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Pinned frames: apply a raid layout's pinned config while editing/active#129

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Pinned frames: apply a raid layout's pinned config while editing/active#129
Krathe82 wants to merge 28 commits into
DanderBot:mainfrom
Krathe82:pr/pinned-raid-scope

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@Krathe82 Krathe82 commented Jun 5, 2026

Pinned frames chose their config (party vs raid) purely by IsInRaid(), but auto layouts are raid-scoped — their live preview and active overlay are only reachable via the raid DB. So a raid layout's per-set pinned overrides (pinned players, etc.) were invisible unless you were physically in a raid.

GetPinnedDB/GetActualMode now treat "a raid layout is being edited" or "is the active runtime profile" as raid context, so those overrides apply during edit/preview and when active. Normal solo/party play (no layout edited/active) is unchanged.

Pairs with the /df clearoverride command in #128, which lets you clear such a pinned override even outside a raid.

Stacks on #128; merge in order.

Krathe82 and others added 28 commits June 3, 2026 01:19
…tling

Route every border (frame, square/icon, bar, defensive icon, missing buff,
resource bar, pet, targeted spells) through a single DF.Border engine with
shared style / alpha / gradient controls and 10 animation effects (LibCustomGlow
embedded). Add DF.Expiring with per-entry throttle + stagger for the expiring
border ticker. Defensive-icon and missing-buff border fixes (frame level,
co-planar with the icon, out-of-range fade preserved across re-renders). Adds
the border & expiry system overview docs.
Default-value tweaks for new profiles: buff icon size 20, buff spacing 2, buff
stack-count offsets, Stack/Duration outline SHADOW;OUTLINE, buff & debuff
expiring border inset 0 (flush), plus minor text/aura/absorb/targeted default
tweaks. (Targets border-rework's new border-key schema.)
The old default was opaque black, which is easy to mistake for empty
space on a dark health bar. New default is a translucent grey
(#757575 @ ~80% alpha) so the reduced-max region reads clearly.

Includes a one-time, value-guarded migration: any profile still on the
exact old black {0,0,0,1} is flipped to the new colour on load; any
profile with a customised (non-black) colour is left untouched, and a
per-mode flag means a later deliberate black choice is not reverted.
Iterate the new default from #757575CB to #808080CD (50% mid-grey at
~80% alpha). Migration bumped to V2 and now also catches the brief
in-development #757575CB value (in-dev testers only) in addition to the
original opaque black, so it lands on the final colour; customised
colours are still left alone.
…targeted list

- Role icons: Show Tank/Healer/DPS toggles apply live (no /reload), decoupled
  from the Hide-in-Combat gate.
- Boss debuffs: widen Border Scale range to allow hiding the border, cap to +/-5,
  step by 1, add an explanatory tip.
- Aura Designer: tear down indicators when AD is disabled; re-apply on profile swap.
- Targeted list: don't show in test mode when the feature is disabled.
In replace mode ApplyHealthBar reset the underlying health-bar texture
to the full configured alpha on every aura re-apply, while the OOR path
(UpdateHealthBarAppearance / UpdateAuraDesignerAppearance) drove it to
the faded healthbarEffectiveBlend. In element-specific OOR mode the two
disagree on an out-of-range unit, and a phased unit — whose auras the
client re-syncs constantly, firing UNIT_AURA in a tight loop — makes the
re-apply re-assert full opacity many times a second, so the bar flashed.

Read the OOR-aware effective blend here too (fall back to the configured
alpha on first apply / in range). Regression from the a685d42 vertex->
frame alpha move, which made UpdateHealthBarAppearance OOR-aware but left
this companion write using the raw alpha.
With framePadding 0 the health bar fills the whole frame and the border
draws inward over its edge. In element-specific OOR mode the border fades
to its OOR alpha, revealing the AD replace overlay/recolour sitting under
it — so a green Renew indicator tinted the (class-coloured) border out of
range.

