mirror of
https://github.com/brues-code/pfUI.git
synced 2026-10-31 16:06:57 +00:00
pfUI.events was a bare CallbackRegistry for pfUI's custom events. Build it from ClassicAPI's EventRegistry instead, so the same object also takes game events through RegisterFrameEventAndCallback, sharing one frame for all of them. Move the frames that existed only to listen for a few events onto it: libspell, focus, pixelperfect, innervatecall, loothistory, unusable, equipmentmanager (bank + window refresh), the actionbar grid, updatenotify, turtle-wow's steady shot, nampower's spell queue, superwow's group tracking and unitxp's notifications, plus newitem and mapreveal, which used the global EventRegistry. Handlers take their payload as arguments instead of the event/arg globals, and the per-frame PLAYER_LOGOUT teardown goes away, since the registry unregisters its frame on logout.
343 lines
13 KiB
Lua
343 lines
13 KiB
Lua
pfUI:RegisterModule("loothistory", function ()
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local rawborder, border = GetBorderSize()
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-- Layout (rows are 2px apart)
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local ITEM_H, PLAYER_H = 24, 16
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local PLAYER_INDENT = 18
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-- rollType constants returned by C_LootHistory.GetPlayerInfo (0/1/2; vanilla
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-- has no disenchant roll).
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local ROLL_PASS, ROLL_NEED, ROLL_GREED = 0, 1, 2
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local ROLL_TEX = {
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[ROLL_NEED] = "Interface\\Buttons\\UI-GroupLoot-Dice-Up",
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[ROLL_GREED] = "Interface\\Buttons\\UI-GroupLoot-Coin-Up",
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[ROLL_PASS] = "Interface\\Buttons\\UI-GroupLoot-Pass-Up",
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}
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local WINMARK = "Interface\\Buttons\\UI-CheckBox-Check"
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local QUESTIONMARK = "Interface\\Icons\\INV_Misc_QuestionMark"
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-- Paint an item row's icon/name/quality from a loaded Item mixin.
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local function RenderItemVisual(f, item)
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local r, g, b = 1, 1, 1
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local qc = item:GetItemQualityColor()
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if qc then r, g, b = qc.r, qc.g, qc.b end
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f.icon:SetTexture(item:GetItemIcon())
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f.iconbg:SetBackdropBorderColor(r, g, b, 1)
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f.name:SetText(item:GetItemName() or UNKNOWN)
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f.name:SetTextColor(r, g, b)
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end
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local function ShowRetrieving(f)
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f.icon:SetTexture(QUESTIONMARK)
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f.iconbg:SetBackdropBorderColor(1, .3, .3, 1)
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f.name:SetText(T["Retrieving item information..."])
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f.name:SetTextColor(1, .3, .3)
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end
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-- expansion state keyed on the stable rollID (survives ring-index shifts)
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local expanded = {}
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-- ==========================================================================
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-- Window
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-- ==========================================================================
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pfUI.loothistory = CreateFrame("Frame", "pfLootHistory", UIParent)
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pfUI.loothistory:SetFrameStrata("DIALOG")
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pfUI.loothistory:SetSize(380, 490)
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pfUI.loothistory:SetPoint("CENTER", 0, 0)
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pfUI.loothistory:SetMovable(true)
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pfUI.loothistory:EnableMouse(true)
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pfUI.loothistory:RegisterForDrag("LeftButton")
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pfUI.loothistory:SetScript("OnDragStart", function() this:StartMoving() end)
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pfUI.loothistory:SetScript("OnDragStop", function() this:StopMovingOrSizing() end)
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pfUI.loothistory:Hide()
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CreateBackdrop(pfUI.loothistory, nil, true, .75)
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CreateBackdropShadow(pfUI.loothistory)
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tinsert(UISpecialFrames, "pfLootHistory")
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pfUI.loothistory.caption = pfUI.loothistory:CreateFontString("Status", "LOW", "GameFontNormal")
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pfUI.loothistory.caption:SetFont(pfUI.font_default, C.global.font_size + 4, "OUTLINE")
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pfUI.loothistory.caption:SetTextColor(.2, 1, .8, 1)
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pfUI.loothistory.caption:SetPoint("TOP", 0, -10)
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pfUI.loothistory.caption:SetText(T["Loot History"])
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-- close button
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pfUI.loothistory.close = CreateFrame("Button", nil, pfUI.loothistory)
