464 lines
15 KiB
Lua
464 lines
15 KiB
Lua
local T = ShaguTweaks.T
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local API = ShaguTweaks.API
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local module = ShaguTweaks:register({
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title = T["Improved Roll Frames"],
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description = T["Smaller roll frames with roll tracking."],
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expansions = { ["vanilla"] = true },
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category = T["Loot"],
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enabled = nil,
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})
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module.enable = function(self)
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if not API.loothistoryevents or not API.modifierkeys
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or not API.iteminfoinstant or not API.lootrollitemid then
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return
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end
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local _G = ShaguTweaks.GetGlobalEnv()
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local font_default, font_size = "Fonts\\skurri.TTF", 15
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local ROLL_FRAME_COUNT = 4
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ShaguTweaks.roll = CreateFrame("Frame", "STLootRoll", UIParent)
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ShaguTweaks.roll.frames = {}
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local function FindHistoryIndex(historyRollID)
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if not historyRollID then return end
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local numItems = API.GetLootHistoryNumItems()
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for i=1,numItems do
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local rollID = API.GetLootHistoryItem(i)
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if rollID == historyRollID then
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return i
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end
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end
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end
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local function FindUnclaimedHistory(itemID, claimed)
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if not itemID then return end
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local numItems = API.GetLootHistoryNumItems()
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-- New group rolls are appended to C_LootHistory. Search newest first so
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-- the frame opened by the current START_ROLL binds to that new entry.
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for i=numItems,1,-1 do
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local historyRollID, historyLink = API.GetLootHistoryItem(i)
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local historyItemID = historyLink and API.GetItemInfoInstant(historyLink)
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if historyRollID and historyItemID == itemID
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and not claimed[historyRollID] then
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return historyRollID, i
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end
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end
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end
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local function GetRollPlayers(frame, wantedType)
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local players = {}
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local itemIndex = FindHistoryIndex(frame.historyRollID)
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if not itemIndex then return players end
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local _, _, numPlayers = API.GetLootHistoryItem(itemIndex)
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for i=1,(numPlayers or 0) do
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local name, class, rollType, roll, isWinner, isMe =
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API.GetLootHistoryPlayerInfo(itemIndex, i)
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-- C_LootHistory may synthesize a winner row when its individual roll
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-- packet never arrived. That row has roll=0; don't mislabel it as Pass.
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if name and not isMe and not (isWinner and roll == 0)
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and rollType == wantedType then
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table.insert(players, name)
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end
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end
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return players
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end
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local function RefreshHistory(frame, itemIndex)
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if not frame or not frame.historyRollID then return end
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itemIndex = itemIndex or FindHistoryIndex(frame.historyRollID)
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if not itemIndex then return end
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local historyRollID, _, numPlayers = API.GetLootHistoryItem(itemIndex)
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if historyRollID ~= frame.historyRollID then return end
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local need, greed, pass = 0, 0, 0
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for i=1,(numPlayers or 0) do
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local name, class, rollType, roll, isWinner, isMe =
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API.GetLootHistoryPlayerInfo(itemIndex, i)
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-- The original chat parser deliberately ignored "You"; preserve that
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-- behavior by not counting the local player's own roll.
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if name and not isMe and not (isWinner and roll == 0) then
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if rollType == 1 then
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need = need + 1
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elseif rollType == 2 then
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greed = greed + 1
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elseif rollType == 0 then
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pass = pass + 1
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end
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end
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end
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frame.need.count:SetText(need > 0 and need or "")
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frame.greed.count:SetText(greed > 0 and greed or "")
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frame.pass.count:SetText(pass > 0 and pass or "")
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end
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local function BindVisibleFrames()
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local claimed = {}
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-- FULL_UPDATE can also mean the history was cleared or the 128-entry ring
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-- evicted an old row. Drop stale bindings before assigning new ones.
