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Relationship
2026-07-16 17:56:42 +01:00
committed by GitHub
parent a276cca444
commit 8f4480bf14
4 changed files with 164 additions and 5 deletions
+86
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@@ -26,6 +26,55 @@ local C_TURTLE = { 0.55, 0.85, 1.00 }
local C_KEYS = { 0.95, 0.75, 0.35 }
local C_INPROGRESS = { 1.00, 0.60, 0.15 } -- orange: quest accepted / step in progress
-- ---------------------------------------------------------------
-- Force-complete confirmation dialogs (StaticPopup)
-- In vanilla 1.12, StaticPopup OnAccept is called as OnAccept(dialog.data),
-- so the data arrives as arg1 (Lua 5.0 vararg). `this` inside OnAccept is
-- NOT the dialog frame, so this.data is nil. We stash the data on the
-- dialog itself via OnShow (which does run with this = dialog) and read
-- it back from arg1 with a dialog fallback for safety.
-- ---------------------------------------------------------------
StaticPopupDialogs = StaticPopupDialogs or {}
local function RATTUNE_StashData()
-- OnShow runs with `this` = the dialog frame. StaticPopup_Show already
-- assigns dialog.data, but we snapshot it into an upvalue table so the
-- OnAccept closures can find it even on clients that don't forward arg1.
if this then RATTUNE_LastPopupData = this.data end
end
-- Attunement id awaiting the user's confirmation for a force / unforce.
-- StaticPopup OnAccept in vanilla 1.12 does not reliably receive dialog.data
-- as arg1, so we snapshot the id here at click time and read it back on accept.
RATTUNE_PendingForceAtt = nil
StaticPopupDialogs["RATTUNE_FORCE_ATT"] = {
text = "Force complete the entire \"%s\" attunement?\n\nEvery step will be marked as done for tracking. You can undo this later.",
button1 = "Force Complete",
button2 = "Cancel",
OnAccept = function()
local id = RATTUNE_PendingForceAtt
RATTUNE_PendingForceAtt = nil
if id then RA:SetAttForced(id, true) end
end,
OnCancel = function() RATTUNE_PendingForceAtt = nil end,
timeout = 0, whileDead = 1, hideOnEscape = 1, showAlert = 1,
}
StaticPopupDialogs["RATTUNE_UNFORCE_ATT"] = {
text = "Undo forced completion for \"%s\"?\n\nProgress will revert to real, scanned state.",
button1 = "Undo",
button2 = "Cancel",
OnAccept = function()
local id = RATTUNE_PendingForceAtt
RATTUNE_PendingForceAtt = nil
if id then RA:SetAttForced(id, false) end
end,
OnCancel = function() RATTUNE_PendingForceAtt = nil end,
timeout = 0, whileDead = 1, hideOnEscape = 1, showAlert = 1,
}
local selectedPlayer = nil
local selectedRaid = nil
@@ -196,6 +245,29 @@ function UI:Build()
detail.category = fs(frame.rightPane, "", 10, 0.75, 0.75, 0.75)
detail.category:SetPoint("TOPLEFT", detail.name, "BOTTOMLEFT", 0, -2)
-- Force Complete (attunement-level) button. Sits in the top-right of the
-- right pane, hidden when viewing another player's data.
detail.forceBtn = CreateFrame("Button", nil, frame.rightPane, "UIPanelButtonTemplate")
detail.forceBtn:SetWidth(150); detail.forceBtn:SetHeight(20)
detail.forceBtn:SetPoint("TOPRIGHT", frame.rightPane, "TOPRIGHT", -4, -4)
detail.forceBtn:SetText("Force Complete")
detail.forceBtn:SetScript("OnClick", function()
local attId = selectedRaid
if not attId then return end
local att
local data = RelationshipsAttune_Data
for i = 1, table.getn(data) do
if data[i].id == attId then att = data[i]; break end
end
if not att then return end
RATTUNE_PendingForceAtt = attId
if RA:IsAttForced(attId) then
StaticPopup_Show("RATTUNE_UNFORCE_ATT", att.name)
else
StaticPopup_Show("RATTUNE_FORCE_ATT", att.name)
end
end)
-- Progress bar: give it explicit left+right anchors AND a border so it
-- always has a resolvable width, then size the fill from that width.
detail.barBG = solid(frame.rightPane, "BORDER", 0, 0, 0, 0.90)
@@ -566,6 +638,20 @@ function UI:RenderDetail()
detail.barFill:SetVertexColor(c[1], c[2], c[3], 0.95)
detail.barText:SetText(done .. " / " .. total .. " (" .. math.floor(pct * 100 + 0.5) .. "%)")
-- Update attunement-level Force button (only for your own data)
if detail.forceBtn then
if selectedPlayer ~= nil then
detail.forceBtn:Hide()
else
if RA:IsAttForced(att.id) then
detail.forceBtn:SetText("Undo Force Complete")
else
detail.forceBtn:SetText("Force Complete")
end
detail.forceBtn:Show()
end
end
-- Build applicable step list
local applicable = {}
for i = 1, table.getn(att.steps) do