Files
pfUI/api/api.lua
T
Meow 54355c9019 enhanced merge into master
Final release!
2026-02-04 22:48:30 +01:00

1469 lines
48 KiB
Lua

pfUI.api = { }
-- load pfUI environment
setfenv(1, pfUI:GetEnvironment())
-- [ DLL Detection Helpers ]
-- Detects presence of various DLL extensions for enhanced functionality
-- [ HasSuperWoW ]
-- Returns true if SuperWoW DLL is active
-- SuperWoW provides: UNIT_CASTEVENT, UnitPosition, SetMouseoverUnit, SpellInfo, etc.
function pfUI.api.HasSuperWoW()
return SUPERWOW_VERSION or (SetAutoloot and SpellInfo)
end
-- [ HasUnitXP ]
-- Returns true if UnitXP_SP3 DLL is active
-- UnitXP provides: distance, line of sight, behind detection, targeting helpers
function pfUI.api.HasUnitXP()
local success = pcall(UnitXP, "nop", "nop")
return success
end
-- [ HasNampower ]
-- Returns true if Nampower DLL is active
-- Nampower provides: spell queuing, GetCastInfo, GetSpellIdCooldown, IsSpellInRange, etc.
function pfUI.api.HasNampower()
return GetNampowerVersion and true or false
end
-- [ GetUnitDistance ]
-- Returns distance to unit using best available method
-- 'unit1' [string] first unit (default: "player")
-- 'unit2' [string] second unit
-- returns: [number] distance in yards, or nil if unavailable
function pfUI.api.GetUnitDistance(unit1, unit2)
if not unit2 then
unit2 = unit1
unit1 = "player"
end
if not UnitExists(unit2) then return nil end
-- Try UnitXP first (most accurate)
if pfUI.api.HasUnitXP() then
local success, distance = pcall(UnitXP, "distanceBetween", unit1, unit2)
if success and distance then return distance end
end
-- Try SuperWoW UnitPosition
if pfUI.api.HasSuperWoW() and UnitPosition then
local x1, y1, z1 = UnitPosition(unit1)
local x2, y2, z2 = UnitPosition(unit2)
if x1 and y1 and z1 and x2 and y2 and z2 then
return ((x2 - x1)^2 + (y2 - y1)^2 + (z2 - z1)^2)^0.5
end
end
return nil
end
-- [ UnitInLineOfSight ]
-- Returns true if unit1 has line of sight to unit2
-- Requires UnitXP_SP3
function pfUI.api.UnitInLineOfSight(unit1, unit2)
if not pfUI.api.HasUnitXP() then return nil end
local success, inSight = pcall(UnitXP, "inSight", unit1, unit2)
if success then return inSight end
return nil
end
-- [ UnitIsBehind ]
-- Returns true if unit1 is behind unit2
-- Requires UnitXP_SP3
function pfUI.api.UnitIsBehind(unit1, unit2)
if not pfUI.api.HasUnitXP() then return nil end
local success, behind = pcall(UnitXP, "behind", unit1, unit2)
if success then return behind end
return nil
end
-- Client API shortcuts
gfind = string.gmatch or string.gfind
mod = math.mod or mod
-- [ strsplit ]
-- Splits a string using a delimiter.
-- 'delimiter' [string] characters that will be interpreted as delimiter
-- characters (bytes) in the string.
-- 'subject' [string] String to split.
-- return: [list] a list of strings.
function pfUI.api.strsplit(delimiter, subject)
if not subject then return nil end
local delimiter, fields = delimiter or ":", {}
local pattern = string.format("([^%s]+)", delimiter)
string.gsub(subject, pattern, function(c) fields[table.getn(fields)+1] = c end)
return unpack(fields)
end
-- [ isempty ]
-- Returns true if a table is empty or not existing, otherwise false.
-- 'tbl' [table] the table that shall be checked
-- return: [boolean] result of the check.
function pfUI.api.isempty(tbl)
if not tbl then return true end
for k, v in pairs(tbl) do
return false
end
return true
end
-- [ checkversion ]
-- Compares a given version (major,minor,fix) and compares it to the current
-- 'chkmajor' [number] the major number to check
-- 'chkminor' [number] the minor number to check
-- 'chkfix' [number] the fix number to check
--
-- return: [boolean] true when the current version is smaller or equal
-- to the given value, otherwise returns nil.
local major, minor, fix = nil, nil, nil
function pfUI.api.checkversion(chkmajor, chkminor, chkfix)
if not major and not minor and not fix then
-- load and convert current version
major, minor, fix = pfUI.api.strsplit(".", tostring(pfUI_config.version))
major, minor, fix = tonumber(major) or 0, tonumber(minor) or 0, tonumber(fix) or 0
end
local chkversion = chkmajor + chkminor/100 + chkfix/10000
local curversion = major + minor/100 + fix/10000
return curversion <= chkversion and true or nil
end
-- [ UnitInRange ]
-- Returns whether a party/raid member is nearby.
-- It takes care of the rangecheck module if existing.
-- unit [string] A unit to query (string, unitID)
-- return: [bool] "1" if in range otherwise "nil"
local RangeCache = {}
function pfUI.api.UnitInRange(unit)
if not UnitExists(unit) or not UnitIsVisible(unit) then
return nil
elseif CheckInteractDistance(unit, 4) then
return 1
else
return librange:UnitInSpellRange(unit)
end
end
-- [ RunOOC ]
-- Runs a function once, as soon as the combat lockdown fades.
-- func [function] The function that shall run ooc.
-- return: [bool] true if the function was added,
-- nil if the function already exists in queue
local queue, frame = {}
function pfUI.api.RunOOC(func)
if not frame then
frame = CreateFrame("Frame")
frame:SetScript("OnUpdate", function()
if InCombatLockdown and InCombatLockdown() then return end
for key, func in pairs(queue) do func(); queue[key] = nil end
end)
end
if not queue[tostring(func)] then
queue[tostring(func)] = func
return true
end
end
-- [ UnitHasBuff ]
-- Returns whether a unit has the given buff or not.
-- unit [string] A unit to query (string, unitID)
-- buff [string] The texture of the buff.
-- return: [bool] true if unit has buff otherwise "nil"
function pfUI.api.UnitHasBuff(unit, buff)
local hasbuff = nil
for i=1,32 do
if UnitBuff(unit, i) == buff then
hasbuff = true
break
end
end
return hasbuff
end
-- [[ GetUnitColor ]]
-- Returns an escape string for the unit aswell as the RGB values
-- unit [string] the unitstring
-- return: [table] string, r, g, b
function pfUI.api.GetUnitColor(unitstr)
local _, class = UnitClass(unitstr)
local r, g, b = .8, .8, .8
if RAID_CLASS_COLORS[class] then
r, g, b = RAID_CLASS_COLORS[class].r, RAID_CLASS_COLORS[class].g, RAID_CLASS_COLORS[class].b
end
return pfUI.api.rgbhex(r,g,b), r, g, b
end
-- [ strvertical ]
-- Creates vertical text using linebreaks. Multibyte char friendly.
