Files
pfUI/modules/raid.lua
T
Brues 5ed1d98ecc Raid Pets and Optimized Chat Bubble Styling
commit f19d7402810637fc32460864104cb792ac5af863
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date:   Wed Jul 22 01:05:52 2026 -0500

    remove comment

commit 60f4968f06d19d42bdc6347f98ff4d5a34785e97
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date:   Wed Jul 22 01:05:06 2026 -0500

    Bump ClassicAPI minimum version to 10705

    Update the minimum required ClassicAPI version from 10704 (1.7.4) to 10705 (1.7.5).

commit 088dba4c23f4aa7ce98b9ce9d75bc5892cd40520
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date:   Wed Jul 22 01:04:04 2026 -0500

    Add raid-pet frames: an independent, roster-driven pet grid

    New "raidpet" unitframe type that shows raid members' pets (raidpet1..40)
    in their own movable block (pfRaidPetCluster), off by default. It's a
    flat pool of frames laid out by pfUI.uf.raid:LayoutPets straight from the
    raid roster -- cell N shows raidpet<N> -- so it's fully decoupled from how
    the raid grid arranges its own slots.

    Layout is independent of the raid grid: raidpet carries its own
    width/height plus a Layout section (raidlayout / raidpadding / raidfill),
    and its own Collapse Empty Slots toggle that packs only the pets that
    exist into the leading cells. The raid grid gets the same collapse option
    (sequential slot assignment in AddUnitToGroup instead of by subgroup).
    Collapsed pets re-pack on roster changes and on UNIT_PET so summons and
    dismisses track live without polling.

    Also:
    - unitframes: a "raidpet" branch in UpdateVisibility (hide when the pet is
      out of range or its raid<N> owner is gone), and fix cache_raid so the
      "pfRaid" prefix check doesn't misread pfRaidPet<n> frames (char 7 is
      non-numeric -> nil compare crash).
    - New "Owner Name" text option: on any pet frame (raidpet/partypet/pet) it
      shows the owner's class-colored name so you can tell whose pet it is.
    - unlock: a pfRaidPet drag cluster, a numeric-suffix guard so pfRaid no
      longer matches (and crashes on) pet frames, and RaidPet config mappings.
    - config/gui/translations for all of the above.

commit 52f02c8963fe7ec90f36100ebe069c7807529301
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date:   Mon Jul 20 23:09:06 2026 -0500

    Enumerate chat bubbles via ClassicAPI instead of scanning WorldFrame

    ClassicAPI's C_ChatBubbles.GetAllChatBubbles() walks the engine's own
    bubble list and returns the exact set of live bubble frames, with real
    GetRegions(), so the decoration idiom works unchanged. Replace the
    WorldFrame:GetChildren() sweep and drop the IsBubble heuristic (unnamed
    frame whose first region is the ChatBubble-Background texture) -- the API
    only ever hands back bubbles, so that guess is both redundant and more
    fragile than the engine list. Cheaper too: it iterates only live bubbles
    rather than every world child on each chat event.
2026-07-23 23:08:05 -05:00

