/FrameXML/UIParent.lua
Lua | 4154 lines | 3357 code | 457 blank | 340 comment | 780 complexity | 8b04045c69f56a874f0429384d39f43e MD5 | raw file
- TOOLTIP_UPDATE_TIME = 0.2;
- ROTATIONS_PER_SECOND = .5;
- BOSS_FRAME_CASTBAR_HEIGHT = 16;
- -- Alpha animation stuff
- FADEFRAMES = {};
- FLASHFRAMES = {};
- -- Pulsing stuff
- PULSEBUTTONS = {};
- -- Shine animation
- SHINES_TO_ANIMATE = {};
- -- Per panel settings
- UIPanelWindows = {};
- --Center Menu Frames
- UIPanelWindows["GameMenuFrame"] = { area = "center", pushable = 0, whileDead = 1 };
- UIPanelWindows["VideoOptionsFrame"] = { area = "center", pushable = 0, whileDead = 1 };
- UIPanelWindows["AudioOptionsFrame"] = { area = "center", pushable = 0, whileDead = 1 };
- UIPanelWindows["InterfaceOptionsFrame"] = { area = "center", pushable = 0, whileDead = 1 };
- UIPanelWindows["HelpFrame"] = { area = "center", pushable = 0, whileDead = 1 };
- -- Frames using the new Templates
- UIPanelWindows["CharacterFrame"] = { area = "left", pushable = 3, whileDead = 1};
- UIPanelWindows["SpellBookFrame"] = { area = "left", pushable = 1, whileDead = 1, width = 575, height = 545 };
- UIPanelWindows["TaxiFrame"] = { area = "left", pushable = 0, width = 605, height = 580 };
- UIPanelWindows["PVPUIFrame"] = { area = "left", pushable = 0, whileDead = 1, width = 563};
- UIPanelWindows["PVPBannerFrame"] = { area = "left", pushable = 1};
- UIPanelWindows["PetStableFrame"] = { area = "left", pushable = 0};
- UIPanelWindows["PVEFrame"] = { area = "left", pushable = 0, whileDead = 1, width = 563};
- UIPanelWindows["EncounterJournal"] = { area = "left", pushable = 0, whileDead = 1, width = 830};
- UIPanelWindows["PetJournalParent"] = { area = "left", pushable = 0, whileDead = 1, width = 830};
- UIPanelWindows["TradeFrame"] = { area = "left", pushable = 1};
- UIPanelWindows["LootFrame"] = { area = "left", pushable = 7};
- UIPanelWindows["MerchantFrame"] = { area = "left", pushable = 0};
- UIPanelWindows["TabardFrame"] = { area = "left", pushable = 0};
- UIPanelWindows["PVPBannerFrame"] = { area = "left", pushable = 1};
- UIPanelWindows["MailFrame"] = { area = "left", pushable = 0};
- UIPanelWindows["BankFrame"] = { area = "left", pushable = 6, width = 425 };
- UIPanelWindows["QuestLogFrame"] = { area = "doublewide", pushable = 0, whileDead = 1 };
- UIPanelWindows["QuestLogDetailFrame"] = { area = "left", pushable = 1, whileDead = 1 };
- UIPanelWindows["QuestFrame"] = { area = "left", pushable = 0};
- UIPanelWindows["GuildRegistrarFrame"] = { area = "left", pushable = 0};
- UIPanelWindows["GossipFrame"] = { area = "left", pushable = 0};
- UIPanelWindows["DressUpFrame"] = { area = "left", pushable = 2};
- UIPanelWindows["PetitionFrame"] = { area = "left", pushable = 0};
- UIPanelWindows["ItemTextFrame"] = { area = "left", pushable = 0};
- UIPanelWindows["FriendsFrame"] = { area = "left", pushable = 0, whileDead = 1, extraWidth = 32};
- UIPanelWindows["RaidParentFrame"] = { area = "left", pushable = 1, whileDead = 1 };
- UIPanelWindows["RaidBrowserFrame"] = { area = "left", pushable = 1, };
- -- Frames NOT using the new Templates
- UIPanelWindows["WorldMapFrame"] = { area = "full", pushable = 0, xoffset = -16, yoffset = 12, whileDead = 1 };
- UIPanelWindows["CinematicFrame"] = { area = "full", pushable = 0, xoffset = -16, yoffset = 12, whileDead = 1 };
- UIPanelWindows["ChatConfigFrame"] = { area = "center", pushable = 0, xoffset = -16, yoffset = 12, whileDead = 1 };
- UIPanelWindows["WorldStateScoreFrame"] = { area = "center", pushable = 0, xoffset = -16, yoffset = 12, whileDead = 1 };
- UIPanelWindows["QuestChoiceFrame"] = { area = "center", pushable = 0, xoffset = -16, yoffset = 12, whileDead = 0, allowOtherPanels = 1 };
- local function GetUIPanelWindowInfo(frame, name)
- if ( not frame:GetAttribute("UIPanelLayout-defined") ) then
- local info = UIPanelWindows[frame:GetName()];
- if ( not info ) then
- return;
- end
- frame:SetAttribute("UIPanelLayout-defined", true);
- for name,value in pairs(info) do
- frame:SetAttribute("UIPanelLayout-"..name, value);
- end
- end
- return frame:GetAttribute("UIPanelLayout-"..name);
- end
- function SetUIPanelAttribute(frame, name, value)
- local info = UIPanelWindows[frame:GetName()];
- if ( not info ) then
- return;
- end
-
- if ( not frame:GetAttribute("UIPanelLayout-defined") ) then
- frame:SetAttribute("UIPanelLayout-defined", true);
- for name,value in pairs(info) do
- frame:SetAttribute("UIPanelLayout-"..name, value);
- end
- end
-
- frame:SetAttribute("UIPanelLayout-"..name, value);
- end
- -- These are windows that rely on a parent frame to be open. If the parent closes or a pushable frame overlaps them they must be hidden.
- UIChildWindows = {
- "OpenMailFrame",
- "GuildControlUI",
- "GuildMemberDetailFrame",
- "TokenFramePopup",
- "GuildBankPopupFrame",
- "GearManagerDialog",
- };
- UISpecialFrames = {
- "ItemRefTooltip",
- "ColorPickerFrame",
- "ScrollOfResurrectionFrame",
- "ScrollOfResurrectionSelectionFrame"
- };
- UIMenus = {
- "ChatMenu",
- "EmoteMenu",
- "LanguageMenu",
- "DropDownList1",
- "DropDownList2",
- };
- NUM_ITEM_QUALITIES = 7;
- ITEM_QUALITY_COLORS = { };
- for i = -1, NUM_ITEM_QUALITIES do
- ITEM_QUALITY_COLORS[i] = { };
- ITEM_QUALITY_COLORS[i].r,
- ITEM_QUALITY_COLORS[i].g,
- ITEM_QUALITY_COLORS[i].b,
- ITEM_QUALITY_COLORS[i].hex = GetItemQualityColor(i);
- ITEM_QUALITY_COLORS[i].hex = "|c"..ITEM_QUALITY_COLORS[i].hex;
- end
- function UIParent_OnLoad(self)
- self:RegisterEvent("PLAYER_LOGIN");
- self:RegisterEvent("PLAYER_DEAD");
- self:RegisterEvent("SELF_RES_SPELL_CHANGED");
- self:RegisterEvent("PLAYER_ALIVE");
- self:RegisterEvent("PLAYER_UNGHOST");
- self:RegisterEvent("RESURRECT_REQUEST");
- self:RegisterEvent("PLAYER_SKINNED");
- self:RegisterEvent("TRADE_REQUEST");
- self:RegisterEvent("CHANNEL_INVITE_REQUEST");
- self:RegisterEvent("CHANNEL_PASSWORD_REQUEST");
- self:RegisterEvent("PARTY_INVITE_REQUEST");
- self:RegisterEvent("PARTY_INVITE_CANCEL");
- self:RegisterEvent("GUILD_INVITE_REQUEST");
- self:RegisterEvent("GUILD_INVITE_CANCEL");
- self:RegisterEvent("ARENA_TEAM_INVITE_REQUEST");
- self:RegisterEvent("PLAYER_CAMPING");
- self:RegisterEvent("PLAYER_QUITING");
- self:RegisterEvent("LOGOUT_CANCEL");
- self:RegisterEvent("LOOT_BIND_CONFIRM");
- self:RegisterEvent("EQUIP_BIND_CONFIRM");
- self:RegisterEvent("AUTOEQUIP_BIND_CONFIRM");
- self:RegisterEvent("USE_BIND_CONFIRM");
- self:RegisterEvent("CONFIRM_BEFORE_USE");
- self:RegisterEvent("DELETE_ITEM_CONFIRM");
- self:RegisterEvent("QUEST_ACCEPT_CONFIRM");
- self:RegisterEvent("QUEST_LOG_UPDATE");
- self:RegisterEvent("UNIT_QUEST_LOG_CHANGED");
- self:RegisterEvent("CURSOR_UPDATE");
- self:RegisterEvent("LOCALPLAYER_PET_RENAMED");
- self:RegisterEvent("PLAYER_ENTERING_WORLD");
- self:RegisterEvent("MIRROR_TIMER_START");
- self:RegisterEvent("DUEL_REQUESTED");
- self:RegisterEvent("DUEL_OUTOFBOUNDS");
- self:RegisterEvent("DUEL_INBOUNDS");
- self:RegisterEvent("DUEL_FINISHED");
- self:RegisterEvent("PET_BATTLE_PVP_DUEL_REQUESTED");
- self:RegisterEvent("PET_BATTLE_QUEUE_PROPOSE_MATCH");
- self:RegisterEvent("PET_BATTLE_QUEUE_PROPOSAL_DECLINED");
- self:RegisterEvent("PET_BATTLE_QUEUE_PROPOSAL_ACCEPTED");
- self:RegisterEvent("PET_BATTLE_PVP_DUEL_REQUEST_CANCEL");
- self:RegisterEvent("TRADE_REQUEST_CANCEL");
- self:RegisterEvent("CONFIRM_XP_LOSS");
- self:RegisterEvent("CORPSE_IN_RANGE");
- self:RegisterEvent("CORPSE_IN_INSTANCE");
- self:RegisterEvent("CORPSE_OUT_OF_RANGE");
- self:RegisterEvent("AREA_SPIRIT_HEALER_IN_RANGE");
- self:RegisterEvent("AREA_SPIRIT_HEALER_OUT_OF_RANGE");
- self:RegisterEvent("BIND_ENCHANT");
- self:RegisterEvent("REPLACE_ENCHANT");
- self:RegisterEvent("TRADE_REPLACE_ENCHANT");
- self:RegisterEvent("END_BOUND_TRADEABLE");
- self:RegisterEvent("CURRENT_SPELL_CAST_CHANGED");
- self:RegisterEvent("MACRO_ACTION_BLOCKED");
- self:RegisterEvent("ADDON_ACTION_BLOCKED");
- self:RegisterEvent("MACRO_ACTION_FORBIDDEN");
- self:RegisterEvent("ADDON_ACTION_FORBIDDEN");
- self:RegisterEvent("PLAYER_CONTROL_LOST");
- self:RegisterEvent("PLAYER_CONTROL_GAINED");
- self:RegisterEvent("START_LOOT_ROLL");
- self:RegisterEvent("CONFIRM_LOOT_ROLL");
- self:RegisterEvent("CONFIRM_DISENCHANT_ROLL");
- self:RegisterEvent("INSTANCE_BOOT_START");
- self:RegisterEvent("INSTANCE_BOOT_STOP");
- self:RegisterEvent("INSTANCE_LOCK_START");
- self:RegisterEvent("INSTANCE_LOCK_STOP");
- self:RegisterEvent("INSTANCE_LOCK_WARNING");
- self:RegisterEvent("CONFIRM_TALENT_WIPE");
- self:RegisterEvent("CONFIRM_BINDER");
- self:RegisterEvent("CONFIRM_SUMMON");
- self:RegisterEvent("CANCEL_SUMMON");
- self:RegisterEvent("GOSSIP_CONFIRM");
- self:RegisterEvent("GOSSIP_CONFIRM_CANCEL");
- self:RegisterEvent("GOSSIP_ENTER_CODE");
- self:RegisterEvent("GOSSIP_CLOSED");
- self:RegisterEvent("BILLING_NAG_DIALOG");
- self:RegisterEvent("IGR_BILLING_NAG_DIALOG");
- self:RegisterEvent("VARIABLES_LOADED");
- self:RegisterEvent("GROUP_ROSTER_UPDATE");
- self:RegisterEvent("RAID_INSTANCE_WELCOME");
- self:RegisterEvent("LEVEL_GRANT_PROPOSED");
- self:RegisterEvent("RAISED_AS_GHOUL");
- self:RegisterEvent("SOR_START_EXPERIENCE_INCOMPLETE");
- self:RegisterEvent("MISSING_OUT_ON_LOOT");
- self:RegisterEvent("SPELL_CONFIRMATION_PROMPT");
- self:RegisterEvent("SPELL_CONFIRMATION_TIMEOUT");
-
- -- Events for auction UI handling
- self:RegisterEvent("AUCTION_HOUSE_SHOW");
- self:RegisterEvent("AUCTION_HOUSE_CLOSED");
- self:RegisterEvent("AUCTION_HOUSE_DISABLED");
-
- -- Events for trainer UI handling
- self:RegisterEvent("TRAINER_SHOW");
- self:RegisterEvent("TRAINER_CLOSED");
- -- Events for trade skill UI handling
- self:RegisterEvent("TRADE_SKILL_SHOW");
- self:RegisterEvent("TRADE_SKILL_CLOSE");
- -- Events for Item socketing UI
- self:RegisterEvent("SOCKET_INFO_UPDATE");
- -- Events for taxi benchmarking
- self:RegisterEvent("ENABLE_TAXI_BENCHMARK");
- self:RegisterEvent("DISABLE_TAXI_BENCHMARK");
- -- Push to talk
- self:RegisterEvent("VOICE_PUSH_TO_TALK_START");
- self:RegisterEvent("VOICE_PUSH_TO_TALK_STOP");
- -- Events for BarberShop Handling
- self:RegisterEvent("BARBER_SHOP_OPEN");
- self:RegisterEvent("BARBER_SHOP_CLOSE");
- -- Events for Guild bank UI
- self:RegisterEvent("GUILDBANKFRAME_OPENED");
- self:RegisterEvent("GUILDBANKFRAME_CLOSED");
- -- Events for Achievements!
