local Units = {headerFrames = {}, unitFrames = {}, frameList = {}, unitEvents = {}} Units.childUnits = {["partytarget"] = "party", ["partypet"] = "party", ["maintanktarget"] = "maintank", ["mainassisttarget"] = "mainassist", ["bosstarget"] = "boss", ["arenatarget"] = "arena", ["arenapet"] = "arena"} Units.zoneUnits = {["arena"] = "arena", ["boss"] = "raid"} local stateMonitor = CreateFrame("Frame", nil, nil, "SecureHandlerBaseTemplate") local playerClass = select(2, UnitClass("player")) local unitFrames, headerFrames, frameList, unitEvents, childUnits, queuedCombat = Units.unitFrames, Units.headerFrames, Units.frameList, Units.unitEvents, Units.childUnits, {} local _G = getfenv(0) ShadowUF.Units = Units ShadowUF:RegisterModule(Units, "units") -- Frame shown, do a full update local function FullUpdate(self) for i=1, #(self.fullUpdates), 2 do local handler = self.fullUpdates[i] handler[self.fullUpdates[i + 1]](handler, self) end end -- Register an event that should always call the frame local function RegisterNormalEvent(self, event, handler, func) -- Make sure the handler/func exists if( not handler[func] ) then error(string.format("Invalid handler/function passed for %s on event %s, the function %s does not exist.", self:GetName() or tostring(self), tostring(event), tostring(func)), 3) return end self:RegisterEvent(event) self.registeredEvents[event] = self.registeredEvents[event] or {} -- Each handler can only register an event once per a frame. if( self.registeredEvents[event][handler] ) then return end self.registeredEvents[event][handler] = func end -- Unregister an event local function UnregisterEvent(self, event, handler) if( self.registeredEvents[event] ) then self.registeredEvents[event][handler] = nil local hasHandler for handler in pairs(self.registeredEvents[event]) do hasHandler = true break end if( not hasHandler ) then self:UnregisterEvent(event) end end end -- Register an event thats only called if it's for the actual unit local function RegisterUnitEvent(self, event, handler, func) unitEvents[event] = true RegisterNormalEvent(self, event, handler, func) end -- Register a function to be called in an OnUpdate if it's an invalid unit (targettarget/etc) local function RegisterUpdateFunc(self, handler, func) if( not handler[func] ) then error(string.format("Invalid handler/function passed to RegisterUpdateFunc for %s, the function %s does not exist.", self:GetName() or tostring(self), event, func), 3) return end for i=1, #(self.fullUpdates), 2 do local data = self.fullUpdates[i] if( data == handler and self.fullUpdates[i + 1] == func ) then return end end table.insert(self.fullUpdates, handler) table.insert(self.fullUpdates, func) end local function UnregisterUpdateFunc(self, handler, func) for i=#(self.fullUpdates), 1, -1 do if( self.fullUpdates[i] == handler and self.fullUpdates[i + 1] == func ) then table.remove(self.fullUpdates, i + 1) table.remove(self.fullUpdates, i) end end end -- Used when something is disabled, removes all callbacks etc to it local function UnregisterAll(self, handler) for i=#(self.fullUpdates), 1, -1 do if( self.fullUpdates[i] == handler ) then table.remove(self.fullUpdates, i + 1) table.remove(self.fullUpdates, i) end end for event, list in pairs(self.registeredEvents) do list[handler] = nil local hasRegister for handler in pairs(list) do hasRegister = true break end if( not hasRegister ) then self:UnregisterEvent(event) end end end -- Handles setting alphas in a way so combat fader and range checker don't override each other local function DisableRangeAlpha(self, toggle) self.disableRangeAlpha = toggle if( not toggle and self.rangeAlpha ) then self:SetAlpha(self.rangeAlpha) end end local function SetRangeAlpha(self, alpha) if( not self.disableRangeAlpha ) then self:SetAlpha(alpha) else self.rangeAlpha = alpha end end -- Event handling local function OnEvent(self, event, unit, ...) if( not unitEvents[event] or self.unit == unit ) then for handler, func in pairs(self.registeredEvents[event]) do handler[func](handler, self, event, unit, ...) end end end Units.OnEvent = OnEvent -- Do a full update OnShow, and stop watching for events when it's not visible local function OnShow(self) -- Reset the event handler self:SetScript("OnEvent", OnEvent) Units:CheckUnitStatus(self) end local function OnHide(self) self:SetScript("OnEvent", nil) -- If it's a volatile such as target or focus, next time it's shown it has to do an update -- OR if the unit is still shown, but it's been hidden because our parent (Basically UIParent) -- we want to flag it as having changed so it can be updated if( self.isUnitVolatile or self:IsShown() ) then self.unitGUID = nil end end -- *target units do not give events, polling is necessary here local function TargetUnitUpdate(self, elapsed) self.timeElapsed = self.timeElapsed + elapsed if( self.timeElapsed >= 0.50 ) then self.timeElapsed = self.timeElapsed - 0.50 -- Have to make sure the unit exists or else the frame will flash offline for a second until it hides if( UnitExists(self.unit) ) then