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-- I am undecided if this is a brilliant idea or an insane one
local L = ShadowUF.L
local Movers = {}
local originalEnvs = {}
local unitConfig = {}
local attributeBlacklist = {["showplayer"] = true, ["showraid"] = true, ["showparty"] = true, ["showsolo"] = true, ["initial-unitwatch"] = true}
local playerClass = select(2, UnitClass("player"))
local noop = function() end
local OnDragStop, OnDragStart, configEnv
ShadowUF:RegisterModule(Movers, "movers")
-- This is the fun part, the env to fake units and make them show up as examples
local function getValue(func, unit, value)
unit = string.gsub(unit, "(%d+)", "")
if( unitConfig[func .. unit] == nil ) then unitConfig[func .. unit] = value end
return unitConfig[func .. unit]
end
local function createConfigEnv()
if( configEnv ) then return end
configEnv = setmetatable({
GetRaidTargetIndex = function(unit) return getValue("GetRaidTargetIndex", unit, math.random(1, 8)) end,
GetLootMethod = function(unit) return "master", 0, 0 end,
GetComboPoints = function() return MAX_COMBO_POINTS end,
UnitInRaid = function() return true end,
UnitInParty = function() return true end,
UnitIsUnit = function(unitA, unitB) return unitB == "player" and true or false end,
UnitIsDeadOrGhost = function(unit) return false end,
UnitIsConnected = function(unit) return true end,
UnitLevel = function(unit) return MAX_PLAYER_LEVEL end,
UnitIsPlayer = function(unit) return unit ~= "boss" and unit ~= "pet" and not string.match(unit, "(%w+)pet") end,
UnitHealth = function(unit) return getValue("UnitHealth", unit, math.random(20000, 50000)) end,
UnitIsQuestBoss = function(unit) return unit == "target" or unit == "focus" end,
UnitIsWildBattlePet = function(unit) return unit == "target" or unit == "focus" end,
UnitBattlePetType = function(unit)
if( unit == "target" or unit == "focus" ) then
return getValue("UnitBattlePetType", unit, math.random(#(PET_TYPE_SUFFIX)))
end
end,
GetArenaOpponentSpec = function(unitID)
return getValue("GetArenaOpponentSpec", unitID, math.random(250, 270))
end,
UnitHealthMax = function(unit) return 50000 end,
UnitPower = function(unit, powerType)
if( powerType == Enum.PowerType.HolyPower or powerType == Enum.PowerType.SoulShards ) then
return 3
elseif( powerType == Enum.PowerType.Chi) then
return 4
end
return getValue("UnitPower", unit, math.random(20000, 50000))
end,
UnitGetTotalHealAbsorbs = function(unit)
return getValue("UnitGetTotalHealAbsorbs", unit, math.random(5000, 10000))
end,
UnitGetIncomingHeals = function(unit)
return getValue("UnitGetIncomingHeals", unit, math.random(10000, 15000))
end,
UnitGetTotalAbsorbs = function(unit)
return getValue("UnitGetTotalAbsorbs", unit, math.random(2500, 5000))
end,
UnitPowerMax = function(unit, powerType)
if( powerType == Enum.PowerType.Rage or powerType == Enum.PowerType.Energy or powerType == Enum.PowerType.RunicPower
or powerType == Enum.PowerType.LunarPower or powerType == Enum.PowerType.Maelstrom or powerType == Enum.PowerType.Insanity
or powerType == Enum.PowerType.Fury or powerType == Enum.PowerType.Pain ) then
return 100
elseif( powerType == Enum.PowerType.Focus ) then
return 120
elseif( powerType == Enum.PowerType.ComboPoints or powerType == Enum.PowerType.SoulShards or powerType == Enum.PowerType.HolyPower
or powerType == Enum.PowerType.Chi ) then
return 5
elseif( powerType == Enum.PowerType.Runes ) then
return 6
elseif( powerType == Enum.PowerType.ArcaneCharges ) then
return 4
end
return 50000
end,
UnitHasIncomingResurrection = function(unit) return true end,
UnitInOtherParty = function(unit) return getValue("UnitInOtherParty", unit, math.random(0, 1) == 1) end,
UnitPhaseReason = function(unit) return nil end,
UnitExists = function(unit) return true end,
UnitIsGroupLeader = function() return true end,