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pfUI.loothistory.close:SetPoint("TOPRIGHT", -border*2, -border*2)
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CreateBackdrop(pfUI.loothistory.close)
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pfUI.loothistory.close:SetSize(15, 15)
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pfUI.loothistory.close.texture = pfUI.loothistory.close:CreateTexture("pfLootHistoryClose")
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pfUI.loothistory.close.texture:SetTexture(pfUI.media["img:close"])
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pfUI.loothistory.close.texture:SetPoint("TOPLEFT", pfUI.loothistory.close, "TOPLEFT", 4, -4)
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pfUI.loothistory.close.texture:SetPoint("BOTTOMRIGHT", pfUI.loothistory.close, "BOTTOMRIGHT", -4, 4)
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pfUI.loothistory.close.texture:SetVertexColor(1, .25, .25, 1)
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pfUI.loothistory.close:SetScript("OnEnter", function()
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CreateBackdrop(pfUI.loothistory.close)
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pfUI.loothistory.close.backdrop:SetBackdropBorderColor(1, .25, .25, 1)
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end)
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pfUI.loothistory.close:SetScript("OnLeave", function() CreateBackdrop(pfUI.loothistory.close) end)
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pfUI.loothistory.close:SetScript("OnClick", function() pfUI.loothistory:Hide() end)
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-- clear button
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pfUI.loothistory.clear = CreateFrame("Button", nil, pfUI.loothistory, "UIPanelButtonTemplate")
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SkinButton(pfUI.loothistory.clear)
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pfUI.loothistory.clear:SetSize(60, 16)
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pfUI.loothistory.clear:SetPoint("TOPLEFT", 10, -8)
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pfUI.loothistory.clear:SetText(T["Clear"])
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pfUI.loothistory.clear:SetScript("OnClick", function() C_LootHistory.Clear() end)
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-- ==========================================================================
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-- List: a row per item and, under an expanded item, a row per player
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-- ==========================================================================
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local list = CreateFrame("Frame", "pfLootHistoryList", pfUI.loothistory, "pfUIScrollBoxListTemplate")
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list:SetSize(370, 450)
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list:SetPoint("BOTTOM", 0, 5)
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CreateBackdrop(list, nil, true)
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pfUI.loothistory.list = list
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local FullUpdate -- forward declaration (toggle handlers call it)
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local function ToggleExpanded(f)
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local id = f.rollID
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if id then expanded[id] = not expanded[id]; FullUpdate() end
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end
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-- one-time setup of a pooled item row
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local function SetupItemRow(f)
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f:SetBackdrop(pfUI.backdrop_hover)
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f:SetBackdropBorderColor(1, 1, 1, .04)
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f:EnableMouse(1)
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-- expand / collapse toggle
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f.toggle = CreateFrame("Button", nil, f)
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f.toggle:SetSize(14, 14)
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f.toggle:SetPoint("LEFT", 4, 0)
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f.toggle:SetScript("OnClick", function() ToggleExpanded(f) end)
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-- icon + quality-colored border
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f.iconbg = CreateFrame("Frame", nil, f)
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f.iconbg:SetSize(ITEM_H - 8, ITEM_H - 8)
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f.iconbg:SetPoint("LEFT", f.toggle, "RIGHT", 4, 0)
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CreateBackdrop(f.iconbg, nil, true)
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f.icon = f.iconbg:CreateTexture(nil, "ARTWORK")
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f.icon:SetPoint("TOPLEFT", f.iconbg, "TOPLEFT", 2, -2)
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f.icon:SetPoint("BOTTOMRIGHT", f.iconbg, "BOTTOMRIGHT", -2, 2)
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f.icon:SetTexCoord(.08, .92, .08, .92)
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-- winner block (right side, shown for decided rolls)
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f.winicon = f:CreateTexture(nil, "OVERLAY")
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f.winicon:SetSize(14, 14)
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f.winicon:SetPoint("RIGHT", f, "RIGHT", -6, 0)
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f.winroll = f:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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f.winroll:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
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f.winroll:SetPoint("RIGHT", f.winicon, "LEFT", -2, 0)
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f.winroll:SetTextColor(1, 1, 1, 1)
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f.winname = f:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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f.winname:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