-- 'str' [string] String to columnize.
-- return: [string] the string tranformed to a column.
function pfUI.api.strvertical(str)
local _, len = string.gsub(str,"[^\128-\193]", "")
if (len == string.len(str)) then
return string.gsub(str, "(.)", "%1\n")
else
return string.gsub(str,"([%z\1-\127\194-\244][\128-\191]*)", "%1\n")
end
end
-- [ round ]
-- Rounds a float number into specified places after comma.
-- 'input' [float] the number that should be rounded.
-- 'places' [int] amount of places after the comma.
-- returns: [float] rounded number.
function pfUI.api.round(input, places)
if not places then places = 0 end
if type(input) == "number" and type(places) == "number" then
local pow = 1
for i = 1, places do pow = pow * 10 end
return floor(input * pow + 0.5) / pow
end
end
-- [ clamp ]
-- Clamps a number between given range.
-- 'x' [number] the number that should be clamped.
-- 'min' [number] minimum value.
-- 'max' [number] maximum value.
-- returns: [number] clamped value: 'x', 'min' or 'max' value itself.
function pfUI.api.clamp(x, min, max)
if type(x) == "number" and type(min) == "number" and type(max) == "number" then
return x < min and min or x > max and max or x
else
return x
end
end
-- [ modf ]
-- Returns integral and fractional part of a number.
-- 'f' [float] the number to breakdown.
-- returns: [int],[float] whole and fractional part.
function pfUI.api.modf(f)
if modf then return modf(f) end
if f > 0 then
return math.floor(f), mod(f,1)
end
return math.ceil(f), mod(f,1)
end
-- [ GetSlashCommands ]
-- Lists all registeres slash commands
-- 'text' [string] optional, a specific command to find
-- return: [list] a list of all matching slash commands
function pfUI.api.GetSlashCommands(text)
local cmds
for k, v in pairs(_G) do
if strfind(k, "^SLASH_") and (not text or v == text) then
cmds = cmds or {}
cmds[k] = v
end
end
return cmds
end
-- [ RegisterSlashCommand ]
-- Lists all registeres slash commands
-- 'name' [string] name of the command
-- 'cmds' [table] table containing all slash command strings
-- 'func' [function] the function that should be assigned
-- 'force' [boolean] force assign the command even if aleady provided
-- by another function/addon.
function pfUI.api.RegisterSlashCommand(name, cmds, func, force)
local counter = 1
for _, cmd in pairs(cmds) do
if force or not pfUI.api.GetSlashCommands(cmd) then
_G["SLASH_"..name..counter] = cmd
counter = counter + 1
end
end
_G.SlashCmdList[name] = func
end
-- [ GetCaptures ]
-- Returns the indexes of a given regex pattern
-- 'pat' [string] unformatted pattern
-- returns: [numbers] capture indexes
local capture_cache = {}
function pfUI.api.GetCaptures(pat)
local r = capture_cache
if not r[pat] then
for a, b, c, d, e in gfind(gsub(pat, "%((.+)%)", "%1"), gsub(pat, "%d%$", "%%(.-)$")) do
r[pat] = { a, b, c, d, e}
end
r[pat] = r[pat] or {}
end
return r[pat][1], r[pat][2], r[pat][3], r[pat][4], r[pat][5]
end
-- [ SanitizePattern ]
-- Sanitizes and convert patterns into gfind compatible ones.
-- 'pattern' [string] unformatted pattern
-- returns: [string] simplified gfind compatible pattern
local sanitize_cache = {}
function pfUI.api.SanitizePattern(pattern)
if not sanitize_cache[pattern] then
local ret = pattern
-- escape magic characters
ret = gsub(ret, "([%+%-%*%(%)%?%[%]%^])", "%%%1")
-- remove capture indexes
ret = gsub(ret, "%d%$","")
-- catch all characters
ret = gsub(ret, "(%%%a)","%(%1+%)")
-- convert all %s to .+
ret = gsub(ret, "%%s%+",".+")
-- set priority to numbers over strings
ret = gsub(ret, "%(.%+%)%(%%d%+%)","%(.-%)%(%%d%+%)")
-- cache it
sanitize_cache[pattern] = ret
end
return sanitize_cache[pattern]
end
-- [ cmatch ]
-- Same as string.match but aware of capture indexes (up to 5)
-- 'str' [string] input string that should be matched
-- 'pat' [string] unformatted pattern
-- returns: [strings] matched string in capture order
local a, b, c, d, e
local _, va, vb, vc, vd, ve
local ra, rb, rc, rd, re
function pfUI.api.cmatch(str, pat)
-- read capture indexes
a, b, c, d, e = GetCaptures(pat)
_, _, va, vb, vc, vd, ve = string.find(str, pfUI.api.SanitizePattern(pat))
-- put entries into the proper return values
ra = e == 1 and ve or d == 1 and vd or c == 1 and vc or b == 1 and vb or va
rb = e == 2 and ve or d == 2 and vd or c == 2 and vc or a == 2 and va or vb
rc = e == 3 and ve or d == 3 and vd or a == 3 and va or b == 3 and vb or vc
rd = e == 4 and ve or a == 4 and va or c == 4 and vc or b == 4 and vb or vd
re = a == 5 and va or d == 5 and vd or c == 5 and vc or b == 5 and vb or ve
return ra, rb, rc, rd, re
end
-- [ GetItemLinkByName ]
-- Returns an itemLink for the given itemname
-- 'name' [string] name of the item
-- returns: [string] entire itemLink for the given item
function pfUI.api.GetItemLinkByName(name)
for itemID = 1, 25818 do
local itemName, hyperLink, itemQuality = GetItemInfo(itemID)
if (itemName and itemName == name) then
local _, _, _, hex = GetItemQualityColor(tonumber(itemQuality))
return hex.. "|H"..hyperLink.."|h["..itemName.."]|h|r"
end
end
end
-- [ GetItemCount ]
-- Returns information about how many of a given item the player has.
-- 'itemName' [string] name of the item
-- returns: [int] the number of the given item
function pfUI.api.GetItemCount(itemName)
local count = 0
for bag = 4, 0, -1 do
for slot = 1, GetContainerNumSlots(bag) do
local _, itemCount = GetContainerItemInfo(bag, slot)
if itemCount then
local itemLink = GetContainerItemLink(bag,slot)
local _, _, itemParse = strfind(itemLink, "(%d+):")
local queryName = GetItemInfo(itemParse)
if queryName and queryName ~= "" then
if queryName == itemName then
count = count + itemCount
end
end
end
end
end
return count
end
-- [ FindItem ]
-- Returns the bag and slot position of an item based on the name.
