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Dcr_lists.lua
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Dcr_lists.lua
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--[[
This file is part of Decursive.
Decursive (v @project-version@) add-on for World of Warcraft UI
Copyright (C) 2006-2019 John Wellesz (Decursive AT 2072productions.com) ( http://www.2072productions.com/to/decursive.php )
Decursive is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Decursive is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Decursive. If not, see <https://www.gnu.org/licenses/>.
Decursive is inspired from the original "Decursive v1.9.4" by Patrick Bohnet (Quu).
The original "Decursive 1.9.4" is in public domain ( www.quutar.com )
Decursive is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
--]]
-------------------------------------------------------------------------------
local addonName, T = ...;
-- big ugly scary fatal error message display function {{{
if not T._FatalError then
-- the beautiful error popup : {{{ -
StaticPopupDialogs["DECURSIVE_ERROR_FRAME"] = {
text = "|cFFFF0000Decursive Error:|r\n%s",
button1 = "OK",
OnAccept = function()
return false;
end,
timeout = 0,
whileDead = 1,
hideOnEscape = 1,
showAlert = 1,
preferredIndex = 3,
}; -- }}}
T._FatalError = function (TheError) StaticPopup_Show ("DECURSIVE_ERROR_FRAME", TheError); end
end
-- }}}
if not T._LoadedFiles or not T._LoadedFiles["Decursive.xml"] or not T._LoadedFiles["Decursive.lua"] then
if not DecursiveInstallCorrupted then T._FatalError("Decursive installation is corrupted! (Decursive.xml or Decursive.lua not loaded)"); end;
DecursiveInstallCorrupted = true;
return;
end
T._LoadedFiles["Dcr_lists.lua"] = false;
local D = T.Dcr;
local L = D.L;
local LC = D.LC;
local DC = T._C;
local _;
local _G = _G;
local pairs = _G.pairs;
local ipairs = _G.ipairs;
local type = _G.type;
local string = _G.string;
local UnitGUID = _G.UnitGUID;
local table = _G.table;
local str_format = _G.string.format;
local t_insert = _G.table.insert;
local UnitClass = _G.UnitClass;
local UnitExists = _G.UnitExists;
local UnitIsPlayer = _G.UnitIsPlayer;
local GetRaidRosterInfo = _G.GetRaidRosterInfo;
local IsShiftKeyDown = _G.IsShiftKeyDown;
local IsControlKeyDown = _G.IsControlKeyDown;
-- Dcr_ListFrameTemplate specific internal functions {{{
function D.ListFrameTemplate_OnLoad(frame)
frame.ScrollFrame = _G[frame:GetName().."ScrollFrame"];
frame.ScrollBar = _G[frame.ScrollFrame:GetName().."ScrollBar"];
frame.ScrollFrame.offset = 0;
end
function D:ListFrameScrollFrameTemplate_OnMouseWheel(frame, value)
local scrollBar = _G[frame:GetName().."ScrollBar"];
local min, max = scrollBar:GetMinMaxValues();
if ( value > 0 ) then
if (IsShiftKeyDown() ) then
scrollBar:SetValue(min);
else
scrollBar:SetValue(scrollBar:GetValue() - scrollBar:GetValueStep());
end
else
if (IsShiftKeyDown() ) then
scrollBar:SetValue(max);
else
scrollBar:SetValue(scrollBar:GetValue() + scrollBar:GetValueStep());
end
end
end
-- }}}
-- Dcr_ListFrameTemplate specific handlers {{{
function D.PrioSkipListFrame_OnUpdate(frame) --{{{
if not D.DcrFullyInitialized then
return;
end
if (frame.UpdateYourself) then
frame.UpdateYourself = false;
local baseName = frame:GetName();