UnitIsPVP = function(unit) return true end,
UnitIsDND = function(unit) return false end,
UnitIsAFK = function(unit) return false end,
UnitFactionGroup = function(unit) return _G.UnitFactionGroup("player") end,
UnitAffectingCombat = function() return true end,
UnitThreatSituation = function() return 0 end,
UnitDetailedThreatSituation = function() return nil end,
UnitCastingInfo = function(unit)
-- 1 -> 10: spell, displayName, icon, startTime, endTime, isTradeSkill, castID, notInterruptible, spellID
local data = unitConfig["UnitCastingInfo" .. unit] or {}
if( not data[5] or GetTime() < data[5] ) then
data[1] = L["Test spell"]
data[2] = L["Test spell"]
data[3] = "Interface\\Icons\\Spell_Nature_Rejuvenation"
data[4] = GetTime() * 1000
data[5] = data[4] + 60000
data[6] = false
data[7] = math.floor(GetTime())
data[8] = math.random(0, 100) < 25
data[9] = 1000
unitConfig["UnitCastingInfo" .. unit] = data
end
return unpack(data)
end,
UnitIsFriend = function(unit) return unit ~= "target" and unit ~= ShadowUF.fakeUnits[unit] and unit ~= "arena" end,
GetReadyCheckStatus = function(unit)
local status = getValue("GetReadyCheckStatus", unit, math.random(1, 3))
return status == 1 and "ready" or status == 2 and "notready" or "waiting"
end,
GetPartyAssignment = function(type, unit)
local assignment = getValue("GetPartyAssignment", unit, math.random(1, 2) == 1 and "MAINTANK" or "MAINASSIST")
return assignment == type
end,
UnitGroupRolesAssigned = function(unit)
local role = getValue("UnitGroupRolesAssigned", unit, math.random(1, 3))
return role == 1 and "TANK" or (role == 2 and "HEALER" or (role == 3 and "DAMAGER"))
end,
UnitPowerType = function(unit)
local powerType = math.random(0, 4)
powerType = getValue("UnitPowerType", unit, powerType == 4 and 6 or powerType)
return powerType, powerType == 0 and "MANA" or powerType == 1 and "RAGE" or powerType == 2 and "FOCUS" or powerType == 3 and "ENERGY" or powerType == 6 and "RUNIC_POWER"
end,
UnitStagger = function(unit)
if( unit ~= "player" ) then return nil end
return getValue("UnitStagger", math.random(2000, 10000))
end,
UnitAura = function(unit, id, filter)
if( type(id) ~= "number" or id > 40 ) then return end
local texture = filter == "HELPFUL" and "Interface\\Icons\\Spell_Nature_Rejuvenation" or "Interface\\Icons\\Ability_DualWield"
local mod = id % 5
local auraType = mod == 0 and "Magic" or mod == 1 and "Curse" or mod == 2 and "Poison" or mod == 3 and "Disease" or "none"
return L["Test Aura"], texture, id, auraType, 0, 0, "player", id % 6 == 0
end,
UnitName = function(unit)
local unitID = string.match(unit, "(%d+)")
if( unitID ) then
return string.format("%s #%d", L.units[string.gsub(unit, "(%d+)", "")] or unit, unitID)
end
return L.units[unit]
end,
UnitClass = function(unit)
local classToken = getValue("UnitClass", unit, CLASS_SORT_ORDER[math.random(1, #(CLASS_SORT_ORDER))])
return LOCALIZED_CLASS_NAMES_MALE[classToken], classToken
end,
}, {
__index = _G,
__newindex = function(tbl, key, value) _G[key] = value end,
})
end
-- Child units have to manually be added to the list to make sure they function properly
local function prepareChildUnits(header, ...)
for i=1, select("#", ...) do
local frame = select(i, ...)
if( frame.unitType and not frame.configUnitID ) then
ShadowUF.Units.frameList[frame] = true
frame.configUnitID = header.groupID and (header.groupID * 5) - 5 + i or i
frame:SetAttribute("unit", ShadowUF[header.unitMappedType .. "Units"][frame.configUnitID])
end
end
end
local function OnEnter(self)
local tooltip = self.tooltipText or self.unitID and string.format("%s #%d", L.units[self.unitType], self.unitID) or L.units[self.unit] or self.unit
local additionalText = ShadowUF.Units.childUnits[self.unitType] and L["Child units cannot be dragged, you will have to reposition them through /shadowuf."]
