mirror of
https://github.com/brues-code/pfUI.git
synced 2026-10-26 14:00:48 +00:00
CreateTexture("OVERLAY") names the texture "OVERLAY" and leaves it on
the default ARTWORK layer. Pass nil for the name so the layer applies.
328 lines
12 KiB
Lua
328 lines
12 KiB
Lua
pfUI:RegisterModule("roll", function ()
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pfUI.roll = CreateFrame("Frame", "pfLootRoll", UIParent)
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pfUI.roll.frames = {}
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-- squash vanilla item placeholders
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local LOOT_ROLL_GREED = string.gsub(LOOT_ROLL_GREED, "%%s|Hitem:%%d:%%d:%%d:%%d|h%[%%s%]|h%%s", "%%s")
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local LOOT_ROLL_NEED = string.gsub(LOOT_ROLL_NEED, "%%s|Hitem:%%d:%%d:%%d:%%d|h%[%%s%]|h%%s", "%%s")
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local LOOT_ROLL_PASSED = string.gsub(LOOT_ROLL_PASSED, "%%s|Hitem:%%d:%%d:%%d:%%d|h%[%%s%]|h%%s", "%%s")
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-- detect the "everyone passed" subject exactly as the loot scanner will capture
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-- it: feed a dummy item into LOOT_ROLL_ALL_PASSED and run the same LOOT_ROLL_PASSED
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-- match. (The old strfind had no captures, so `everyone` was always nil and
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-- "Everyone has passed on: X" got counted as a fake roller.)
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local everyoneSample = string.gsub(LOOT_ROLL_ALL_PASSED, "%%s", "x")
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local everyone = cmatch(everyoneSample, LOOT_ROLL_PASSED)
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pfUI.roll.blacklist = { YOU, everyone }
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pfUI.roll.cache = {}
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pfUI.roll.scan = CreateFrame("Frame", "pfLootRollMonitor", UIParent)
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pfUI.roll.scan:RegisterEvent("CHAT_MSG_LOOT")
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pfUI.roll.scan:SetScript("OnEvent", function()
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local player, item = cmatch(arg1, LOOT_ROLL_GREED)
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if player and item then
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pfUI.roll:AddCache(item, player, "GREED")
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return
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end
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local player, item = cmatch(arg1, LOOT_ROLL_NEED)
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if player and item then
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pfUI.roll:AddCache(item, player, "NEED")
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return
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end
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local player, item = cmatch(arg1, LOOT_ROLL_PASSED)
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if player and item then
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pfUI.roll:AddCache(item, player, "PASS")
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return
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end
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end)
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function pfUI.roll:AddCache(hyperlink, name, roll)
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-- skip invalid names
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for _, invalid in pairs(pfUI.roll.blacklist) do
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if name == invalid then return end
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end
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local _, _, itemLink = string.find(hyperlink, "(item:%d+:%d+:%d+:%d+)")
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local itemName = C_Item.GetItemInfo(itemLink)
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if not itemName then return end -- uncached item: avoid cache[nil] "table index is nil"
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-- delete obsolete tables
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if pfUI.roll.cache[itemName] and pfUI.roll.cache[itemName]["TIMESTAMP"] < GetTime() - 60 then
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pfUI.roll.cache[itemName] = nil
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end
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-- initialize itemtable
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if not pfUI.roll.cache[itemName] then
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pfUI.roll.cache[itemName] = { ["GREED"] = {}, ["NEED"] = {}, ["PASS"] = {}, ["TIMESTAMP"] = GetTime() }
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end
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-- ignore already listed names
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for _, existing in pairs(pfUI.roll.cache[itemName][roll]) do
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if name == existing then return end
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end
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table.insert(pfUI.roll.cache[itemName][roll], name)
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for id=1,4 do
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if pfUI.roll.frames[id]:IsVisible() and pfUI.roll.frames[id].itemname == itemName then
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local count_greed = pfUI.roll.cache[itemName] and table.getn(pfUI.roll.cache[itemName]["GREED"]) or 0
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local count_need = pfUI.roll.cache[itemName] and table.getn(pfUI.roll.cache[itemName]["NEED"]) or 0
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local count_pass = pfUI.roll.cache[itemName] and table.getn(pfUI.roll.cache[itemName]["PASS"]) or 0
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pfUI.roll.frames[id].greed.count:SetText(count_greed > 0 and count_greed or "")
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pfUI.roll.frames[id].need.count:SetText(count_need > 0 and count_need or "")
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pfUI.roll.frames[id].pass.count:SetText(count_pass > 0 and count_pass or "")