-- 'item' [string] name of the item
-- returns: [int] bag
-- [int] slot
function pfUI.api.FindItem(item)
for bag = 4, 0, -1 do
for slot = 1, GetContainerNumSlots(bag) do
local itemLink = GetContainerItemLink(bag,slot)
if itemLink then
local _, _, parse = strfind(itemLink, "(%d+):")
local query = GetItemInfo(parse)
if query and query ~= "" and string.lower(query) == string.lower(item) then
return bag, slot
end
end
end
end
return nil
end
-- [ GetBagFamily ]
-- Returns information about the type of a bag such as Soul Bags or Quivers.
-- Available bagtypes are "BAG", "KEYRING", "SOULBAG", "QUIVER" and "SPECIAL"
-- 'bag' [int] the bag id
-- returns: [string] the type of the bag, e.g "QUIVER"
function pfUI.api.GetBagFamily(bag)
if bag == -2 then return "KEYRING" end
if bag == 0 then return "BAG" end -- backpack
if bag == -1 then return "BAG" end -- bank
local _, _, id = strfind(GetInventoryItemLink("player", ContainerIDToInventoryID(bag)) or "", "item:(%d+)")
if id then
local _, _, _, _, _, itemType, subType = GetItemInfo(id)
local bagsubtype = L["bagtypes"][subType]
if bagsubtype == "DEFAULT" then return "BAG" end
if bagsubtype == "SOULBAG" then return "SOULBAG" end
if bagsubtype == "QUIVER" then return "QUIVER" end
if bagsubtype == nil then return "SPECIAL" end
end
return nil
end
-- [ Abbreviate ]
-- Abbreviates a number from 1234 to 1.23k
-- 'number' [number] the number that should be abbreviated
-- 'returns: [string] the abbreviated value
function pfUI.api.Abbreviate(number)
local mode = pfUI_config.unitframes.abbrevnum
-- mode "0" = disabled (full numbers)
-- mode "1" = 2 decimals (4250 -> 4.25k) [legacy/default]
-- mode "2" = 1 decimal (4250 -> 4.2k) - always rounds DOWN
if mode == "1" or mode == "2" then
local sign = number < 0 and -1 or 1
number = math.abs(number)
if number > 1000000 then
if mode == "2" then
-- 1 decimal, round DOWN: 4.18m -> 4.1m
return (floor(number/100000) / 10 * sign) .. "m"
else
return pfUI.api.round(number/1000000*sign, 2) .. "m"
end
elseif number > 1000 then
if mode == "2" then
-- 1 decimal, round DOWN: 4180 -> 4.1k (not 4.2k)
return (floor(number/100) / 10 * sign) .. "k"
else
return pfUI.api.round(number/1000*sign, 2) .. "k"
end
end
end
return math.floor(number)
end
-- [ SendChatMessageWide ]
-- Sends a message to widest audience the player can broadcast to
-- 'msg' [string] the message to send
function pfUI.api.SendChatMessageWide(msg)
local channel = "SAY"
if UnitInRaid("player") then
if ( IsRaidLeader() or IsRaidOfficer() ) then
channel = "RAID_WARNING"
else
channel = "RAID"
end
elseif UnitExists("party1") then
channel = "PARTY"
end
SendChatMessage(msg,channel)
end
-- [ GroupInfoByName ]
-- Gets the unit id by name
-- 'name' [string] party or raid member
-- 'group' [string] "raid" or "party"
-- returns: [table] {name='name',unitId='unitId',Id=Id,lclass='lclass',class='class'}
do -- create a scope so we don't have to worry about upvalue collisions
local party, raid, unitinfo = {}, {}, {}
party[0] = "player" -- fake unit
for i=1, MAX_PARTY_MEMBERS do
party[i] = "party"..i
end
for i=1, MAX_RAID_MEMBERS do
raid[i] = "raid"..i
end
function pfUI.api.GroupInfoByName(name,group)
unitinfo = pfUI.api.wipe(unitinfo)
if group == "party" then
for i=0, MAX_PARTY_MEMBERS do
local unitName = UnitName(party[i])
if unitName == name then
local lclass,class = UnitClass(party[i])
if not (lclass and class) then
lclass,class = _G.UNKNOWN, "UNKNOWN"
end
unitinfo.name,unitinfo.unitId,unitinfo.Id,unitinfo.lclass,unitinfo.class =
unitName,party[i],i,lclass,class
return unitinfo
end
end
elseif group == "raid" then
for i=1, MAX_RAID_MEMBERS do
local unitName = UnitName(raid[i])
if unitName == name then
local lclass,class = UnitClass(raid[i])
if not (lclass and class) then
lclass,class = _G.UNKNOWN, "UNKNOWN"
end
unitinfo.name,unitinfo.unitId,unitinfo.Id,unitinfo.lclass,unitinfo.class =
unitName,raid[i],i,lclass,class
return unitinfo
end
end
end
-- fallback for GetMasterLootCandidate not updating immediately for leavers
unitinfo.lclass,unitinfo.class = _G.UNKNOWN, "UNKNOWN"
return unitinfo
end
end
-- [ HookScript ]
-- Securely post-hooks a script handler.
-- 'f' [frame] the frame which needs a hook
-- 'script' [string] the handler to hook
-- 'func' [function] the function that should be added
function HookScript(f, script, func)
local prev = f:GetScript(script)
f:SetScript(script, function(a1,a2,a3,a4,a5,a6,a7,a8,a9)
if prev then prev(a1,a2,a3,a4,a5,a6,a7,a8,a9) end
func(a1,a2,a3,a4,a5,a6,a7,a8,a9)
end)
end
-- [ HookAddonOrVariable ]
-- Sets a function to be called automatically once an addon gets loaded
-- 'addon' [string] addon or variable name
-- 'func' [function] function that should run
function pfUI.api.HookAddonOrVariable(addon, func)
local lurker = CreateFrame("Frame", nil)
lurker.func = func
lurker:RegisterEvent("ADDON_LOADED")
lurker:RegisterEvent("VARIABLES_LOADED")
lurker:RegisterEvent("PLAYER_ENTERING_WORLD")
lurker:SetScript("OnEvent",function()
-- only run when config is available
if event == "ADDON_LOADED" and not this.foundConfig then
return
elseif event == "VARIABLES_LOADED" then
this.foundConfig = true
end
if IsAddOnLoaded(addon) or _G[addon] then
this:func()
this:UnregisterAllEvents()
end
end)
end
-- [ QueueFunction ]
-- Add functions to a FIFO queue for execution after a short delay.
