Files
pfUI/modules/loothistory.lua
T
Brues 3987cfb8a0 Show loot history and the icon picker in ClassicAPI ScrollBoxes
pfUIScrollBoxListTemplate (api/ui-widgets.xml) is a WowScrollBoxList with
pfUIScrollBarTemplate beside it, 5px inside the frame, so a list's
backdrop goes on the frame itself. The addon list moves onto it and drops
the sibling backdrop frame.

Loot history builds a flat list of item rows and, under an expanded item,
player rows; the view sizes and indents them. The item frame array, the
player pool, the hand-placed rows and the scroll child re-attach are gone,
and the scroll position holds across roll updates.

The icon picker's FauxScrollFrame and 80 fixed buttons become a grid view
over the provider's icon indices. Picking an icon reinitializes the shown
buttons instead of redrawing the grid, and closing the popup drops the
grid's entries along with the provider.
2026-10-30 00:47:07 -05:00

345 lines
13 KiB
Lua

pfUI:RegisterModule("loothistory", function ()
local rawborder, border = GetBorderSize()
-- Layout (rows are 2px apart)
local ITEM_H, PLAYER_H = 24, 16
local PLAYER_INDENT = 18
-- rollType constants returned by C_LootHistory.GetPlayerInfo (0/1/2; vanilla
-- has no disenchant roll).
local ROLL_PASS, ROLL_NEED, ROLL_GREED = 0, 1, 2
local ROLL_TEX = {
[ROLL_NEED] = "Interface\\Buttons\\UI-GroupLoot-Dice-Up",
[ROLL_GREED] = "Interface\\Buttons\\UI-GroupLoot-Coin-Up",
[ROLL_PASS] = "Interface\\Buttons\\UI-GroupLoot-Pass-Up",
}
local WINMARK = "Interface\\Buttons\\UI-CheckBox-Check"
local QUESTIONMARK = "Interface\\Icons\\INV_Misc_QuestionMark"
-- Paint an item row's icon/name/quality from a loaded Item mixin.
local function RenderItemVisual(f, item)
local r, g, b = 1, 1, 1
local qc = item:GetItemQualityColor()
if qc then r, g, b = qc.r, qc.g, qc.b end
f.icon:SetTexture(item:GetItemIcon())
f.iconbg:SetBackdropBorderColor(r, g, b, 1)
f.name:SetText(item:GetItemName() or UNKNOWN)
f.name:SetTextColor(r, g, b)
end
local function ShowRetrieving(f)
f.icon:SetTexture(QUESTIONMARK)
f.iconbg:SetBackdropBorderColor(1, .3, .3, 1)
f.name:SetText(T["Retrieving item information..."])
f.name:SetTextColor(1, .3, .3)
end
-- expansion state keyed on the stable rollID (survives ring-index shifts)
local expanded = {}
-- ==========================================================================
-- Window
-- ==========================================================================
pfUI.loothistory = CreateFrame("Frame", "pfLootHistory", UIParent)
pfUI.loothistory:SetFrameStrata("DIALOG")
pfUI.loothistory:SetSize(380, 490)
pfUI.loothistory:SetPoint("CENTER", 0, 0)
pfUI.loothistory:SetMovable(true)
pfUI.loothistory:EnableMouse(true)
pfUI.loothistory:RegisterForDrag("LeftButton")
pfUI.loothistory:SetScript("OnDragStart", function() this:StartMoving() end)
pfUI.loothistory:SetScript("OnDragStop", function() this:StopMovingOrSizing() end)
pfUI.loothistory:Hide()
CreateBackdrop(pfUI.loothistory, nil, true, .75)
CreateBackdropShadow(pfUI.loothistory)
tinsert(UISpecialFrames, "pfLootHistory")
pfUI.loothistory.caption = pfUI.loothistory:CreateFontString("Status", "LOW", "GameFontNormal")