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end
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end
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end
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function pfUI.roll:CreateLootRoll(id)
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local size = 24
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local rawborder, border = GetBorderSize()
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local esize = size - border*2
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local f = CreateFrame("Frame", "pfLootRollFrame" .. id, UIParent)
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CreateBackdrop(f, nil, nil, .8)
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CreateBackdropShadow(f)
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f.backdrop:SetFrameStrata("BACKGROUND")
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f.hasItem = 1
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f:SetWidth(350)
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f:SetHeight(size)
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f.icon = CreateFrame("Button", "pfLootRollFrame" .. id .. "Icon", f)
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CreateBackdrop(f.icon, nil, true)
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f.icon:SetPoint("LEFT", border, 0)
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f.icon:SetWidth(esize)
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f.icon:SetHeight(esize)
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f.icon.tex = f.icon:CreateTexture(nil, "OVERLAY")
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f.icon.tex:SetTexCoord(.08, .92, .08, .92)
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f.icon.tex:SetAllPoints(f.icon)
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f.icon:SetScript("OnEnter", function()
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GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
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GameTooltip:SetLootRollItem(this:GetParent().rollID)
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CursorUpdate()
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end)
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f.icon:SetScript("OnLeave", function()
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GameTooltip:Hide()
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end)
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f.icon:SetScript("OnClick", function()
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if IsControlKeyDown() then
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DressUpItemLink(GetLootRollItemLink(this:GetParent().rollID))
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elseif IsShiftKeyDown() then
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if ChatEdit_InsertLink then
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ChatEdit_InsertLink(GetLootRollItemLink(this:GetParent().rollID))
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elseif ChatFrameEditBox:IsVisible() then
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ChatFrameEditBox:Insert(GetLootRollItemLink(this:GetParent().rollID))
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end
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end
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end)
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f.need = CreateFrame("Button", "pfLootRollFrame" .. id .. "Need", f)
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f.need:SetPoint("LEFT", f.icon, "RIGHT", border*3, -1)
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f.need:SetWidth(esize)
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f.need:SetHeight(esize)
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f.need:SetNormalTexture("Interface\\Buttons\\UI-GroupLoot-Dice-Up")
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f.need:SetHighlightTexture("Interface\\Buttons\\UI-GroupLoot-Dice-Highlight")
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f.need.count = f.need:CreateFontString("NEED")
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f.need.count:SetPoint("CENTER", f.need, "CENTER", 0, 0)
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f.need.count:SetJustifyH("CENTER")
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f.need.count:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
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f.need:SetScript("OnClick", function()
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RollOnLoot(this:GetParent().rollID, 1)
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end)
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f.need:SetScript("OnEnter", function()
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GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
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GameTooltip:SetText("|cff33ffcc" .. NEED)
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if f.itemname and pfUI.roll.cache[f.itemname] then
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for _, player in pairs(pfUI.roll.cache[f.itemname]["NEED"]) do
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GameTooltip:AddLine(player)
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end
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end
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GameTooltip:Show()
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end)
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f.need:SetScript("OnLeave", function()
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GameTooltip:Hide()
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end)
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f.greed = CreateFrame("Button", "pfLootRollFrame" .. id .. "Greed", f)
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f.greed:SetPoint("LEFT", f.icon, "RIGHT", border*5+esize, -2)
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f.greed:SetWidth(esize)
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f.greed:SetHeight(esize)
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f.greed:SetNormalTexture("Interface\\Buttons\\UI-GroupLoot-Coin-Up")
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f.greed:SetHighlightTexture("Interface\\Buttons\\UI-GroupLoot-Coin-Highlight")