-- '...' [vararg] function, [arguments]
local timer
function pfUI.api.QueueFunction(a1,a2,a3,a4,a5,a6,a7,a8,a9)
if not timer then
timer = CreateFrame("Frame")
timer.queue = {}
timer.interval = TOOLTIP_UPDATE_TIME
timer.DeQueue = function()
local item = table.remove(timer.queue,1)
if item then
item[1](item[2],item[3],item[4],item[5],item[6],item[7],item[8],item[9])
end
if table.getn(timer.queue) == 0 then
timer:Hide() -- no need to run the OnUpdate when the queue is empty
end
end
timer:SetScript("OnUpdate",function()
this.sinceLast = (this.sinceLast or 0) + arg1
while (this.sinceLast > this.interval) do
this.DeQueue()
this.sinceLast = this.sinceLast - this.interval
end
end)
end
table.insert(timer.queue,{a1,a2,a3,a4,a5,a6,a7,a8,a9})
timer:Show() -- start the OnUpdate
end
-- [ Create Gold String ]
-- Transforms a amount of copper into a fully fledged gold string
-- 'money' [int] the amount of coppy (GetMoney())
-- return: [string] a colorized string which is split into
-- gold,silver and copper values.
function pfUI.api.CreateGoldString(money)
if type(money) ~= "number" then return "-" end
local gold = floor(money/ 100 / 100)
local silver = floor(mod((money/100),100))
local copper = floor(mod(money,100))
local string = ""
if gold > 0 then string = string .. "|cffffffff" .. gold .. "|cffffd700g" end
if silver > 0 or gold > 0 then string = string .. "|cffffffff " .. silver .. "|cffc7c7cfs" end
string = string .. "|cffffffff " .. copper .. "|cffeda55fc"
return string
end
-- [ Enable Movable ]
-- Set all necessary functions to make a already existing frame movable.
-- 'name' [frame/string] Name of the Frame that should be movable
-- 'addon' [string] Addon that must be loaded before being able to access the frame
-- 'blacklist' [table] A list of frames that should be deactivated for mouse usage
local function OnDragStart() this:StartMoving() end
local function OnDragStop() this:StopMovingOrSizing() end
function pfUI.api.EnableMovable(name, addon, blacklist)
if addon then
local scan = CreateFrame("Frame")
scan:RegisterEvent("ADDON_LOADED")
scan:SetScript("OnEvent", function()
if arg1 == addon then
local frame = _G[name]
if blacklist then
for _, disable in pairs(blacklist) do
_G[disable]:EnableMouse(false)
end
end
frame:SetMovable(true)
frame:EnableMouse(true)
frame:RegisterForDrag("LeftButton")
frame:SetScript("OnDragStart", OnDragStart)
frame:SetScript("OnDragStop", OnDragStop)
this:UnregisterAllEvents()
end
end)
else
if blacklist then
for _, disable in pairs(blacklist) do
_G[disable]:EnableMouse(false)
end
end
local frame = name
if type(name) == "string" then frame = _G[name] end
frame:SetMovable(true)
frame:EnableMouse(true)
frame:RegisterForDrag("LeftButton")
frame:SetScript("OnDragStart", OnDragStart)
frame:SetScript("OnDragStop", OnDragStop)
end
end
-- [ Copy Table ]
-- By default a table assignment only will be a reference instead of a copy.
-- This is used to create a replicate of the actual table.
-- 'src' [table] the table that should be copied.
-- return: [table] the replicated table.
function pfUI.api.CopyTable(src)
local lookup_table = {}
local function _copy(src)
if type(src) ~= "table" then
return src
elseif lookup_table[src] then
return lookup_table[src]
end
local new_table = {}
lookup_table[src] = new_table
for index, value in pairs(src) do
new_table[_copy(index)] = _copy(value)
end
return setmetatable(new_table, getmetatable(src))
end
return _copy(src)
end
-- [ Wipe Table ]
-- Empties a table and returns it
-- 'src' [table] the table that should be emptied.
-- return: [table] the emptied table.
function pfUI.api.wipe(src)
-- notes: table.insert, table.remove will have undefined behavior
-- when used on tables emptied this way because Lua removes nil
-- entries from tables after an indeterminate time.
-- Instead of table.insert(t,v) use t[table.getn(t)+1]=v as table.getn collapses nil entries.
-- There are no issues with hash tables, t[k]=v where k is not a number behaves as expected.
local mt = getmetatable(src) or {}
if mt.__mode == nil or mt.__mode ~= "kv" then
mt.__mode = "kv"
src=setmetatable(src,mt)
end
for k in pairs(src) do
src[k] = nil
end
return src
end
-- [ Load Movable ]
-- Loads the positions of a Frame.
-- 'frame' [frame] the frame that should be positioned.
-- 'init' [bool] treats the current position as initial data
function pfUI.api.LoadMovable(frame, init)
-- update position data
if not frame.posdata or init then
frame.posdata = { scale = frame:GetScale(), pos = {} }
for i=1,frame:GetNumPoints() do
frame.posdata.pos[i] = { frame:GetPoint(i) }
end
end
if pfUI_config["position"][frame:GetName()] then
if pfUI_config["position"][frame:GetName()]["parent"] then
frame:SetParent(_G[pfUI_config["position"][frame:GetName()]["parent"]])
end
if pfUI_config["position"][frame:GetName()]["scale"] then
frame:SetScale(pfUI_config["position"][frame:GetName()].scale)
end
if pfUI_config["position"][frame:GetName()]["xpos"] then
local anchor = pfUI_config["position"][frame:GetName()]["anchor"] or "TOPLEFT"
frame:ClearAllPoints()
frame:SetPoint(anchor, pfUI_config["position"][frame:GetName()].xpos, pfUI_config["position"][frame:GetName()].ypos)
end
elseif frame.posdata and frame.posdata.pos[1] then
frame:ClearAllPoints()
frame:SetScale(frame.posdata.scale)
for id, point in pairs(frame.posdata.pos) do
local a, b, c, d, e = unpack(point)
if a and b then frame:SetPoint(a,b,c,d,e) end
end
end
end
-- [ Save Movable ]
-- Save the positions of a Frame.
