a)
f.backdrop:SetBackdropBorderColor(1, 1, 1, a)
frame.backdrop:SetBackdropColor(0, 0, 0, a)
frame.backdrop:SetBackdropBorderColor(1, 1, 1, a)
end
CreateBackdrop(f, border, .1)
-- CreateBackdrop(f, nil, nil, .8)
-- CreateBackdropShadow(f)
f.backdrop:SetFrameStrata("BACKGROUND")
f.hasItem = 1
@@ -142,25 +194,29 @@ module.enable = function(self)
f.icon.tex:SetAllPoints(f.icon)
f.icon:SetScript("OnEnter", function()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetLootRollItem(this:GetParent().rollID)
CursorUpdate()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetLootRollItem(this:GetParent().rollID)
CursorUpdate()
end)
f.icon:SetScript("OnLeave", function()
GameTooltip:Hide()
GameTooltip:Hide()
end)
f.icon:SetScript("OnClick", function()
if IsControlKeyDown() then
DressUpItemLink(GetLootRollItemLink(this:GetParent().rollID))
elseif IsShiftKeyDown() then
local parent = this:GetParent()
local link = parent and parent.rollID
and GetLootRollItemLink(parent.rollID)
if link and API.IsControlKeyDown() then
DressUpItemLink(link)
elseif link and API.IsShiftKeyDown() then
if ChatEdit_InsertLink then
ChatEdit_InsertLink(GetLootRollItemLink(this:GetParent().rollID))
ChatEdit_InsertLink(link)
elseif ChatFrameEditBox:IsVisible() then
ChatFrameEditBox:Insert(GetLootRollItemLink(this:GetParent().rollID))
end
ChatFrameEditBox:Insert(link)
end
end
end)
f.need = CreateFrame("Button", "STLootRollFrame" .. id .. "Need", f)
@@ -176,20 +232,18 @@ module.enable = function(self)
f.need.count:SetFont(font_default, font_size, "OUTLINE")
f.need:SetScript("OnClick", function()
RollOnLoot(this:GetParent().rollID, 1)
RollOnLoot(this:GetParent().rollID, 1)
end)
f.need:SetScript("OnEnter", function()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText("|cff33ffcc" .. NEED)
if f.itemname and ShaguTweaks.roll.cache[f.itemname] then
for _, player in pairs(ShaguTweaks.roll.cache[f.itemname]["NEED"]) do
GameTooltip:AddLine(player)
end
end
GameTooltip:Show()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText("|cff33ffcc" .. NEED)
for _, player in pairs(GetRollPlayers(f, 1)) do
GameTooltip:AddLine(player)
end
GameTooltip:Show()
end)
f.need:SetScript("OnLeave", function()
GameTooltip:Hide()
GameTooltip:Hide()
end)
f.greed = CreateFrame("Button", "STLootRollFrame" .. id .. "Greed", f)
@@ -205,20 +259,18 @@ module.enable = function(self)
f.greed.count:SetFont(font_default, font_size, "OUTLINE")
f.greed:SetScript("OnClick", function()
RollOnLoot(this:GetParent().rollID, 2)
RollOnLoot(this:GetParent().rollID, 2)
end)
f.greed:SetScript("OnEnter", function()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText("|cff33ffcc" .. GREED)
if f.itemname and ShaguTweaks.roll.cache[f.itemname] then
for _, player in pairs(ShaguTweaks.roll.cache[f.itemname]["GREED"]) do
GameTooltip:AddLine(player)
end
end
GameTooltip:Show()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText("|cff33ffcc" .. GREED)
for _, player in pairs(GetRollPlayers(f, 2)) do
GameTooltip:AddLine(player)
end
GameTooltip:Show()
end)
f.greed:SetScript("OnLeave", function()
GameTooltip:Hide()
GameTooltip:Hide()
end)
f.pass = CreateFrame("Button", "STLootRollFrame" .. id .. "Pass", f)
@@ -234,20 +286,18 @@ module.enable = function(self)
f.pass.count:SetFont(font_default, font_size, "OUTLINE")
f.pass:SetScript("OnClick", function()
RollOnLoot(this:GetParent().rollID, 0)
RollOnLoot(this:GetParent().rollID, 0)
end)
f.pass:SetScript("OnEnter", function()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText("|cff33ffcc" .. PASS)
if f.itemname and ShaguTweaks.roll.cache[f.itemname] then