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for i=1,ROLL_FRAME_COUNT do
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local frame = ShaguTweaks.roll.frames[i]
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if frame and frame.historyRollID
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and not FindHistoryIndex(frame.historyRollID) then
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frame.historyRollID = nil
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frame.need.count:SetText("")
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frame.greed.count:SetText("")
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frame.pass.count:SetText("")
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end
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end
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for i=1,ROLL_FRAME_COUNT do
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local frame = ShaguTweaks.roll.frames[i]
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if frame and frame.historyRollID then
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claimed[frame.historyRollID] = true
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end
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end
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for i=1,ROLL_FRAME_COUNT do
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local frame = ShaguTweaks.roll.frames[i]
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if frame and frame:IsVisible() and frame.rollID
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and not frame.historyRollID then
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local itemID = frame.itemID or _G.GetLootRollItemID(frame.rollID)
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local historyRollID, itemIndex =
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FindUnclaimedHistory(itemID, claimed)
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if historyRollID then
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frame.historyRollID = historyRollID
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claimed[historyRollID] = true
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RefreshHistory(frame, itemIndex)
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end
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end
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end
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end
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local function RefreshAllHistory()
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for i=1,ROLL_FRAME_COUNT do
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local frame = ShaguTweaks.roll.frames[i]
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if frame and frame:IsVisible() then
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RefreshHistory(frame)
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end
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end
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end
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function ShaguTweaks.roll:CreateLootRoll(id)
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local size = 22
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local border = 4
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local esize = 22
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local f = CreateFrame("Frame", "STLootRollFrame" .. id, UIParent)
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local function CreateBackdrop(frame, b, a)
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if not frame then return end
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frame.backdrop = CreateFrame("Frame", nil, frame)
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frame.backdrop:SetPoint("TOPLEFT", frame, "TOPLEFT", -b, b)
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frame.backdrop:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", b, -b)
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frame.backdrop:SetBackdrop({
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bgFile = "Interface/Tooltips/UI-Tooltip-Background",
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edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
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edgeSize = 12,
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insets = { left = 4, right = 4, top = 4, bottom = 4 },
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})
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frame.backdrop:SetBackdropColor(0, 0, 0, a)
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frame.backdrop:SetBackdropBorderColor(1, 1, 1, a)
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end
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CreateBackdrop(f, border, .1)
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f.backdrop:SetFrameStrata("BACKGROUND")
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f.hasItem = 1
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f:SetWidth(385)
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f:SetHeight(size)
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f.icon = CreateFrame("Button", "STLootRollFrame" .. id .. "Icon", f)
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CreateBackdrop(f.icon, border, .1)
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f.icon:SetPoint("LEFT", f, "LEFT", -30, 0)
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f.icon:SetWidth(esize*1.2)
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f.icon:SetHeight(esize*1.2)
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f.icon.tex = f.icon:CreateTexture("OVERLAY")
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f.icon.tex:SetTexCoord(.08, .92, .08, .92)
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f.icon.tex:SetAllPoints(f.icon)
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f.icon:SetScript("OnEnter", function()
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GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
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GameTooltip:SetLootRollItem(this:GetParent().rollID)
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CursorUpdate()
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end)
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f.icon:SetScript("OnLeave", function()
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GameTooltip:Hide()
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end)
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f.icon:SetScript("OnClick", function()
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local parent = this:GetParent()
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local link = parent and parent.rollID
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and GetLootRollItemLink(parent.rollID)
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if link and API.IsControlKeyDown() then
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DressUpItemLink(link)
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elseif link and API.IsShiftKeyDown() then
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if ChatEdit_InsertLink then
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ChatEdit_InsertLink(link)
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elseif ChatFrameEditBox:IsVisible() then
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ChatFrameEditBox:Insert(link)
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end
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end
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end)
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f.need = CreateFrame("Button", "STLootRollFrame" .. id .. "Need", f)
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f.need:SetPoint("LEFT", f.icon, "RIGHT", border*3, -1)
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f.need:SetWidth(esize)
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f.need:SetHeight(esize)
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f.need:SetNormalTexture("Interface\\Buttons\\UI-GroupLoot-Dice-Up")
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f.need:SetHighlightTexture("Interface\\Buttons\\UI-GroupLoot-Dice-Highlight")
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f.need.count = f.need:CreateFontString("NEED")
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f.need.count:SetPoint("CENTER", f.need, "CENTER", 0, 0)
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f.need.count:SetJustifyH("CENTER")