-- 'frame' [frame] the frame that should be saved.
function pfUI.api.SaveMovable(frame, scale)
local anchor, _, _, xpos, ypos = frame:GetPoint()
C.position[frame:GetName()] = C.position[frame:GetName()] or {}
C.position[frame:GetName()]["xpos"] = round(xpos)
C.position[frame:GetName()]["ypos"] = round(ypos)
C.position[frame:GetName()]["anchor"] = anchor
C.position[frame:GetName()]["parent"] = frame:GetParent() and frame:GetParent():GetName() or nil
if scale then
C.position[frame:GetName()]["scale"] = frame:GetScale()
end
end
-- [ Update Movable ]
-- Loads and update the configured position of the specified frame.
-- It also creates an entry in the movables table.
-- 'frame' [frame] the frame that should be updated.
-- 'init' [bool] treats the current position as initial data
function pfUI.api.UpdateMovable(frame, init)
local name = frame:GetName()
if pfUI_config.global.offscreen == "0" then
frame:SetClampedToScreen(true)
end
if not pfUI.movables[name] then
pfUI.movables[name] = frame
end
LoadMovable(frame, init)
end
-- [ Remove Movable ]
-- Removes a Frame from the movable list.
-- 'frame' [frame] the frame that should be removed.
function pfUI.api.RemoveMovable(frame)
local name = frame:GetName()
pfUI.movables[name] = nil
end
-- [ AlignToPosition ]
-- Sets a frame to the selected anchor
-- 'frame' [frame] the frame that should be aligned
-- 'anchor' [frame] the frame where it should be aligned to
-- 'position' [string] where it should appear, takes the following:
-- "TOP", "RIGHT", "BOTTOM", "LEFT"
function pfUI.api.AlignToPosition(frame, anchor, position, spacing)
if frame == anchor then return end
frame:ClearAllPoints()
if position == "TOP" and anchor then
frame:SetPoint("BOTTOMLEFT", anchor, "TOPLEFT", 0, (spacing or 0))
frame:SetPoint("BOTTOMRIGHT", anchor, "TOPRIGHT", 0, (spacing or 0))
elseif position == "RIGHT" and anchor then
frame:SetPoint("TOPLEFT", anchor, "TOPRIGHT", (spacing or 0), 0)
frame:SetPoint("BOTTOMLEFT", anchor, "BOTTOMRIGHT", (spacing or 0), 0)
elseif position == "BOTTOM" and anchor then
frame:SetPoint("TOPLEFT", anchor, "BOTTOMLEFT", 0, -(spacing or 0))
frame:SetPoint("TOPRIGHT", anchor, "BOTTOMRIGHT", 0, -(spacing or 0))
elseif position == "LEFT" and anchor then
frame:SetPoint("TOPRIGHT", anchor, "TOPLEFT", -(spacing or 0), 0)
frame:SetPoint("BOTTOMRIGHT", anchor, "BOTTOMLEFT", -(spacing or 0), 0)
else
frame:SetPoint("TOPRIGHT", UIParent, "TOPRIGHT", 0, 0)
frame:SetPoint("BOTTOMRIGHT", UIParent, "BOTTOMRIGHT", 0, 0)
end
end
-- [ SetAutoPoint ]
-- Automatically places the frame according to screen position of the parent.
-- 'frame' [frame] the frame that should be moved.
-- 'parent' [frame] the frame's anchor point
-- 'spacing' [number] the padding that should be used between the
-- frame and its parent frame
function pfUI.api.SetAutoPoint(frame, parent, spacing)
--[[
a b max
+-----------------+
| 1 | 2 | 3 |
|-----+-----+-----| c
| 4 | 5 | 6 |
|-----+-----+-----| d
| 7 | 8 | 9 |
+-----------------+
0
]]--
local a = GetScreenWidth() / 3
local b = GetScreenWidth() / 3 * 2
local c = GetScreenHeight() / 3 * 2
local d = GetScreenHeight() / 3
local x, y = parent:GetCenter()
if not x or not y then return end
local off = spacing or 0
frame:ClearAllPoints()
if x < a and y > c then
-- TOPLEFT
frame:SetPoint("TOPLEFT", parent, "BOTTOMLEFT", 0, -off)
elseif x > a and x < b and y > c then
-- TOP
frame:SetPoint("TOP", parent, "BOTTOM", 0, -off)
elseif x > b and y > c then
-- TOPRIGHT
frame:SetPoint("TOPRIGHT", parent, "BOTTOMRIGHT", 0, -off)
elseif x < a and y > d and y < c then
-- LEFT
frame:SetPoint("LEFT", parent, "RIGHT", off, 0)
elseif x > a and x < b and y > d and y < c then
-- CENTER
frame:SetPoint("BOTTOM", parent, "TOP", 0, off)
elseif x > b and y > d and y < c then
-- RIGHT
frame:SetPoint("RIGHT", parent, "LEFT", -off, 0)
elseif x < a and y < d then
-- BOTTOMLEFT
frame:SetPoint("BOTTOMLEFT", parent, "TOPLEFT", 0, off)
elseif x > a and x < b and y < d then
-- BOTTOM
frame:SetPoint("BOTTOM", parent, "TOP", 0, off)
elseif x > b and y < d then
-- BOTTOMRIGHT
frame:SetPoint("BOTTOMRIGHT", parent, "TOPRIGHT", 0, off)
end
end
-- [ GetBestAnchor ]
-- Returns the best anchor of a frame, based on its position
-- 'self' [frame] the frame that should be checked
-- returns: [string] the name of the best anchor
function pfUI.api.GetBestAnchor(self)
local scale = self:GetScale()
local x, y = self:GetCenter()
local a = GetScreenWidth() / scale / 3
local b = GetScreenWidth() / scale / 3 * 2
local c = GetScreenHeight() / scale / 3 * 2
local d = GetScreenHeight() / scale / 3
if not x or not y then return end
if x < a and y > c then
return "TOPLEFT"
elseif x > a and x < b and y > c then
return "TOP"
elseif x > b and y > c then
return "TOPRIGHT"
elseif x < a and y > d and y < c then
return "LEFT"
elseif x > a and x < b and y > d and y < c then
return "CENTER"
elseif x > b and y > d and y < c then
return "RIGHT"
elseif x < a and y < d then
return "BOTTOMLEFT"
elseif x > a and x < b and y < d then
return "BOTTOM"
elseif x > b and y < d then
return "BOTTOMRIGHT"
end
end
-- [ ConvertFrameAnchor ]
-- Converts a frame anchor into another one while preserving the frame position
-- 'self' [frame] the frame that should get another anchor.
