Puppeteer/PTUnitFrameGroup.lua
OldManAlpha e3ba7e831c Add Anchor and Hide Title frame options
Frame positions are now also saved in the addon data rather than layout cache. This means disabling and re-enabling the addon will preserve your frame positions.
2025-09-08 16:10:22 -07:00

479 lines
17 KiB
Lua

PTUnitFrameGroup = {}
PTUtil.SetEnvironment(PTUnitFrameGroup)
PTUnitFrameGroup.__index = PTUnitFrameGroup
local _G = getfenv(0)
local PT = Puppeteer
local util = PTUtil
PTUnitFrameGroup.name = "???"
PTUnitFrameGroup.profile = nil
PTUnitFrameGroup.container = nil
PTUnitFrameGroup.borderFrame = nil
PTUnitFrameGroup.header = nil
PTUnitFrameGroup.label = nil
PTUnitFrameGroup.uis = nil
PTUnitFrameGroup.units = nil
PTUnitFrameGroup.petGroup = false
PTUnitFrameGroup.environment = "all" -- party, raid, or all
PTUnitFrameGroup.sortByRole = true
PTUnitFrameGroup.moveContainer = CreateFrame("Frame", "PTUnitFrameGroupBulkMoveContainer", UIParent)
PTUnitFrameGroup.moveContainer:EnableMouse(true)
PTUnitFrameGroup.moveContainer:SetMovable(true)
ContextMenu = PTGuiLib.Get("dropdown", UIParent)
ContextMenu:SetDynamicOptions(function(addOption, level, args)
addOption("text", "Lock Position",
"func", function(self, gui)
PuppeteerSettings.SetFrameLocked(gui.FrameGroup.name, not self.checked)
end,
"initFunc", function(self, gui)
self.checked = PuppeteerSettings.IsFrameLocked(gui.FrameGroup.name)
end)
addOption("notCheckable", true,
"disabled", true)
addOption("text", "Open Settings",
"notCheckable", true,
"func", function(self, gui)
PTSettingsGui.TabFrame:Show()
end)
end)
function PTUnitFrameGroup:New(name, environment, units, petGroup, profile, sortByRole)
local obj = setmetatable({name = name, environment = environment, uis = {}, units = units, petGroup = petGroup,
profile = profile, sortByRole = sortByRole}, self)
obj:Initialize()
return obj
end
function PTUnitFrameGroup:EvaluateShown()
if self:CanShowInEnvironment(Puppeteer.CurrentlyInRaid and "raid" or "party") and self:ShowCondition() then
self:Show()
self:UpdateUIPositions()
else
self:Hide()
end
end
function PTUnitFrameGroup:ShowCondition()
if PTOptions.Hidden or PuppeteerSettings.IsFrameHidden(self.name) then
return false
end
if PTOptions.HideWhileSolo and (GetNumPartyMembers() == 0 and GetNumRaidMembers() == 0) then
return false
end
for _, ui in pairs(self.uis) do
if ui:IsShown() then
return true
end
end
return false
end
function PTUnitFrameGroup:AddUI(ui, noUpdate)
self.uis[ui:GetUnit()] = ui
ui:SetOwningGroup(self)
if not noUpdate then
self:UpdateUIPositions()
end
end
function PTUnitFrameGroup:GetContainer()
return self.container
end
function PTUnitFrameGroup:ResetFrameLevel()
self.container:SetFrameLevel(0)
self.borderFrame:SetFrameLevel(1)
end
function PTUnitFrameGroup:GetEnvironment()
return self.environment
end
function PTUnitFrameGroup:CanShowInEnvironment(environment)
return self.environment == "all" or self.environment == environment
end
function PTUnitFrameGroup:Show()
self.container:Show()
for _, ui in pairs(self.uis) do
ui:UpdateAll()
end
end
function PTUnitFrameGroup:Hide()
self.container:Hide()
end
-- Used while moving frames to avoid the lag while moving over other toplevel frames
function PTUnitFrameGroup:RemoveToplevel()
self.container:SetToplevel(false)
self.container:SetFrameStrata("HIGH")
end
function PTUnitFrameGroup:ApplyToplevel()
self.container:SetToplevel(true)
self.container:SetFrameStrata("MEDIUM")
end
function PTUnitFrameGroup:UpdateHeaderColor()
local opacity = PuppeteerSettings.IsFrameLocked(self.name) and 0.1 or 0.5