GameTooltip:SetOwner(self, "ANCHOR_BOTTOMLEFT")
GameTooltip:SetText(tooltip, 1, 0.81, 0, 1, true)
if( additionalText ) then GameTooltip:AddLine(additionalText, 0.90, 0.90, 0.90, 1) end
GameTooltip:Show()
end
local function OnLeave(self)
GameTooltip:Hide()
end
local function setupUnits(childrenOnly)
for frame in pairs(ShadowUF.Units.frameList) do
if( frame.configMode ) then
-- Units visible, but it's not supposed to be
if( frame:IsVisible() and not ShadowUF.db.profile.units[frame.unitType].enabled ) then
RegisterUnitWatch(frame, frame.hasStateWatch)
if( not UnitExists(frame.unit) ) then frame:Hide() end
-- Unit's not visible and it's enabled so it should
elseif( not frame:IsVisible() and ShadowUF.db.profile.units[frame.unitType].enabled ) then
UnregisterUnitWatch(frame)
frame:SetAttribute("state-unitexists", true)
frame:FullUpdate()
frame:Show()
end
elseif( not frame.configMode and ShadowUF.db.profile.units[frame.unitType].enabled ) then
frame.originalUnit = frame:GetAttribute("unit")
frame.originalOnEnter = frame.OnEnter
frame.originalOnLeave = frame.OnLeave
frame.originalOnUpdate = frame:GetScript("OnUpdate")
frame:SetMovable(not ShadowUF.Units.childUnits[frame.unitType])
frame:SetScript("OnDragStop", OnDragStop)
frame:SetScript("OnDragStart", OnDragStart)
frame.OnEnter = OnEnter
frame.OnLeave = OnLeave
frame:SetScript("OnEvent", nil)
frame:SetScript("OnUpdate", nil)
frame:RegisterForDrag("LeftButton")
frame.configMode = true
frame.unitOwner = nil
frame.originalMenu = frame.menu
frame.menu = nil
local unit
if( frame.isChildUnit ) then
local unitFormat = string.gsub(string.gsub(frame.unitType, "target$", "%%dtarget"), "pet$", "pet%%d")
unit = string.format(unitFormat, frame.parent.configUnitID or "")
else
unit = frame.unitType .. (frame.configUnitID or "")
end
ShadowUF.Units.OnAttributeChanged(frame, "unit", unit)
if( frame.healthBar ) then frame.healthBar:SetScript("OnUpdate", nil) end
if( frame.powerBar ) then frame.powerBar:SetScript("OnUpdate", nil) end
if( frame.indicators ) then frame.indicators:SetScript("OnUpdate", nil) end
UnregisterUnitWatch(frame)
frame:FullUpdate()
frame:Show()
end
end
end
function Movers:Enable()
createConfigEnv()
-- Force create zone headers
for type, zone in pairs(ShadowUF.Units.zoneUnits) do
if( ShadowUF.db.profile.units[type].enabled ) then
ShadowUF.Units:InitializeFrame(type)
end
end
-- Setup the headers
for _, header in pairs(ShadowUF.Units.headerFrames) do
for key in pairs(attributeBlacklist) do
header:SetAttribute(key, nil)
end
local config = ShadowUF.db.profile.units[header.unitType]
if( config.frameSplit ) then
header:SetAttribute("startingIndex", -4)
elseif( config.maxColumns ) then
local maxUnits = MAX_RAID_MEMBERS
if( config.filters ) then
for _, enabled in pairs(config.filters) do
if( not enabled ) then
maxUnits = maxUnits - 5
end
end
end
header:SetAttribute("startingIndex", -math.min(config.maxColumns * config.unitsPerColumn, maxUnits) + 1)
elseif( ShadowUF[header.unitType .. "Units"] ) then
header:SetAttribute("startingIndex", -#(ShadowUF[header.unitType .. "Units"]) + 1)
end
header.startingIndex = header:GetAttribute("startingIndex")
header:SetMovable(true)
prepareChildUnits(header, header:GetChildren())
end
-- Setup the test env
if( not self.isEnabled ) then
for _, func in pairs(ShadowUF.tagFunc) do
if( type(func) == "function" ) then
originalEnvs[func] = getfenv(func)
setfenv(func, configEnv)
end
end
for _, module in pairs(ShadowUF.modules) do
if( module.moduleName ) then
for key, func in pairs(module) do
if( type(func) == "function" ) then
originalEnvs[module[key]] = getfenv(module[key])
setfenv(module[key], configEnv)
end
end
end
end
end
-- Why is this called twice you ask? Child units are created on the OnAttributeChanged call
-- so the first call gets all the parent units, the second call gets the child units
setupUnits()
setupUnits(true)
for unitType in pairs(ShadowUF.Units.zoneUnits) do