280 lines
9.2 KiB
Lua

pfUI:RegisterModule("raid", function ()
-- do not go further on disabled UFs
if C.unitframes.disable == "1" then return end
-- tell RaidFrame.lua pfUI replaces party frames
HookAddonOrVariable("Blizzard_RaidUI", function()
GROUP_REPLACE_PARTY = "1"
end)
pfUI.uf.raid = CreateFrame("Frame", "pfRaidUpdater", UIParent)
local maxraid = tonumber(C.unitframes.maxraid)
local rawborder, default_border = GetBorderSize("chat")
local cluster = CreateFrame("Frame", "pfRaidCluster", UIParent)
cluster:SetFrameLevel(20)
cluster:SetSize(120, 10)
cluster:SetPoint("BOTTOMLEFT", UIParent, "BOTTOMLEFT", default_border*2, C.chat.left.height + default_border*5)
UpdateMovable(cluster)
-- Separate, independently-movable block that mirrors the raid grid layout
-- for pet frames (raidpet1..40). Defaults to the right of the raid grid.
local petcluster = CreateFrame("Frame", "pfRaidPetCluster", UIParent)
petcluster:SetFrameLevel(20)
petcluster:SetSize(120, 10)
petcluster:SetPoint("BOTTOMLEFT", UIParent, "BOTTOMLEFT", default_border*2 + 300, C.chat.left.height + default_border*5)
UpdateMovable(petcluster)
-- flat pool of pet frames, laid out by LayoutPets (mirror or collapsed)
pfUI.uf.raid.pets = {}
-- 1-based grid slot -> (row, col) for the current fill direction, matching
-- the raid grid's own fill loops.
local function SlotToCoord(slot, fill, x, y)
slot = slot - 1
if fill == "VERTICAL" then
return floor(slot / y) + 1, mod(slot, y) + 1
else
return mod(slot, x) + 1, floor(slot / x) + 1
end
end
pfUI.uf.raid.tanksfirst = {
["PF_TANK_TOGGLE"] = { T["Toggle as Tank"], "toggleTank" }
}
-- no tank order for now, just "all tanks first"
pfUI.uf.raid.tankrole = { }
function pfUI.uf.raid:UpdateConfig()
local rawborder, default_border = GetBorderSize("unitframes")
maxraid = tonumber(C.unitframes.maxraid)
local showpets = C.unitframes.raidpet.visible == "1"
self.showpets = showpets
for i=1,maxraid do
pfUI.uf.raid[i] = pfUI.uf.raid[i] or pfUI.uf:CreateUnitFrame("Raid", i, C.unitframes.raid)
pfUI.uf.raid[i]:SetParent(cluster)
pfUI.uf.raid[i]:SetFrameLevel(5)
pfUI.uf.raid[i]:UpdateConfig()
pfUI.uf.raid[i]:UpdateFrameSize()
if showpets then
self.pets[i] = self.pets[i] or pfUI.uf:CreateUnitFrame("RaidPet", i, C.unitframes.raidpet, 0.5)
self.pets[i]:SetParent(petcluster)
self.pets[i]:SetFrameLevel(5)
self.pets[i]:UpdateConfig()
self.pets[i]:UpdateFrameSize()
elseif self.pets[i] then
self.pets[i]:UpdateConfig()
self.pets[i]:Hide()
RemoveMovable(self.pets[i])
end
end
local i = 1
local width = pfUI.uf.raid[1]:GetWidth()+2*default_border
local height = pfUI.uf.raid[1]:GetHeight()+2*default_border
local layout = pfUI.uf.raid[1].config.raidlayout
local padding = tonumber(pfUI.uf.raid[1].config.raidpadding)*GetPerfectPixel()
local fill = pfUI.uf.raid[1].config.raidfill
local _, _, x, y = string.find(layout,"(.+)x(.+)")
x, y = tonumber(x), tonumber(y)
if showpets then
local petcfg = C.unitframes.raidpet
local _, _, px, py = string.find(petcfg.raidlayout, "(.+)x(.+)")
self.petgrid = {
fill = petcfg.raidfill, x = tonumber(px), y = tonumber(py),
pad = tonumber(petcfg.raidpadding) * GetPerfectPixel(),
w = self.pets[1]:GetWidth()+2*default_border,
h = self.pets[1]:GetHeight()+2*default_border,
}
end
if fill == "VERTICAL" then
for r=1, x do for g=1, y do
if pfUI.uf.raid[i] then
pfUI.uf.raid[i]:ClearAllPoints()
pfUI.uf.raid[i]:SetPoint("BOTTOMLEFT", (r-1)*(padding+width), (g-1)*(padding+height))
UpdateMovable(pfUI.uf.raid[i], true)
end
i = i + 1
end end
else
for g=1, y do for r=1, x do
if pfUI.uf.raid[i] then
pfUI.uf.raid[i]:ClearAllPoints()
pfUI.uf.raid[i]:SetPoint("BOTTOMLEFT", (r-1)*(padding+width), (g-1)*(padding+height))
UpdateMovable(pfUI.uf.raid[i], true)
end
i = i + 1
end end
end
self:LayoutPets()
self:Show()
end
function pfUI.uf.raid:LayoutPets()
if not self.showpets or not self.petgrid then return end
local grid = self.petgrid
local function place(pet, cell, id)
pet.id = id
local r, g = SlotToCoord(cell, grid.fill, grid.x, grid.y)
pet:ClearAllPoints()
pet:SetPoint("BOTTOMLEFT", petcluster, "BOTTOMLEFT", (r-1)*(grid.pad+grid.w), (g-1)*(grid.pad+grid.h))