- Inset the AD tint/replace overlay by the frame border thickness so it
  never sits under the border (ApplyHealthBar, and re-applied in
  UpdateAuraDesignerAppearance so a range transition positions it
  immediately instead of waiting for the next aura tick).
- Run UpdateAuraDesignerAppearance before UpdateHealthBarAppearance in
  UpdateAllElementAppearances: the AD pass writes healthbarEffectiveBlend
  (the OOR-aware bar alpha) that the health pass reads, so the underlying
  bar fades in lockstep with the border on the first out-of-range frame
  (no one-tick green flash).
…es, mono fonts

- Upgrade status icons to modern Blizzard atlases (prefer atlas, fall back to the
  legacy texture); role icons prefer the LFG role atlases.
- Live header previews per icon section (icon swatch or status text), greyed when
  disabled; the role preview tracks the selected style.
- AFK icon timer: dedicated Timer Text controls, left-justified zero-padded MM:SS
  countdown that stays steady (no wobble); bundle Roboto Mono for an optional
  fully-static timer.
- Restructure every status-icon section into collapsible Settings / Appearance /
  Position boxes (matching Aura Designer); collapse-bar arrow points up.
- Rename Raid Target -> Target Marker; status-icon font/size/colour now apply to
  live frames instantly.
Follow-up work captured after the initial bundle was cut:

* (Icons) New BG objective carrier icon — lights up a friendly
  party/raid member carrying a battleground objective (flag or orb),
  detected via UnitPvpClassification so it needs no aura access and
  renders on DF frames regardless of Blizzard frame state. Defaults
  on, centred; full Settings/Appearance/Position controls + preview.
* (Icons) Target Marker section header preview now shows the four
  common markers (square/cross/triangle/circle), inset to match the
  other swatch sizes.
* (Defaults) Summon/AFK icon defaults — Show-as-Text off, centred,
  repositioned; AFK timer text size 16, offset Y 1 (party + raid).
* (GUI) Collapse-bar arrow points up and is more visible.
* (Test Mode) Replaced test-mode buff/debuff preview icons that
  pointed at art removed in Midnight, so they no longer render blank.
New optional status icon showing the classic crossed-swords glyph (Interface\CharacterFrame\UI-StateIcon, swords quadrant) on a party/raid member who is in combat. Detection via UnitAffectingCombat(unit), secret-guarded; event-driven on UNIT_FLAGS (no new ticker) plus the normal status-icon refresh. Full Settings/Appearance/Position GUI, Config defaults (party+raid, off by default), export keys, and test-mode rendering — mirrors the BG-carrier icon pattern. Off by default; default position CENTER.
…e "Icons" toggle

The two test-panel preview toggles were confusing; combine them into a single "Icons" checkbox keyed on testShowStatusIcons (now default on). Repoints the role/leader render gate and the quick-preset writes to that key; testShowIcons is retired. One-time migration flips existing profiles on so role/leader icons do not disappear in test mode. Test-mode display only — no gameplay impact.
TD edit callbacks refresh via Preview:RefreshLiveFrames, which only iterated
DF.unitFrameMap (live frames). Test-mode frames are a separate pool
(DF.testPartyFrames / testRaidFrames, dfIsTestFrame), so edits never showed on
the test frames the designer is looking at. Also refresh that pool when test
mode is active; UpdateTextDesigner self-sources mock data via DataSource.Test,
so a light TD-only refresh suffices (no full UpdateTestFrame). Covers the
throttled drag path too (it shares RefreshLiveFrames).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
(cherry picked from commit 3c464bbb7ae66457103c94ffe6319eea3ef5ce96)
…s resize

The GUI page build cache is keyed on mode (party/raid) only, not on the active
auto-layout. Switching between raid auto-layouts kept cacheValid=true, so
RefreshCached (tab-switch path) took the cheap route and never rebuilt — tabs
re-showed the previous layout's geometry. Most visible on the Aura Designer and
Text Designer frame previews, which size their mock frame to the layout's
frameWidth/Height at build time and so stayed stuck at the first-edited layout's
size, making indicator/text placement misleading.

Add GUI:InvalidateAllPages() and call it from AutoProfiles EnterEditing/
ExitEditing so every tab rebuilds for the active layout's frame size on next view.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
(cherry picked from commit c8d3a442058c9bc52b8c963aa5b6720ec7001f67)
Both designer pages reuse their cached build when the db REFERENCE is unchanged:
AD early-returns on prevDB==dbRef; TD has 'if state.built then return end' with
teardown gated only on state.activeDB~=db. An auto-layout switch keeps the same
raid db reference but changes frameWidth/Height, so both short-circuited and the
preview mock stayed stuck at the first-edited layout's size (so InvalidateAllPages
got BuildXPage called, but the internal reuse-guard skipped the rebuild).