- self:RegisterEvent("ACHIEVEMENT_EARNED");
- --Events for GMChatUI
- self:RegisterEvent("CHAT_MSG_WHISPER");
-
- -- Events for WoW Mouse
- self:RegisterEvent("WOW_MOUSE_NOT_FOUND");
-
- -- Events for talent wipes
- self:RegisterEvent("TALENTS_INVOLUNTARILY_RESET");
-
-
- -- Events for reforging
- self:RegisterEvent("FORGE_MASTER_OPENED");
- self:RegisterEvent("FORGE_MASTER_CLOSED");
-
- -- Events for Archaeology
- self:RegisterEvent("ARCHAEOLOGY_TOGGLE");
-
- -- Events for transmogrify
- self:RegisterEvent("TRANSMOGRIFY_OPEN");
- self:RegisterEvent("TRANSMOGRIFY_CLOSE");
- -- Events for void storage
- self:RegisterEvent("VOID_STORAGE_OPEN");
- self:RegisterEvent("VOID_STORAGE_CLOSE");
-
- -- Events for Trial caps
- self:RegisterEvent("TRIAL_CAP_REACHED_MONEY");
- self:RegisterEvent("TRIAL_CAP_REACHED_LEVEL");
- -- Events for black market
- self:RegisterEvent("BLACK_MARKET_OPEN");
- self:RegisterEvent("BLACK_MARKET_CLOSE");
- -- Events for item upgrades
- self:RegisterEvent("ITEM_UPGRADE_MASTER_OPENED");
- self:RegisterEvent("ITEM_UPGRADE_MASTER_CLOSED");
- -- Events for Pet Jornal
- self:RegisterEvent("PET_JOURNAL_NEW_BATTLE_SLOT");
-
- -- Events for Quest Choice
- self:RegisterEvent("QUEST_CHOICE_UPDATE");
- end
- -- Addons --
- local FailedAddOnLoad = {};
- function UIParentLoadAddOn(name)
- local loaded, reason = LoadAddOn(name);
- if ( not loaded ) then
- if ( not FailedAddOnLoad[name] ) then
- message(format(ADDON_LOAD_FAILED, name, _G["ADDON_"..reason]));
- FailedAddOnLoad[name] = true;
- end
- end
- return loaded;
- end
- function AuctionFrame_LoadUI()
- UIParentLoadAddOn("Blizzard_AuctionUI");
- end
- function BattlefieldMinimap_LoadUI()
- UIParentLoadAddOn("Blizzard_BattlefieldMinimap");
- end
- function ClassTrainerFrame_LoadUI()
- UIParentLoadAddOn("Blizzard_TrainerUI");
- end
- function CombatLog_LoadUI()
- UIParentLoadAddOn("Blizzard_CombatLog");
- end
- function GuildBankFrame_LoadUI()
- UIParentLoadAddOn("Blizzard_GuildBankUI");
- end
- function InspectFrame_LoadUI()
- UIParentLoadAddOn("Blizzard_InspectUI");
- end
- function KeyBindingFrame_LoadUI()
- UIParentLoadAddOn("Blizzard_BindingUI");
- end
- function MacroFrame_LoadUI()
- UIParentLoadAddOn("Blizzard_MacroUI");
- end
- function MacroFrame_SaveMacro()
- -- this will be overwritten with the real thing when the addon is loaded
- end
- function RaidFrame_LoadUI()
- UIParentLoadAddOn("Blizzard_RaidUI");
- end
- function TalentFrame_LoadUI()
- UIParentLoadAddOn("Blizzard_TalentUI");
- end
- function TradeSkillFrame_LoadUI()
- UIParentLoadAddOn("Blizzard_TradeSkillUI");
- end
- function GMSurveyFrame_LoadUI()
- UIParentLoadAddOn("Blizzard_GMSurveyUI");
- end
- function ItemSocketingFrame_LoadUI()
- UIParentLoadAddOn("Blizzard_ItemSocketingUI");
- end
- function BarberShopFrame_LoadUI()
- UIParentLoadAddOn("Blizzard_BarberShopUI");
- end
- function AchievementFrame_LoadUI()
- UIParentLoadAddOn("Blizzard_AchievementUI");
- end
- function TimeManager_LoadUI()
- UIParentLoadAddOn("Blizzard_TimeManager");
- end
- function TokenFrame_LoadUI()
- UIParentLoadAddOn("Blizzard_TokenUI");
- end
- function GlyphFrame_LoadUI()
- UIParentLoadAddOn("Blizzard_GlyphUI");
- end
- function Calendar_LoadUI()
- UIParentLoadAddOn("Blizzard_Calendar");
- end
- function Reforging_LoadUI()
- UIParentLoadAddOn("Blizzard_ReforgingUI");
- end
- function ItemAlteration_LoadUI()
- UIParentLoadAddOn("Blizzard_ItemAlterationUI");
- end
- function VoidStorage_LoadUI()
- UIParentLoadAddOn("Blizzard_VoidStorageUI");
- end
- function ArchaeologyFrame_LoadUI()
- UIParentLoadAddOn("Blizzard_ArchaeologyUI");
- end
- function GMChatFrame_LoadUI(...)
- if ( IsAddOnLoaded("Blizzard_GMChatUI") ) then
- return;
- else
- UIParentLoadAddOn("Blizzard_GMChatUI");
- if ( select(1, ...) ) then
- GMChatFrame_OnEvent(GMChatFrame, ...);
- end
- end
- end
- function Arena_LoadUI()
- UIParentLoadAddOn("Blizzard_ArenaUI");
- end
- function GuildFrame_LoadUI()
- UIParentLoadAddOn("Blizzard_GuildUI");
- end
- function LookingForGuildFrame_LoadUI()
- UIParentLoadAddOn("Blizzard_LookingForGuildUI");
- end
- function EncounterJournal_LoadUI()
- UIParentLoadAddOn("Blizzard_EncounterJournal");
- end
- function PetJournal_LoadUI()
- UIParentLoadAddOn("Blizzard_PetJournal");
- end
- function BlackMarket_LoadUI()
- UIParentLoadAddOn("Blizzard_BlackMarketUI");
- end
- function ItemUpgrade_LoadUI()
- UIParentLoadAddOn("Blizzard_ItemUpgradeUI");
- end
- function PVP_LoadUI()
- UIParentLoadAddOn("Blizzard_PVPUI");
- end
- function QuestChoice_LoadUI()
- UIParentLoadAddOn("Blizzard_QuestChoice");
- end
- --[[
- function MovePad_LoadUI()
- UIParentLoadAddOn("Blizzard_MovePad");
- end
- ]]
- function ShowMacroFrame()
- MacroFrame_LoadUI();
- if ( MacroFrame_Show ) then
- MacroFrame_Show();
- end
- end
- function InspectAchievements (unit)
- if (IsBlizzCon()) then
- return;
- end
- AchievementFrame_LoadUI();
- AchievementFrame_DisplayComparison(unit);
- end
- function ToggleAchievementFrame(stats)
- if ( ( HasCompletedAnyAchievement() or IsInGuild() ) and CanShowAchievementUI() ) then
- AchievementFrame_LoadUI();
- AchievementFrame_ToggleAchievementFrame(stats);
- end
- end
- function ToggleTalentFrame()
- if (IsBlizzCon() or (UnitLevel("player") < SHOW_SPEC_LEVEL)) then
- return;
- end
- TalentFrame_LoadUI();
- if ( PlayerTalentFrame_Toggle ) then
- PlayerTalentFrame_Toggle(GetActiveSpecGroup());
- end
- end
- function ToggleGlyphFrame()
- if (IsBlizzCon()) then
- return;
- end
- if ( UnitLevel("player") < SHOW_INSCRIPTION_LEVEL ) then
- return;
- end
- GlyphFrame_LoadUI();
- if ( GlyphFrame_Toggle ) then
- GlyphFrame_Toggle();
- end
- end
- function OpenGlyphFrame()
- if (IsBlizzCon()) then
- return;
- end
- if ( UnitLevel("player") < SHOW_INSCRIPTION_LEVEL ) then
- return;
- end
- GlyphFrame_LoadUI();
- if ( GlyphFrame_Open ) then
- GlyphFrame_Open();
- end
- end
- function ToggleBattlefieldMinimap()
- BattlefieldMinimap_LoadUI();
- if ( BattlefieldMinimap_Toggle ) then
- BattlefieldMinimap_Toggle();
- end
- end
- function ToggleTimeManager()
- TimeManager_LoadUI();
- if ( TimeManager_Toggle ) then
- TimeManager_Toggle();
- end
- end
- function ToggleCalendar()
- if (IsBlizzCon()) then
- return;
- end
- Calendar_LoadUI();
- if ( Calendar_Toggle ) then
- Calendar_Toggle();
- end
- end
- function ToggleGuildFrame()
- local factionGroup = UnitFactionGroup("player");
- if (IsBlizzCon() or factionGroup == "Neutral") then
- return;
- end
- if ( IsTrialAccount() ) then
- UIErrorsFrame:AddMessage(ERR_RESTRICTED_ACCOUNT, 1.0, 0.1, 0.1, 1.0);
- return;
- end
- if ( IsInGuild() ) then
- GuildFrame_LoadUI();
- if ( GuildFrame_Toggle ) then
- GuildFrame_Toggle();
- end
- else
- ToggleGuildFinder();
- end
- end
- function ToggleGuildFinder()
- local factionGroup = UnitFactionGroup("player");
- if (IsBlizzCon() or factionGroup == "Neutral") then
- return;
- end
- LookingForGuildFrame_LoadUI();
- if ( LookingForGuildFrame_Toggle ) then
- LookingForGuildFrame_Toggle();
- end
- end
- function ToggleLFDParentFrame()
- local factionGroup = UnitFactionGroup("player");
- if (IsBlizzCon() or factionGroup == "Neutral") then
- return;
- end
- if ( UnitLevel("player") >= SHOW_LFD_LEVEL ) then
- PVEFrame_ToggleFrame("GroupFinderFrame", LFDParentFrame);
- end
- end