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f.need.count:SetFont(font_default, font_size, "OUTLINE")
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f.need:SetScript("OnClick", function()
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RollOnLoot(this:GetParent().rollID, 1)
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end)
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f.need:SetScript("OnEnter", function()
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GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
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GameTooltip:SetText("|cff33ffcc" .. NEED)
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for _, player in pairs(GetRollPlayers(f, 1)) do
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GameTooltip:AddLine(player)
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end
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GameTooltip:Show()
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end)
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f.need:SetScript("OnLeave", function()
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GameTooltip:Hide()
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end)
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f.greed = CreateFrame("Button", "STLootRollFrame" .. id .. "Greed", f)
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f.greed:SetPoint("LEFT", f.icon, "RIGHT", border*5+esize, -2)
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f.greed:SetWidth(esize)
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f.greed:SetHeight(esize)
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f.greed:SetNormalTexture("Interface\\Buttons\\UI-GroupLoot-Coin-Up")
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f.greed:SetHighlightTexture("Interface\\Buttons\\UI-GroupLoot-Coin-Highlight")
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f.greed.count = f.greed:CreateFontString("GREED")
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f.greed.count:SetPoint("CENTER", f.greed, "CENTER", 0, 1)
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f.greed.count:SetJustifyH("CENTER")
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f.greed.count:SetFont(font_default, font_size, "OUTLINE")
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f.greed:SetScript("OnClick", function()
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RollOnLoot(this:GetParent().rollID, 2)
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end)
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f.greed:SetScript("OnEnter", function()
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GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
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GameTooltip:SetText("|cff33ffcc" .. GREED)
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for _, player in pairs(GetRollPlayers(f, 2)) do
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GameTooltip:AddLine(player)
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end
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GameTooltip:Show()
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end)
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f.greed:SetScript("OnLeave", function()
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GameTooltip:Hide()
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end)
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f.pass = CreateFrame("Button", "STLootRollFrame" .. id .. "Pass", f)
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f.pass:SetPoint("LEFT", f.icon, "RIGHT", border*7+esize*2, 0)
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f.pass:SetWidth(esize)
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f.pass:SetHeight(esize)
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f.pass:SetNormalTexture("Interface\\Buttons\\UI-GroupLoot-Pass-Up")
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f.pass:SetHighlightTexture("Interface\\Buttons\\UI-GroupLoot-Coin-Highlight")
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f.pass.count = f.pass:CreateFontString("PASS")
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f.pass.count:SetPoint("CENTER", f.pass, "CENTER", 0, -1)
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f.pass.count:SetJustifyH("CENTER")
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f.pass.count:SetFont(font_default, font_size, "OUTLINE")
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f.pass:SetScript("OnClick", function()
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RollOnLoot(this:GetParent().rollID, 0)
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end)
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f.pass:SetScript("OnEnter", function()
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GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
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GameTooltip:SetText("|cff33ffcc" .. PASS)
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for _, player in pairs(GetRollPlayers(f, 0)) do
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GameTooltip:AddLine(player)
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end
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GameTooltip:Show()
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end)
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f.pass:SetScript("OnLeave", function()
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GameTooltip:Hide()
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end)
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f.boe = CreateFrame("Frame", "STLootRollFrame" .. id .. "BOE", f)
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f.boe:SetPoint("LEFT", f.icon, "RIGHT", border*9+esize*3, 0)
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f.boe:SetWidth(esize*2)
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f.boe:SetHeight(esize)
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f.boe.text = f.boe:CreateFontString("BOE")
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f.boe.text:SetAllPoints(f.boe)
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f.boe.text:SetJustifyH("LEFT")
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f.boe.text:SetFont(font_default, font_size, "OUTLINE")
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f.name = CreateFrame("Frame", "STLootRollFrame" .. id .. "Name", f)
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f.name:SetPoint("LEFT", f.icon, "RIGHT", border*11+esize*4, 0)
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f.name:SetPoint("RIGHT", f, "RIGHT", border*2, 0)
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f.name:SetHeight(esize)
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f.name.text = f.name:CreateFontString("NAME")
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f.name.text:SetAllPoints(f.name)
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f.name.text:SetJustifyH("LEFT")
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f.name.text:SetFont(font_default, font_size, "OUTLINE")
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f.time = CreateFrame("Frame", "STLootRollFrame" .. id .. "Time", f)
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f.time:SetPoint("TOPLEFT", f, "TOPLEFT", 0, 0)
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f.time:SetPoint("BOTTOMRIGHT", f, "BOTTOMRIGHT", 0, 0)
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f.time:SetFrameStrata("LOW")
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f.time.bar = CreateFrame(
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"StatusBar", "STLootRollFrame" .. id .. "TimeBar", f.time)
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f.time.bar:SetAllPoints(f.time)
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f.time.bar:SetStatusBarTexture(
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"Interface\\TargetingFrame\\UI-StatusBar")
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f.time.bar:SetMinMaxValues(0, 100)
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f.time.bar:SetStatusBarColor(1, 210/255, 0)
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f.time.bar:SetValue(20)
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return f
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end
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-- One shared updater drives every visible countdown bar. The original
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-- module installed one OnUpdate on every roll frame.