Make both reuse-guards dimension-aware: record the frameWidth/Height each build
was made for (mainFrame.dfBuiltFrameW/H; state.builtFrameW/H) and force a full
rebuild when they differ, so the preview resizes to the active layout.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
(cherry picked from commit 6026b858c2226e9ff9aec931a2cf40325b21b9cf)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…errides

Table-valued overrides (auraDesigner, textDesigner, raidGroupVisible, …) showed
only '{table}' in the Override Details tooltip and the /df overrides chat dump,
hiding what was actually overridden. Both now recurse into the table and show the
real key=value contents (colours as (r,g,b), bools coloured). The tooltip is
depth- and line-budget-capped so a large config can't overflow it (with /df
overrides as the full scrollable dump); the chat version is depth-capped only.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
(cherry picked from commit 99ab02b2cfa28be135f6e0d3c7f720f6fe68f3f7)
…+ covers Other

Two follow-ups on the override expansion: (1) textDesigner sat in the 'Other'
group, whose loop still printed the raw table — now expanded too. (2) A table
override stores the WHOLE table, so dumping it showed the entire config, not just
what the layout changed. Both the tooltip and /df overrides now DIFF the override
table against the global (DF._realRaidDB[key]) via WalkOverrideDiff and show only
the differing leaves. Tooltip stays depth/line-capped; chat is the full dump.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
(cherry picked from commit 652c8869efa1601f6977db1d603d02ef516f90dd)
The override view recursed into textDesigner.elements and showed each element as
its array index (1:, 2:). Expose DF.TextDesigner.ElementDisplayName(elem) (mirrors
the editor's naming: auto-numbered label else the content-type's label) and use it
in WalkOverrideDiff so elements read as 'Name', 'Current HP', 'Dead / Offline /
Ghost', etc. — matching the Text Designer element list.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
(cherry picked from commit 6415ed39e12adc5a9e073babc838fdeb7c286d60)
…it-time diff

Override tooltip and /df overrides:
- Collapse single-child wrapper chains into one breadcrumb and list the changed
  leaves beneath it, instead of repeating a long path per leaf or truncating deep
  Aura Designer configs to "{…}".
- Hide redundant flat siblings of a whole-table override (raidGroupVisible_N when
  raidGroupVisible itself is stored), and stop ExitEditing's diff safety-net from
  double-storing the whole table when flat keys already track it.
- Map textDesigner to its own tab instead of falling into "Other"; show TD element
  names rather than array indices.
- One shared CountDisplayedOverrides so the row badge, editing status line and
  /df overrides all report the same (deduped) count.
- While editing, diff against globalSnapshot: live previews are written into
  _realRaidDB during editing, so diffing against it showed nothing changed for
  table-valued overrides (the values matched the preview).
- Cap the tooltip body line count, always showing the "use /df overrides" footer.

Add /df clearoverride <key|prefix|all>: removes a stuck override from the layout
being edited (or the active/matched one) directly, for cases the settings UI can't
reach — e.g. a pinned-players override while not in a raid.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
(cherry picked from commit e45852d2ed409b6368f216d7635c9f763e1c229f)
…override

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…ing/active

GetPinnedDB/GetActualMode chose party-vs-raid purely by IsInRaid(), but auto
layouts are raid-scoped — their live preview lives in _realRaidDB and their active
overlay in raidOverrides, both reachable only via GetRaidDB(). So a raid layout's
per-set pinned overrides (players, etc.) were invisible outside an actual raid.

Add UseRaidPinnedProfile(): treat "a raid layout is being edited" or "is the active
runtime profile" as raid context, so GetPinnedDB/GetActualMode read the raid profile
and the overrides apply during edit/preview and when active. Normal solo/party play
(no layout edited/active) is unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
(cherry picked from commit cfe040d894e861e6ca1c67a3539c2d6b2ff22083)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@Krathe82
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Krathe82 commented Jun 5, 2026

Closing — on reflection this change is largely inert: the active-profile branch is redundant with IsInRaid(), and the editing branch only affects live frame rendering (which roster-filters, so absent pinned players don't show solo regardless). It also doesn't touch the pinned editor's player list. The genuinely useful piece — clearing a stuck per-layout override outside a raid — is covered by /df clearoverride in #128.

@Krathe82 Krathe82 closed this Jun 5, 2026
Krathe82 pushed a commit to Krathe82/DandersFrames that referenced this pull request Jun 6, 2026
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