- function ToggleHelpFrame()
- if ( HelpFrame:IsShown() ) then
- HideUIPanel(HelpFrame);
- else
- StaticPopup_Hide("HELP_TICKET");
- StaticPopup_Hide("HELP_TICKET_ABANDON_CONFIRM");
- StaticPopup_Hide("GM_RESPONSE_NEED_MORE_HELP");
- StaticPopup_Hide("GM_RESPONSE_RESOLVE_CONFIRM");
- StaticPopup_Hide("GM_RESPONSE_MUST_RESOLVE_RESPONSE");
- HelpFrame_ShowFrame();
- end
- end
- function ToggleRaidFrame()
- local factionGroup = UnitFactionGroup("player");
- if (IsBlizzCon() or factionGroup == "Neutral") then
- return;
- end
- ToggleFriendsFrame(4);
- end
- function ToggleRaidBrowser()
- local factionGroup = UnitFactionGroup("player");
- if (IsBlizzCon() or factionGroup == "Neutral") then
- return;
- end
- if ( RaidBrowserFrame:IsShown() ) then
- HideUIPanel(RaidBrowserFrame);
- else
- ShowUIPanel(RaidBrowserFrame);
- end
- end
- function ToggleEncounterJournal()
- if (IsBlizzCon()) then
- return;
- end
- if ( not EncounterJournal ) then
- EncounterJournal_LoadUI();
- end
- if ( EncounterJournal ) then
- ToggleFrame(EncounterJournal);
- end
- end
- function TogglePetJournal(whichFrame)
- if ( not PetJournalParent ) then
- PetJournal_LoadUI();
- end
- if ( PetJournalParent ) then
- ToggleFrame(PetJournalParent);
- end
- if (whichFrame and PetJournalParent:IsShown()) then
- PetJournalParent_SetTab(PetJournalParent, whichFrame);
- end
- end
- function TogglePVPUI()
- if (IsBlizzCon()) then
- return;
- end
- if (not PVPUIFrame) then
- PVP_LoadUI();
- end
- if ( UnitLevel("player") >= SHOW_PVP_LEVEL and not IsPlayerNeutral()) then
- PVPUIFrame_ToggleFrame()
- end
- end
- function InspectUnit(unit)
- if (IsBlizzCon()) then
- return;
- end
- InspectFrame_LoadUI();
- if ( InspectFrame_Show ) then
- InspectFrame_Show(unit);
- end
- end
- -- UIParent_OnEvent --
- function UIParent_OnEvent(self, event, ...)
- local arg1, arg2, arg3, arg4, arg5, arg6 = ...;
- if ( event == "CURRENT_SPELL_CAST_CHANGED" and #StaticPopup_DisplayedFrames > 0 ) then
- if ( arg1 ) then
- StaticPopup_Hide("BIND_ENCHANT");
- StaticPopup_Hide("REPLACE_ENCHANT");
- end
- StaticPopup_Hide("TRADE_REPLACE_ENCHANT");
- StaticPopup_Hide("END_BOUND_TRADEABLE");
- elseif ( event == "VARIABLES_LOADED" ) then
- LocalizeFrames();
- if ( WorldStateFrame_CanShowBattlefieldMinimap() ) then
- if ( not BattlefieldMinimap ) then
- BattlefieldMinimap_LoadUI();
- end
- BattlefieldMinimap:Show();
- end
- if ( not TimeManagerFrame and GetCVar("timeMgrAlarmEnabled") == "1" ) then
- -- We have to load the time manager here if the alarm is enabled because the alarm can go off
- -- even if the clock is not shown. WorldFrame_OnUpdate handles alarm checking while the clock
- -- is hidden.
- TimeManager_LoadUI();
- end
- local lastTalkedToGM = GetCVar("lastTalkedToGM");
- if ( lastTalkedToGM ~= "" ) then
- GMChatFrame_LoadUI();
- GMChatFrame:Show()
- local info = ChatTypeInfo["WHISPER"];
- GMChatFrame:AddMessage(format(GM_CHAT_LAST_SESSION, "|TInterface\\ChatFrame\\UI-ChatIcon-Blizz:12:20:0:0:32:16:4:28:0:16|t "..
- "|HplayerGM:"..lastTalkedToGM.."|h".."["..lastTalkedToGM.."]".."|h"), info.r, info.g, info.b, info.id);
- GMChatFrameEditBox:SetAttribute("tellTarget", lastTalkedToGM);
- GMChatFrameEditBox:SetAttribute("chatType", "WHISPER");
- end
- TargetFrame_OnVariablesLoaded();
- elseif ( event == "PLAYER_LOGIN" ) then
- TimeManager_LoadUI();
- -- You can override this if you want a Combat Log replacement
- CombatLog_LoadUI();
- elseif ( event == "PLAYER_DEAD" ) then
- if ( not StaticPopup_Visible("DEATH") ) then
- CloseAllWindows(1);
- end
- if ( GetReleaseTimeRemaining() > 0 or GetReleaseTimeRemaining() == -1 ) then
- StaticPopup_Show("DEATH");
- end
- elseif ( event == "SELF_RES_SPELL_CHANGED" ) then
- if ( StaticPopup_Visible("DEATH") ) then
- StaticPopup_Show("DEATH"); --If we're already showing a death prompt, we should refresh it.
- end
- elseif ( event == "PLAYER_ALIVE" or event == "RAISED_AS_GHOUL" ) then
- StaticPopup_Hide("DEATH");
- StaticPopup_Hide("RESURRECT_NO_SICKNESS");
- if ( UnitIsGhost("player") ) then
- GhostFrame:Show();
- else
- GhostFrame:Hide();
- end
- elseif ( event == "PLAYER_UNGHOST" ) then
- StaticPopup_Hide("RESURRECT");
- StaticPopup_Hide("RESURRECT_NO_SICKNESS");
- StaticPopup_Hide("RESURRECT_NO_TIMER");
- StaticPopup_Hide("SKINNED");
- StaticPopup_Hide("SKINNED_REPOP");
- GhostFrame:Hide();
- elseif ( event == "RESURRECT_REQUEST" ) then
- ShowResurrectRequest(arg1);
- elseif ( event == "PLAYER_SKINNED" ) then
- StaticPopup_Hide("RESURRECT");
- StaticPopup_Hide("RESURRECT_NO_SICKNESS");
- StaticPopup_Hide("RESURRECT_NO_TIMER");
- --[[
- if (arg1 == 1) then
- StaticPopup_Show("SKINNED_REPOP");
- else
- StaticPopup_Show("SKINNED");
- end
- ]]
- UIErrorsFrame:AddMessage(DEATH_CORPSE_SKINNED, 1.0, 0.1, 0.1, 1.0);
- elseif ( event == "TRADE_REQUEST" ) then
- StaticPopup_Show("TRADE", arg1);
- elseif ( event == "CHANNEL_INVITE_REQUEST" ) then
- local dialog = StaticPopup_Show("CHAT_CHANNEL_INVITE", arg1, arg2);
- if ( dialog ) then
- dialog.data = arg1;
- end
- elseif ( event == "CHANNEL_PASSWORD_REQUEST" ) then
- local dialog = StaticPopup_Show("CHAT_CHANNEL_PASSWORD", arg1);
- if ( dialog ) then
- dialog.data = arg1;
- end
- elseif ( event == "PARTY_INVITE_REQUEST" ) then
- -- if there's a role, it's an LFG invite
- if ( arg2 or arg3 or arg4 ) then
- StaticPopupSpecial_Show(LFGInvitePopup);
- LFGInvitePopup_Update(arg1, arg2, arg3, arg4);
- elseif ( arg5 ) then --It's a X-realm invite
- StaticPopup_Show("PARTY_INVITE_XREALM", arg1);
- else
- StaticPopup_Show("PARTY_INVITE", arg1);
- end
- elseif ( event == "PARTY_INVITE_CANCEL" ) then
- StaticPopup_Hide("PARTY_INVITE");
- StaticPopup_Hide("PARTY_INVITE_XREALM");
- StaticPopupSpecial_Hide(LFGInvitePopup);
- elseif ( event == "GUILD_INVITE_REQUEST" ) then
- StaticPopup_Show("GUILD_INVITE", arg1, arg2);
- elseif ( event == "GUILD_INVITE_CANCEL" ) then
- StaticPopup_Hide("GUILD_INVITE");
- elseif ( event == "ARENA_TEAM_INVITE_REQUEST" ) then
- StaticPopup_Show("ARENA_TEAM_INVITE", arg1, arg2);
- elseif ( event == "ARENA_TEAM_INVITE_CANCEL" ) then
- StaticPopup_Hide("ARENA_TEAM_INVITE");
- elseif ( event == "PLAYER_CAMPING" ) then
- StaticPopup_Show("CAMP");
- elseif ( event == "PLAYER_QUITING" ) then
- StaticPopup_Show("QUIT");
- elseif ( event == "LOGOUT_CANCEL" ) then
- StaticPopup_Hide("CAMP");
- StaticPopup_Hide("QUIT");
- elseif ( event == "LOOT_BIND_CONFIRM" ) then
- local texture, item, quantity, quality, locked = GetLootSlotInfo(arg1);
- local dialog = StaticPopup_Show("LOOT_BIND", ITEM_QUALITY_COLORS[quality].hex..item.."|r");
- if ( dialog ) then
- dialog.data = arg1;
- end
- elseif ( event == "EQUIP_BIND_CONFIRM" ) then
- StaticPopup_Hide("AUTOEQUIP_BIND");
- local dialog = StaticPopup_Show("EQUIP_BIND");
- if ( dialog ) then
- dialog.data = arg1;
- end
- elseif ( event == "AUTOEQUIP_BIND_CONFIRM" ) then
- StaticPopup_Hide("EQUIP_BIND");
- local dialog = StaticPopup_Show("AUTOEQUIP_BIND");
- if ( dialog ) then
- dialog.data = arg1;
- end
- elseif ( event == "USE_BIND_CONFIRM" ) then
- StaticPopup_Show("USE_BIND");
- elseif ( event == "CONFIRM_BEFORE_USE" ) then
- StaticPopup_Show("CONFIM_BEFORE_USE");
- elseif ( event == "DELETE_ITEM_CONFIRM" ) then
- -- Check quality
- if ( arg2 >= 3 ) then
- if (arg3 == 4) then -- quest item?