pfUI.loothistory.caption:SetFont(pfUI.font_default, C.global.font_size + 4, "OUTLINE")
pfUI.loothistory.caption:SetTextColor(.2, 1, .8, 1)
pfUI.loothistory.caption:SetPoint("TOP", 0, -10)
pfUI.loothistory.caption:SetText(T["Loot History"])
-- close button
pfUI.loothistory.close = CreateFrame("Button", nil, pfUI.loothistory)
pfUI.loothistory.close:SetPoint("TOPRIGHT", -border*2, -border*2)
CreateBackdrop(pfUI.loothistory.close)
pfUI.loothistory.close:SetSize(15, 15)
pfUI.loothistory.close.texture = pfUI.loothistory.close:CreateTexture("pfLootHistoryClose")
pfUI.loothistory.close.texture:SetTexture(pfUI.media["img:close"])
pfUI.loothistory.close.texture:SetPoint("TOPLEFT", pfUI.loothistory.close, "TOPLEFT", 4, -4)
pfUI.loothistory.close.texture:SetPoint("BOTTOMRIGHT", pfUI.loothistory.close, "BOTTOMRIGHT", -4, 4)
pfUI.loothistory.close.texture:SetVertexColor(1, .25, .25, 1)
pfUI.loothistory.close:SetScript("OnEnter", function()
CreateBackdrop(pfUI.loothistory.close)
pfUI.loothistory.close.backdrop:SetBackdropBorderColor(1, .25, .25, 1)
end)
pfUI.loothistory.close:SetScript("OnLeave", function() CreateBackdrop(pfUI.loothistory.close) end)
pfUI.loothistory.close:SetScript("OnClick", function() pfUI.loothistory:Hide() end)
-- clear button
pfUI.loothistory.clear = CreateFrame("Button", nil, pfUI.loothistory, "UIPanelButtonTemplate")
SkinButton(pfUI.loothistory.clear)
pfUI.loothistory.clear:SetSize(60, 16)
pfUI.loothistory.clear:SetPoint("TOPLEFT", 10, -8)
pfUI.loothistory.clear:SetText(T["Clear"])
pfUI.loothistory.clear:SetScript("OnClick", function() C_LootHistory.Clear() end)
-- ==========================================================================
-- List: a row per item and, under an expanded item, a row per player
-- ==========================================================================
local list = CreateFrame("Frame", "pfLootHistoryList", pfUI.loothistory, "pfUIScrollBoxListTemplate")
list:SetSize(370, 450)
list:SetPoint("BOTTOM", 0, 5)
CreateBackdrop(list, nil, true)
pfUI.loothistory.list = list
local FullUpdate -- forward declaration (toggle handlers call it)
local function ToggleExpanded(f)
local id = f.rollID
if id then expanded[id] = not expanded[id]; FullUpdate() end
end
-- one-time setup of a pooled item row
local function SetupItemRow(f)
f:SetBackdrop(pfUI.backdrop_hover)
f:SetBackdropBorderColor(1, 1, 1, .04)
f:EnableMouse(1)
-- expand / collapse toggle
f.toggle = CreateFrame("Button", nil, f)
f.toggle:SetSize(14, 14)
f.toggle:SetPoint("LEFT", 4, 0)
f.toggle:SetScript("OnClick", function() ToggleExpanded(f) end)
-- icon + quality-colored border
f.iconbg = CreateFrame("Frame", nil, f)
f.iconbg:SetSize(ITEM_H - 8, ITEM_H - 8)
f.iconbg:SetPoint("LEFT", f.toggle, "RIGHT", 4, 0)
CreateBackdrop(f.iconbg, nil, true)
f.icon = f.iconbg:CreateTexture(nil, "ARTWORK")
f.icon:SetPoint("TOPLEFT", f.iconbg, "TOPLEFT", 2, -2)
f.icon:SetPoint("BOTTOMRIGHT", f.iconbg, "BOTTOMRIGHT", -2, 2)
f.icon:SetTexCoord(.08, .92, .08, .92)
-- winner block (right side, shown for decided rolls)
f.winicon = f:CreateTexture(nil, "OVERLAY")
f.winicon:SetSize(14, 14)
