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* Add raidreverse default to unitframes config Defaults to off, so existing layouts are unchanged. * Raid frames: add option to reverse group order Read the new raidreverse setting and mirror the column index when placing raid frames, so group 1 sits on the far right and the following groups grow to the left. * Add "Reverse Group Order" checkbox to raid settings Placed under "Raid Fill Direction" in the raid frame options. /pfui > Settings > Unit Frames > Raid > Layout * Raid frames: rename reverse option to "Grow Right To Left" The option mirrors columns in both fill directions, so name it for what it does. Mirror across the columns maxraid can fill instead of the whole layout, so smaller raids stay next to the anchor. Lay the raid grid out through SlotToCoord like the pet grid, move the default next to the other raid layout keys, and add the label to the locale tables. --------- Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>
301 lines
10 KiB
Lua
301 lines
10 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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HookAddon("Blizzard_RaidUI", function()
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-- must reach _G: RaidFrame.lua reads this global, and pfUI.env has
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-- __index but no __newindex, so a bare assignment stays in the sandbox
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_G.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 -> (col, row) for the current fill direction, shared by
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-- the raid and pet grids.
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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 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 growleft = pfUI.uf.raid[1].config.raidgrowleft == "1"
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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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-- right to left mirrors across the columns maxraid can fill, so a smaller
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-- raid stays next to the anchor instead of the far edge of the layout
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local cols = min(x, fill == "VERTICAL" and ceil(maxraid / y) or maxraid)
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for i=1, x*y do
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if pfUI.uf.raid[i] then
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local r, g = SlotToCoord(i, fill, x, y)
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if growleft then r = cols - r + 1 end
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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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end
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self:LayoutPets()
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self:QueueUpdate(0)
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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.label = "raidpet"
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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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-- Party shown as a raid grid: mirror slots 1..5 (player + party members)
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-- into fixed cells. UpdateVisibility maps each slot to pet / partypet<N>.
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if not IsInRaid() and IsInGroup() and C.unitframes.raidforgroup == "1" then
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for id = 1, maxraid do
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if self.pets[id] then
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if id <= 5 then
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place(self.pets[id], id, id)
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else
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self.pets[id].id = 0
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self.pets[id]:Hide()
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end
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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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-- run UpdateRoster after delay; a newer request replaces a pending one
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function pfUI.uf.raid:QueueUpdate(delay)
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if self.timer then self.timer:Cancel() end
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self.timer = C_Timer.NewTimer(delay, function() self:UpdateRoster() 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: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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-- Debounce: delay update by 0.5s to batch rapid roster changes (mass swaps)
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this:QueueUpdate(.5)
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end)
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function pfUI.uf.raid:UpdateRoster()
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-- Without a raid there is nothing to sort, but a party shown as a raid
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-- grid still needs its pet frames placed and mapped to the party pets.
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if not IsInRaid() then
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self:LayoutPets()
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return
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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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self: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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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:QueueUpdate(0)
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end
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end)
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end)
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