- StaticPopup_Show("DELETE_GOOD_QUEST_ITEM", arg1);
- else
- StaticPopup_Show("DELETE_GOOD_ITEM", arg1);
- end
- else
- if (arg3 == 4) then -- quest item?
- StaticPopup_Show("DELETE_QUEST_ITEM", arg1);
- else
- StaticPopup_Show("DELETE_ITEM", arg1);
- end
- end
- elseif ( event == "QUEST_ACCEPT_CONFIRM" ) then
- local numEntries, numQuests = GetNumQuestLogEntries();
- if( numQuests >= MAX_QUESTS) then
- StaticPopup_Show("QUEST_ACCEPT_LOG_FULL", arg1, arg2);
- else
- StaticPopup_Show("QUEST_ACCEPT", arg1, arg2);
- end
- elseif ( event =="QUEST_LOG_UPDATE" or event == "UNIT_QUEST_LOG_CHANGED" ) then
- local frameName = StaticPopup_Visible("QUEST_ACCEPT_LOG_FULL");
- if( frameName ) then
- local numEntries, numQuests = GetNumQuestLogEntries();
- local button = _G[frameName.."Button1"];
- if( numQuests < MAX_QUESTS ) then
- button:Enable();
- else
- button:Disable();
- end
- end
- elseif ( event == "CURSOR_UPDATE" ) then
- if ( not CursorHasItem() ) then
- StaticPopup_Hide("EQUIP_BIND");
- StaticPopup_Hide("AUTOEQUIP_BIND");
- end
- elseif ( event == "PLAYER_ENTERING_WORLD" ) then
- -- Get multi-actionbar states (before CloseAllWindows() since that may be hooked by AddOns)
- -- We don't want to call this, as the values GetActionBarToggles() returns are incorrect if it's called before the client mirrors SetActionBarToggles values from the server.
- -- SHOW_MULTI_ACTIONBAR_1, SHOW_MULTI_ACTIONBAR_2, SHOW_MULTI_ACTIONBAR_3, SHOW_MULTI_ACTIONBAR_4 = GetActionBarToggles();
- MultiActionBar_Update();
- -- Close any windows that were previously open
- CloseAllWindows(1);
- -- Until PVPFrame is checked in, this is placed here.
- for i=1, MAX_ARENA_TEAMS do
- GetArenaTeam(i);
- end
- VoiceChat_Toggle();
- UpdateMicroButtons();
- -- Fix for Bug 124392
- StaticPopup_Hide("LEVEL_GRANT_PROPOSED");
- StaticPopup_Hide("CONFIRM_LEAVE_BATTLEFIELD");
-
- local _, instanceType = IsInInstance();
- if ( instanceType == "arena" or instanceType == "pvp") then
- Arena_LoadUI();
- end
- if ( UnitIsGhost("player") ) then
- GhostFrame:Show();
- else
- GhostFrame:Hide();
- end
- if ( GetReleaseTimeRemaining() > 0 or GetReleaseTimeRemaining() == -1 ) then
- StaticPopup_Show("DEATH");
- end
- elseif ( event == "GROUP_ROSTER_UPDATE" ) then
- -- Hide/Show party member frames
- RaidOptionsFrame_UpdatePartyFrames();
- if ( not IsInGroup(LE_PARTY_CATEGORY_INSTANCE) ) then
- StaticPopup_Hide("CONFIRM_LEAVE_INSTANCE_PARTY");
- end
- elseif ( event == "MIRROR_TIMER_START" ) then
- MirrorTimer_Show(arg1, arg2, arg3, arg4, arg5, arg6);
- elseif ( event == "DUEL_REQUESTED" ) then
- StaticPopup_Show("DUEL_REQUESTED", arg1);
- elseif ( event == "DUEL_OUTOFBOUNDS" ) then
- StaticPopup_Show("DUEL_OUTOFBOUNDS");
- elseif ( event == "DUEL_INBOUNDS" ) then
- StaticPopup_Hide("DUEL_OUTOFBOUNDS");
- elseif ( event == "DUEL_FINISHED" ) then
- StaticPopup_Hide("DUEL_REQUESTED");
- StaticPopup_Hide("DUEL_OUTOFBOUNDS");
- elseif ( event == "PET_BATTLE_PVP_DUEL_REQUESTED" ) then
- StaticPopup_Show("PET_BATTLE_PVP_DUEL_REQUESTED", arg1);
- elseif ( event == "PET_BATTLE_PVP_DUEL_REQUEST_CANCEL" ) then
- StaticPopup_Hide("PET_BATTLE_PVP_DUEL_REQUESTED");
- elseif ( event == "PET_BATTLE_QUEUE_PROPOSE_MATCH" ) then
- PlaySound("UI_PetBattles_PVP_ThroughQueue");
- StaticPopupSpecial_Show(PetBattleQueueReadyFrame);
- elseif ( event == "PET_BATTLE_QUEUE_PROPOSAL_DECLINED" or event == "PET_BATTLE_QUEUE_PROPOSAL_ACCEPTED" ) then
- StaticPopupSpecial_Hide(PetBattleQueueReadyFrame);
- elseif ( event == "TRADE_REQUEST_CANCEL" ) then
- StaticPopup_Hide("TRADE");
- elseif ( event == "CONFIRM_XP_LOSS" ) then
- local resSicknessTime = GetResSicknessDuration();
- if ( resSicknessTime ) then
- local dialog = nil;
- if (UnitLevel("player") <= 10) then
- dialog = StaticPopup_Show("XP_LOSS_NO_DURABILITY", resSicknessTime);
- else
- dialog = StaticPopup_Show("XP_LOSS", resSicknessTime);
- end
- if ( dialog ) then
- dialog.data = resSicknessTime;
- end
- else
- local dialog = nil;
- if (UnitLevel("player") <= 10) then
- dialog = StaticPopup_Show("XP_LOSS_NO_SICKNESS_NO_DURABILITY");
- else
- dialog = StaticPopup_Show("XP_LOSS_NO_SICKNESS");
- end
- if ( dialog ) then
- dialog.data = 1;
- end
- end
- HideUIPanel(GossipFrame);
- elseif ( event == "CORPSE_IN_RANGE" ) then
- StaticPopup_Show("RECOVER_CORPSE");
- elseif ( event == "CORPSE_IN_INSTANCE" ) then
- StaticPopup_Show("RECOVER_CORPSE_INSTANCE");
- elseif ( event == "CORPSE_OUT_OF_RANGE" ) then
- StaticPopup_Hide("RECOVER_CORPSE");
- StaticPopup_Hide("RECOVER_CORPSE_INSTANCE");
- StaticPopup_Hide("XP_LOSS");
- elseif ( event == "AREA_SPIRIT_HEALER_IN_RANGE" ) then
- AcceptAreaSpiritHeal();
- StaticPopup_Show("AREA_SPIRIT_HEAL");
- elseif ( event == "AREA_SPIRIT_HEALER_OUT_OF_RANGE" ) then
- StaticPopup_Hide("AREA_SPIRIT_HEAL");
- elseif ( event == "BIND_ENCHANT" ) then
- StaticPopup_Show("BIND_ENCHANT");
- elseif ( event == "REPLACE_ENCHANT" ) then
- StaticPopup_Show("REPLACE_ENCHANT", arg1, arg2);
- elseif ( event == "TRADE_REPLACE_ENCHANT" ) then
- StaticPopup_Show("TRADE_REPLACE_ENCHANT", arg1, arg2);
- elseif ( event == "END_BOUND_TRADEABLE" ) then
- local dialog = StaticPopup_Show("END_BOUND_TRADEABLE", nil, nil, arg1);
- elseif ( event == "MACRO_ACTION_BLOCKED" or event == "ADDON_ACTION_BLOCKED" ) then
- if ( not INTERFACE_ACTION_BLOCKED_SHOWN ) then
- local info = ChatTypeInfo["SYSTEM"];
- DEFAULT_CHAT_FRAME:AddMessage(INTERFACE_ACTION_BLOCKED, info.r, info.g, info.b, info.id);
- INTERFACE_ACTION_BLOCKED_SHOWN = true;
- end
- elseif ( event == "MACRO_ACTION_FORBIDDEN" ) then
- StaticPopup_Show("MACRO_ACTION_FORBIDDEN");
- elseif ( event == "ADDON_ACTION_FORBIDDEN" ) then
- local dialog = StaticPopup_Show("ADDON_ACTION_FORBIDDEN", arg1);
- if ( dialog ) then
- dialog.data = arg1;
- end
- elseif ( event == "PLAYER_CONTROL_LOST" ) then
- if ( UnitOnTaxi("player") ) then
- return;
- end
- CloseAllWindows_WithExceptions();
-
- --[[
- -- Disable all microbuttons except the main menu
- SetDesaturation(MicroButtonPortrait, 1);
-
- Designers previously wanted these disabled when feared, they seem to have changed their minds
- CharacterMicroButton:Disable();
- SpellbookMicroButton:Disable();
- TalentMicroButton:Disable();
- QuestLogMicroButton:Disable();
- GuildMicroButton:Disable();
- WorldMapMicroButton:Disable();
- ]]
- UIParent.isOutOfControl = 1;
- elseif ( event == "PLAYER_CONTROL_GAINED" ) then
- --[[
- -- Enable all microbuttons
- SetDesaturation(MicroButtonPortrait, nil);
- CharacterMicroButton:Enable();
- SpellbookMicroButton:Enable();
- TalentMicroButton:Enable();
- QuestLogMicroButton:Enable();
- GuildMicroButton:Enable();
- WorldMapMicroButton:Enable();
- ]]
- UIParent.isOutOfControl = nil;
- elseif ( event == "START_LOOT_ROLL" ) then
- GroupLootFrame_OpenNewFrame(arg1, arg2);
- elseif ( event == "CONFIRM_LOOT_ROLL" ) then
- local texture, name, count, quality, bindOnPickUp = GetLootRollItemInfo(arg1);
- local dialog = StaticPopup_Show("CONFIRM_LOOT_ROLL", ITEM_QUALITY_COLORS[quality].hex..name.."|r");
- if ( dialog ) then
- dialog.text:SetFormattedText(arg3, ITEM_QUALITY_COLORS[quality].hex..name.."|r");
- StaticPopup_Resize(dialog, "CONFIRM_LOOT_ROLL");
- dialog.data = arg1;
- dialog.data2 = arg2;
- end
- elseif ( event == "MISSING_OUT_ON_LOOT" ) then
- MissingLootFrame_Show();
- elseif ( event == "SPELL_CONFIRMATION_PROMPT" ) then
- local spellID, confirmType, text, duration, currencyID = ...;
- if ( confirmType == CONFIRMATION_PROMPT_BONUS_ROLL ) then
- BonusRollFrame_StartBonusRoll(spellID, text, duration, currencyID);
- else
- StaticPopup_Show("SPELL_CONFIRMATION_PROMPT", text, duration, spellID);
- end
- elseif ( event == "SPELL_CONFIRMATION_TIMEOUT" ) then
- local spellID, confirmType = ...;
- if ( confirmType == CONFIRMATION_PROMPT_BONUS_ROLL ) then
- BonusRollFrame_CloseBonusRoll();
- else
- StaticPopup_Hide("SPELL_CONFIRMATION_PROMPT", spellID);
- end
- elseif ( event == "CONFIRM_DISENCHANT_ROLL" ) then
- local texture, name, count, quality, bindOnPickUp = GetLootRollItemInfo(arg1);
- local dialog = StaticPopup_Show("CONFIRM_LOOT_ROLL", ITEM_QUALITY_COLORS[quality].hex..name.."|r");
- if ( dialog ) then
- dialog.text:SetFormattedText(LOOT_NO_DROP_DISENCHANT, ITEM_QUALITY_COLORS[quality].hex..name.."|r");
- StaticPopup_Resize(dialog, "CONFIRM_LOOT_ROLL");
- dialog.data = arg1;
- dialog.data2 = arg2;
- end
- elseif ( event == "INSTANCE_BOOT_START" ) then
- StaticPopup_Show("INSTANCE_BOOT");
- elseif ( event == "INSTANCE_BOOT_STOP" ) then
- StaticPopup_Hide("INSTANCE_BOOT");
- elseif ( event == "INSTANCE_LOCK_START" ) then
- StaticPopup_Show("INSTANCE_LOCK", nil, nil, true);
- elseif ( event == "INSTANCE_LOCK_STOP" ) then
- StaticPopup_Hide("INSTANCE_LOCK");
- elseif ( event == "INSTANCE_LOCK_WARNING" ) then
- StaticPopup_Show("INSTANCE_LOCK", nil, nil, false);
- elseif ( event == "CONFIRM_TALENT_WIPE" ) then
- HideUIPanel(GossipFrame);
- StaticPopupDialogs["CONFIRM_TALENT_WIPE"].text = _G["CONFIRM_TALENT_WIPE_"..arg2];
- local dialog = StaticPopup_Show("CONFIRM_TALENT_WIPE");
- if ( dialog ) then