self.header:SetBackdropColor(0, 0, 0, opacity)
end
function PTUnitFrameGroup:Initialize()
local container = CreateFrame("Frame", "PTUnitFrameGroupContainer_"..self.name, UIParent)
self.container = container
container:EnableMouse(true)
container:SetMovable(true)
container:SetUserPlaced(false)
self:ApplyToplevel()
container:ClearAllPoints()
local anchor, x, y = PuppeteerSettings.GetFramePosition(self.name)
container:SetPoint(anchor or "TOPLEFT", UIParent, "TOPLEFT", x or 100, y or -100)
container:SetBackdrop({bgFile = "Interface\\DialogFrame\\UI-DialogBox-Background"})
container:SetBackdropColor(0, 0, 0, 0.5)
container:SetScript("OnMouseDown", function()
local button = arg1
if button ~= "LeftButton" or container.isMoving then
return
end
if PuppeteerSettings.IsFrameLocked(self.name) then
return
end
container.isMoving = true
if (util.GetKeyModifier() == PTOptions.FrameDrag.AltMoveKey) == PTOptions.FrameDrag.MoveAll then
container:StartMoving()
container:SetUserPlaced(false) -- StartMoving sets this and needs to be reverted
self:RemoveToplevel()
return
end
container.bulkMovement = true
local moveContainer = PTUnitFrameGroup.moveContainer
moveContainer:ClearAllPoints()
moveContainer:SetPoint("TOPLEFT", 0, 0)
-- If the container doesn't have a size, it doesn't move
moveContainer:SetWidth(1)
moveContainer:SetHeight(1)
local movingGroups = {}
for _, group in pairs(Puppeteer.UnitFrameGroups) do
if not PuppeteerSettings.IsFrameLocked(group.name) and group:GetContainer():IsVisible() then
group:RemoveToplevel()
local gc = group:GetContainer()
local xOffset = gc:GetLeft()
local yOffset = gc:GetTop() - GetScreenHeight()
gc:ClearAllPoints()
gc:SetPoint("TOPLEFT", moveContainer, "TOPLEFT", xOffset, yOffset)
table.insert(movingGroups, group)
end
end
moveContainer.groups = movingGroups
moveContainer:StartMoving()
end)
container:SetScript("OnMouseUp", function()
local button = arg1
if button == "RightButton" and MouseIsOver(self.header) and self.header:IsVisible() then
ContextMenu.FrameGroup = self
ContextMenu:SetToggleState(false)
ContextMenu:SetToggleState(true, container, container:GetWidth(), container:GetHeight())
PlaySound("igMainMenuOpen")
return
end
if (button ~= "LeftButton" or not container.isMoving) then
return
end
container.isMoving = false
if not container.bulkMovement then
container:StopMovingOrSizing()
self:ApplyToplevel()
util.ConvertAnchor(container, PuppeteerSettings.GetFramePosition(self.name))
return
end
container.bulkMovement = false
local moveContainer = PTUnitFrameGroup.moveContainer
moveContainer:StopMovingOrSizing()
for _, group in pairs(moveContainer.groups) do
group:ApplyToplevel()
local gc = group:GetContainer()
util.ConvertAnchor(gc, PuppeteerSettings.GetFramePosition(group.name))
end
-- Prevent container from potentially blocking mouse by setting it back to 0 size
moveContainer:SetWidth(0)
moveContainer:SetHeight(0)
end)
container:SetScript("OnHide", function()
if not container.isMoving then
return
end
local prevArg = arg1
arg1 = "LeftButton"
container:GetScript("OnMouseUp")()
arg1 = prevArg
end)
local header = CreateFrame("Frame", "$parentHeader", container)
self.header = header
header:SetPoint("TOPLEFT", container, 0, 0)
header:SetBackdrop({bgFile = "Interface\\DialogFrame\\UI-DialogBox-Background"})
self:UpdateHeaderColor()
local label = header:CreateFontString(header, "OVERLAY", "GameFontNormal")
self.label = label
label:SetPoint("CENTER", header, "CENTER", 0, 0)
label:SetText(self.name)
local borderFrame = CreateFrame("Frame", "$parentBorder", container)