UpdateMovable(pet, true)
pet:UpdateVisibility()
end
if C.unitframes.raidpet.collapse == "1" then
-- Pack the pets that exist into the leading cells, no gaps.
local k = 0
for id = 1, maxraid do
if UnitExists("raidpet"..id) and self.pets[k+1] then
k = k + 1
place(self.pets[k], k, id)
end
end
for j = k+1, maxraid do
if self.pets[j] then self.pets[j].id = 0 self.pets[j]:Hide() end
end
else
-- Mirror: cell N always shows raidpet<N> at a fixed position.
for id = 1, maxraid do
if self.pets[id] then place(self.pets[id], id, id) end
end
end
end
pfUI.uf.raid:UpdateConfig()
local function SetRaidIndex(frame, id)
frame.id = id
frame.label = "raid"
frame:UpdateVisibility()
end
-- add units to their groups; collapse packs everyone into the leading slots
function pfUI.uf.raid:AddUnitToGroup(index, group)
if C.unitframes.raid.collapse == "1" then
for ids = 1, maxraid do
if pfUI.uf.raid[ids] and pfUI.uf.raid[ids].id == 0 and pfUI.uf.raid[ids].config.visible == "1" then
SetRaidIndex(pfUI.uf.raid[ids], index)
return
end
end
else
for subindex = 1, 5 do
local ids = subindex + 5*(group-1)
if pfUI.uf.raid[ids] and pfUI.uf.raid[ids].id == 0 and pfUI.uf.raid[ids].config.visible == "1" then
SetRaidIndex(pfUI.uf.raid[ids], index)
return
end
end
end
end
pfUI.uf.raid:Hide()
pfUI.uf.raid:RegisterEvent("RAID_ROSTER_UPDATE")
pfUI.uf.raid:RegisterEvent("PARTY_MEMBERS_CHANGED")
pfUI.uf.raid:RegisterEvent("PARTY_LEADER_CHANGED")
pfUI.uf.raid:RegisterEvent("VARIABLES_LOADED")
pfUI.uf.raid:RegisterEvent("UNIT_PET")
pfUI.uf.raid:SetScript("OnEvent", function()
if event == "UNIT_PET" then
if this.showpets and C.unitframes.raidpet.collapse == "1" then
this:LayoutPets()
end
return
end
this:Show()
-- Debounce: delay update by 0.5s to batch rapid roster changes (mass swaps)
this.pendingUpdate = GetTime() + 0.5
end)
pfUI.uf.raid:SetScript("OnUpdate", function()
-- Wait for debounce: don't update until 0.5s after last event
if this.pendingUpdate and GetTime() < this.pendingUpdate then return end
-- Throttle raid roster updates to 1 FPS max
if (this.tick or 0) > GetTime() then return end
this.tick = GetTime() + 1.0
this.pendingUpdate = nil
-- don't proceed without raid
if not IsInRaid() then return end
-- clear all existing frames
for i=1, maxraid do SetRaidIndex(pfUI.uf.raid[i], 0) end
-- sort tanks into their groups
for i=1, GetNumRaidMembers() do
local name, _, subgroup = GetRaidRosterInfo(i)
if name and pfUI.uf.raid.tankrole[name] then
pfUI.uf.raid:AddUnitToGroup(i, subgroup)
end
end
-- sort players into roster
for i=1, GetNumRaidMembers() do
local name, _, subgroup = GetRaidRosterInfo(i)
if name and not pfUI.uf.raid.tankrole[name] then
pfUI.uf.raid:AddUnitToGroup(i, subgroup)
end
end
this:LayoutPets()
-- Smart GUID-based updates: only refresh frames where unit changed
if pfUI.uf.guidTracker then
local tracker = pfUI.uf.guidTracker
for i = 1, maxraid do
local frame = pfUI.uf.raid[i]
if frame and frame.id and frame.id > 0 then
local unit = "raid" .. frame.id
local newGuid = UnitGUID(unit)
local oldGuid = tracker.frameToGuid[frame]
if newGuid ~= oldGuid then
-- GUID changed = different player = need full update
tracker.frameToGuid[frame] = newGuid
frame.update_full = true
frame.update_aura = true -- Force aura refresh!
end
end
end
end
-- rebuild unitmap after frame IDs are assigned
if pfUI.uf.RebuildUnitmap then
pfUI.uf.RebuildUnitmap()
end
this:Hide()
end)
-- raid popup option to toggle tank role
for _, menu in pairs({"RAID", "PARTY"}) do
for label, data in pairs(pfUI.uf.raid.tanksfirst) do
UnitPopupButtons[label] = { text = TEXT(data[1]), dist = 0 }
table.insert(UnitPopupMenus[menu], 3, label)
end
end
hooksecurefunc("UnitPopup_OnClick", function()
local dropdownFrame = UIDROPDOWNMENU_INIT_MENU and _G[UIDROPDOWNMENU_INIT_MENU]
if not dropdownFrame then return end
local button = this.value
local unit = dropdownFrame.unit
local name = dropdownFrame.name
if button and pfUI.uf.raid.tanksfirst[button] and name then
pfUI.uf.raid.tankrole[name] = not pfUI.uf.raid.tankrole[name]
pfUI.uf.raid:Show()
end
end)
end)