mirror of
https://github.com/brues-code/pfUI.git
synced 2026-09-24 08:36:04 +00:00
7b6bfe9975
The unit-frame test toggle (showall) only previews frames that exist and are positioned. Raidpet frames are created when raidpet.visible == "1", but LayoutPets' collapse mode only positions pets whose raidpet<N> unit actually exists, so solo/in test mode they stayed hidden. Add a showall branch to LayoutPets that mirror-lays every pet cell and shows it (bypassing collapse and the roster gate), still guarded by the existing showpets check so nothing happens when raidpet is disabled. Call LayoutPets from the /pftest handler so the grid updates immediately on toggle-on and restores to the normal layout on toggle-off.
287 lines
9.3 KiB
Lua
287 lines
9.3 KiB
Lua
pfUI:RegisterModule("raid", function ()
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-- do not go further on disabled UFs
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if C.unitframes.disable == "1" then return end
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-- tell RaidFrame.lua pfUI replaces party frames
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HookAddonOrVariable("Blizzard_RaidUI", function()
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GROUP_REPLACE_PARTY = "1"
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end)
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pfUI.uf.raid = CreateFrame("Frame", "pfRaidUpdater", UIParent)
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local maxraid = tonumber(C.unitframes.maxraid)
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local rawborder, default_border = GetBorderSize("chat")
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local cluster = CreateFrame("Frame", "pfRaidCluster", UIParent)
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cluster:SetFrameLevel(20)
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cluster:SetSize(120, 10)
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cluster:SetPoint("BOTTOMLEFT", UIParent, "BOTTOMLEFT", default_border*2, C.chat.left.height + default_border*5)
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UpdateMovable(cluster)
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-- Separate, independently-movable block that mirrors the raid grid layout
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-- for pet frames (raidpet1..40). Defaults to the right of the raid grid.
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local petcluster = CreateFrame("Frame", "pfRaidPetCluster", UIParent)
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petcluster:SetFrameLevel(20)
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petcluster:SetSize(120, 10)
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petcluster:SetPoint("BOTTOMLEFT", UIParent, "BOTTOMLEFT", default_border*2 + 300, C.chat.left.height + default_border*5)
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UpdateMovable(petcluster)
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-- flat pool of pet frames, laid out by LayoutPets (mirror or collapsed)
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pfUI.uf.raid.pets = {}
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-- 1-based grid slot -> (row, col) for the current fill direction, matching
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-- the raid grid's own fill loops.
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local function SlotToCoord(slot, fill, x, y)
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slot = slot - 1
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if fill == "VERTICAL" then
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return floor(slot / y) + 1, mod(slot, y) + 1
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else
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return mod(slot, x) + 1, floor(slot / x) + 1
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end
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end
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pfUI.uf.raid.tanksfirst = {
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["PF_TANK_TOGGLE"] = { T["Toggle as Tank"], "toggleTank" }
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}
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-- no tank order for now, just "all tanks first"
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pfUI.uf.raid.tankrole = { }
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function pfUI.uf.raid:UpdateConfig()
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local rawborder, default_border = GetBorderSize("unitframes")
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maxraid = tonumber(C.unitframes.maxraid)
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local showpets = C.unitframes.raidpet.visible == "1"
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self.showpets = showpets
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for i=1,maxraid do
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pfUI.uf.raid[i] = pfUI.uf.raid[i] or pfUI.uf:CreateUnitFrame("Raid", i, C.unitframes.raid)
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pfUI.uf.raid[i]:SetParent(cluster)
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pfUI.uf.raid[i]:SetFrameLevel(5)
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pfUI.uf.raid[i]:UpdateConfig()
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pfUI.uf.raid[i]:UpdateFrameSize()
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if showpets then
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self.pets[i] = self.pets[i] or pfUI.uf:CreateUnitFrame("RaidPet", i, C.unitframes.raidpet, 0.5)
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self.pets[i]:SetParent(petcluster)
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self.pets[i]:SetFrameLevel(5)
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self.pets[i]:UpdateConfig()
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self.pets[i]:UpdateFrameSize()
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elseif self.pets[i] then
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self.pets[i]:UpdateConfig()