for _, player in pairs(ShaguTweaks.roll.cache[f.itemname]["PASS"]) do
GameTooltip:AddLine(player)
end
end
GameTooltip:Show()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText("|cff33ffcc" .. PASS)
for _, player in pairs(GetRollPlayers(f, 0)) do
GameTooltip:AddLine(player)
end
GameTooltip:Show()
end)
f.pass:SetScript("OnLeave", function()
GameTooltip:Hide()
GameTooltip:Hide()
end)
f.boe = CreateFrame("Frame", "STLootRollFrame" .. id .. "BOE", f)
@@ -272,104 +322,142 @@ module.enable = function(self)
f.time:SetPoint("TOPLEFT", f, "TOPLEFT", 0, 0)
f.time:SetPoint("BOTTOMRIGHT", f, "BOTTOMRIGHT", 0, 0)
f.time:SetFrameStrata("LOW")
f.time.bar = CreateFrame("StatusBar", "STLootRollFrame" .. id .. "TimeBar", f.time)
f.time.bar = CreateFrame(
"StatusBar", "STLootRollFrame" .. id .. "TimeBar", f.time)
f.time.bar:SetAllPoints(f.time)
-- f.time.bar:SetStatusBarTexture(pfUI.media["img:bar"])
f.time.bar:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar")
f.time.bar:SetStatusBarTexture(
"Interface\\TargetingFrame\\UI-StatusBar")
f.time.bar:SetMinMaxValues(0, 100)
-- local r, g, b, a = strsplit(",", C.appearance.border.color)
local r, g, b, a = 255/255, 210/255, 0/255, 1
-- local r, g, b, a = 1, 1, 1, 1
f.time.bar:SetStatusBarColor(r, g, b)
f.time.bar:SetStatusBarColor(1, 210/255, 0)
f.time.bar:SetValue(20)
f.time.bar.rollFrame = f
f.time.bar:SetScript("OnUpdate", function()
local frame = this.rollFrame
if not frame.rollID then return end
local left = GetLootRollTimeLeft(frame.rollID)
if left < 0 or left > frame.rollTime then left = 0 end
this:SetValue(left)
end)
return f
end
-- One shared updater drives every visible countdown bar. The original
-- module installed one OnUpdate on every roll frame.
ShaguTweaks.roll.timer = CreateFrame("Frame")
ShaguTweaks.roll.timer:Hide()
ShaguTweaks.roll.timer:SetScript("OnUpdate", function()
local anyVisible = false
for i=1,ROLL_FRAME_COUNT do
local frame = ShaguTweaks.roll.frames[i]
if frame and frame:IsVisible() and frame.rollID then
anyVisible = true
local left = GetLootRollTimeLeft(frame.rollID)
if left < 0 or left > frame.rollTime then left = 0 end
frame.time.bar:SetValue(left)
end
end
ShaguTweaks.roll:RegisterEvent("CANCEL_LOOT_ROLL")
ShaguTweaks.roll:SetScript("OnEvent", function()
for i=1,ROLL_FRAME_COUNT do
if ShaguTweaks.roll.frames[i].rollID == arg1 then
ShaguTweaks.roll.frames[i]:Hide()
ShaguTweaks.roll.frames[i].rollID = nil
return
if not anyVisible then
this:Hide()
end
end)
ShaguTweaks.roll:RegisterEvent("CANCEL_LOOT_ROLL")
ShaguTweaks.roll:RegisterEvent("LOOT_HISTORY_ROLL_CHANGED")
ShaguTweaks.roll:RegisterEvent("LOOT_HISTORY_ROLL_COMPLETE")
ShaguTweaks.roll:RegisterEvent("LOOT_HISTORY_FULL_UPDATE")
ShaguTweaks.roll:SetScript("OnEvent", function()
if event == "CANCEL_LOOT_ROLL" then
for i=1,ROLL_FRAME_COUNT do
local frame = ShaguTweaks.roll.frames[i]
if frame.rollID == arg1 then
frame:Hide()
frame.rollID = nil
frame.historyRollID = nil
frame.itemID = nil
frame.need.count:SetText("")
frame.greed.count:SetText("")
frame.pass.count:SetText("")
return
end
end
elseif event == "LOOT_HISTORY_FULL_UPDATE" then
BindVisibleFrames()
RefreshAllHistory()
elseif event == "LOOT_HISTORY_ROLL_CHANGED"
or event == "LOOT_HISTORY_ROLL_COMPLETE" then
local itemIndex = arg1
local historyRollID = itemIndex and API.GetLootHistoryItem(itemIndex)
if historyRollID then
for i=1,ROLL_FRAME_COUNT do
local frame = ShaguTweaks.roll.frames[i]
if frame and frame.historyRollID == historyRollID then
RefreshHistory(frame, itemIndex)
return
end
end
end
-- A structural update normally binds first; this also self-heals if an
-- addon changed the native roll-frame opening order.