local size;
if (frame.Priority) then
size = #D.profile.PriorityList;
else
size = #D.profile.SkipList;
end
-- D:Debug("PrioSkipListFrame_OnUpdate executed", size, this.ScrollFrame.offset);
local i;
for i = 1, 10 do
local id = ""..i;
if (i < 10) then
id = "0"..i;
end
local btn = _G[baseName.."Index"..id];
btn:SetID( i + frame.ScrollFrame.offset);
D:PrioSkipListEntry_Update(btn);
if (i <= size) then
btn:Show();
else
btn:Hide();
end
end
frame.ScrollUpdateFunc(_G[baseName.."ScrollFrame"], true);
end
end --}}}
function D.PrioSkipListEntryTemplate_OnClick(listFrame, entryBFrame, button) --{{{
local list;
local UnitNum;
if listFrame.Priority then
list = D.profile.PriorityList;
UnitNum = #D.profile.PriorityList;
else
list = D.profile.SkipList;
UnitNum = #D.profile.SkipList;
end
local id = entryBFrame:GetID();
if (id) then
if (IsControlKeyDown()) then
if (listFrame.Priority) then
D:RemoveIDFromPriorityList(id);
else
D:RemoveIDFromSkipList(id);
end
elseif (UnitNum > 1) then
local previousUnit_ID, previousUnit, nextUnit_ID, nextUnit, currentUnit;
previousUnit_ID = id - 1;
nextUnit_ID = id + 1;
previousUnit = list[previousUnit_ID];
nextUnit = list[nextUnit_ID ];
currentUnit = list[id];
if (button=="RightButton" and IsShiftKeyDown()) then -- move at the bottom
table.remove(list, id);
table.insert(list, UnitNum, currentUnit);
elseif (button=="LeftButton" and IsShiftKeyDown()) then -- move at the top
table.remove(list, id);
table.insert(list, 1, currentUnit);
elseif (button=="LeftButton" and id ~= 1) then -- unit gets higher
D:Debug("upping %s of id %d", list[id], id);
list[previousUnit_ID] = list[id];
list[id] = previousUnit;
elseif (button=="RightButton" and id ~= UnitNum) then -- unit gets lower
D:Debug("downing %s of id %d", list[id], id);
list[nextUnit_ID] = list[id];
list[id] = nextUnit;
elseif (button=="MiddleButton") then
end
listFrame.UpdateYourself = true;
end
D.Status.PrioChanged = true;
D:GroupChanged ("PrioSkipListEntryTemplate_OnClick");
else
D:Debug("No ID");
end
end --}}}
function D:PrioSkipListEntry_Update(Entry) --{{{
local id = Entry:GetID();
if (id) then
--D:Debug("PrioSkipListEntry_Update executed");
local name, classname, GUIDorNum;
if (Entry:GetParent().Priority) then
GUIDorNum = D.profile.PriorityList[id];
classname = D.profile.PriorityListClass[GUIDorNum];
name = D.profile.PrioGUIDtoNAME[GUIDorNum];
else
GUIDorNum = D.profile.SkipList[id];
classname = D.profile.SkipListClass[GUIDorNum];
name = D.profile.SkipGUIDtoNAME[GUIDorNum];
end
if (GUIDorNum) then
if (type(GUIDorNum) == "number") then
if (GUIDorNum > 10) then
name = str_format("[ %s ]", DC.ClassNumToLName[GUIDorNum]);
elseif GUIDorNum > 0 then
name = str_format("[ %s %s ]", L["STR_GROUP"], GUIDorNum);
else
name = str_format("[ %s ]", _G[({"HEALER", "TANK", "DAMAGER"})[-GUIDorNum]] or GUIDorNum);
end
end
Entry:SetText(id.." - "..D:ColorText(name, classname and "FF"..DC.HexClassColor[classname] or (GUIDorNum > 0 and "FFCACAF0" or "FFBAF0DA") ));
else
Entry:SetText("Error - NO name!");
end
else
Entry:SetText("Error - No ID!");
end
end --}}}
function D.PrioSkipList_ScrollFrame_Update (ScrollFrame) -- {{{
if not D.DcrFullyInitialized then
return;
end
local maxentry;
local UpdateListOnceDone = true;
