Files
pfUI/modules/roll.lua
T
Brues e4f0849816 Pass the draw layer as CreateTexture's second argument
CreateTexture("OVERLAY") names the texture "OVERLAY" and leaves it on
the default ARTWORK layer. Pass nil for the name so the layer applies.
2026-10-25 11:21:01 -05:00

328 lines
12 KiB
Lua

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