-- 'anchor' [string] the new anchor that shall be used
-- returns: anchor, x, y can directly be used in SetPoint()
function pfUI.api.ConvertFrameAnchor(self, anchor)
local scale, x, y, _ = self:GetScale(), nil, nil, nil
if anchor == "CENTER" then
x, y = self:GetCenter()
x, y = x - GetScreenWidth()/2/scale, y - GetScreenHeight()/2/scale
elseif anchor == "TOPLEFT" then
x, y = self:GetLeft(), self:GetTop() - GetScreenHeight()/scale
elseif anchor == "TOP" then
x, _ = self:GetCenter()
x, y = x - GetScreenWidth()/2/scale, self:GetTop() - GetScreenHeight()/scale
elseif anchor == "TOPRIGHT" then
x, y = self:GetRight() - GetScreenWidth()/scale, self:GetTop() - GetScreenHeight()/scale
elseif anchor == "RIGHT" then
_, y = self:GetCenter()
x, y = self:GetRight() - GetScreenWidth()/scale, y - GetScreenHeight()/2/scale
elseif anchor == "BOTTOMRIGHT" then
x, y = self:GetRight() - GetScreenWidth()/scale, self:GetBottom()
elseif anchor == "BOTTOM" then
x, _ = self:GetCenter()
x, y = x - GetScreenWidth()/2/scale, self:GetBottom()
elseif anchor == "BOTTOMLEFT" then
x, y = self:GetLeft(), self:GetBottom()
elseif anchor == "LEFT" then
_, y = self:GetCenter()
x, y = self:GetLeft(), y - GetScreenHeight()/2/scale
end
return anchor, round(x, 2), round(y, 2)
end
-- [ GetStringColor ]
-- Queries the pfUI setting strings and extract its color codes
-- returns r,g,b,a
local color_cache = {}
function pfUI.api.GetStringColor(colorstr)
if not color_cache[colorstr] then
local r, g, b, a = pfUI.api.strsplit(",", colorstr)
color_cache[colorstr] = { r, g, b, a }
end
return unpack(color_cache[colorstr])
end
-- [ rgbhex ]
-- Returns color format from color info
-- 'r' [table | number] color table or r color component
-- 'g' [number] optional g color component
-- 'b' [number] optional b color component
-- 'a' [number] optional alpha component
-- returns color string in the form of '|caarrggbb'
local _r, _g, _b, _a
function pfUI.api.rgbhex(r, g, b, a)
if type(r) == "table" then
if r.r then
_r, _g, _b, _a = r.r, r.g, r.b, (r.a or 1)
elseif table.getn(r) >= 3 then
_r, _g, _b, _a = r[1], r[2], r[3], (r[4] or 1)
end
elseif tonumber(r) then
_r, _g, _b, _a = r, g, b, (a or 1)
end
if _r and _g and _b and _a then
-- limit values to 0-1
_r = _r + 0 > 1 and 1 or _r + 0
_g = _g + 0 > 1 and 1 or _g + 0
_b = _b + 0 > 1 and 1 or _b + 0
_a = _a + 0 > 1 and 1 or _a + 0
return string.format("|c%02x%02x%02x%02x", _a*255, _r*255, _g*255, _b*255)
end
return ""
end
-- [ GetBorderSize ]
-- Returns the configure value of a border and its pixel scaled version.
-- 'pref' allows to specifiy a custom border (i.e unitframes, panel)
function pfUI.api.GetBorderSize(pref)
if not pfUI.borders then pfUI.borders = {} end
-- set to default border if accessing a wrong border type
if not pref or not pfUI_config.appearance.border[pref] or pfUI_config.appearance.border[pref] == "-1" then
pref = "default"
end
if pfUI.borders[pref] then
-- return already cached values
return pfUI.borders[pref][1], pfUI.borders[pref][2]
else
-- add new borders to the pfUI tree
local raw = tonumber(pfUI_config.appearance.border[pref])
if raw == -1 then raw = 3 end
local scaled = raw * GetPerfectPixel()
pfUI.borders[pref] = { raw, scaled }
return raw, scaled
end
end
-- [ GetPerfectPixel ]
-- Returns a number that equals a real pixel on regular scaled frames.
-- Respects the current UI-scale and calculates a real pixel based on
-- the screen resolution and the 768px sized drawlayer.
function pfUI.api.GetPerfectPixel()
if pfUI.pixel then return pfUI.pixel end
if pfUI_config.appearance.border.pixelperfect == "1" then
local scale = GetCVar("uiScale")
local resolution = GetCVar("gxResolution")
local _, _, screenwidth, screenheight = strfind(resolution, "(.+)x(.+)")
pfUI.pixel = 768 / screenheight / scale
pfUI.pixel = pfUI.pixel > 1 and 1 or pfUI.pixel
-- autodetect and zoom for HiDPI displays
if pfUI_config.appearance.border.hidpi == "1" then
pfUI.pixel = pfUI.pixel < .5 and pfUI.pixel * 2 or pfUI.pixel
end
else
pfUI.pixel = .7
end
pfUI.backdrop = {
bgFile = "Interface\\BUTTONS\\WHITE8X8", tile = false, tileSize = 0,
edgeFile = "Interface\\BUTTONS\\WHITE8X8", edgeSize = pfUI.pixel,
insets = {left = -pfUI.pixel, right = -pfUI.pixel, top = -pfUI.pixel, bottom = -pfUI.pixel},
}
pfUI.backdrop_thin = {
bgFile = "Interface\\BUTTONS\\WHITE8X8", tile = false, tileSize = 0,
edgeFile = "Interface\\BUTTONS\\WHITE8X8", edgeSize = pfUI.pixel,
insets = {left = 0, right = 0, top = 0, bottom = 0},
}
return pfUI.pixel
end
-- [ Create Backdrop ]
-- Creates a pfUI compatible frame as backdrop element
-- 'f' [frame] the frame which should get a backdrop.
-- 'inset' [int] backdrop inset, defaults to border size.
-- 'legacy' [bool] use legacy backdrop instead of creating frames.