- MoneyFrame_Update(dialog:GetName().."MoneyFrame", arg1);
- -- open the talent UI to the player's active talent group...just so the player knows
- -- exactly which talent spec he is wiping
- -- TalentFrame_LoadUI();
- -- if ( PlayerTalentFrame_Open ) then
- -- PlayerTalentFrame_Open(GetActiveSpecGroup());
- -- end
- end
- elseif ( event == "CONFIRM_BINDER" ) then
- StaticPopup_Show("CONFIRM_BINDER", arg1);
- elseif ( event == "CONFIRM_SUMMON" ) then
- StaticPopup_Show("CONFIRM_SUMMON");
- elseif ( event == "CANCEL_SUMMON" ) then
- StaticPopup_Hide("CONFIRM_SUMMON");
- elseif ( event == "BILLING_NAG_DIALOG" ) then
- StaticPopup_Show("BILLING_NAG", arg1);
- elseif ( event == "IGR_BILLING_NAG_DIALOG" ) then
- StaticPopup_Show("IGR_BILLING_NAG");
- elseif ( event == "GOSSIP_CONFIRM" ) then
- if ( arg3 > 0 ) then
- StaticPopupDialogs["GOSSIP_CONFIRM"].hasMoneyFrame = 1;
- else
- StaticPopupDialogs["GOSSIP_CONFIRM"].hasMoneyFrame = nil;
- end
- local dialog = StaticPopup_Show("GOSSIP_CONFIRM", arg2);
- if ( dialog ) then
- dialog.data = arg1;
- if ( arg3 > 0 ) then
- MoneyFrame_Update(dialog:GetName().."MoneyFrame", arg3);
- end
- end
- elseif ( event == "GOSSIP_ENTER_CODE" ) then
- local dialog = StaticPopup_Show("GOSSIP_ENTER_CODE");
- if ( dialog ) then
- dialog.data = arg1;
- end
- elseif ( event == "GOSSIP_CONFIRM_CANCEL" or event == "GOSSIP_CLOSED" ) then
- StaticPopup_Hide("GOSSIP_CONFIRM");
- StaticPopup_Hide("GOSSIP_ENTER_CODE");
-
- --Events for handling Auction UI
- elseif ( event == "AUCTION_HOUSE_SHOW" ) then
- AuctionFrame_LoadUI();
- if ( AuctionFrame_Show ) then
- AuctionFrame_Show();
- end
- elseif ( event == "AUCTION_HOUSE_CLOSED" ) then
- if ( AuctionFrame_Hide ) then
- AuctionFrame_Hide();
- end
- elseif ( event == "AUCTION_HOUSE_DISABLED" ) then
- StaticPopup_Show("AUCTION_HOUSE_DISABLED");
- -- Events for trainer UI handling
- elseif ( event == "TRAINER_SHOW" ) then
- ClassTrainerFrame_LoadUI();
- if ( ClassTrainerFrame_Show ) then
- ClassTrainerFrame_Show();
- end
- elseif ( event == "TRAINER_CLOSED" ) then
- if ( ClassTrainerFrame_Hide ) then
- ClassTrainerFrame_Hide();
- end
- -- Events for trade skill UI handling
- elseif ( event == "TRADE_SKILL_SHOW" ) then
- TradeSkillFrame_LoadUI();
- if ( TradeSkillFrame_Show ) then
- TradeSkillFrame_Show();
- end
- elseif ( event == "TRADE_SKILL_CLOSE" ) then
- if ( TradeSkillFrame_Hide ) then
- TradeSkillFrame_Hide();
- end
- -- Event for item socketing handling
- elseif ( event == "SOCKET_INFO_UPDATE" ) then
- ItemSocketingFrame_LoadUI();
- ItemSocketingFrame_Update();
- ShowUIPanel(ItemSocketingFrame);
- -- Event for BarberShop handling
- elseif ( event == "BARBER_SHOP_OPEN" ) then
- BarberShopFrame_LoadUI();
- if ( BarberShopFrame ) then
- ShowUIPanel(BarberShopFrame);
- end
- elseif ( event == "BARBER_SHOP_CLOSE" ) then
- if ( BarberShopFrame and BarberShopFrame:IsVisible() ) then
- BarberShopFrame:Hide();
- end
-
- -- Event for guildbank handling
- elseif ( event == "GUILDBANKFRAME_OPENED" ) then
- GuildBankFrame_LoadUI();
- if ( GuildBankFrame ) then
- ShowUIPanel(GuildBankFrame);
- if ( not GuildBankFrame:IsVisible() ) then
- CloseGuildBankFrame();
- end
- end
- elseif ( event == "GUILDBANKFRAME_CLOSED" ) then
- if ( GuildBankFrame ) then
- HideUIPanel(GuildBankFrame);
- end
- -- Event for barbershop handling
- elseif ( event == "BARBER_SHOP_OPEN" ) then
- BarberShopFrame_LoadUI();
- if ( BarberShopFrame ) then
- ShowUIPanel(BarberShopFrame);
- end
- elseif ( event == "BARBER_SHOP_CLOSE" ) then
- BarberShopFrame_LoadUI();
- if ( BarberShopFrame ) then
- HideUIPanel(BarberShopFrame);
- end
-
- -- Events for achievement handling
- elseif ( event == "ACHIEVEMENT_EARNED" ) then
- -- if ( not AchievementFrame ) then
- -- AchievementFrame_LoadUI();
- -- AchievementAlertFrame_ShowAlert(...);
- -- end
- -- self:UnregisterEvent(event);
- -- Display instance reset info
- elseif ( event == "RAID_INSTANCE_WELCOME" ) then
- local dungeonName = arg1;
- local lockExpireTime = arg2;
- local locked = arg3;
- local extended = arg4;
- local message;
- if ( locked == 0 ) then
- message = format(RAID_INSTANCE_WELCOME, dungeonName, SecondsToTime(lockExpireTime, nil, 1))
- else
- if ( lockExpireTime == 0 ) then
- message = format(RAID_INSTANCE_WELCOME_EXTENDED, dungeonName);
- else
- if ( extended == 0 ) then
- message = format(RAID_INSTANCE_WELCOME_LOCKED, dungeonName, SecondsToTime(lockExpireTime, nil, 1));
- else
- message = format(RAID_INSTANCE_WELCOME_LOCKED_EXTENDED, dungeonName, SecondsToTime(lockExpireTime, nil, 1));
- end
- end
- end
- local info = ChatTypeInfo["SYSTEM"];
- DEFAULT_CHAT_FRAME:AddMessage(message, info.r, info.g, info.b, info.id);
-
- -- Events for taxi benchmarking
- elseif ( event == "ENABLE_TAXI_BENCHMARK" ) then
- if ( not FramerateText:IsShown() ) then
- ToggleFramerate(true);
- end
- local info = ChatTypeInfo["SYSTEM"];
- DEFAULT_CHAT_FRAME:AddMessage(BENCHMARK_TAXI_MODE_ON, info.r, info.g, info.b, info.id);
- elseif ( event == "DISABLE_TAXI_BENCHMARK" ) then
- if ( FramerateText.benchmark ) then
- ToggleFramerate();
- end
- local info = ChatTypeInfo["SYSTEM"];
- DEFAULT_CHAT_FRAME:AddMessage(BENCHMARK_TAXI_MODE_OFF, info.r, info.g, info.b, info.id);
-
- -- Push to talk
- elseif ( event == "VOICE_PUSH_TO_TALK_START" and GetVoiceCurrentSessionID() ) then
- if ( GetCVarBool("PushToTalkSound") ) then
- PlaySound("VoiceChatOn");
- end
- -- Animate the player frame speaker even if not broadcasting
- if ( GetCVar("VoiceChatMode") == "0" ) then
- UIFrameFadeIn(PlayerSpeakerFrame, 0.2, PlayerSpeakerFrame:GetAlpha(), 1);
- end
- elseif ( event == "VOICE_PUSH_TO_TALK_STOP" ) then
- if ( GetCVarBool("PushToTalkSound") and GetVoiceCurrentSessionID() ) then
- PlaySound("VoiceChatOff");
- end
- -- Stop Animation
- if ( GetCVar("VoiceChatMode") == "0" and PlayerSpeakerFrame:GetAlpha() > 0 ) then
- UIFrameFadeOut(PlayerSpeakerFrame, 0.2, PlayerSpeakerFrame:GetAlpha(), 0);
- end
- elseif ( event == "LEVEL_GRANT_PROPOSED" ) then
- StaticPopup_Show("LEVEL_GRANT_PROPOSED", arg1);
- elseif ( event == "CHAT_MSG_WHISPER" and arg6 == "GM" ) then --GMChatUI
- GMChatFrame_LoadUI(event, ...);
- elseif ( event == "WOW_MOUSE_NOT_FOUND" ) then
- StaticPopup_Show("WOW_MOUSE_NOT_FOUND");
- elseif ( event == "TALENTS_INVOLUNTARILY_RESET" ) then
- if ( arg1 ) then
- StaticPopup_Show("TALENTS_INVOLUNTARILY_RESET_PET");
- else
- StaticPopup_Show("TALENTS_INVOLUNTARILY_RESET");
- end
-
- -- Events for Reforging UI handling
- elseif ( event == "FORGE_MASTER_OPENED" ) then
- Reforging_LoadUI();
- if ( ReforgingFrame_Show ) then
- ReforgingFrame_Show();
- end
- elseif ( event == "FORGE_MASTER_CLOSED" ) then
- if ( ReforgingFrame_Hide ) then
- ReforgingFrame_Hide();
- end
-
- -- Events for Archaeology
- elseif ( event == "ARCHAEOLOGY_TOGGLE" ) then
- ArchaeologyFrame_LoadUI();
- if ( ArchaeologyFrame_Show and not ArchaeologyFrame:IsShown()) then
- ArchaeologyFrame_Show();
- elseif ( ArchaeologyFrame_Hide ) then
- ArchaeologyFrame_Hide();
- end
-
- -- Events for Transmogrify UI handling
- elseif ( event == "TRANSMOGRIFY_OPEN" ) then
- ItemAlteration_LoadUI();
- if ( TransmogrifyFrame_Show ) then
- TransmogrifyFrame_Show();
- end
- elseif ( event == "TRANSMOGRIFY_CLOSE" ) then
- if ( TransmogrifyFrame_Hide ) then
- TransmogrifyFrame_Hide();
- end
- -- Events for Void Storage UI handling
- elseif ( event == "VOID_STORAGE_OPEN" ) then
- VoidStorage_LoadUI();
- if ( VoidStorageFrame_Show ) then
- VoidStorageFrame_Show();
- end
- elseif ( event == "VOID_STORAGE_CLOSE" ) then
- if ( VoidStorageFrame_Hide ) then
- VoidStorageFrame_Hide();
- end
-
- --Events for Trial caps
- elseif ( event == "TRIAL_CAP_REACHED_MONEY" ) then
- TrialAccountCapReached_Inform("money");
- elseif ( event == "TRIAL_CAP_REACHED_LEVEL" ) then
- TrialAccountCapReached_Inform("level");
-
- elseif( event == "SOR_START_EXPERIENCE_INCOMPLETE" ) then
- StaticPopup_Show("ERR_SOR_STARTING_EXPERIENCE_INCOMPLETE");
-
- -- Events for Black Market UI handling
- elseif ( event == "BLACK_MARKET_OPEN" ) then
- BlackMarket_LoadUI();
- if ( BlackMarketFrame_Show ) then
- BlackMarketFrame_Show();
- end
- elseif ( event == "BLACK_MARKET_CLOSE" ) then
- if ( BlackMarketFrame_Hide ) then
- BlackMarketFrame_Hide();
- end
- -- Events for Item Upgrading
- elseif ( event == "ITEM_UPGRADE_MASTER_OPENED" ) then
- ItemUpgrade_LoadUI();
- if ( ItemUpgradeFrame_Show ) then
- ItemUpgradeFrame_Show();
- end
- elseif ( event == "ITEM_UPGRADE_MASTER_CLOSED" ) then
- if ( ItemUpgradeFrame_Hide ) then
- ItemUpgradeFrame_Hide();
- end
- -- Events for Pet Journal
- elseif ( event == "PET_JOURNAL_NEW_BATTLE_SLOT" ) then
- CompanionsMicroButtonAlert:Show();
- MicroButtonPulse(CompanionsMicroButton);
-
- -- Quest Choice trigger event
-
- elseif (event == "QUEST_CHOICE_UPDATE") then
- QuestChoice_LoadUI();
- if ( QuestChoiceFrame_Show) then
- QuestChoiceFrame_Show();
- end
- end
- end
- -- Frame Management --
- -- UIPARENT_MANAGED_FRAME_POSITIONS stores all the frames that have positioning dependencies based on other frames.