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self.pets[i]:Hide()
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RemoveMovable(self.pets[i])
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end
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end
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local i = 1
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local width = pfUI.uf.raid[1]:GetWidth()+2*default_border
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local height = pfUI.uf.raid[1]:GetHeight()+2*default_border
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local layout = pfUI.uf.raid[1].config.raidlayout
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local padding = tonumber(pfUI.uf.raid[1].config.raidpadding)*GetPerfectPixel()
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local fill = pfUI.uf.raid[1].config.raidfill
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local _, _, x, y = string.find(layout,"(.+)x(.+)")
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x, y = tonumber(x), tonumber(y)
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if showpets then
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local petcfg = C.unitframes.raidpet
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local _, _, px, py = string.find(petcfg.raidlayout, "(.+)x(.+)")
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self.petgrid = {
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fill = petcfg.raidfill, x = tonumber(px), y = tonumber(py),
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pad = tonumber(petcfg.raidpadding) * GetPerfectPixel(),
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w = self.pets[1]:GetWidth()+2*default_border,
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h = self.pets[1]:GetHeight()+2*default_border,
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}
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end
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if fill == "VERTICAL" then
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for r=1, x do for g=1, y do
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if pfUI.uf.raid[i] then
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pfUI.uf.raid[i]:ClearAllPoints()
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pfUI.uf.raid[i]:SetPoint("BOTTOMLEFT", (r-1)*(padding+width), (g-1)*(padding+height))
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UpdateMovable(pfUI.uf.raid[i], true)
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end
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i = i + 1
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end end
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else
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for g=1, y do for r=1, x do
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if pfUI.uf.raid[i] then
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pfUI.uf.raid[i]:ClearAllPoints()
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pfUI.uf.raid[i]:SetPoint("BOTTOMLEFT", (r-1)*(padding+width), (g-1)*(padding+height))
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UpdateMovable(pfUI.uf.raid[i], true)
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end
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i = i + 1
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end end
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end
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self:LayoutPets()
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self:Show()
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end
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function pfUI.uf.raid:LayoutPets()
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if not self.showpets or not self.petgrid then return end
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local grid = self.petgrid
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local function place(pet, cell, id)
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pet.id = id
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local r, g = SlotToCoord(cell, grid.fill, grid.x, grid.y)
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pet:ClearAllPoints()
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pet:SetPoint("BOTTOMLEFT", petcluster, "BOTTOMLEFT", (r-1)*(grid.pad+grid.w), (g-1)*(grid.pad+grid.h))
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UpdateMovable(pet, true)
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pet:UpdateVisibility()
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end
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if pfUI.uf.showall then
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for id = 1, maxraid do
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if self.pets[id] then place(self.pets[id], id, id) end
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end
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return
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end
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if C.unitframes.raidpet.collapse == "1" then
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-- Pack the pets that exist into the leading cells, no gaps.
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local k = 0
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for id = 1, maxraid do
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if UnitExists("raidpet"..id) and self.pets[k+1] then
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k = k + 1
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place(self.pets[k], k, id)
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end
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end
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for j = k+1, maxraid do
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if self.pets[j] then self.pets[j].id = 0 self.pets[j]:Hide() end
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end
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else
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-- Mirror: cell N always shows raidpet<N> at a fixed position.