f.winicon:SetPoint("RIGHT", f, "RIGHT", -6, 0)
f.winroll = f:CreateFontString(nil, "OVERLAY", "GameFontNormal")
f.winroll:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
f.winroll:SetPoint("RIGHT", f.winicon, "LEFT", -2, 0)
f.winroll:SetTextColor(1, 1, 1, 1)
f.winname = f:CreateFontString(nil, "OVERLAY", "GameFontNormal")
f.winname:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
f.winname:SetPoint("RIGHT", f.winroll, "LEFT", -4, 0)
f.winname:SetJustifyH("RIGHT")
-- item name (leaves room on the right for the winner block)
f.name = f:CreateFontString(nil, "OVERLAY", "GameFontNormal")
f.name:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
f.name:SetPoint("LEFT", f.iconbg, "RIGHT", 5, 0)
f.name:SetPoint("RIGHT", f, "RIGHT", -100, 0)
f.name:SetJustifyH("LEFT")
f:SetScript("OnEnter", function()
this:SetBackdropBorderColor(1, 1, 1, .08)
if this.itemLink then
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetHyperlink(this.itemLink)
GameTooltip:Show()
end
end)
f:SetScript("OnLeave", function()
this:SetBackdropBorderColor(1, 1, 1, .04)
GameTooltip:Hide()
end)
f:SetScript("OnClick", function() ToggleExpanded(f) end)
end
-- one-time setup of a pooled player row
local function SetupPlayerRow(f)
-- name is indented to leave room for the winner checkmark on its left
f.name = f:CreateFontString(nil, "OVERLAY", "GameFontNormal")
f.name:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
f.name:SetPoint("LEFT", 20, 0)
f.name:SetJustifyH("LEFT")
f.rollicon = f:CreateTexture(nil, "OVERLAY")
f.rollicon:SetSize(16, 16)
f.rollicon:SetPoint("RIGHT", -4, 0)
f.rolltext = f:CreateFontString(nil, "OVERLAY", "GameFontNormal")
f.rolltext:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
f.rolltext:SetPoint("RIGHT", f.rollicon, "LEFT", -3, 0)
f.rolltext:SetTextColor(1, 1, 1, 1)
-- winner checkmark, just left of the player name (matches reference)
f.winmark = f:CreateTexture(nil, "OVERLAY")
f.winmark:SetSize(16, 16)
f.winmark:SetTexture(WINMARK)
f.winmark:SetPoint("RIGHT", f.name, "LEFT", -1, 0)
end
local function SetToggleTexture(toggle, isExpanded)
if isExpanded then
toggle:SetNormalTexture("Interface\\Buttons\\UI-MinusButton-Up")
toggle:SetPushedTexture("Interface\\Buttons\\UI-MinusButton-Down")
else
toggle:SetNormalTexture("Interface\\Buttons\\UI-PlusButton-Up")
toggle:SetPushedTexture("Interface\\Buttons\\UI-PlusButton-Down")
end
end
-- ==========================================================================
-- Rendering
-- ==========================================================================
local function InitItemRow(f, row)
if not f.toggle then SetupItemRow(f) end
local i = row.item
local rollID, itemLink, _, isDone, winnerIdx = C_LootHistory.GetItem(i)
f.rollID = rollID
f.itemLink = itemLink
local isExpanded = rollID and expanded[rollID]
SetToggleTexture(f.toggle, isExpanded)
-- Item icon/name/quality via the ClassicAPI Item mixin. When the item
-- isn't cached yet, show a placeholder and re-paint this row from the
-- ContinueOnItemLoad callback (guarded on rollID: rows are pooled, so the
-- callback must no-op if the row has since been reused for another roll).