self.borderFrame = borderFrame
borderFrame:SetPoint("CENTER", container, 0, 0)
self:ApplyProfile()
self:UpdateUIPositions()
end
function PTUnitFrameGroup:ApplyProfile()
local profile = self:GetProfile()
local borderFrame = self.borderFrame
if profile.BorderStyle == "Tooltip" then
borderFrame:SetBackdrop({edgeFile="Interface\\Tooltips\\UI-Tooltip-Border", edgeSize = 17,
tile = true, tileSize = 17})
elseif profile.BorderStyle == "Dialog Box" then
borderFrame:SetBackdrop({edgeFile="Interface\\DialogFrame\\UI-DialogBox-Border", edgeSize = 24,
tile = true, tileSize = 24})
else
borderFrame:SetBackdrop({})
end
end
function PTUnitFrameGroup:UpdateUIPositions()
local profile = self:GetProfile()
local profileWidth = profile.Width
local profileHeight = profile:GetHeight()
local maxUnitsInAxis = profile.MaxUnitsInAxis
local orientation = profile.Orientation
local headerEnabled = not PuppeteerSettings.IsTitleHidden(self.name)
local headerHeight = headerEnabled and 20 or 0
local sortedUIs = self:GetSortedUIs()
local splitSortedUIs = {}
for _, group in ipairs(sortedUIs) do
local currentTable = {}
local unitsUntilShift = maxUnitsInAxis
for _, ui in ipairs(group) do
if unitsUntilShift == 0 then
table.insert(splitSortedUIs, currentTable)
currentTable = {}
unitsUntilShift = maxUnitsInAxis
end
table.insert(currentTable, ui)
unitsUntilShift = unitsUntilShift - 1
end
if table.getn(currentTable) > 0 then
table.insert(splitSortedUIs, currentTable)
end
end
-- IMPORTANT: "Column" does not necessarily mean vertical!
local largestColumn = orientation == "Vertical" and profile.MinUnitsY or profile.MinUnitsX
for _, column in ipairs(splitSortedUIs) do
largestColumn = math.max(largestColumn, table.getn(column))
end
local xSpacing = profile.HorizontalSpacing
local ySpacing = profile.VerticalSpacing
for columnIndex, column in ipairs(splitSortedUIs) do
for i, ui in ipairs(column) do -- Column is guaranteed to be less than max units
local container = ui:GetRootContainer()
local x = orientation == "Vertical" and ((profileWidth + xSpacing) * (columnIndex - 1)) or ((profileWidth + xSpacing) * (i - 1))
local y = orientation == "Vertical" and ((profileHeight + ySpacing) * (i - 1)) or ((profileHeight + ySpacing) * (columnIndex - 1))
container:SetPoint("TOPLEFT", self.container, "TOPLEFT", x, -y - headerHeight)
end
end
local largestRow = math.max(table.getn(splitSortedUIs), orientation == "Vertical" and profile.MinUnitsX or profile.MinUnitsY)
--largestRow = math.max(largestRow, 1)
--largestColumn = math.max(largestColumn, 1)
local width = orientation == "Vertical" and (profileWidth * largestRow + (xSpacing * (largestRow - 1))) or (profileWidth * largestColumn + (xSpacing * (largestColumn - 1)))
width = math.max(width, profileWidth) -- Prevent width from being 0
local height = orientation == "Vertical" and (profileHeight * largestColumn + (ySpacing * (largestColumn - 1))) or (profileHeight * largestRow + (ySpacing * (largestRow - 1)))
height = height + headerHeight
self.container:SetWidth(width)
self.container:SetHeight(height)
local header = self.header
if headerEnabled then
header:Show()
header:SetWidth(width)
header:SetHeight(headerHeight)
else
header:Hide()
end
local borderPadding = 0
if profile.BorderStyle == "Tooltip" then
borderPadding = 10
elseif profile.BorderStyle == "Dialog Box" then
borderPadding = 18
end
self.borderFrame:SetWidth(width + borderPadding)
self.borderFrame:SetHeight(height + borderPadding)
local label = self.label
label:SetPoint("CENTER", header, "CENTER", 0, 0)
end