-- 'transp' [number] set default transparency
local backdrop, b, level, rawborder, border, br, bg, bb, ba, er, eg, eb, ea
function pfUI.api.CreateBackdrop(f, inset, legacy, transp, backdropSetting)
-- exit if now frame was given
if not f then return end
-- load raw and pixel perfect scaled border
rawborder, border = GetBorderSize()
-- load custom border if existing
if inset then
rawborder = inset / GetPerfectPixel()
border = inset
end
-- detect if blizzard backdrops shall be used
local blizz = C.appearance.border.force_blizz == "1" and true or nil
backdrop = blizz and pfUI.backdrop_blizz_full or rawborder == 1 and pfUI.backdrop_thin or pfUI.backdrop
border = blizz and math.max(border, 3) or border
-- get the color settings
br, bg, bb, ba = pfUI.api.GetStringColor(pfUI_config.appearance.border.background)
er, eg, eb, ea = pfUI.api.GetStringColor(pfUI_config.appearance.border.color)
if transp and transp < tonumber(ba) then ba = transp end
-- use legacy backdrop handling
if legacy then
if backdropSetting then f:SetBackdrop(backdropSetting) end
f:SetBackdrop(backdrop)
f:SetBackdropColor(br, bg, bb, ba)
f:SetBackdropBorderColor(er, eg, eb , ea)
else
-- increase clickable area if available
if f.SetHitRectInsets and ( not InCombatLockdown or not InCombatLockdown()) then
f:SetHitRectInsets(-border,-border,-border,-border)
end
-- use new backdrop behaviour
if not f.backdrop then
if f:GetBackdrop() then f:SetBackdrop(nil) end
local b = CreateFrame("Frame", nil, f)
level = f:GetFrameLevel()
if level < 1 then
b:SetFrameLevel(level)
else
b:SetFrameLevel(level - 1)
end
f.backdrop = b
end
f.backdrop:SetPoint("TOPLEFT", f, "TOPLEFT", -border, border)
f.backdrop:SetPoint("BOTTOMRIGHT", f, "BOTTOMRIGHT", border, -border)
f.backdrop:SetBackdrop(backdrop)
f.backdrop:SetBackdropColor(br, bg, bb, ba)
f.backdrop:SetBackdropBorderColor(er, eg, eb , ea)
if blizz then
if not f.backdrop_border then
local border = CreateFrame("Frame", nil, f.backdrop)
border:SetFrameLevel(level + 2)
f.backdrop_border = border
local hookSetBackdropBorderColor = f.backdrop.SetBackdropBorderColor
f.backdrop.SetBackdropBorderColor = function(self, r, g, b, a)
f.backdrop_border:SetBackdropBorderColor(r, g, b, a)
hookSetBackdropBorderColor(f.backdrop, r, g, b, a)
end
end
f.backdrop_border:SetAllPoints(f.backdrop)
f.backdrop_border:SetBackdrop(pfUI.backdrop_blizz_border)
f.backdrop_border:SetBackdropBorderColor(er, eg, eb , ea)
end
end
end
-- [ Create Shadow ]
-- Creates a pfUI compatible frame as shadow element
-- 'f' [frame] the frame which should get a backdrop.
function pfUI.api.CreateBackdropShadow(f)
-- exit if now frame was given
if not f then return end
if f.backdrop_shadow or pfUI_config.appearance.border.shadow ~= "1" then
return
end
local anchor = f.backdrop or f
f.backdrop_shadow = CreateFrame("Frame", nil, anchor)
f.backdrop_shadow:SetFrameStrata("BACKGROUND")
f.backdrop_shadow:SetFrameLevel(1)
f.backdrop_shadow:SetPoint("TOPLEFT", anchor, "TOPLEFT", -5, 5)
f.backdrop_shadow:SetPoint("BOTTOMRIGHT", anchor, "BOTTOMRIGHT", 5, -5)
f.backdrop_shadow:SetBackdrop(pfUI.backdrop_shadow)
f.backdrop_shadow:SetBackdropBorderColor(0, 0, 0, tonumber(pfUI_config.appearance.border.shadow_intensity))
end
-- [ Bar Layout Options ] --
-- 'barsize' size of bar in number of buttons
-- returns: array of options as strings for pfUI.gui.bar
function pfUI.api.BarLayoutOptions(barsize)
assert(barsize > 0 and barsize <= NUM_ACTIONBAR_BUTTONS,"BarLayoutOptions: barsize "..tostring(barsize).." is invalid")
local options = {}
for i,layout in ipairs(pfGridmath[barsize]) do
options[i] = string.format("%d x %d",layout[1],layout[2])
end
return options
end
-- [ Bar Layout Formfactor ] --
-- 'option' string option as used in pfUI_config.bars[bar].option
-- returns: integer formfactor
local formfactors = {}
setmetatable(formfactors, {__mode = "v"}) -- weak table so values not referenced are collected on next gc
function pfUI.api.BarLayoutFormfactor(option)
if formfactors[option] then
return formfactors[option]
else
for barsize,_ in ipairs(pfGridmath) do
local options = pfUI.api.BarLayoutOptions(barsize)
for i,opt in ipairs(options) do
if opt == option then
formfactors[option] = i
return formfactors[option]
end
end
end
end
end
-- [ Bar Layout Size ] --
-- 'bar' frame reference,
-- 'barsize' integer number of buttons,
-- 'formfactor' string formfactor in cols x rows,
-- 'padding' the spacing between buttons
function pfUI.api.BarLayoutSize(bar,barsize,formfactor,iconsize,bordersize,padding)
assert(barsize > 0 and barsize <= NUM_ACTIONBAR_BUTTONS,"BarLayoutSize: barsize "..tostring(barsize).." is invalid")
local formfactor = pfUI.api.BarLayoutFormfactor(formfactor)
local cols, rows = unpack(pfGridmath[barsize][formfactor])
local width = (iconsize + bordersize*2+padding) * cols + padding
local height = (iconsize + bordersize*2+padding) * rows + padding
bar._size = {width,height}
return bar._size
end
-- [ Bar Button Anchor ] --
-- 'button' frame reference
-- 'basename' name of button frame without index
-- 'buttonindex' index number of button on bar
-- 'formfactor' string formfactor in cols x rows
-- 'iconsize' size of the button
-- 'bordersize' default bordersize
-- 'padding' the spacing between buttons
function pfUI.api.BarButtonAnchor(button,basename,buttonindex,barsize,formfactor,iconsize,bordersize,padding)
assert(barsize > 0 and barsize <= NUM_ACTIONBAR_BUTTONS,"BarButtonAnchor: barsize "..tostring(barsize).." is invalid")
local formfactor = pfUI.api.BarLayoutFormfactor(formfactor)
local parent = button:GetParent()
local cols, rows = unpack(pfGridmath[barsize][formfactor])
if buttonindex == 1 then
button._anchor = {"TOPLEFT", parent, "TOPLEFT", bordersize+padding, -bordersize-padding}
else
local col = buttonindex-((math.ceil(buttonindex/cols)-1)*cols)
button._anchor = col==1 and {"TOP",_G[basename..(buttonindex-cols)],"BOTTOM",0,-(bordersize*2+padding)} or {"LEFT",_G[basename..(buttonindex-1)],"RIGHT",(bordersize*2+padding),0}