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ShaguTweaks.roll.timer = CreateFrame("Frame")
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ShaguTweaks.roll.timer:Hide()
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ShaguTweaks.roll.timer:SetScript("OnUpdate", function()
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local anyVisible = false
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for i=1,ROLL_FRAME_COUNT do
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local frame = ShaguTweaks.roll.frames[i]
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if frame and frame:IsVisible() and frame.rollID then
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anyVisible = true
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local left = GetLootRollTimeLeft(frame.rollID)
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if left < 0 or left > frame.rollTime then left = 0 end
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frame.time.bar:SetValue(left)
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end
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end
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if not anyVisible then
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this:Hide()
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end
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end)
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ShaguTweaks.roll:RegisterEvent("CANCEL_LOOT_ROLL")
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ShaguTweaks.roll:RegisterEvent("LOOT_HISTORY_ROLL_CHANGED")
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ShaguTweaks.roll:RegisterEvent("LOOT_HISTORY_ROLL_COMPLETE")
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ShaguTweaks.roll:RegisterEvent("LOOT_HISTORY_FULL_UPDATE")
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ShaguTweaks.roll:SetScript("OnEvent", function()
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if event == "CANCEL_LOOT_ROLL" then
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for i=1,ROLL_FRAME_COUNT do
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local frame = ShaguTweaks.roll.frames[i]
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if frame.rollID == arg1 then
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frame:Hide()
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frame.rollID = nil
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frame.historyRollID = nil
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frame.itemID = nil
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frame.need.count:SetText("")
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frame.greed.count:SetText("")
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frame.pass.count:SetText("")
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return
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end
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end
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elseif event == "LOOT_HISTORY_FULL_UPDATE" then
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BindVisibleFrames()
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RefreshAllHistory()
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elseif event == "LOOT_HISTORY_ROLL_CHANGED"
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or event == "LOOT_HISTORY_ROLL_COMPLETE" then
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local itemIndex = arg1
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local historyRollID = itemIndex and API.GetLootHistoryItem(itemIndex)
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if historyRollID then
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for i=1,ROLL_FRAME_COUNT do
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local frame = ShaguTweaks.roll.frames[i]
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if frame and frame.historyRollID == historyRollID then
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RefreshHistory(frame, itemIndex)
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return
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end
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end
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end
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-- A structural update normally binds first; this also self-heals if an
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-- addon changed the native roll-frame opening order.
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BindVisibleFrames()
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RefreshAllHistory()
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end
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end)
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function _G.GroupLootFrame_OpenNewFrame(id, rollTime)
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local available
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for i=1,ROLL_FRAME_COUNT do
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if not ShaguTweaks.roll.frames[i]:IsVisible() and not available then
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available = i
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end
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end
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if available then
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local frame = ShaguTweaks.roll.frames[available]
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frame.rollID = id
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frame.rollTime = rollTime
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frame.historyRollID = nil
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frame.itemID = _G.GetLootRollItemID(id)
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ShaguTweaks.roll:UpdateLootRoll(available)
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end
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end
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function ShaguTweaks.roll:UpdateLootRoll(id)
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local frame = ShaguTweaks.roll.frames[id]
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local texture, name, count, quality, bop =
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GetLootRollItemInfo(frame.rollID)
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local color = ITEM_QUALITY_COLORS[quality]
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frame.itemname = name
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frame.need.count:SetText("")
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frame.greed.count:SetText("")
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frame.pass.count:SetText("")
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frame.name.text:SetText(name)
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frame.name.text:SetTextColor(color.r, color.g, color.b, 1)
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frame.icon.tex:SetTexture(texture)
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frame.backdrop:SetBackdropBorderColor(color.r, color.g, color.b)
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frame.time.bar:SetMinMaxValues(0, frame.rollTime)
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frame.time.bar:SetStatusBarColor(color.r, color.g, color.b, .5)
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if bop then
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frame.boe.text:SetText("BoP")
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frame.boe.text:SetTextColor(1,.3,.3,1)
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else
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frame.boe.text:SetText("BoE")
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frame.boe.text:SetTextColor(.3,1,.3,1)
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end
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frame:Show()
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ShaguTweaks.roll.timer:Show()
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-- ClassicAPI records the new history row after the native START_ROLL
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-- handler returns. Binding happens on the ensuing FULL_UPDATE; doing it
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-- here could accidentally attach a repeated item to an older history row.
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end
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for i=1,ROLL_FRAME_COUNT do
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if not ShaguTweaks.roll.frames[i] then
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ShaguTweaks.roll.frames[i] = ShaguTweaks.roll:CreateLootRoll(i)
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ShaguTweaks.roll.frames[i]:SetPoint("CENTER", 15, i*35)
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ShaguTweaks.roll.frames[i]:Hide()
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end
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end
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end
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