- -- UIPARENT_MANAGED_FRAME_POSITIONS["FRAME"] = {
- --Note: this is out of date and there are several more options now.
- -- none = This value is used if no dependent frames are shown
- -- reputation = This is the offset used if the reputation watch bar is shown
- -- anchorTo = This is the object that the stored frame is anchored to
- -- point = This is the point on the frame used as the anchor
- -- rpoint = This is the point on the "anchorTo" frame that the stored frame is anchored to
- -- bottomEither = This offset is used if either bottom multibar is shown
- -- bottomLeft
- -- var = If this is set use _G[varName] = value instead of setpoint
- -- };
- -- some standard offsets
- local actionBarOffset = 45;
- local menuBarTop = 55;
- local overrideActionBarTop = 40;
- local petBattleTop = 60;
- function UpdateMenuBarTop ()
- --Determines the optimal magic number based on resolution and action bar status.
- menuBarTop = 55;
- local width, height = string.match((({GetScreenResolutions()})[GetCurrentResolution()] or ""), "(%d+).-(%d+)");
- if ( tonumber(width) / tonumber(height ) > 4/3 ) then
- --Widescreen resolution
- menuBarTop = 75;
- end
- end
- UIPARENT_MANAGED_FRAME_POSITIONS = {
- --Items with baseY set to "true" are positioned based on the value of menuBarTop and their offset needs to be repeatedly evaluated as menuBarTop can change.
- --"yOffset" gets added to the value of "baseY", which is used for values based on menuBarTop.
- ["MultiBarBottomLeft"] = {baseY = 17, reputation = 1, maxLevel = 1, anchorTo = "ActionButton1", point = "BOTTOMLEFT", rpoint = "TOPLEFT"};
- ["MultiBarRight"] = {baseY = 98, reputation = 1, anchorTo = "UIParent", point = "BOTTOMRIGHT", rpoint = "BOTTOMRIGHT"};
- ["VoiceChatTalkers"] = {baseY = true, bottomEither = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, reputation = 1};
- ["GroupLootContainer"] = {baseY = true, bottomEither = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, pet = 1, reputation = 1};
- ["MissingLootFrame"] = {baseY = true, bottomEither = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, pet = 1, reputation = 1};
- ["TutorialFrameAlertButton"] = {baseY = true, yOffset = -10, bottomEither = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, reputation = 1};
- ["FramerateLabel"] = {baseY = true, bottomEither = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, pet = 1, reputation = 1, playerPowerBarAlt = 1, extraActionBarFrame = 1};
- ["CastingBarFrame"] = {baseY = true, yOffset = 40, bottomEither = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, pet = 1, reputation = 1, tutorialAlert = 1, playerPowerBarAlt = 1, extraActionBarFrame = 1};
- ["PlayerPowerBarAlt"] = {baseY = true, yOffset = 40, bottomEither = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, pet = 1, reputation = 1, tutorialAlert = 1, extraActionBarFrame = 1};
- ["ExtraActionBarFrame"] = {baseY = true, yOffset = 40, bottomEither = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, pet = 1, reputation = 1, tutorialAlert = 1};
- ["ChatFrame1"] = {baseY = true, yOffset = 40, bottomLeft = actionBarOffset-8, justBottomRightAndStance = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, pet = 1, reputation = 1, maxLevel = 1, point = "BOTTOMLEFT", rpoint = "BOTTOMLEFT", xOffset = 32};
- ["ChatFrame2"] = {baseY = true, yOffset = 40, bottomRight = actionBarOffset-8, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, rightLeft = -2*actionBarOffset, rightRight = -actionBarOffset, reputation = 1, maxLevel = 1, point = "BOTTOMRIGHT", rpoint = "BOTTOMRIGHT", xOffset = -32};
- ["StanceBarFrame"] = {baseY = 0, bottomLeft = actionBarOffset, reputation = 1, maxLevel = 1, anchorTo = "MainMenuBar", point = "BOTTOMLEFT", rpoint = "TOPLEFT", xOffset = 30};
- ["PossessBarFrame"] = {baseY = 0, bottomLeft = actionBarOffset, reputation = 1, maxLevel = 1, anchorTo = "MainMenuBar", point = "BOTTOMLEFT", rpoint = "TOPLEFT", xOffset = 30};
- ["MultiCastActionBarFrame"] = {baseY = 0, bottomLeft = actionBarOffset, reputation = 1, maxLevel = 1, anchorTo = "MainMenuBar", point = "BOTTOMLEFT", rpoint = "TOPLEFT", xOffset = 30};
- ["AuctionProgressFrame"] = {baseY = true, yOffset = 18, bottomEither = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, pet = 1, reputation = 1, tutorialAlert = 1};
-
- -- Vars
- -- These indexes require global variables of the same name to be declared. For example, if I have an index ["FOO"] then I need to make sure the global variable
- -- FOO exists before this table is constructed. The function UIParent_ManageFramePosition will use the "FOO" table index to change the value of the FOO global
- -- variable so that other modules can use the most up-to-date value of FOO without having knowledge of the UIPARENT_MANAGED_FRAME_POSITIONS table.
- ["CONTAINER_OFFSET_X"] = {baseX = 0, rightLeft = 2*actionBarOffset+3, rightRight = actionBarOffset+3, isVar = "xAxis"};
- ["CONTAINER_OFFSET_Y"] = {baseY = true, yOffset = 10, bottomEither = actionBarOffset, reputation = 1, isVar = "yAxis"};
- ["BATTLEFIELD_TAB_OFFSET_Y"] = {baseY = 210, bottomRight = actionBarOffset, reputation = 1, isVar = "yAxis"};
- ["PETACTIONBAR_YPOS"] = {baseY = 97, bottomLeft = actionBarOffset, justBottomRightAndStance = actionBarOffset, reputation = 1, maxLevel = 1, isVar = "yAxis"};
- ["MULTICASTACTIONBAR_YPOS"] = {baseY = 0, bottomLeft = actionBarOffset, reputation = 1, maxLevel = 1, isVar = "yAxis"};
- };
- -- If any Var entries in UIPARENT_MANAGED_FRAME_POSITIONS are used exclusively by addons, they should be declared here and not in one of the addon's files.
- -- The reason why is that it is possible for UIParent_ManageFramePosition to be run before the addon loads.
- BATTLEFIELD_TAB_OFFSET_Y = 0;
- -- constant offsets
- for _, data in pairs(UIPARENT_MANAGED_FRAME_POSITIONS) do
- for flag, value in pairs(data) do
- if ( flag == "reputation" ) then
- data[flag] = value * 9;
- elseif ( flag == "maxLevel" ) then
- data[flag] = value * -5;
- elseif ( flag == "pet" ) then
- data[flag] = value * 35;
- elseif ( flag == "tutorialAlert" ) then
- data[flag] = value * 35;
- end
- end
- end
- function UIParent_ManageFramePosition(index, value, yOffsetFrames, xOffsetFrames, hasBottomLeft, hasBottomRight, hasPetBar)
- local frame, xOffset, yOffset, anchorTo, point, rpoint;
- frame = _G[index];
- if ( not frame or (type(frame)=="table" and frame.ignoreFramePositionManager)) then
- return;
- end
-
- -- Always start with base as the base offset or default to zero if no "none" specified
- xOffset = 0;
- if ( value["baseX"] ) then
- xOffset = value["baseX"];
- elseif ( value["xOffset"] ) then
- xOffset = value["xOffset"];
- end
- yOffset = 0;
- if ( tonumber(value["baseY"]) ) then
- --tonumber(nil) and tonumber(boolean) evaluate as nil, tonumber(number) evaluates as a number, which evaluates as true.
- --This allows us to use the true value in baseY for flagging a frame's positioning as dependent upon the value of menuBarTop.
- yOffset = value["baseY"];
- elseif ( value["baseY"] ) then
- --value["baseY"] is true, use menuBarTop.
- yOffset = menuBarTop;
- end
-
- if ( value["yOffset"] ) then
- --This is so things based on menuBarTop can still have an offset. Otherwise you'd just use put the offset value in baseY.