self:FullUpdate() end end end -- Deal with enabling modules inside a zone local function SetVisibility(self) local layoutUpdate local instanceType = select(2, IsInInstance()) -- Selectively disable modules for _, module in pairs(ShadowUF.moduleOrder) do if( module.OnEnable and module.OnDisable and ShadowUF.db.profile.units[self.unitType][module.moduleKey] ) then local key = module.moduleKey local enabled = ShadowUF.db.profile.units[self.unitType][key].enabled -- These modules have mini-modules, the entire module should be enabled if at least one is enabled, and disabled if all are disabled if( key == "auras" or key == "indicators" or key == "highlight" ) then enabled = nil for _, option in pairs(ShadowUF.db.profile.units[self.unitType][key]) do if( type(option) == "table" and option.enabled or option == true ) then enabled = true break end end end -- In an actual zone, check to see if we have an override for the zone if( instanceType ~= "none" ) then if( ShadowUF.db.profile.visibility[instanceType][self.unitType .. key] == false ) then enabled = nil elseif( ShadowUF.db.profile.visibility[instanceType][self.unitType .. key] == true ) then enabled = true end end -- Force disable modules for people who aren't the appropriate class if( module.moduleClass and module.moduleClass ~= playerClass ) then enabled = nil end -- Module isn't enabled all the time, only in this zone so we need to force it to be enabled if( not self.visibility[key] and enabled ) then module:OnEnable(self) layoutUpdate = true elseif( self.visibility[key] and not enabled ) then module:OnDisable(self) layoutUpdate = true end self.visibility[key] = enabled or nil end end -- We had a module update, force a full layout update of this frame if( layoutUpdate ) then ShadowUF.Layout:Load(self) end end -- Vehicles do not always return their data right away, a pure OnUpdate check seems to be the most accurate unfortunately local function checkVehicleData(self, elapsed) self.timeElapsed = self.timeElapsed + elapsed if( self.timeElapsed >= 0.50 ) then self.timeElapsed = 0 self.dataAttempts = self.dataAttempts + 1 -- Took too long to get vehicle data, or they are no longer in a vehicle if( self.dataAttempts >= 6 or not UnitHasVehicleUI(self.unitOwner) ) then self.timeElapsed = nil self.dataAttempts = nil self:SetScript("OnUpdate", nil) self.inVehicle = false self.unit = self.unitOwner self:FullUpdate() -- Got data, stop checking and do a full frame update elseif( UnitIsConnected(self.unit) or UnitHealthMax(self.unit) > 0 ) then self.timeElapsed = nil self.dataAttempts = nil self:SetScript("OnUpdate", nil) self.unitGUID = UnitGUID(self.unit) self:FullUpdate() end end end -- Check if a unit entered a vehicle function Units:CheckVehicleStatus(frame, event, unit) if( event and frame.unitOwner ~= unit ) then return end -- Not in a vehicle yet, and they entered one that has a UI or they were in a vehicle but the GUID changed (vehicle -> vehicle) if( ( not frame.inVehicle or frame.unitGUID ~= UnitGUID(frame.vehicleUnit) ) and UnitHasVehicleUI(frame.unitOwner) and not ShadowUF.db.profile.units[frame.unitType].disableVehicle ) then frame.inVehicle = true frame.unit = frame.vehicleUnit if( not UnitIsConnected(frame.unit) or UnitHealthMax(frame.unit) == 0 ) then frame.timeElapsed = 0 frame.dataAttempts = 0 frame:SetScript("OnUpdate", checkVehicleData) else frame.unitGUID = UnitGUID(frame.unit) frame:FullUpdate() end -- Was in a vehicle, no longer has a UI elseif( frame.inVehicle and ( not UnitHasVehicleUI(frame.unitOwner) or ShadowUF.db.profile.units[frame.unitType].disableVehicle ) ) then frame.inVehicle = false frame.unit = frame.unitOwner frame.unitGUID = UnitGUID(frame.unit) frame:FullUpdate() end -- Keep track of the actual players unit so we can quickly see what unit to scan --[[ if( frame.unitOwner == "player" and ShadowUF.playerUnit ~= frame.unit ) then ShadowUF.playerUnit = frame.unit if( not ShadowUF.db.profile.hidden.buffs and ShadowUF.db.profile.units.player.enabled and BuffFrame:IsVisible() ) then PlayerFrame.unit = frame.unit BuffFrame_Update() end end ]] end -- Handles checking for GUID changes for doing a full update, this fixes frames sometimes showing the wrong unit when they change function Units:CheckUnitStatus(frame) local guid = frame.unit and UnitGUID(frame.unit) if( guid ~= frame.unitGUID ) then frame.unitGUID = guid if( guid ) then frame:FullUpdate() end end end -- The argument from UNIT_PET is the pets owner, so the player summoning a new pet gets "player", party1 summoning a new pet gets "party1" and so on function Units:CheckPetUnitUpdated(frame, event, unit) if( unit == frame.unitRealOwner and UnitExists(frame.unit) ) then frame.unitGUID = UnitGUID(frame.unit) frame:FullUpdate() end end -- When raid1, raid2, raid3 are in a group with each other and raid1 or raid2 are in a vehicle and get kicked -- OnAttributeChanged won't do anything because the frame is already setup, however, the active unit is non-existant -- while the primary unit is. So if we see they're in a vehicle with this case, we