BindVisibleFrames()
RefreshAllHistory()
end
end)
end)
function _G.GroupLootFrame_OpenNewFrame(id, rollTime)
local available
function _G.GroupLootFrame_OpenNewFrame(id, rollTime)
local visible, available
for i=1,ROLL_FRAME_COUNT do
local isVisible = ShaguTweaks.roll.frames[i]:IsVisible()
visible = visible or isVisible
available = available or not isVisible and i
if not ShaguTweaks.roll.frames[i]:IsVisible() and not available then
available = i
end
end
-- clear cache if possible
if not visible then ShaguTweaks.roll.cache = {} end
-- setup the first available roll frame
if available then
ShaguTweaks.roll.frames[available].rollID = id
ShaguTweaks.roll.frames[available].rollTime = rollTime
ShaguTweaks.roll:UpdateLootRoll(available)
end
local frame = ShaguTweaks.roll.frames[available]
frame.rollID = id
frame.rollTime = rollTime
frame.historyRollID = nil
frame.itemID = _G.GetLootRollItemID(id)
ShaguTweaks.roll:UpdateLootRoll(available)
end
end
function ShaguTweaks.roll:UpdateLootRoll(id)
function ShaguTweaks.roll:UpdateLootRoll(id)
local frame = ShaguTweaks.roll.frames[id]
local texture, name, count, quality, bop = GetLootRollItemInfo(frame.rollID)
local texture, name, count, quality, bop =
GetLootRollItemInfo(frame.rollID)
local color = ITEM_QUALITY_COLORS[quality]
frame.itemname = name
local itemCache = ShaguTweaks.roll.cache[name]
local count_greed = itemCache and table.getn(itemCache["GREED"]) or 0
local count_need = itemCache and table.getn(itemCache["NEED"]) or 0
local count_pass = itemCache and table.getn(itemCache["PASS"]) or 0
frame.greed.count:SetText(count_greed > 0 and count_greed or "")
frame.need.count:SetText(count_need > 0 and count_need or "")
frame.pass.count:SetText(count_pass > 0 and count_pass or "")
frame.need.count:SetText("")
frame.greed.count:SetText("")
frame.pass.count:SetText("")
frame.name.text:SetText(name)
frame.name.text:SetTextColor(color.r, color.g, color.b, 1)
frame.icon.tex:SetTexture(texture)
frame.backdrop:SetBackdropBorderColor(color.r, color.g, color.b)
frame.time.bar:SetMinMaxValues(0, frame.rollTime)
-- if C.loot.raritytimer == "1" then
frame.time.bar:SetStatusBarColor(color.r, color.g, color.b, .5)
-- end
frame.time.bar:SetStatusBarColor(color.r, color.g, color.b, .5)
if bop then
-- frame.boe.text:SetText(T["BoP"])
frame.boe.text:SetText("BoP")
frame.boe.text:SetTextColor(1,.3,.3,1)
frame.boe.text:SetText("BoP")
frame.boe.text:SetTextColor(1,.3,.3,1)
else
-- frame.boe.text:SetText(T["BoE"])
frame.boe.text:SetText("BoE")
frame.boe.text:SetTextColor(.3,1,.3,1)
frame.boe.text:SetText("BoE")
frame.boe.text:SetTextColor(.3,1,.3,1)
end
frame:Show()
end
ShaguTweaks.roll.timer:Show()
for i=1,ROLL_FRAME_COUNT do
-- ClassicAPI records the new history row after the native START_ROLL
-- handler returns. Binding happens on the ensuing FULL_UPDATE; doing it
-- here could accidentally attach a repeated item to an older history row.
end
for i=1,ROLL_FRAME_COUNT do
if not ShaguTweaks.roll.frames[i] then
ShaguTweaks.roll.frames[i] = ShaguTweaks.roll:CreateLootRoll(i)
-- ShaguTweaks.roll.frames[i]:SetPoint("CENTER", 0, -i*35)
ShaguTweaks.roll.frames[i]:SetPoint("CENTER", 15, i*35)
-- UpdateMovable(ShaguTweaks.roll.frames[i])
ShaguTweaks.roll.frames[i]:Hide()
end
ShaguTweaks.roll.frames[i] = ShaguTweaks.roll:CreateLootRoll(i)
ShaguTweaks.roll.frames[i]:SetPoint("CENTER", 15, i*35)
ShaguTweaks.roll.frames[i]:Hide()
end
end
end