- yOffset = yOffset + value["yOffset"];
- end
-
- -- Iterate through frames that affect y offsets
- local hasBottomEitherFlag;
- for _, flag in pairs(yOffsetFrames) do
- if ( value[flag] ) then
- if ( flag == "bottomEither" ) then
- hasBottomEitherFlag = 1;
- end
- yOffset = yOffset + value[flag];
- end
- end
-
- -- don't offset for the pet bar and bottomEither if the player has
- -- the bottom right bar shown and not the bottom left
- if ( hasBottomEitherFlag and hasBottomRight and hasPetBar and not hasBottomLeft ) then
- yOffset = yOffset - (value["pet"] or 0);
- end
- -- Iterate through frames that affect x offsets
- for _, flag in pairs(xOffsetFrames) do
- if ( value[flag] ) then
- xOffset = xOffset + value[flag];
- end
- end
- -- Set up anchoring info
- anchorTo = value["anchorTo"];
- point = value["point"];
- rpoint = value["rpoint"];
- if ( not anchorTo ) then
- anchorTo = "UIParent";
- end
- if ( not point ) then
- point = "BOTTOM";
- end
- if ( not rpoint ) then
- rpoint = "BOTTOM";
- end
- -- Anchor frame
- if ( value["isVar"] ) then
- if ( value["isVar"] == "xAxis" ) then
- _G[index] = xOffset;
- else
- _G[index] = yOffset;
- end
- else
- if ( frame ~= ChatFrame2 and not(frame:IsObjectType("frame") and frame:IsUserPlaced()) ) then
- frame:SetPoint(point, anchorTo, rpoint, xOffset, yOffset);
- end
- end
- end
- local function FramePositionDelegate_OnAttributeChanged(self, attribute)
- if ( attribute == "panel-show" ) then
- local force = self:GetAttribute("panel-force");
- local frame = self:GetAttribute("panel-frame");
- self:ShowUIPanel(frame, force);
- elseif ( attribute == "panel-hide" ) then
- local frame = self:GetAttribute("panel-frame");
- local skipSetPoint = self:GetAttribute("panel-skipSetPoint");
- self:HideUIPanel(frame, skipSetPoint);
- elseif ( attribute == "panel-update" ) then
- local frame = self:GetAttribute("panel-frame");
- self:UpdateUIPanelPositions(frame);
- elseif ( attribute == "uiparent-manage" ) then
- self:UIParentManageFramePositions();
- end
- end
- local FramePositionDelegate = CreateFrame("FRAME");
- FramePositionDelegate:SetScript("OnAttributeChanged", FramePositionDelegate_OnAttributeChanged);
- function FramePositionDelegate:ShowUIPanel(frame, force)
- local frameArea, framePushable;
- frameArea = GetUIPanelWindowInfo(frame, "area");
- if ( not CanOpenPanels() and frameArea ~= "center" and frameArea ~= "full" ) then
- self:ShowUIPanelFailed(frame);
- return;
- end
- framePushable = GetUIPanelWindowInfo(frame, "pushable") or 0;
- if ( UnitIsDead("player") and not GetUIPanelWindowInfo(frame, "whileDead") ) then
- NotWhileDeadError();
- return;
- end
- -- If we have a full-screen frame open, ignore other non-fullscreen open requests
- if ( self:GetUIPanel("fullscreen") and (frameArea ~= "full") ) then
- if ( force ) then
- self:SetUIPanel("fullscreen", nil, 1);
- else
- self:ShowUIPanelFailed(frame);
- return;
- end
- end
- -- If we have a "center" frame open, only listen to other "center" open requests
- local centerFrame = self:GetUIPanel("center");
- local centerArea, centerPushable;
- if ( centerFrame ) then
- if ( GetUIPanelWindowInfo(centerFrame, "allowOtherPanels") ) then
- HideUIPanel(centerFrame);
- centerFrame = nil;
- else
- centerArea = GetUIPanelWindowInfo(centerFrame, "area");
- if ( centerArea and (centerArea == "center") and (frameArea ~= "center") and (frameArea ~= "full") ) then
- if ( force ) then
- self:SetUIPanel("center", nil, 1);
- else
- self:ShowUIPanelFailed(frame);
- return;
- end
- end
- centerPushable = GetUIPanelWindowInfo(centerFrame, "pushable") or 0;
- end
- end
-
- -- Full-screen frames just replace each other
- if ( frameArea == "full" ) then
- securecall("CloseAllWindows");
- self:SetUIPanel("fullscreen", frame);
- return;
- end
-
- -- Native "center" frames just replace each other, and they take priority over pushed frames
- if ( frameArea == "center" ) then
- securecall("CloseWindows");
- if ( not GetUIPanelWindowInfo(frame, "allowOtherPanels") ) then
- securecall("CloseAllBags");
- end
- self:SetUIPanel("center", frame, 1);
- return;
- end
- -- Doublewide frames take up the left and center spots
- if ( frameArea == "doublewide" ) then
- local leftFrame = self:GetUIPanel("left");
- if ( leftFrame ) then
- local leftPushable = GetUIPanelWindowInfo(leftFrame, "pushable") or 0;
- if ( leftPushable > 0 and CanShowRightUIPanel(leftFrame) ) then
- -- Push left to right
- self:MoveUIPanel("left", "right", 1);
- elseif ( centerFrame and CanShowRightUIPanel(centerFrame) ) then
- self:MoveUIPanel("center", "right", 1);
- end
- end
- self:SetUIPanel("doublewide", frame);
- return;
- end
-
- -- If not pushable, close any doublewide frames
- local doublewideFrame = self:GetUIPanel("doublewide");
- if ( doublewideFrame ) then
- if ( framePushable == 0 ) then
- -- Set as left (closes doublewide) and slide over the right frame
- self:SetUIPanel("left", frame, 1);
- self:MoveUIPanel("right", "center");
- elseif ( CanShowRightUIPanel(frame) ) then
- -- Set as right
- self:SetUIPanel("right", frame);
- else
- self:SetUIPanel("left", frame);
- end
- return;
- end
-
- -- Try to put it on the left
- local leftFrame = self:GetUIPanel("left");
- if ( not leftFrame ) then
- self:SetUIPanel("left", frame);
- return;
- end
- local leftPushable = GetUIPanelWindowInfo(leftFrame, "pushable") or 0;
-
- -- Two open already
- local rightFrame = self:GetUIPanel("right");
- if ( centerFrame and not rightFrame ) then
- -- If not pushable and left isn't pushable
- if ( leftPushable == 0 and framePushable == 0 ) then
- -- Replace left
- self:SetUIPanel("left", frame);
- elseif ( ( framePushable > centerPushable or centerArea == "center" ) and CanShowRightUIPanel(frame) ) then
- -- This one is highest priority, show as right
- self:SetUIPanel("right", frame);
- elseif ( framePushable < leftPushable ) then
- if ( centerArea == "center" ) then
- if ( CanShowRightUIPanel(leftFrame) ) then
- -- Skip center
- self:MoveUIPanel("left", "right", 1);
- self:SetUIPanel("left", frame);
- else
- -- Replace left
- self:SetUIPanel("left", frame);
- end
- else
- if ( CanShowUIPanels(frame, leftFrame, centerFrame) ) then
- -- Shift both
- self:MoveUIPanel("center", "right", 1);
- self:MoveUIPanel("left", "center", 1);
- self:SetUIPanel("left", frame);
- else
- -- Replace left
- self:SetUIPanel("left", frame);
- end
- end
- elseif ( framePushable <= centerPushable and centerArea ~= "center" and CanShowUIPanels(leftFrame, frame, centerFrame) ) then
- -- Push center
- self:MoveUIPanel("center", "right", 1);
- self:SetUIPanel("center", frame);
- elseif ( framePushable <= centerPushable and centerArea ~= "center" ) then
- -- Replace left
- self:SetUIPanel("left", frame);
- else
- -- Replace center
- self:SetUIPanel("center", frame);
- end
-
- return;
- end
-
- -- If there's only one open...
- if ( not centerFrame ) then
- -- If neither is pushable, replace
- if ( (leftPushable == 0) and (framePushable == 0) ) then
- self:SetUIPanel("left", frame);
- return;
- end
- -- Highest priority goes to center
- if ( leftPushable > framePushable ) then
- self:MoveUIPanel("left", "center", 1);
- self:SetUIPanel("left", frame);
- else
- self:SetUIPanel("center", frame);
- end
-
- return;
- end
- -- Three are shown
- local rightPushable = GetUIPanelWindowInfo(rightFrame, "pushable") or 0;
- if ( framePushable > rightPushable ) then
- -- This one is highest priority, slide the other two over
- if ( CanShowUIPanels(centerFrame, rightFrame, frame) ) then
- self:MoveUIPanel("center", "left", 1);
- self:MoveUIPanel("right", "center", 1);
- self:SetUIPanel("right", frame);
- else
- self:MoveUIPanel("right", "left", 1);
- self:SetUIPanel("center", frame);
- end
- elseif ( framePushable > centerPushable ) then
- -- This one is middle priority, so move the center frame to the left
- self:MoveUIPanel("center", "left", 1);
- self:SetUIPanel("center", frame);
- else
- self:SetUIPanel("left", frame);
- end
- end
- function FramePositionDelegate:ShowUIPanelFailed(frame)
- local showFailedFunc = _G[GetUIPanelWindowInfo(frame, "showFailedFunc")];
- if ( showFailedFunc ) then
- showFailedFunc(frame);
- end
- end
- function FramePositionDelegate:SetUIPanel(key, frame, skipSetPoint)
- if ( key == "fullscreen" ) then
- local oldFrame = self.fullscreen;
- self.fullscreen = frame;
-
- if ( oldFrame ) then
- oldFrame:Hide();
- end
-
- if ( frame ) then
- UIParent:Hide();
- frame:Show();
- else
- UIParent:Show();
- SetUIVisibility(true);
- end
- return;
- elseif ( key == "doublewide" ) then
- local oldLeft = self.left;
- local oldCenter = self.center;
- local oldDoubleWide = self.doublewide;
- self.doublewide = frame;
- self.left = nil;
- self.center = nil;
-
- if ( oldDoubleWide ) then
- oldDoubleWide:Hide();
- end
-
- if ( oldLeft ) then
- oldLeft:Hide();
- end
-
- if ( oldCenter ) then
- oldCenter:Hide();
- end
- elseif ( key ~= "left" and key ~= "center" and key ~= "right" ) then
- return;
- else
- local oldFrame = self[key];
- self[key] = frame;
- if ( oldFrame ) then
- oldFrame:Hide();
- else
- if ( self.doublewide ) then
- if ( key == "left" or key == "center" ) then
- self.doublewide:Hide();
- self.doublewide = nil;
- end
- end
- end
- end
-
- if ( not skipSetPoint ) then
- securecall("UpdateUIPanelPositions", frame);
- end
-
- if ( frame ) then
- frame:Show();
- -- Hide all child windows
- securecall("CloseChildWindows");
- end
- end
- function FramePositionDelegate:MoveUIPanel(current, new, skipSetPoint)
- if ( current ~= "left" and current ~= "center" and current ~= "right" and new ~= "left" and new ~= "center" and new ~= "right" ) then
- return;
- end
- self:SetUIPanel(new, nil, skipSetPoint);
- if ( self[current] ) then
- self[current]:Raise();
- self[new] = self[current];
- self[current] = nil;
- if ( not skipSetPoint ) then
- securecall("UpdateUIPanelPositions");
- end
- end
- end
- function FramePositionDelegate:HideUIPanel(frame, skipSetPoint)
- -- If we're hiding the full-screen frame, just hide it
- if ( frame == self:GetUIPanel("fullscreen") ) then