force the full update to get the vehicle change function Units:CheckGroupedUnitStatus(frame) if( frame.inVehicle and not UnitExists(frame.unit) and UnitExists(frame.unitOwner) ) then frame.inVehicle = false frame.unit = frame.unitOwner frame.unitGUID = guid frame:FullUpdate() else frame.unitGUID = UnitGUID(frame.unit) frame:FullUpdate() end end local function ShowMenu(self) if( UnitIsUnit(self.unit, "player") ) then ToggleDropDownMenu(1, nil, PlayerFrameDropDown, "cursor") elseif( self.unit == "pet" or self.unit == "vehicle" ) then ToggleDropDownMenu(1, nil, PetFrameDropDown, "cursor") elseif( self.unit == "target" ) then ToggleDropDownMenu(1, nil, TargetFrameDropDown, "cursor") elseif( self.unitType == "boss" ) then ToggleDropDownMenu(1, nil, _G["Boss" .. self.unitID .. "TargetFrameDropDown"], "cursor") elseif( self.unit == "focus" ) then ToggleDropDownMenu(1, nil, FocusFrameDropDown, "cursor") elseif( self.unitRealType == "party" ) then ToggleDropDownMenu(1, nil, _G["PartyMemberFrame" .. self.unitID .. "DropDown"], "cursor") elseif( self.unitRealType == "raid" ) then HideDropDownMenu(1) local menuFrame = FriendsDropDown menuFrame.displayMode = "MENU" menuFrame.initialize = RaidFrameDropDown_Initialize menuFrame.userData = self.unitID menuFrame.unit = self.unitOwner menuFrame.name = UnitName(self.unitOwner) menuFrame.id = self.unitID ToggleDropDownMenu(1, nil, menuFrame, "cursor") end end -- More fun with sorting, due to sorting magic we have to check if we want to create stuff when the frame changes of partys too local function createChildUnits(self) if( not self.unitID ) then return end for child, parentUnit in pairs(childUnits) do if( parentUnit == self.unitType and ShadowUF.db.profile.units[child].enabled ) then Units:LoadChildUnit(self, child, self.unitID) end end end local OnAttributeChanged local function updateChildUnits(...) if( not ShadowUF.db.profile.locked ) then return end for i=1, select("#", ...) do local child = select(i, ...) if( child.parent and child.unitType ) then OnAttributeChanged(child, "unit", SecureButton_GetModifiedUnit(child)) end end end -- Attribute set, something changed -- unit = Active unitid -- unitID = Just the number from the unitid -- unitType = Unitid minus numbers in it, used for configuration -- unitRealType = The actual unit type, if party is shown in raid this will be "party" while unitType is still "raid" -- unitOwner = Always the units owner even when unit changes due to vehicles -- vehicleUnit = Unit to use when the unitOwner is in a vehicle OnAttributeChanged = function(self, name, unit) if( name ~= "unit" or not unit or unit == self.unitOwner ) then return end -- Nullify the previous entry if it had one if( self.unit and unitFrames[self.unit] == self ) then unitFrames[self.unit] = nil end -- Setup identification data self.unit = unit self.unitID = tonumber(string.match(unit, "([0-9]+)")) self.unitRealType = string.gsub(unit, "([0-9]+)", "") self.unitType = self.unitType or self.unitRealType self.unitOwner = unit self.vehicleUnit = self.unitOwner == "player" and "vehicle" or self.unitRealType == "party" and "partypet" .. self.unitID or self.unitRealType == "raid" and "raidpet" .. self.unitID or nil self.inVehicle = nil -- Split everything into two maps, this is the simple parentUnit -> frame map -- This is for things like finding a party parent for party target/pet, the main map for doing full updates is -- an indexed frame that is updated once and won't have unit conflicts. if( self.unitRealType == self.unitType ) then unitFrames[unit] = self end frameList[self] = true if( self.hasChildren ) then updateChildUnits(self:GetChildren()) end -- Create child frames createChildUnits(self) -- Unit already exists but unitid changed, update the info we got on them -- Don't need to recheck the unitType and force a full update, because a raid frame can never become -- a party frame, or a player frame and so on if( self.unitInitialized ) then self:FullUpdate() return end self.unitInitialized = true -- Add to Clique ClickCastFrames = ClickCastFrames or {} ClickCastFrames[self] = true -- Handles switching the internal unit variable to that of their vehicle if( self.unit == "player" or self.unitRealType == "party" or self.unitRealType == "raid" ) then self:RegisterNormalEvent("UNIT_ENTERED_VEHICLE", Units, "CheckVehicleStatus") self:RegisterNormalEvent("UNIT_EXITED_VEHICLE", Units, "CheckVehicleStatus") self:RegisterUpdateFunc(Units, "CheckVehicleStatus") end -- Pet changed, going from pet -> vehicle for one if( self.unit == "pet" or self.unitType == "partypet" ) then self.unitRealOwner = self.unit == "pet" and "player" or ShadowUF.partyUnits[self.unitID] self:RegisterNormalEvent("UNIT_PET", Units, "CheckPetUnitUpdated") if( self.unit == "pet" ) then self:SetAttribute("disableVehicleSwap", ShadowUF.db.profile.units.player.disableVehicle) else self:SetAttribute("disableVehicleSwap", ShadowUF.db.profile.units.party.disableVehicle) end -- Logged out in a vehicle if( UnitHasVehicleUI(self.unitRealOwner) ) then