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f.winname:SetPoint("RIGHT", f.winroll, "LEFT", -4, 0)
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f.winname:SetJustifyH("RIGHT")
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-- item name (leaves room on the right for the winner block)
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f.name = f:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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f.name:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
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f.name:SetPoint("LEFT", f.iconbg, "RIGHT", 5, 0)
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f.name:SetPoint("RIGHT", f, "RIGHT", -100, 0)
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f.name:SetJustifyH("LEFT")
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f:SetScript("OnEnter", function()
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this:SetBackdropBorderColor(1, 1, 1, .08)
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if this.itemLink then
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GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
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GameTooltip:SetHyperlink(this.itemLink)
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GameTooltip:Show()
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end
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end)
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f:SetScript("OnLeave", function()
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this:SetBackdropBorderColor(1, 1, 1, .04)
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GameTooltip:Hide()
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end)
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f:SetScript("OnClick", function() ToggleExpanded(f) end)
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end
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-- one-time setup of a pooled player row
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local function SetupPlayerRow(f)
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-- name is indented to leave room for the winner checkmark on its left
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f.name = f:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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f.name:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
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f.name:SetPoint("LEFT", 20, 0)
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f.name:SetJustifyH("LEFT")
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f.rollicon = f:CreateTexture(nil, "OVERLAY")
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f.rollicon:SetSize(16, 16)
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f.rollicon:SetPoint("RIGHT", -4, 0)
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f.rolltext = f:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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f.rolltext:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
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f.rolltext:SetPoint("RIGHT", f.rollicon, "LEFT", -3, 0)
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f.rolltext:SetTextColor(1, 1, 1, 1)
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-- winner checkmark, just left of the player name (matches reference)
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f.winmark = f:CreateTexture(nil, "OVERLAY")
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f.winmark:SetSize(16, 16)
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f.winmark:SetTexture(WINMARK)
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f.winmark:SetPoint("RIGHT", f.name, "LEFT", -1, 0)
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end
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local function SetToggleTexture(toggle, isExpanded)
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if isExpanded then
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toggle:SetNormalTexture("Interface\\Buttons\\UI-MinusButton-Up")
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toggle:SetPushedTexture("Interface\\Buttons\\UI-MinusButton-Down")
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else
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toggle:SetNormalTexture("Interface\\Buttons\\UI-PlusButton-Up")
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toggle:SetPushedTexture("Interface\\Buttons\\UI-PlusButton-Down")
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end
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end
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-- ==========================================================================
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-- Rendering
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-- ==========================================================================
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local function InitItemRow(f, row)
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if not f.toggle then SetupItemRow(f) end
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local i = row.item
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local rollID, itemLink, _, isDone, winnerIdx = C_LootHistory.GetItem(i)
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f.rollID = rollID
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f.itemLink = itemLink
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local isExpanded = rollID and expanded[rollID]
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SetToggleTexture(f.toggle, isExpanded)
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-- Item icon/name/quality via the ClassicAPI Item mixin. When the item
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-- isn't cached yet, show a placeholder and re-paint this row from the
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-- ContinueOnItemLoad callback (guarded on rollID: rows are pooled, so the
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-- callback must no-op if the row has since been reused for another roll).