end
return button._anchor
end
-- [ Enable Autohide ] --
-- 'frame' the frame that should be hidden
function pfUI.api.EnableAutohide(frame, timeout, combat)
if not frame then return end
local timeout = timeout
frame.hover = frame.hover or CreateFrame("Frame", frame:GetName() .. "Autohide", frame)
frame.hover:SetParent(frame)
frame.hover:SetAllPoints(frame)
frame.hover.parent = frame
frame.hover:Show()
if combat then
frame.hover:RegisterEvent("PLAYER_REGEN_ENABLED")
frame.hover:RegisterEvent("PLAYER_REGEN_DISABLED")
frame.hover:SetScript("OnEvent", function()
if event == "PLAYER_REGEN_DISABLED" then
this.parent:SetAlpha(1)
this.activeTo = "keep"
elseif event == "PLAYER_REGEN_ENABLED" then
this.activeTo = GetTime() + timeout
end
end)
end
frame.hover:SetScript("OnUpdate", function()
-- throttle to 0.05s
if (this.tick or 0) > GetTime() then return end
this.tick = GetTime() + 0.05
if this.activeTo == "keep" then return end
if MouseIsOver(this, 10, -10, -10, 10) then
this.activeTo = GetTime() + timeout
this.parent:SetAlpha(1)
elseif this.activeTo then
if this.activeTo < GetTime() and this.parent:GetAlpha() > 0 then
local fps = (60 / math.max(GetFramerate(), 1))
this.parent:SetAlpha(this.parent:GetAlpha() - 0.05*fps)
end
else
this.activeTo = GetTime() + timeout
end
end)
end
-- [ Disable Autohide ] --
-- 'frame' the frame that should get the autohide removed
function pfUI.api.DisableAutohide(frame)
if not frame then return end
if not frame.hover then return end
frame.hover:SetScript("OnEvent", nil)
frame.hover:SetScript("OnUpdate", nil)
frame.hover:Hide()
frame:SetAlpha(1)
end
-- [ GetColoredTime ] --
-- 'remaining' the time in seconds that should be converted
-- return a colored string including a time unit (m/h/d)
local color_day, color_hour, color_minute, color_low, color_normal
function pfUI.api.GetColoredTimeString(remaining)
if not remaining then return "" end
-- Show days if remaining is > 99 Hours (99 * 60 * 60)
if remaining > 356400 then
if not color_day then
local r,g,b,a = pfUI.api.GetStringColor(C.appearance.cd.daycolor)
color_day = pfUI.api.rgbhex(r,g,b)
end
return color_day .. round(remaining / 86400) .. "|rd"
-- Show hours if remaining is > 99 Minutes (99 * 60)
elseif remaining > 5940 then
if not color_hour then
local r,g,b,a = pfUI.api.GetStringColor(C.appearance.cd.hourcolor)
color_hour = pfUI.api.rgbhex(r,g,b)
end
return color_hour .. round(remaining / 3600) .. "|rh"
-- Show minutes if remaining is > 99 Seconds (99)
elseif remaining > 99 then
if not color_minute then
local r,g,b,a = pfUI.api.GetStringColor(C.appearance.cd.minutecolor)
color_minute = pfUI.api.rgbhex(r,g,b)
end
return color_minute .. round(remaining / 60) .. "|rm"
-- Show milliseconds on low
elseif remaining <= 5 and pfUI_config.appearance.cd.milliseconds == "1" then
if not color_low then
local r,g,b,a = pfUI.api.GetStringColor(C.appearance.cd.lowcolor)
color_low = pfUI.api.rgbhex(r,g,b)
end
return color_low .. string.format("%.1f", round(remaining,1))
-- Show seconds on low
elseif remaining <= 5 then
if not color_low then
local r,g,b,a = pfUI.api.GetStringColor(C.appearance.cd.lowcolor)
color_low = pfUI.api.rgbhex(r,g,b)
end
return color_low .. round(remaining)
-- Show seconds on normal
elseif remaining >= 0 then
if not color_normal then
local r, g, b, a = pfUI.api.GetStringColor(C.appearance.cd.normalcolor)
color_normal = pfUI.api.rgbhex(r,g,b)
end
return color_normal .. round(remaining)
-- Return empty
else
return ""
end
end
-- [ GetColorGradient ] --
-- 'perc' percentage (0-1)
-- return r,g,b and hexcolor
local gradientcolors = {}
function pfUI.api.GetColorGradient(perc)
perc = perc > 1 and 1 or perc
perc = perc < 0 and 0 or perc
perc = floor(perc*100)/100
local index = perc
if not gradientcolors[index] then
local r1, g1, b1, r2, g2, b2
if perc <= 0.5 then
perc = perc * 2
r1, g1, b1 = 1, 0, 0
r2, g2, b2 = 1, 1, 0
else
perc = perc * 2 - 1
r1, g1, b1 = 1, 1, 0
r2, g2, b2 = 0, 1, 0
end
local r = round(r1 + (r2 - r1) * perc, 4)
local g = round(g1 + (g2 - g1) * perc, 4)
local b = round(b1 + (b2 - b1) * perc, 4)
local h = pfUI.api.rgbhex(r,g,b)
gradientcolors[index] = {}
gradientcolors[index].r = r
gradientcolors[index].g = g
gradientcolors[index].b = b
gradientcolors[index].h = h
end
return gradientcolors[index].r,
gradientcolors[index].g,
gradientcolors[index].b,
gradientcolors[index].h
end
-- [ GetNoNameObject ] --
-- 'frame' [string] parent frame
-- 'scantype' [string] scanning Region or Children
-- 'objtype' [string]
-- 'layer' [string]
-- 'arg1' [string]
-- return object
function pfUI.api.GetNoNameObject(frame, objtype, layer, arg1, arg2)
local arg1 = arg1 and gsub(arg1, "([%+%-%*%(%)%?%[%]%^])", "%%%1")
local arg2 = arg2 and gsub(arg2, "([%+%-%*%(%)%?%[%]%^])", "%%%1")
local objects
if objtype == "Texture" or objtype == "FontString" then
objects = {frame:GetRegions()}
else
objects = {frame:GetChildren()}
end
for _, object in ipairs(objects) do
local check = true
if object:GetObjectType() ~= objtype or (layer and object:GetDrawLayer() ~= layer) then check = false end
if check then
if objtype == "Texture" and object.SetTexture and object:GetTexture() ~= "Interface\\BUTTONS\\WHITE8X8" then
if arg1 then
local texture = object:GetTexture()
if texture and not string.find(texture, arg1, 1) then check = false end
end
if check then return object end
elseif objtype == "FontString" and object.SetText then
if arg1 then
local text = object:GetText()
if text and not string.find(text, arg1, 1) then check = false end
end
if check then return object end
elseif objtype == "Button" and object.GetNormalTexture and object:GetNormalTexture() then
if arg1 then
local texture = object:GetNormalTexture():GetTexture()
if texture and not string.find(texture, arg1, 1) then check = false end
end
if arg2 then
local text = object:GetText()
if text and not string.find(text, arg2, 1) then check = false end
end
if check then return object end
end
end
end
end