self:SetAttribute("unitIsVehicle", true) end -- Hide any pet that became a vehicle, we detect this by the owner being untargetable but they have a pet out stateMonitor:WrapScript(self, "OnAttributeChanged", [[ if( name == "state-vehicleupdated" ) then self:SetAttribute("unitIsVehicle", value == "vehicle" and true or false) elseif( name == "disablevehicleswap" or name == "state-unitexists" or name == "unitisvehicle" ) then -- Unit does not exist, OR unit is a vehicle and vehicle swap is not disabled, hide frame if( not self:GetAttribute("state-unitexists") or ( self:GetAttribute("unitIsVehicle") and not self:GetAttribute("disableVehicleSwap") ) ) then self:Hide() -- Unit exists, show it else self:Show() end end ]]) RegisterStateDriver(self, "vehicleupdated", string.format("[target=%s, nohelp, noharm] vehicle; pet", self.unitRealOwner, self.unit)) -- Automatically do a full update on target change elseif( self.unit == "target" ) then self.isUnitVolatile = true self:RegisterNormalEvent("PLAYER_TARGET_CHANGED", Units, "CheckUnitStatus") -- Automatically do a full update on focus change elseif( self.unit == "focus" ) then self.isUnitVolatile = true self:RegisterNormalEvent("PLAYER_FOCUS_CHANGED", Units, "CheckUnitStatus") elseif( self.unit == "player" ) then self:SetAttribute("toggleForVehicle", true) -- Force a full update when the player is alive to prevent freezes when releasing in a zone that forces a ressurect (naxx/tk/etc) self:RegisterNormalEvent("PLAYER_ALIVE", self, "FullUpdate") -- Update boss elseif( self.unitType == "boss" ) then self.timeElapsed = 0 self:SetScript("OnUpdate", TargetUnitUpdate) self:RegisterNormalEvent("INSTANCE_ENCOUNTER_ENGAGE_UNIT", self, "FullUpdate") -- Check for a unit guid to do a full update elseif( self.unitRealType == "raid" ) then self:RegisterNormalEvent("RAID_ROSTER_UPDATE", Units, "CheckGroupedUnitStatus") self:RegisterUnitEvent("UNIT_NAME_UPDATE", Units, "CheckUnitStatus") -- Party members need to watch for changes elseif( self.unitRealType == "party" ) then self:RegisterNormalEvent("PARTY_MEMBERS_CHANGED", Units, "CheckGroupedUnitStatus") self:RegisterUnitEvent("UNIT_NAME_UPDATE", Units, "CheckUnitStatus") -- *target units are not real units, thus they do not receive events and must be polled for data elseif( ShadowUF.fakeUnits[self.unitRealType] ) then self.timeElapsed = 0 self:SetScript("OnUpdate", TargetUnitUpdate) -- Speeds up updating units when their owner changes target, if party1 changes target then party1target is force updated, if target changes target -- then targettarget and targettargettarget are also force updated if( self.unitRealType == "partytarget" ) then self.unitRealOwner = ShadowUF.partyUnits[self.unitID] elseif( self.unitRealType == "raid" ) then self.unitRealOwner = ShadowUF.raidUnits[self.unitID] elseif( self.unitRealType == "arenatarget" ) then self.unitRealOwner = ShadowUF.arenaUnits[self.unitID] elseif( self.unit == "focustarget" ) then self.unitRealOwner = "focus" self:RegisterNormalEvent("PLAYER_FOCUS_CHANGED", Units, "CheckUnitStatus") elseif( self.unit == "targettarget" or self.unit == "targettargettarget" ) then self.unitRealOwner = "target" self:RegisterNormalEvent("PLAYER_TARGET_CHANGED", Units, "CheckUnitStatus") end self:RegisterNormalEvent("UNIT_TARGET", Units, "CheckPetUnitUpdated") end self.menu = ShowMenu self:SetVisibility() Units:CheckUnitStatus(self) end Units.OnAttributeChanged = OnAttributeChanged -- Header unit initialized local function initializeUnit(self) local unitType = self:GetParent().unitType local config = ShadowUF.db.profile.units[unitType] self.ignoreAnchor = true self.unitType = unitType self:SetAttribute("initial-height", config.height) self:SetAttribute("initial-width", config.width) self:SetAttribute("initial-scale", config.scale) self:SetAttribute("toggleForVehicle", true) Units:CreateUnit(self) end -- Show tooltip local function OnEnter(self) if( not ShadowUF.db.profile.tooltipCombat or not InCombatLockdown() ) then UnitFrame_OnEnter(self) end end -- Reset the fact that we clamped the dropdown to the screen to be safe DropDownList1:HookScript("OnHide", function(self) self:SetClampedToScreen(false) end) -- Reposition the dropdown local function PostClick(self) if( UIDROPDOWNMENU_OPEN_MENU and DropDownList1:IsShown() ) then DropDownList1:ClearAllPoints() DropDownList1:SetPoint("TOPLEFT", self, "BOTTOMLEFT", 0, 0) DropDownList1:SetClampedToScreen(true) end end -- Create the generic things that we want in every secure frame regardless if it's a button or a header function Units:CreateUnit(...) local frame = select("#", ...) > 1 and CreateFrame(...) or select(1, ...) frame.fullUpdates = {} frame.registeredEvents = {} frame.visibility = {} frame.RegisterNormalEvent = RegisterNormalEvent frame.RegisterUnitEvent = RegisterUnitEvent frame.RegisterUpdateFunc = RegisterUpdateFunc frame.UnregisterAll = UnregisterAll frame.UnregisterSingleEvent = UnregisterEvent frame.SetRangeAlpha = SetRangeAlpha frame.DisableRangeAlpha = DisableRangeAlpha frame.UnregisterUpdateFunc = UnregisterUpdateFunc frame.FullUpdate = FullUpdate frame.SetVisibility = SetVisibility frame.topFrameLevel = 5 -- Ensures that text is the absolute highest thing there is frame.highFrame = CreateFrame("Frame", nil, frame) frame.highFrame:SetFrameLevel(frame.topFrameLevel + 2) frame.highFrame:SetAllPoints(frame) frame:SetScript("OnAttributeChanged", OnAttributeChanged) frame:SetScript("OnEvent", OnEvent) frame:SetScript("OnEnter", OnEnter) frame:SetScript("OnLeave", UnitFrame_OnLeave) frame:SetScript("OnShow", OnShow) frame:SetScript("OnHide", OnHide) frame:SetScript("PostClick", PostClick) frame:RegisterForClicks("AnyUp") frame:SetAttribute("*type1", "target") frame:SetAttribute("*type2", "menu") return frame end -- Reload a header completely function Units:ReloadHeader(type) if( ShadowUF.db.profile.units[type].frameSplit ) then if( headerFrames.raid ) then self:InitializeFrame("raid") else self:SetHeaderAttributes(headerFrames.raidParent, type) ShadowUF.Layout:AnchorFrame(UIParent, headerFrames.raidParent, ShadowUF.db.profile.positions[type]) ShadowUF:FireModuleEvent("OnLayoutReload", type) end elseif( type == "raid" and not ShadowUF.db.profile.units[type].frameSplit and headerFrames.raidParent ) then self:InitializeFrame("raid") elseif( headerFrames[type] ) then self:SetHeaderAttributes(headerFrames[type], type) ShadowUF:FireModuleEvent("OnLayoutReload", type) ShadowUF.Layout:AnchorFrame(UIParent, headerFrames[type], ShadowUF.db.profile.positions[type]) end end function Units:PositionHeaderChildren(frame) local point = frame:GetAttribute("point") or "TOP" local relativePoint = ShadowUF.Layout:GetRelativeAnchor(point) if( #(frame.children) == 0 ) then return end local xMod, yMod = math.abs(frame:GetAttribute("xMod")), math.abs(frame:GetAttribute("yMod")) local x = frame:GetAttribute("xOffset") or 0 local y = frame:GetAttribute("yOffset") or 0 for id, child in pairs(frame.children) do if( id > 1 ) then frame.children[id]:ClearAllPoints() frame.children[id]:SetPoint(point, frame.children[id - 1], relativePoint, xMod * x, yMod * y) else frame.children[id]:ClearAllPoints() frame.children[id]:SetPoint(point, frame, point, 0, 0) end end end function Units:CheckGroupVisibility() if( not ShadowUF.db.profile.locked ) then return end local raid = headerFrames.raid and not ShadowUF.db.profile.units.raid.frameSplit and headerFrames.raid or headerFrames.raidParent local party = headerFrames.party if( party ) then party:SetAttribute("showParty", ( not ShadowUF.db.profile.units.raid.showParty or not ShadowUF.enabledUnits.raid ) and true or false) party:SetAttribute("showPlayer", ShadowUF.db.profile.units.party.showPlayer) end if( raid and party ) then raid:SetAttribute("showParty", not party:GetAttribute("showParty")) raid:SetAttribute("showPlayer", party:GetAttribute("showPlayer")) end end function Units:SetHeaderAttributes(frame, type) local config = ShadowUF.db.profile.units[type] local xMod = config.attribPoint == "LEFT" and 1 or config.attribPoint == "RIGHT" and -1 or 0 local yMod = config.attribPoint == "TOP" and -1 or config.attribPoint == "BOTTOM" and 1 or 0 local widthMod = (config.attribPoint == "LEFT" or config.attribPoint == "RIGHT") and MEMBERS_PER_RAID_GROUP or 1 local heightMod = (config.attribPoint == "TOP" or config.attribPoint == "BOTTOM") and MEMBERS_PER_RAID_GROUP or 1 frame:SetAttribute("point", config.attribPoint) frame:SetAttribute("sortMethod", config.sortMethod) frame:SetAttribute("sortDir", config.sortOrder) frame:SetAttribute("xOffset", config.offset * xMod) frame:SetAttribute("yOffset", config.offset * yMod) frame:SetAttribute("xMod", xMod) frame:SetAttribute("yMod", yMod) -- Split up raid frame groups if( config.frameSplit and type == "raid" ) then local anchorPoint, relativePoint, xMod, yMod = ShadowUF.Layout:GetSplitRelativeAnchor(config.attribPoint, config.attribAnchorPoint) local columnPoint, xColMod, yColMod = ShadowUF.Layout:GetRelativeAnchor(config.attribPoint) local lastHeader = frame for id=1, 8 do local childHeader = headerFrames["raid" .. id] if( childHeader and childHeader:IsVisible() ) then childHeader:SetAttribute("showRaid", ShadowUF.db.profile.locked and true) childHeader:SetAttribute("minWidth", config.width * widthMod) childHeader:SetAttribute("minHeight", config.height * heightMod) if( childHeader ~= frame ) then childHeader:SetAttribute("point", config.attribPoint) childHeader:SetAttribute("sortMethod", config.sortMethod) childHeader:SetAttribute("sortDir", config.sortOrder) childHeader:SetAttribute("showPlayer", nil) childHeader:SetAttribute("showParty", nil) childHeader:SetAttribute("xOffset", frame:GetAttribute("xOffset")) childHeader:SetAttribute("yOffset", frame:GetAttribute("yOffset")) childHeader:ClearAllPoints() if( id % config.groupsPerRow == 1 ) then local x = config.groupSpacing * xColMod local y = config.groupSpacing * yColMod -- When we're anchoring a new column to the bottom of naother one, the height will mess it up -- if what we anchored to isn't full, by anchoring it to the top instead will get a consistent result