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for id = 1, maxraid do
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if self.pets[id] then place(self.pets[id], id, id) end
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end
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end
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end
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pfUI.uf.raid:UpdateConfig()
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local function SetRaidIndex(frame, id)
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frame.id = id
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frame.label = "raid"
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frame:UpdateVisibility()
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end
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-- add units to their groups; collapse packs everyone into the leading slots
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function pfUI.uf.raid:AddUnitToGroup(index, group)
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if C.unitframes.raid.collapse == "1" then
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for ids = 1, maxraid do
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if pfUI.uf.raid[ids] and pfUI.uf.raid[ids].id == 0 and pfUI.uf.raid[ids].config.visible == "1" then
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SetRaidIndex(pfUI.uf.raid[ids], index)
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return
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end
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end
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else
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for subindex = 1, 5 do
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local ids = subindex + 5*(group-1)
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if pfUI.uf.raid[ids] and pfUI.uf.raid[ids].id == 0 and pfUI.uf.raid[ids].config.visible == "1" then
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SetRaidIndex(pfUI.uf.raid[ids], index)
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return
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end
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end
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end
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end
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pfUI.uf.raid:Hide()
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pfUI.uf.raid:RegisterEvent("RAID_ROSTER_UPDATE")
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pfUI.uf.raid:RegisterEvent("PARTY_MEMBERS_CHANGED")
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pfUI.uf.raid:RegisterEvent("PARTY_LEADER_CHANGED")
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pfUI.uf.raid:RegisterEvent("VARIABLES_LOADED")
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pfUI.uf.raid:RegisterEvent("UNIT_PET")
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pfUI.uf.raid:SetScript("OnEvent", function()
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if event == "UNIT_PET" then
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if this.showpets and C.unitframes.raidpet.collapse == "1" then
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this:LayoutPets()
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end
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return
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end
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this:Show()
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-- Debounce: delay update by 0.5s to batch rapid roster changes (mass swaps)
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this.pendingUpdate = GetTime() + 0.5
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end)
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pfUI.uf.raid:SetScript("OnUpdate", function()
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-- Wait for debounce: don't update until 0.5s after last event
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if this.pendingUpdate and GetTime() < this.pendingUpdate then return end
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-- Throttle raid roster updates to 1 FPS max
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if (this.tick or 0) > GetTime() then return end
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this.tick = GetTime() + 1.0
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this.pendingUpdate = nil
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-- don't proceed without raid
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if not IsInRaid() then return end
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-- clear all existing frames
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for i=1, maxraid do SetRaidIndex(pfUI.uf.raid[i], 0) end
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-- sort tanks into their groups
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for i=1, GetNumRaidMembers() do
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local name, _, subgroup = GetRaidRosterInfo(i)
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if name and pfUI.uf.raid.tankrole[name] then
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pfUI.uf.raid:AddUnitToGroup(i, subgroup)
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end
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end
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-- sort players into roster
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for i=1, GetNumRaidMembers() do
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local name, _, subgroup = GetRaidRosterInfo(i)
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if name and not pfUI.uf.raid.tankrole[name] then
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pfUI.uf.raid:AddUnitToGroup(i, subgroup)
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end
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end
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this:LayoutPets()
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-- Smart GUID-based updates: only refresh frames where unit changed
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if pfUI.uf.guidTracker then
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local tracker = pfUI.uf.guidTracker
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for i = 1, maxraid do
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local frame = pfUI.uf.raid[i]
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if frame and frame.id and frame.id > 0 then
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local unit = "raid" .. frame.id
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local newGuid = UnitGUID(unit)
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local oldGuid = tracker.frameToGuid[frame]
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if newGuid ~= oldGuid then
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-- GUID changed = different player = need full update
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tracker.frameToGuid[frame] = newGuid
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frame.update_full = true
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frame.update_aura = true -- Force aura refresh!
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end
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end
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end
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end
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-- rebuild unitmap after frame IDs are assigned
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if pfUI.uf.RebuildUnitmap then
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pfUI.uf.RebuildUnitmap()
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end
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this:Hide()
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end)
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-- raid popup option to toggle tank role
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for _, menu in pairs({"RAID", "PARTY"}) do
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for label, data in pairs(pfUI.uf.raid.tanksfirst) do
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UnitPopupButtons[label] = { text = TEXT(data[1]), dist = 0 }
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table.insert(UnitPopupMenus[menu], 3, label)
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end
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end
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hooksecurefunc("UnitPopup_OnClick", function()
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local dropdownFrame = UIDROPDOWNMENU_INIT_MENU and _G[UIDROPDOWNMENU_INIT_MENU]
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if not dropdownFrame then return end
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local button = this.value
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local unit = dropdownFrame.unit
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local name = dropdownFrame.name
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if button and pfUI.uf.raid.tanksfirst[button] and name then
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pfUI.uf.raid.tankrole[name] = not pfUI.uf.raid.tankrole[name]
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pfUI.uf.raid:Show()
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end
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end)
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end) |