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f.greed.count = f.greed:CreateFontString("GREED")
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f.greed.count:SetPoint("CENTER", f.greed, "CENTER", 0, 1)
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f.greed.count:SetJustifyH("CENTER")
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f.greed.count:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
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f.greed:SetScript("OnClick", function()
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RollOnLoot(this:GetParent().rollID, 2)
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end)
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f.greed:SetScript("OnEnter", function()
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GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
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GameTooltip:SetText("|cff33ffcc" .. GREED)
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if f.itemname and pfUI.roll.cache[f.itemname] then
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for _, player in pairs(pfUI.roll.cache[f.itemname]["GREED"]) do
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GameTooltip:AddLine(player)
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end
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end
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GameTooltip:Show()
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end)
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f.greed:SetScript("OnLeave", function()
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GameTooltip:Hide()
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end)
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f.pass = CreateFrame("Button", "pfLootRollFrame" .. id .. "Pass", f)
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f.pass:SetPoint("LEFT", f.icon, "RIGHT", border*7+esize*2, 0)
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f.pass:SetWidth(esize)
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f.pass:SetHeight(esize)
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f.pass:SetNormalTexture("Interface\\Buttons\\UI-GroupLoot-Pass-Up")
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f.pass:SetHighlightTexture("Interface\\Buttons\\UI-GroupLoot-Coin-Highlight")
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f.pass.count = f.pass:CreateFontString("PASS")
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f.pass.count:SetPoint("CENTER", f.pass, "CENTER", 0, -1)
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f.pass.count:SetJustifyH("CENTER")
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f.pass.count:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
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f.pass:SetScript("OnClick", function()
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RollOnLoot(this:GetParent().rollID, 0)
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end)
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f.pass:SetScript("OnEnter", function()
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GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
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GameTooltip:SetText("|cff33ffcc" .. PASS)
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if f.itemname and pfUI.roll.cache[f.itemname] then
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for _, player in pairs(pfUI.roll.cache[f.itemname]["PASS"]) do
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GameTooltip:AddLine(player)
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end
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end
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GameTooltip:Show()
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end)
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f.pass:SetScript("OnLeave", function()
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GameTooltip:Hide()
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end)
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f.boe = CreateFrame("Frame", "pfLootRollFrame" .. id .. "BOE", f)
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f.boe:SetPoint("LEFT", f.icon, "RIGHT", border*9+esize*3, 0)
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f.boe:SetWidth(esize*2)
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f.boe:SetHeight(esize)
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f.boe.text = f.boe:CreateFontString("BOE")
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f.boe.text:SetAllPoints(f.boe)
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f.boe.text:SetJustifyH("LEFT")
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f.boe.text:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
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f.name = CreateFrame("Frame", "pfLootRollFrame" .. id .. "Name", f)
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f.name:SetPoint("LEFT", f.icon, "RIGHT", border*11+esize*4, 0)
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f.name:SetPoint("RIGHT", f, "RIGHT", border*2, 0)
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f.name:SetHeight(esize)
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f.name.text = f.name:CreateFontString("NAME")
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f.name.text:SetAllPoints(f.name)
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f.name.text:SetJustifyH("LEFT")
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f.name.text:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
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f.time = CreateFrame("Frame", "pfLootRollFrame" .. id .. "Time", f)
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f.time:SetPoint("TOPLEFT", f, "TOPLEFT", 0, 0)
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f.time:SetPoint("BOTTOMRIGHT", f, "BOTTOMRIGHT", 0, 0)
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f.time:SetFrameStrata("LOW")
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f.time.bar = CreateFrame("StatusBar", "pfLootRollFrame" .. id .. "TimeBar", f.time)
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f.time.bar:SetAllPoints(f.time)
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f.time.bar:SetStatusBarTexture(pfUI.media["img:bar"])
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f.time.bar:SetMinMaxValues(0, 100)
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local r, g, b, a = GetStringColor(C.appearance.border.color)