local point = columnPoint if( point == "BOTTOM" ) then point = config.attribPoint x = x + (config.height * 5) * xColMod y = y + (config.height * 5) * yColMod end childHeader:SetPoint(config.attribPoint, headerFrames["raid" .. id - config.groupsPerRow], point, x, y) else childHeader:SetPoint(anchorPoint, lastHeader, relativePoint, config.columnSpacing * xMod, config.columnSpacing * yMod) end lastHeader = childHeader end end end -- Normal raid, ma or mt elseif( type == "raidpet" or type == "raid" or type == "mainassist" or type == "maintank" ) then local filter if( config.filters ) then for id, enabled in pairs(config.filters) do if( enabled ) then if( filter ) then filter = filter .. "," .. id else filter = id end end end else filter = config.groupFilter end frame:SetAttribute("showRaid", ShadowUF.db.profile.locked and true) frame:SetAttribute("maxColumns", config.maxColumns) frame:SetAttribute("unitsPerColumn", config.unitsPerColumn) frame:SetAttribute("columnSpacing", config.columnSpacing) frame:SetAttribute("columnAnchorPoint", config.attribAnchorPoint) frame:SetAttribute("groupFilter", filter or "1,2,3,4,5,6,7,8") if( config.groupBy == "CLASS" ) then -- CoA: build groupingOrder dynamically from RAID_CLASS_COLORS so all 21 CoA custom -- classes (populated via CUSTOM_CLASS_COLORS) are included. Hardcoding the 10 -- vanilla classes silently drops Witchdoctor/Templar/… into an unsorted tail. local orderedClasses = {} for classToken in pairs(RAID_CLASS_COLORS) do table.insert(orderedClasses, classToken) end table.sort(orderedClasses) frame:SetAttribute("groupingOrder", table.concat(orderedClasses, ",")) frame:SetAttribute("groupBy", "CLASS") else frame:SetAttribute("groupingOrder", "1,2,3,4,5,6,7,8") frame:SetAttribute("groupBy", "GROUP") end -- Need to position the fake units elseif( type == "boss" or type == "arena" ) then frame:SetWidth(config.width) self:PositionHeaderChildren(frame) -- Update party frames to not show anyone if they should be in raids elseif( type == "party" ) then frame:SetAttribute("maxColumns", math.ceil((config.showPlayer and 5 or 4) / config.unitsPerColumn)) frame:SetAttribute("unitsPerColumn", config.unitsPerColumn) frame:SetAttribute("columnSpacing", config.columnSpacing) frame:SetAttribute("columnAnchorPoint", config.attribAnchorPoint) end -- Update the raid frames to if they should be showing raid or party if( type == "party" or type == "raid" ) then self:CheckGroupVisibility() -- Need to update our flags on the state monitor so it knows what to do stateMonitor:SetAttribute("hideSemiRaid", ShadowUF.db.profile.units.party.hideSemiRaid) stateMonitor:SetAttribute("hideAnyRaid", ShadowUF.db.profile.units.party.hideAnyRaid) end end -- Load a single unit such as player, target, pet, etc function Units:LoadUnit(unit) -- Already be loaded, just enable if( unitFrames[unit] ) then RegisterUnitWatch(unitFrames[unit], unitFrames[unit].hasStateWatch) return end local frame = self:CreateUnit("Button", "SUFUnit" .. unit, UIParent, "SecureUnitButtonTemplate") frame:SetAttribute("unit", unit) frame.hasStateWatch = unit == "pet" -- Annd lets get this going RegisterUnitWatch(frame, frame.hasStateWatch) end function Units:LoadSplitGroupHeader(type) if( headerFrames.raid ) then headerFrames.raid:Hide() end headerFrames.raidParent = nil for id, enabled in pairs(ShadowUF.db.profile.units[type].filters) do local frame = headerFrames["raid" .. id] if( enabled ) then if( not frame ) then frame = CreateFrame("Frame", "SUFHeader" .. type .. id, UIParent, "SecureGroupHeaderTemplate") frame:SetAttribute("template", "SecureUnitButtonTemplate") frame:SetAttribute("initial-unitWatch", true) frame:SetAttribute("showRaid", true) frame:SetAttribute("groupFilter", id) frame:UnregisterEvent("UNIT_NAME_UPDATE") frame.initialConfigFunction = initializeUnit frame.isHeaderFrame = true frame.unitType = type frame.splitParent = type frame.groupID = id --frame:SetBackdrop({bgFile = "Interface\\ChatFrame\\ChatFrameBackground", edgeFile = "Interface\\ChatFrame\\ChatFrameBackground", edgeSize = 1}) --frame:SetBackdropBorderColor(1, 0, 0, 1) --frame:SetBackdropColor(0, 0, 0, 0) headerFrames["raid" .. id] = frame end frame:Show() if( not headerFrames.raidParent or headerFrames.raidParent.groupID > id ) then headerFrames.raidParent = frame end elseif( frame ) then frame:Hide() end end if( headerFrames.raidParent ) then self:SetHeaderAttributes(headerFrames.raidParent, type) ShadowUF.Layout:AnchorFrame(UIParent, headerFrames.raidParent, ShadowUF.db.profile.positions.raid) end end -- Load a header unit, party or raid function Units:LoadGroupHeader(type) -- Any frames that were split out in this group need to be hidden for _, headerFrame in pairs(headerFrames) do if( headerFrame.splitParent == type ) then headerFrame:Hide() end end -- Already created, so just reshow and we out if( headerFrames[type] ) then headerFrames[type]:Show() if( type == "party" ) then stateMonitor:SetAttribute("partyDisabled", nil) end if( type == "party" or type == "raid" ) then self:CheckGroupVisibility() end