local DirectCall = false;
D:Debug("ScrollFrame is a %s", type(ScrollFrame));
if (not ScrollFrame) then
--ScrollFrame = this; -- Called from the scrollbar frame handler
else
--UpdateListOnceDone = false; -- The function was called from the list update function
DirectCall = true;
end
if (not ScrollFrame.UpdateYourself) then
ScrollFrame.UpdateYourself = true;
return;
end
if (ScrollFrame:GetParent().Priority) then
maxentry = #D.profile.PriorityList;
else
maxentry = #D.profile.SkipList;
end
FauxScrollFrame_Update(ScrollFrame,maxentry,10,16);
if (UpdateListOnceDone) then
ScrollFrame.UpdateYourself = false; -- prevent this function to re-execute unecessarily
ScrollFrame:GetParent().UpdateYourself = true;
end
D:Debug("PrioSkipList_ScrollFrame_Update executed for %s", ScrollFrame:GetName());
end -- }}}
-- }}}
-- list specific management functions {{{
-------------------------------------------------------------------------------
function D:AddTargetToPriorityList() --{{{
D:Debug( "Adding the target to the priority list");
return D:AddElementToPriorityList("target", true);
end --}}}
local function AddElementToList(element, checkIfExist, list, listGUIDtoName, listClass) -- {{{
if not D.DcrFullyInitialized then
return false;
end
if #list > 99 then
return false;
end
if not checkIfExist or UnitExists(element) then
if type(element) == "number" or UnitIsPlayer(element) then
D:Debug("adding %s", element);
local GUIDorNum;
if type(element) == "number" then
GUIDorNum = element;
else
GUIDorNum = UnitGUID(element);
if not GUIDorNum then
return false;
end
end
if listGUIDtoName[GUIDorNum] then
return false;
end
table.insert(list, GUIDorNum);
if type(element) == "string" then
_, listClass[GUIDorNum] = UnitClass(element);
listGUIDtoName[GUIDorNum] = D:UnitName(element);
elseif element > 10 then
listClass[element] = DC.ClassNumToUName[element];
listGUIDtoName[GUIDorNum] = str_format("[ %s ]", DC.ClassNumToLName[GUIDorNum]);
else
listGUIDtoName[GUIDorNum] = str_format("[ %s %s ]", L["STR_GROUP"], GUIDorNum);
end
return true;
else
D:Debug("Unit is not a player:", element, checkIfExist, UnitExists(element));
if not element then
error("D:AddElementToList: bad argument #1 'element' must be!",2);
end
end
else
D:Debug("Unit does not exist");
end
return false;
end -- }}}
function D:AddElementToPriorityList(element, check) --{{{
if AddElementToList(element, check, D.profile.PriorityList, D.profile.PrioGUIDtoNAME, D.profile.PriorityListClass) then
DecursivePriorityListFrame.UpdateYourself = true;
D.Status.PrioChanged = true;
D:GroupChanged("AddElementToPriorityList");
D:Debug("Unit %s added to the prio list", element);
return true;
else
return false;
end
end --}}}
function D:RemoveIDFromPriorityList(id) --{{{
D.profile.PriorityListClass[ D.profile.PriorityList[id] ] = nil; -- remove it from the table
D.profile.PrioGUIDtoNAME[ D.profile.PriorityList[id]] = nil;
table.remove( D.profile.PriorityList, id );
D.Status.PrioChanged = true;
D:GroupChanged ("RemoveIDFromPriorityList");
DecursivePriorityListFrame.UpdateYourself = true;
end --}}}
function D:ClearPriorityList() --{{{
D.profile.PriorityList = {};
D.profile.PriorityListClass = {};
D.profile.PrioGUIDtoNAME = {};
D.Status.PrioChanged = true;
D:GroupChanged ("ClearPriorityList");