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local item = itemLink and Item:CreateFromItemLink(itemLink)
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if item and not item:IsItemEmpty() then
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if item:IsItemDataCached() then
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RenderItemVisual(f, item)
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else
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ShowRetrieving(f)
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local pending = rollID
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item:ContinueOnItemLoad(function()
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if f.rollID == pending then RenderItemVisual(f, item) end
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end)
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end
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else
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ShowRetrieving(f)
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end
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-- winner summary only on a decided, collapsed row
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if isDone and not isExpanded then
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if winnerIdx then
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local wname, wclass, wrollType, wroll = C_LootHistory.GetPlayerInfo(i, winnerIdx)
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f.winicon:SetTexture(ROLL_TEX[wrollType] or ROLL_TEX[ROLL_NEED])
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f.winicon:Show()
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if wroll and wroll > 0 then f.winroll:SetText(wroll) else f.winroll:SetText("") end
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f.winroll:Show()
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f.winname:SetText(wname or UNKNOWN)
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f.winname:SetTextColor(PFUI_CLASS_COLORS[wclass]:GetRGB())
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f.winname:Show()
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else
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-- nobody won: everyone passed
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f.winicon:SetTexture(ROLL_TEX[ROLL_PASS])
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f.winicon:Show()
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f.winroll:SetText("")
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f.winroll:Show()
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f.winname:SetText(T["All players passed"])
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f.winname:SetTextColor(1, .4, .4)
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f.winname:Show()
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end
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else
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f.winicon:Hide()
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f.winroll:Hide()
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f.winname:Hide()
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end
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end
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local function InitPlayerRow(pf, row)
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if not pf.name then SetupPlayerRow(pf) end
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local name, class, rollType, roll, isWinner = C_LootHistory.GetPlayerInfo(row.item, row.player)
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pf.name:SetText(name or UNKNOWN)
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pf.name:SetTextColor(PFUI_CLASS_COLORS[class]:GetRGB())
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pf.rollicon:SetTexture(ROLL_TEX[rollType] or ROLL_TEX[ROLL_PASS])
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if roll and roll > 0 then pf.rolltext:SetText(roll) else pf.rolltext:SetText("") end
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if isWinner then pf.winmark:Show() else pf.winmark:Hide() end
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end
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local view = CreateScrollBoxListLinearView(2, 2, 4, 4, 2)
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view:SetElementFactory(function(factory, row)
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if row.player then
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factory("Frame", InitPlayerRow)
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else
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factory("Button", InitItemRow)
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end
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end)
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view:SetElementExtentCalculator(function(_, row)
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return row.player and PLAYER_H or ITEM_H
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end)
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view:SetElementIndentCalculator(function(row)
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return row.player and PLAYER_INDENT or 0
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end)
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ScrollUtil.InitScrollBoxListWithScrollBar(list.ScrollBox, list.ScrollBar, view)
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-- A player row is worth showing while the roll is undecided (see everyone),
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-- or afterwards only if they actually rolled or it's you (hide the passers'
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-- noise on a decided roll) — mirrors Blizzard's ShouldDisplayPlayer.
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local function ShouldDisplayPlayer(isDone, roll, isMe)
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return isMe or (roll and roll > 0) or not isDone
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end
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function FullUpdate()
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if not pfUI.loothistory:IsShown() then return end
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local rows = {}
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for i = 1, C_LootHistory.GetNumItems() do
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local rollID, _, numPlayers, isDone = C_LootHistory.GetItem(i)
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table.insert(rows, { item = i })
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if rollID and expanded[rollID] then
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for p = 1, numPlayers or 0 do
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local _, _, _, roll, _, isMe = C_LootHistory.GetPlayerInfo(i, p)
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if ShouldDisplayPlayer(isDone, roll, isMe) then
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table.insert(rows, { item = i, player = p })
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end
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end
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end
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end
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list.ScrollBox:SetDataProvider(CreateDataProvider(rows), ScrollBoxConstants.RetainScrollPosition)
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end
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pfUI.loothistory:SetScript("OnShow", function() FullUpdate() end)
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-- ==========================================================================
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-- Events
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-- ==========================================================================
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-- auto-show on a new roll opening / completing, if enabled
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local function AutoShow()
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if C.loothistory.autoshow == "1" and not pfUI.loothistory:IsShown() then
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pfUI.loothistory:Show() -- OnShow runs FullUpdate
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return
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end
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FullUpdate() -- no-op while hidden
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end
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pfUI.events:RegisterFrameEventAndCallback("LOOT_HISTORY_FULL_UPDATE", AutoShow)
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pfUI.events:RegisterFrameEventAndCallback("LOOT_HISTORY_ROLL_COMPLETE", AutoShow)
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pfUI.events:RegisterFrameEventAndCallback("LOOT_HISTORY_ROLL_CHANGED", FullUpdate)
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-- ==========================================================================
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-- Slash command
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-- ==========================================================================
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local function Toggle()
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pfUI.loothistory:SetShown(not pfUI.loothistory:IsShown())
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end
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pfUI.api.RegisterSlashCommand("PFLOOTHISTORY", { "/loothistory", "/pfloothistory" }, Toggle, true)
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end)
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