return end local headerFrame = CreateFrame("Frame", "SUFHeader" .. type, UIParent, type == "raidpet" and "SecureGroupPetHeaderTemplate" or "SecureGroupHeaderTemplate") headerFrames[type] = headerFrame self:SetHeaderAttributes(headerFrame, type) headerFrame:SetAttribute("template", "SecureUnitButtonTemplate") headerFrame:SetAttribute("initial-unitWatch", true) headerFrame.initialConfigFunction = initializeUnit headerFrame.isHeaderFrame = true headerFrame.unitType = type headerFrame:UnregisterEvent("UNIT_NAME_UPDATE") ShadowUF.Layout:AnchorFrame(UIParent, headerFrame, ShadowUF.db.profile.positions[type]) -- We have to do party hiding based off raid as a state driver so that we can smoothly hide the party frames based off of combat and such -- technically this isn't the cleanest solution because party frames will still have unit watches active -- but this isn't as big of a deal, because SUF automatically will unregister the OnEvent for party frames while hidden if( type == "party" ) then stateMonitor:SetFrameRef("partyHeader", headerFrame) stateMonitor:WrapScript(stateMonitor, "OnAttributeChanged", [[ if( name ~= "state-raidmonitor" and name ~= "partydisabled" and name ~= "hideanyraid" and name ~= "hidesemiraid" ) then return end if( self:GetAttribute("partyDisabled") ) then return end if( self:GetAttribute("hideAnyRaid") and ( self:GetAttribute("state-raidmonitor") == "raid1" or self:GetAttribute("state-raidmonitor") == "raid6" ) ) then self:GetFrameRef("partyHeader"):Hide() elseif( self:GetAttribute("hideSemiRaid") and self:GetAttribute("state-raidmonitor") == "raid6" ) then self:GetFrameRef("partyHeader"):Hide() else self:GetFrameRef("partyHeader"):Show() end ]]) RegisterStateDriver(stateMonitor, "raidmonitor", "[target=raid6, exists] raid6; [target=raid1, exists] raid1; none") else headerFrame:Show() end end -- Fake headers that are supposed to act like headers to the users, but are really not function Units:LoadZoneHeader(type) if( headerFrames[type] ) then headerFrames[type]:Show() return end local headerFrame = CreateFrame("Frame", "SUFHeader" .. type, UIParent) headerFrame.isHeaderFrame = true headerFrame.unitType = type headerFrame:SetClampedToScreen(true) headerFrame:SetMovable(true) headerFrame:SetHeight(0.1) headerFrame.children = {} headerFrames[type] = headerFrame if( type == "arena" ) then headerFrame:SetScript("OnAttributeChanged", function(self, key, value) if( key == "childChanged" and value and self.children[value] and self:IsVisible() ) then self.children[value]:FullUpdate() end end) end for id, unit in pairs(ShadowUF[type .. "Units"]) do local frame = self:CreateUnit("Button", "SUFHeader" .. type .. "UnitButton" .. id, headerFrame, "SecureUnitButtonTemplate") frame.ignoreAnchor = true frame:SetAttribute("unit", unit) frame:Hide() headerFrame.children[id] = frame -- Arena frames are only allowed to be shown not hidden from the unit existing, or else when a Rogue -- stealths the frame will hide which looks bad. Instead force it to stay open and it has to be manually hidden when the player leaves an arena. if( type == "arena" ) then frame:SetAttribute("unitID", id) frame.hasStateWatch = true stateMonitor:WrapScript(frame, "OnAttributeChanged", [[ if( name == "state-unitexists" ) then local parent = self:GetParent() if( value and self:GetAttribute("unitDisappeared") ) then parent:SetAttribute("childChanged", self:GetAttribute("unitID")) self:SetAttribute("unitDisappeared", nil) elseif( not value and not self:GetAttribute("unitDisappeared") ) then self:SetAttribute("unitDisappeared", true) end if( value ) then self:Show() end end ]]) RegisterUnitWatch(frame, frame.hasStateWatch) else RegisterUnitWatch(frame) end end self:SetHeaderAttributes(headerFrame, type) ShadowUF.Layout:AnchorFrame(UIParent, headerFrame, ShadowUF.db.profile.positions[type]) end -- Load a unit that is a child of another unit (party pet/party target) function Units:LoadChildUnit(parent, type, id) if( InCombatLockdown() ) then if( not queuedCombat[parent:GetName() .. type] ) then queuedCombat[parent:GetName() .. type] = {parent = parent, type = type, id = id} end return else -- This is a bit confusing to write down, but just in case I forget: -- It's possible theres a bug where you have a frame skip creating it's child because it thinks one was already created, but the one that was created is actually associated to another parent. What would need to be changed is it checks if the frame has the parent set to it and it's the same unit type before returning, not that the units match. for frame in pairs(frameList) do if( frame.unitType == type and frame.parent == parent ) then RegisterUnitWatch(frame, frame.hasStateWatch) return end end end parent.hasChildren = true -- Now we can create the actual frame local frame = self:CreateUnit("Button", "SUFChild" .. type .. string.match(parent:GetName(), "(%d+)"), parent, "SecureUnitButtonTemplate") frame.unitType = type frame.parent = parent frame.isChildUnit = true frame.hasStateWatch = type == "partypet" frame:SetFrameStrata("LOW") frame:SetAttribute("useparent-unit", true) frame:SetAttribute("unitsuffix", string.match(type, "pet$") and "pet" or "target") OnAttributeChanged(frame, "unit", SecureButton_GetModifiedUnit(frame)) frameList[frame] = true RegisterUnitWatch(frame, frame.hasStateWatch) ShadowUF.Layout:AnchorFrame(parent, frame, ShadowUF.db.profile.positions[type]) end -- Initialize units function Units:InitializeFrame(type) if( type == "raid" and ShadowUF.db.profile.units[type].frameSplit ) then self:LoadSplitGroupHeader(type) elseif( type == "party" or type == "raid" or type == "maintank" or type == "mainassist" or type == "raidpet" ) then self:LoadGroupHeader(type) elseif( self.zoneUnits[type] ) then self:LoadZoneHeader(type) elseif( self.childUnits[type] ) then for frame in pairs(frameList) do if( frame.unitType == self.childUnits[type] and ShadowUF.db.profile.units[frame.unitType] and frame.unitID ) then self:LoadChildUnit(frame, type, frame.unitID) end end else self:LoadUnit(type) end end -- Uninitialize units function Units:UninitializeFrame(type) -- Disables showing party in raid automatically if raid frames are disabled if( type == "party" ) then stateMonitor:SetAttribute("partyDisabled", true) end if( type == "party" or type == "raid" ) then self:CheckGroupVisibility() end -- Disable the parent and the children will follow if( ShadowUF.db.profile.units[type].frameSplit ) then for _, headerFrame in pairs(headerFrames) do if( headerFrame.splitParent == type ) then headerFrame:Hide() end end elseif( headerFrames[type] ) then headerFrames[type]:Hide() if( headerFrames[type].children ) then for _, frame in pairs(headerFrames[type].children) do frame:Hide() end end else -- Disable all frames of this type for frame in pairs(frameList) do if( frame.unitType == type ) then UnregisterUnitWatch(frame) frame:Hide() end end end end -- Profile changed, reload units function Units:ProfileChanged() -- Reset the anchors for all frames to prevent X is dependant on Y for frame in pairs(frameList) do if( frame.unit ) then frame:ClearAllPoints() end end for frame in pairs(frameList) do if( frame.unit and ShadowUF.db.profile.units[frame.unitType].enabled ) then -- Force all enabled modules to disable for key, module in pairs(ShadowUF.modules) do if( frame[key] and frame.visibility[key] ) then frame.visibility[key] = nil module:OnDisable(frame) end end -- Now enable whatever we need to frame:SetVisibility() ShadowUF.Layout:Load(frame) frame:FullUpdate() end end for _, frame in pairs(headerFrames) do if( ShadowUF.db.profile.units[frame.unitType].enabled ) then self:ReloadHeader(frame.unitType) end end end -- Small helper function for creating bars with function Units:CreateBar(parent) local bar = CreateFrame("StatusBar", nil, parent) bar:SetFrameLevel(parent.topFrameLevel or 5) bar.parent = parent bar.background = bar:CreateTexture(nil, "BORDER") bar.background:SetHeight(1) bar.background:SetWidth(1) bar.background:SetAllPoints(bar) bar.background:SetHorizTile(false) return bar end -- Deal with zone changes for enabling modules local instanceType, queueZoneCheck function Units:CheckPlayerZone(force) if( InCombatLockdown() ) then queueZoneCheck = force and 2 or 1 return end -- CanHearthAndResurrectFromArea() returns true for world pvp areas, according to BattlefieldFrame.lua local instance = CanHearthAndResurrectFromArea() and "pvp" or select(2, IsInInstance()) if( instance == instanceType and not force ) then return end instanceType = instance ShadowUF:LoadUnits() for frame in pairs(frameList) do if( frame.unit and ShadowUF.db.profile.units[frame.unitType].enabled ) then frame:SetVisibility() -- Auras are enabled so will need to check if the filter has to change if( frame.visibility.auras ) then ShadowUF.modules.auras:UpdateFilter(frame) end if( UnitExists(frame.unit) ) then frame:FullUpdate() end end end end local centralFrame = CreateFrame("Frame") centralFrame:RegisterEvent("PLAYER_REGEN_ENABLED") centralFrame:RegisterEvent("ZONE_CHANGED_NEW_AREA") centralFrame:SetScript("OnEvent", function(self, event, unit) -- Check if the player changed zone types and we need to change module status, while they are dead -- we won't change their zone type as releasing from an instance will change the zone type without them -- really having left the zone if( event == "ZONE_CHANGED_NEW_AREA" ) then if( UnitIsDeadOrGhost("player") ) then self:RegisterEvent("PLAYER_UNGHOST") else self:UnregisterEvent("PLAYER_UNGHOST") Units:CheckPlayerZone() end -- They're alive again so they "officially" changed zone types now elseif( event == "PLAYER_UNGHOST" ) then Units:CheckPlayerZone() -- This is slightly hackish, but it suits the purpose just fine for somthing thats rarely called. elseif( event == "PLAYER_REGEN_ENABLED" ) then -- Now do all of the creation for child wrapping for _, queue in pairs(queuedCombat) do Units:LoadChildUnit(queue.parent, queue.type, queue.id) end table.wipe(queuedCombat) if( queueZoneCheck ) then Units:CheckPlayerZone(queueZoneCheck == 2 and true) queueZoneCheck = nil end end end)