-- Returns an array with the index being the group number, and the value being an array of units
function PTUnitFrameGroup:GetSortedUIs()
local profile = self:GetProfile()
local uis = self.uis
local groups = {}
if self.environment == "raid" and profile.SplitRaidIntoGroups and not self.petGroup then
local foundRaidNumbers = {} -- Used for testing UI
for i = 1, 8 do
groups[i] = {}
local group = groups[i]
if RAID_SUBGROUP_LISTS and RAID_SUBGROUP_LISTS[i] then
for frameNumber, raidNumber in pairs(RAID_SUBGROUP_LISTS[i]) do
table.insert(group, uis["raid"..raidNumber]) -- Effectively sorts raid members by ID at this point
foundRaidNumbers[raidNumber] = 1
end
end
end
-- If testing, fill empty slots with fake players
if Puppeteer.TestUI and RAID_SUBGROUP_LISTS then
local unoccupied = {}
for i = 1, 40 do
if not foundRaidNumbers[i] then
table.insert(unoccupied, i)
end
end
for i = 1, 8 do
local group = groups[i]
for frameNumber = 1, 5 do
if not RAID_SUBGROUP_LISTS[i] or not RAID_SUBGROUP_LISTS[i][frameNumber] then
table.insert(group, uis["raid"..table.remove(unoccupied, table.getn(unoccupied))])
end
end
end
end
else
groups[1] = {}
local group = groups[1]
for _, ui in pairs(uis) do
if ui:IsShown() then
table.insert(group, ui)
end
end
end
local sortedGroups = {}
if profile.SortUnitsBy == "ID" then
for groupNumber, group in ipairs(groups) do
if table.getn(group) > 0 then
local groupSet = {} -- Convert group UI array to a set with the key as the Unit ID
for _, ui in ipairs(group) do
groupSet[ui:GetUnit()] = ui
end
if self.environment == "raid" then
if not self.petGroup then -- Should already be sorted if we're not dealing with the pets
table.insert(sortedGroups, group)
else -- Pets need to be sorted manually
local sortedGroup = {}
for _, unit in ipairs(self.units) do -- Iterate through all unit IDs this UI group can handle, in order
if groupSet[unit] then
table.insert(sortedGroup, groupSet[unit])
end
end
table.insert(sortedGroups, sortedGroup)
end
else
local sortedGroup = {}
for _, unit in ipairs(self.units) do -- Iterate through all unit IDs this UI group can handle, in order
if groupSet[unit] then
table.insert(sortedGroup, groupSet[unit])
end
end
table.insert(sortedGroups, sortedGroup)
end
end
end
elseif profile.SortUnitsBy == "Name" then
for groupNumber, group in ipairs(groups) do
if table.getn(group) > 0 then
table.sort(group, function(a, b)
local aName = UnitName(a:GetUnit()) or a.fakeStats.name or a:GetUnit()
local bName = UnitName(b:GetUnit()) or b.fakeStats.name or b:GetUnit()
return aName < bName
end)
table.insert(sortedGroups, group)
end
end
elseif profile.SortUnitsBy == "Class Name" then
for groupNumber, group in ipairs(groups) do
if table.getn(group) > 0 then
table.sort(group, function(a, b)
local aName = util.GetClass(a:GetUnit()) or a.fakeStats.class
local bName = util.GetClass(b:GetUnit()) or b.fakeStats.class
return aName < bName
end)
table.insert(sortedGroups, group)
end
end
end
local sortByRole = self.sortByRole
for _, group in ipairs(sortedGroups) do
if sortByRole then
local rolePriority = {
["Tank"] = 1,
["Healer"] = 2,
["Damage"] = 3
}
local groupCopy = util.CloneTable(group)
local roleSorter = function(a, b)
if not a or not b then
return false
end
local aRank = ((rolePriority[a:GetRole()] or 4) * 100) + util.IndexOf(groupCopy, a)
local bRank = ((rolePriority[b:GetRole()] or 4) * 100) + util.IndexOf(groupCopy, b)
return aRank < bRank
end
table.sort(group, roleSorter)
end
for _, ui in ipairs(group) do
ui:UpdateRole()
end
end
return sortedGroups
end
function PTUnitFrameGroup:GetProfile()
return self.profile
end