local header = ShadowUF.Units.headerFrames[unitType]
if( ShadowUF.db.profile.units[unitType].enabled and header ) then
header:SetAttribute("childChanged", 1)
end
end
-- Don't show the dialog if the configuration is opened through the configmode spec
if( not self.isConfigModeSpec ) then
self:CreateInfoFrame()
self.infoFrame:Show()
elseif( self.infoFrame ) then
self.infoFrame:Hide()
end
self.isEnabled = true
end
function Movers:Disable()
if( not self.isEnabled ) then return nil end
for func, env in pairs(originalEnvs) do
setfenv(func, env)
originalEnvs[func] = nil
end
for frame in pairs(ShadowUF.Units.frameList) do
if( frame.configMode ) then
if( frame.isMoving ) then
frame:GetScript("OnDragStop")(frame)
end
frame.configMode = nil
frame.unitOwner = nil
frame.unit = nil
frame.configUnitID = nil
frame.menu = frame.originalMenu
frame.originalMenu = nil
frame.Hide = frame.originalHide
frame:SetAttribute("unit", frame.originalUnit)
frame:SetScript("OnDragStop", nil)
frame:SetScript("OnDragStart", nil)
frame:SetScript("OnEvent", frame:IsVisible() and ShadowUF.Units.OnEvent or nil)
frame:SetScript("OnUpdate", frame.originalOnUpdate)
frame.OnEnter = frame.originalOnEnter
frame.OnLeave = frame.originalOnLeave
frame:SetMovable(false)
frame:RegisterForDrag()
if( frame.isChildUnit ) then
ShadowUF.Units.OnAttributeChanged(frame, "unit", SecureButton_GetModifiedUnit(frame))
end
RegisterUnitWatch(frame, frame.hasStateWatch)
if( not UnitExists(frame.unit) ) then frame:Hide() end
end
end
for type, header in pairs(ShadowUF.Units.headerFrames) do
header:SetMovable(false)
header:SetAttribute("startingIndex", 1)
header:SetAttribute("initial-unitWatch", true)
if( header.unitType == type or type == "raidParent" ) then
ShadowUF.Units:ReloadHeader(header.unitType)
end
end
ShadowUF.Units:CheckPlayerZone(true)
ShadowUF.Layout:Reload()
-- Don't store these so everything can be GCed
unitConfig = {}
if( self.infoFrame ) then
self.infoFrame:Hide()
end
self.isConfigModeSpec = nil
self.isEnabled = nil
end
OnDragStart = function(self)
if( not self:IsMovable() ) then return end
if( self.unitType == "raid" and ShadowUF.Units.headerFrames.raidParent and ShadowUF.Units.headerFrames.raidParent:IsVisible() ) then
self = ShadowUF.Units.headerFrames.raidParent
else
self = ShadowUF.Units.headerFrames[self.unitType] or ShadowUF.Units.unitFrames[self.unitType]
end
self.isMoving = true
self:StartMoving()
end
OnDragStop = function(self)
if( not self:IsMovable() ) then return end
if( self.unitType == "raid" and ShadowUF.Units.headerFrames.raidParent and ShadowUF.Units.headerFrames.raidParent:IsVisible() ) then
self = ShadowUF.Units.headerFrames.raidParent
else
self = ShadowUF.Units.headerFrames[self.unitType] or ShadowUF.Units.unitFrames[self.unitType]
end
self.isMoving = nil
self:StopMovingOrSizing()
-- When dragging the frame around, Blizzard changes the anchoring based on the closet portion of the screen
-- When a widget is near the top left it uses top left, near the left it uses left and so on, which messes up positioning for header frames
local scale = (self:GetScale() * UIParent:GetScale()) or 1
local position = ShadowUF.db.profile.positions[self.unitType]
local point, _, relativePoint, x, y = self:GetPoint()
-- Figure out the horizontal anchor
if( self.isHeaderFrame ) then
if( ShadowUF.db.profile.units[self.unitType].attribAnchorPoint == "RIGHT" ) then
x = self:GetRight()
point = "RIGHT"
else
x = self:GetLeft()
point = "LEFT"
end
if( ShadowUF.db.profile.units[self.unitType].attribPoint == "BOTTOM" ) then
y = self:GetBottom()
point = "BOTTOM" .. point
else
y = self:GetTop()
point = "TOP" .. point
end
relativePoint = "BOTTOMLEFT"
position.bottom = self:GetBottom() * scale
position.top = self:GetTop() * scale
end
position.anchorTo = "UIParent"
position.movedAnchor = nil
position.anchorPoint = ""
position.point = point