local item = itemLink and Item:CreateFromItemLink(itemLink)
if item and not item:IsItemEmpty() then
if item:IsItemDataCached() then
RenderItemVisual(f, item)
else
ShowRetrieving(f)
local pending = rollID
item:ContinueOnItemLoad(function()
if f.rollID == pending then RenderItemVisual(f, item) end
end)
end
else
ShowRetrieving(f)
end
-- winner summary only on a decided, collapsed row
if isDone and not isExpanded then
if winnerIdx then
local wname, wclass, wrollType, wroll = C_LootHistory.GetPlayerInfo(i, winnerIdx)
f.winicon:SetTexture(ROLL_TEX[wrollType] or ROLL_TEX[ROLL_NEED])
f.winicon:Show()
if wroll and wroll > 0 then f.winroll:SetText(wroll) else f.winroll:SetText("") end
f.winroll:Show()
f.winname:SetText(wname or UNKNOWN)
f.winname:SetTextColor(PFUI_CLASS_COLORS[wclass]:GetRGB())
f.winname:Show()
else
-- nobody won: everyone passed
f.winicon:SetTexture(ROLL_TEX[ROLL_PASS])
f.winicon:Show()
f.winroll:SetText("")
f.winroll:Show()
f.winname:SetText(T["All players passed"])
f.winname:SetTextColor(1, .4, .4)
f.winname:Show()
end
else
f.winicon:Hide()
f.winroll:Hide()
f.winname:Hide()
end
end
local function InitPlayerRow(pf, row)
if not pf.name then SetupPlayerRow(pf) end
local name, class, rollType, roll, isWinner = C_LootHistory.GetPlayerInfo(row.item, row.player)
pf.name:SetText(name or UNKNOWN)
pf.name:SetTextColor(PFUI_CLASS_COLORS[class]:GetRGB())
pf.rollicon:SetTexture(ROLL_TEX[rollType] or ROLL_TEX[ROLL_PASS])
if roll and roll > 0 then pf.rolltext:SetText(roll) else pf.rolltext:SetText("") end
if isWinner then pf.winmark:Show() else pf.winmark:Hide() end
end
local view = CreateScrollBoxListLinearView(2, 2, 4, 4, 2)
view:SetElementFactory(function(factory, row)
if row.player then
factory("Frame", InitPlayerRow)
else
factory("Button", InitItemRow)
end
end)
view:SetElementExtentCalculator(function(_, row)
return row.player and PLAYER_H or ITEM_H
end)
view:SetElementIndentCalculator(function(row)
return row.player and PLAYER_INDENT or 0
end)
ScrollUtil.InitScrollBoxListWithScrollBar(list.ScrollBox, list.ScrollBar, view)
-- A player row is worth showing while the roll is undecided (see everyone),
-- or afterwards only if they actually rolled or it's you (hide the passers'
-- noise on a decided roll) — mirrors Blizzard's ShouldDisplayPlayer.
local function ShouldDisplayPlayer(isDone, roll, isMe)
return isMe or (roll and roll > 0) or not isDone
end
function FullUpdate()
if not pfUI.loothistory:IsShown() then return end
local rows = {}
for i = 1, C_LootHistory.GetNumItems() do
local rollID, _, numPlayers, isDone = C_LootHistory.GetItem(i)
table.insert(rows, { item = i })
if rollID and expanded[rollID] then
for p = 1, numPlayers or 0 do
local _, _, _, roll, _, isMe = C_LootHistory.GetPlayerInfo(i, p)
if ShouldDisplayPlayer(isDone, roll, isMe) then
table.insert(rows, { item = i, player = p })
end
end
end
end
list.ScrollBox:SetDataProvider(CreateDataProvider(rows), ScrollBoxConstants.RetainScrollPosition)
end
pfUI.loothistory:SetScript("OnShow", function() FullUpdate() end)
-- ==========================================================================
-- Events
-- ==========================================================================
local events = CreateFrame("Frame")
events:RegisterEvent("LOOT_HISTORY_FULL_UPDATE")
events:RegisterEvent("LOOT_HISTORY_ROLL_CHANGED")
events:RegisterEvent("LOOT_HISTORY_ROLL_COMPLETE")
events:SetScript("OnEvent", function()
-- auto-show on a new roll opening / completing, if enabled
if C.loothistory.autoshow == "1"
and (event == "LOOT_HISTORY_FULL_UPDATE" or event == "LOOT_HISTORY_ROLL_COMPLETE")
and not pfUI.loothistory:IsShown() then
pfUI.loothistory:Show() -- OnShow runs FullUpdate
return
end
FullUpdate() -- no-op while hidden
end)
-- ==========================================================================
-- Slash command
-- ==========================================================================
local function Toggle()
pfUI.loothistory:SetShown(not pfUI.loothistory:IsShown())
end
pfUI.api.RegisterSlashCommand("PFLOOTHISTORY", { "/loothistory", "/pfloothistory" }, Toggle, true)
end)