DecursivePriorityListFrame.UpdateYourself = true;
end --}}}
function D:AddTargetToSkipList() --{{{
D:Debug( "Adding the target to the Skip list");
return D:AddElementToSkipList("target");
end --}}}
function D:AddElementToSkipList(element, check) --{{{
if AddElementToList(element, check, D.profile.SkipList, D.profile.SkipGUIDtoNAME, D.profile.SkipListClass) then
DecursiveSkipListFrame.UpdateYourself = true;
D.Status.PrioChanged = true;
D:GroupChanged ("AddElementToSkipList");
D:Debug("Unit %s added to the skip list", element);
return true;
else
return false;
end
end --}}}
function D:RemoveIDFromSkipList(id) --{{{
D.profile.SkipListClass[ D.profile.SkipList[id] ] = nil; -- remove it from the table
D.profile.SkipGUIDtoNAME[ D.profile.SkipList[id]] = nil;
table.remove( D.profile.SkipList, id );
D.Status.PrioChanged = true;
D:GroupChanged ("RemoveIDFromSkipList");
DecursiveSkipListFrame.UpdateYourself = true;
end --}}}
function D:ClearSkipList() --{{{
local i;
D.profile.SkipList = {};
D.profile.SkipListClass = {};
D.profile.SkipGUIDtoNAME = {};
D.Status.PrioChanged = true;
D.Groups_datas_are_invalid = true;
D:GroupChanged ("ClearSkipList");
DecursiveSkipListFrame.UpdateYourself = true;
end --}}}
function D:IsInPriorList (GUID) --{{{
return self.Status.InternalPrioList[GUID] or false;
end --}}}
function D:IsInSkipList (GUID) --{{{
return self.Status.InternalSkipList[GUID] or false;
end --}}}
-- }}}
function D:PopulateButtonPress(frame) --{{{
local PopulateFrame = frame:GetParent();
local UppedClass = "";
if (IsShiftKeyDown() and frame.ClassType) then
-- UnitClass returns uppercased class...
UppedClass = string.upper(frame.ClassType);
D:Debug("Populate called for %s", frame.ClassType);
-- for the class type stuff... we do party
local _, pclass = UnitClass("player");
if (pclass == UppedClass) then
PopulateFrame:addFunction("player");
end
_, pclass = UnitClass("party1");
if (pclass == UppedClass) then
PopulateFrame:addFunction("party1");
end
_, pclass = UnitClass("party2");
if (pclass == UppedClass) then
PopulateFrame:addFunction("party2");
end
_, pclass = UnitClass("party3");
if (pclass == UppedClass) then
PopulateFrame:addFunction("party3");
end
_, pclass = UnitClass("party4");
if (pclass == UppedClass) then
PopulateFrame:addFunction("party4");
end
end
local i, pgroup, pclass;
if (IsShiftKeyDown() and frame.ClassType) then
D:Debug("Finding raid units with a macthing class");
for index, unit in ipairs(D.Status.Unit_Array) do
_, pclass = UnitClass(unit);
if (pclass == UppedClass) then
D:Debug("found %s", pclass);
PopulateFrame:addFunction(unit);
end
end
elseif (frame.ClassType) then
PopulateFrame:addFunction(DC.ClassUNameToNum[string.upper(frame.ClassType)]);
end
local max = DC.GetNumRaidMembers();
if (IsShiftKeyDown() and frame.GroupNumber and max > 0) then
D:Debug("Finding raid units with a matching group number");
for i = 1, max do
_, _, pgroup, _, _, pclass = GetRaidRosterInfo(i);
if (pgroup == frame.GroupNumber) then
D:Debug("found %s in group %d", pclass, max);
PopulateFrame:addFunction("raid"..i);
end
end
elseif (not IsShiftKeyDown() and frame.GroupNumber) then
PopulateFrame:addFunction(frame.GroupNumber);
end
end --}}}
T._LoadedFiles["Dcr_lists.lua"] = "@project-version@";