position.relativePoint = relativePoint
position.x = x * scale
position.y = y * scale
ShadowUF.Layout:AnchorFrame(UIParent, self, ShadowUF.db.profile.positions[self.unitType])
-- Unlock the parent frame from the mover now too
if( self.parent ) then
ShadowUF.Layout:AnchorFrame(UIParent, self.parent, ShadowUF.db.profile.positions[self.parent.unitType])
end
-- Notify the configuration it can update itself now
local ACR = LibStub("AceConfigRegistry-3.0", true)
if( ACR ) then
ACR:NotifyChange("ShadowedUF")
end
end
function Movers:Update()
if( not ShadowUF.db.profile.locked ) then
self:Enable()
elseif( ShadowUF.db.profile.locked ) then
self:Disable()
end
end
function Movers:CreateInfoFrame()
if( self.infoFrame ) then return end
-- Show an info frame that users can lock the frames through
local frame = CreateFrame("Frame", nil, UIParent, BackdropTemplateMixin and "BackdropTemplate" or nil)
frame:SetClampedToScreen(true)
frame:SetWidth(300)
frame:SetHeight(115)
frame:RegisterForDrag("LeftButton")
frame:EnableMouse(true)
frame:SetMovable(true)
frame:RegisterEvent("PLAYER_REGEN_DISABLED")
frame:SetScript("OnEvent", function(f)
if( not ShadowUF.db.profile.locked and f:IsVisible() ) then
ShadowUF.db.profile.locked = true
Movers:Disable()
DEFAULT_CHAT_FRAME:AddMessage(L["You have entered combat, unit frames have been locked. Once you leave combat you will need to unlock them again through /shadowuf."])
end
end)
frame:SetScript("OnDragStart", function(f)
f:StartMoving()
end)
frame:SetScript("OnDragStop", function(f)
f:StopMovingOrSizing()
end)
frame:SetBackdrop({
bgFile = "Interface\\ChatFrame\\ChatFrameBackground",
edgeFile = "Interface\\DialogFrame\\UI-DialogBox-Border",
edgeSize = 26,
insets = {left = 9, right = 9, top = 9, bottom = 9},
})
frame:SetBackdropColor(0, 0, 0, 0.85)
frame:SetPoint("CENTER", UIParent, "CENTER", 0, 225)
frame.titleBar = frame:CreateTexture(nil, "ARTWORK")
frame.titleBar:SetTexture("Interface\\DialogFrame\\UI-DialogBox-Header")
frame.titleBar:SetPoint("TOP", 0, 8)
frame.titleBar:SetWidth(350)
frame.titleBar:SetHeight(45)
frame.title = frame:CreateFontString(nil, "ARTWORK", "GameFontNormal")
frame.title:SetPoint("TOP", 0, 0)
frame.title:SetText("Shadowed Unit Frames")
frame.text = frame:CreateFontString(nil, "ARTWORK", "GameFontHighlightSmall")
frame.text:SetText(L["The unit frames you see are examples, they are not perfect and do not show all the data they normally would.|n|nYou can hide them by locking them through /shadowuf or clicking the button below."])
frame.text:SetPoint("TOPLEFT", 12, -22)
frame.text:SetWidth(frame:GetWidth() - 20)
frame.text:SetJustifyH("LEFT")
frame.lock = CreateFrame("Button", nil, frame, "UIPanelButtonTemplate")
frame.lock:SetText(L["Lock frames"])
frame.lock:SetHeight(20)
frame.lock:SetWidth(100)
frame.lock:SetPoint("BOTTOMLEFT", frame, "BOTTOMLEFT", 6, 8)
frame.lock:SetScript("OnEnter", OnEnter)
frame.lock:SetScript("OnLeave", OnLeave)
frame.lock.tooltipText = L["Locks the unit frame positionings hiding the mover boxes."]
frame.lock:SetScript("OnClick", function()
ShadowUF.db.profile.locked = true
Movers:Update()
end)
frame.unlink = CreateFrame("Button", nil, frame, "UIPanelButtonTemplate")
frame.unlink:SetText(L["Unlink frames"])
frame.unlink:SetHeight(20)
frame.unlink:SetWidth(100)
frame.unlink:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -6, 8)
frame.unlink:SetScript("OnEnter", OnEnter)
frame.unlink:SetScript("OnLeave", OnLeave)
frame.unlink.tooltipText = L["WARNING: This will unlink all frames from each other so you can move them without another frame moving with it."]
frame.unlink:SetScript("OnClick", function()
for f in pairs(ShadowUF.Units.frameList) do
if( not ShadowUF.Units.childUnits[f.unitType] and f:GetScript("OnDragStart") and f:GetScript("OnDragStop") ) then
f:GetScript("OnDragStart")(f)
f:GetScript("OnDragStop")(f)
end
end
Movers:Update()
end)
self.infoFrame = frame
end