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f.time.bar:SetStatusBarColor(r, g, b)
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f.time.bar:SetValue(20)
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f.time.bar:SetScript("OnUpdate", function()
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if not this:GetParent():GetParent().rollID then return end
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local left = GetLootRollTimeLeft(this:GetParent():GetParent().rollID)
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local min, max = this:GetMinMaxValues()
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if left < min or left > max then left = min end
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this:SetValue(left)
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end)
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return f
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end
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pfUI.roll:RegisterEvent("CANCEL_LOOT_ROLL")
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pfUI.roll:SetScript("OnEvent", function()
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for i=1,4 do
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if pfUI.roll.frames[i].rollID == arg1 then
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pfUI.roll.frames[i]:Hide()
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end
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end
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end)
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function _G.GroupLootFrame_OpenNewFrame(id, rollTime)
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-- clear cache if possible
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local visible = nil
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for i=1,4 do
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visible = visible or pfUI.roll.frames[i]:IsVisible()
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end
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if not visible then pfUI.roll.cache = {} end
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-- setup roll frames
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for i=1,4 do
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if not pfUI.roll.frames[i]:IsVisible() then
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pfUI.roll.frames[i].rollID = id
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pfUI.roll.frames[i].rollTime = rollTime
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pfUI.roll:UpdateLootRoll(i)
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return
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end
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end
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end
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function pfUI.roll:UpdateLootRoll(id)
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local texture, name, count, quality, bop = GetLootRollItemInfo(pfUI.roll.frames[id].rollID)
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local color = ITEM_QUALITY_COLORS[quality]
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pfUI.roll.frames[id].itemname = name
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local count_greed = pfUI.roll.cache[name] and table.getn(pfUI.roll.cache[name]["GREED"]) or 0
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local count_need = pfUI.roll.cache[name] and table.getn(pfUI.roll.cache[name]["NEED"]) or 0
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local count_pass = pfUI.roll.cache[name] and table.getn(pfUI.roll.cache[name]["PASS"]) or 0
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pfUI.roll.frames[id].greed.count:SetText(count_greed > 0 and count_greed or "")
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pfUI.roll.frames[id].need.count:SetText(count_need > 0 and count_need or "")
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pfUI.roll.frames[id].pass.count:SetText(count_pass > 0 and count_pass or "")
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pfUI.roll.frames[id].name.text:SetText(name)
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pfUI.roll.frames[id].name.text:SetTextColor(color.r, color.g, color.b, 1)
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pfUI.roll.frames[id].icon.tex:SetTexture(texture)
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pfUI.roll.frames[id].backdrop:SetBackdropBorderColor(color.r, color.g, color.b)
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pfUI.roll.frames[id].time.bar:SetMinMaxValues(0, pfUI.roll.frames[id].rollTime)
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if C.loot.raritytimer == "1" then
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pfUI.roll.frames[id].time.bar:SetStatusBarColor(color.r, color.g, color.b, .5)
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end
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if bop then
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pfUI.roll.frames[id].boe.text:SetText(T["BoP"])
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pfUI.roll.frames[id].boe.text:SetTextColor(1,.3,.3,1)
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else
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pfUI.roll.frames[id].boe.text:SetText(T["BoE"])
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pfUI.roll.frames[id].boe.text:SetTextColor(.3,1,.3,1)
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end
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pfUI.roll.frames[id]:Show()
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end
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for i=1,4 do
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if not pfUI.roll.frames[i] then
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pfUI.roll.frames[i] = pfUI.roll:CreateLootRoll(i)
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pfUI.roll.frames[i]:SetPoint("CENTER", 0, -i*35)
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UpdateMovable(pfUI.roll.frames[i])
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pfUI.roll.frames[i]:Hide()
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end
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end
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end)
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