- self:SetUIPanel("fullscreen", nil);
- return;
- end
-
- -- If we're hiding the right frame, just hide it
- if ( frame == self:GetUIPanel("right") ) then
- self:SetUIPanel("right", nil, skipSetPoint);
- return;
- elseif ( frame == self:GetUIPanel("doublewide") ) then
- -- Slide over any right frame (hides the doublewide)
- self:MoveUIPanel("right", "left", skipSetPoint);
- return;
- end
- -- If we're hiding the center frame, slide over any right frame
- local centerFrame = self:GetUIPanel("center");
- if ( frame == centerFrame ) then
- self:MoveUIPanel("right", "center", skipSetPoint);
- elseif ( frame == self:GetUIPanel("left") ) then
- -- If we're hiding the left frame, move the other frames left, unless the center is a native center frame
- if ( centerFrame ) then
- local area = GetUIPanelWindowInfo(centerFrame, "area");
- if ( area ) then
- if ( area == "center" ) then
- -- Slide left, skip the center
- self:MoveUIPanel("right", "left", skipSetPoint);
- return;
- else
- -- Slide everything left
- self:MoveUIPanel("center", "left", 1);
- self:MoveUIPanel("right", "center", skipSetPoint);
- return;
- end
- end
- end
- self:SetUIPanel("left", nil, skipSetPoint);
- else
- frame:Hide();
- end
- end
- function FramePositionDelegate:GetUIPanel(key)
- if ( key ~= "left" and key ~= "center" and key ~= "right" and key ~= "doublewide" and key ~= "fullscreen" ) then
- return nil;
- end
-
- return self[key];
- end
- function FramePositionDelegate:UpdateUIPanelPositions(currentFrame)
- if ( self.updatingPanels ) then
- return;
- end
- self.updatingPanels = true;
-
- local topOffset = UIParent:GetAttribute("TOP_OFFSET");
- local leftOffset = UIParent:GetAttribute("LEFT_OFFSET");
- local centerOffset = UIParent:GetAttribute("CENTER_OFFSET");
- local rightOffset = UIParent:GetAttribute("RIGHT_OFFSET");
- local xSpacing = UIParent:GetAttribute("PANEl_SPACING_X");
- local info;
- local frame = self:GetUIPanel("left");
- if ( frame ) then
- local xOff = GetUIPanelWindowInfo(frame,"xoffset") or 0;
- local yOff = GetUIPanelWindowInfo(frame,"yoffset") or 0;
- local yPos = ClampUIPanelY(frame, yOff + topOffset);
- frame:ClearAllPoints();
- frame:SetPoint("TOPLEFT", "UIParent", "TOPLEFT", leftOffset + xOff, yPos);
- centerOffset = leftOffset + GetUIPanelWidth(frame) + xOff;
- UIParent:SetAttribute("CENTER_OFFSET", centerOffset);
- frame:Raise();
- else
- frame = self:GetUIPanel("doublewide");
- if ( frame ) then
- local xOff = GetUIPanelWindowInfo(frame,"xoffset") or 0;
- local yOff = GetUIPanelWindowInfo(frame,"yoffset") or 0;
- local yPos = ClampUIPanelY(frame, yOff + topOffset);
- frame:ClearAllPoints();
- frame:SetPoint("TOPLEFT", "UIParent", "TOPLEFT", leftOffset + xOff, yPos);
- rightOffset = leftOffset + GetUIPanelWidth(frame) + xOff;
- UIParent:SetAttribute("RIGHT_OFFSET", rightOffset);
- frame:Raise();
- end
- end
- frame = self:GetUIPanel("center");
- if ( frame ) then
- if ( CanShowCenterUIPanel(frame) ) then
- local area = GetUIPanelWindowInfo(frame, "area");
- local xOff = GetUIPanelWindowInfo(frame,"xoffset") or 0;
- local yOff = GetUIPanelWindowInfo(frame,"yoffset") or 0;
- local yPos = ClampUIPanelY(frame, yOff + topOffset);
- if ( area ~= "center" ) then
- frame:ClearAllPoints();
- xOff = xOff + xSpacing; -- add sperating space
- frame:SetPoint("TOPLEFT", "UIParent", "TOPLEFT", centerOffset + xOff, yPos);
- end
- rightOffset = centerOffset + GetUIPanelWidth(frame) + xOff;
- else
- if ( frame == currentFrame ) then
- frame = self:GetUIPanel("left") or self:GetUIPanel("doublewide");
- if ( frame ) then
- self:HideUIPanel(frame);
- self.updatingPanels = nil;
- self:UpdateUIPanelPositions(currentFrame);
- return;
- end
- end
- self:SetUIPanel("center", nil, 1);
- rightOffset = centerOffset + UIParent:GetAttribute("DEFAULT_FRAME_WIDTH");
- end
- frame:Raise();
- elseif ( not self:GetUIPanel("doublewide") ) then
- if ( self:GetUIPanel("left") ) then
- rightOffset = centerOffset + UIParent:GetAttribute("DEFAULT_FRAME_WIDTH");
- else
- rightOffset = leftOffset + UIParent:GetAttribute("DEFAULT_FRAME_WIDTH") * 2
- end
- end
- UIParent:SetAttribute("RIGHT_OFFSET", rightOffset);
- frame = self:GetUIPanel("right");
- if ( frame ) then
- if ( CanShowRightUIPanel(frame) ) then
- local xOff = GetUIPanelWindowInfo(frame,"xoffset") or 0;
- local yOff = GetUIPanelWindowInfo(frame,"yoffset") or 0;
- local yPos = ClampUIPanelY(frame, yOff + topOffset);
- xOff = xOff + xSpacing; -- add sperating space
- frame:ClearAllPoints();
- frame:SetPoint("TOPLEFT", "UIParent", "TOPLEFT", rightOffset + xOff, yPos);
- else
- if ( frame == currentFrame ) then
- frame = GetUIPanel("center") or GetUIPanel("left") or GetUIPanel("doublewide");
- if ( frame ) then
- self:HideUIPanel(frame);
- self.updatingPanels = nil;
- self:UpdateUIPanelPositions(currentFrame);
- return;
- end
- end
- self:SetUIPanel("right", nil, 1);
- end
- frame:Raise();
- end
- self.updatingPanels = nil;
- end
- function FramePositionDelegate:UIParentManageFramePositions()
- -- Update the variable with the happy magic number.
- UpdateMenuBarTop();
-
- -- Frames that affect offsets in y axis
- local yOffsetFrames = {};
- -- Frames that affect offsets in x axis
- local xOffsetFrames = {};
-
- -- Set up flags
- local hasBottomLeft, hasBottomRight, hasPetBar;
-
- if ( OverrideActionBar and OverrideActionBar:IsShown() ) then
- tinsert(yOffsetFrames, "overrideActionBar");
- elseif ( PetBattleFrame and PetBattleFrame:IsShown() ) then
- tinsert(yOffsetFrames, "petBattleFrame");
- else
- if ( MultiBarBottomLeft:IsShown() or MultiBarBottomRight:IsShown() ) then
- tinsert(yOffsetFrames, "bottomEither");
- end
- if ( MultiBarBottomRight:IsShown() ) then
- tinsert(yOffsetFrames, "bottomRight");
- hasBottomRight = 1;
- end
- if ( MultiBarBottomLeft:IsShown() ) then
- tinsert(yOffsetFrames, "bottomLeft");
- hasBottomLeft = 1;
- end
- if ( MultiBarLeft:IsShown() ) then
- tinsert(xOffsetFrames, "rightLeft");
- elseif ( MultiBarRight:IsShown() ) then
- tinsert(xOffsetFrames, "rightRight");
- end
- if (PetActionBarFrame_IsAboveStance and PetActionBarFrame_IsAboveStance()) then
- tinsert(yOffsetFrames, "justBottomRightAndStance");
- end
- if ( ( PetActionBarFrame and PetActionBarFrame:IsShown() ) or ( StanceBarFrame and StanceBarFrame:IsShown() ) or
- ( MultiCastActionBarFrame and MultiCastActionBarFrame:IsShown() ) or ( PossessBarFrame and PossessBarFrame:IsShown() ) or
- ( MainMenuBarVehicleLeaveButton and MainMenuBarVehicleLeaveButton:IsShown() ) ) then
- tinsert(yOffsetFrames, "pet");
- hasPetBar = 1;
- end
- if ( ReputationWatchBar:IsShown() and MainMenuExpBar:IsShown() ) then
- tinsert(yOffsetFrames, "reputation");
- end
- if ( MainMenuBarMaxLevelBar:IsShown() ) then
- tinsert(yOffsetFrames, "maxLevel");
- end
- if ( TutorialFrameAlertButton:IsShown() ) then
- tinsert(yOffsetFrames, "tutorialAlert");
- end
- if ( PlayerPowerBarAlt:IsShown() ) then
- tinsert(yOffsetFrames, "playerPowerBarAlt");
- end
- if (ExtraActionBarFrame and ExtraActionBarFrame:IsShown() ) then
- tinsert(yOffsetFrames, "extraActionBarFrame");
- end
- end
-
- if ( menuBarTop == 55 ) then
- UIPARENT_MANAGED_FRAME_POSITIONS["TutorialFrameAlertButton"].yOffset = -10;
- else
- UIPARENT_MANAGED_FRAME_POSITIONS["TutorialFrameAlertButton"].yOffset = -30;
- end
-
-
- -- Iterate through frames and set anchors according to the flags set
- for index, value in pairs(UIPARENT_MANAGED_FRAME_POSITIONS) do
- if ( value.playerPowerBarAlt ) then
- value.playerPowerBarAlt = PlayerPowerBarAlt:GetHeight() + 10;
- end
- if ( value.extraActionBarFrame and ExtraActionBarFrame ) then
- value.extraActionBarFrame = ExtraActionBarFrame:GetHeight() + 10;
- end
- if ( value.bonusActionBar and BonusActionBarFrame ) then
- value.bonusActionBar = BonusActionBarFrame:GetHeight() - MainMenuBar:GetHeight();
- end
- securecall("UIParent_ManageFramePosition", index, value, yOffsetFrames, xOffsetFrames, hasBottomLeft, hasBottomRight, hasPetBar);
- end
-
- -- Custom positioning not handled by the loop
- -- Update Stance bar appearance
- if ( MultiBarBottomLeft:IsShown() ) then
- SlidingActionBarTexture0:Hide();
- SlidingActionBarTexture1:Hide();
- if ( StanceBarFrame ) then
- StanceBarLeft:Hide();
- StanceBarRight:Hide();
- StanceBarMiddle:Hide();
- for i=1, NUM_STANCE_SLOTS do
- _G["StanceButton"..i]:GetNormalTexture():SetWidth(52);
- _G["StanceButton"..i]:GetNormalTexture():SetHeight(52);
- end
- end
- else
- if (PetActionBarFrame_IsAboveStance and PetActionBarFrame_IsAboveStance()) then
- SlidingActionBarTexture0:Hide();
- SlidingActionBarTexture1:Hide();
- else
- SlidingActionBarTexture0:Show();
- SlidingActionBarTexture1:Show();
- end
- if ( StanceBarFrame ) then
- if ( GetNumShapeshiftForms() > 2 ) then
- StanceBarMiddle:Show();
- end
- StanceBarLeft:Show();
- StanceBarRight:Show();
- for i=1, NUM_STANCE_SLOTS do
- _G["StanceButton"..i]:GetNormalTexture():SetWidth(64);
- _G["StanceButton"..i]:GetNormalTexture():SetHeight(64);
- end
- end
- end
- -- HACK: we have too many bars in this game now...
- -- if the Stance bar is shown then hide the multi-cast bar
- -- we'll have to figure out what we should do in this case if it ever really becomes a problem
- -- HACK 2: if the possession bar is shown then hide the multi-cast bar
- -- yeah, way too many bars...
- if ( ( StanceBarFrame and StanceBarFrame:IsShown() ) or
- ( PossessBarFrame and PossessBarFrame:IsShown() ) ) then
- HideMultiCastActionBar();
- elseif ( HasMultiCastActionBar and HasMultiCastActionBar() ) then
- ShowMultiCastActionBar();
- end
- -- If petactionbar is already shown, set its point in addition to changing its y target
- if ( PetActionBarFrame:IsShown() ) then
- PetActionBar_UpdatePositionValues();
- PetActionBarFrame:SetPoint("TOPLEFT", MainMenuBar, "BOTTOMLEFT", PETACTIONBAR_XPOS, PETACTIONBAR_YPOS);
- end
- -- Set battlefield minimap position
- if ( BattlefieldMinimapTab and not BattlefieldMinimapTab:IsUserPlaced() ) then
- BattlefieldMinimapTab:SetPoint("BOTTOMLEFT", "UIParent", "BOTTOMRIGHT", -225-CONTAINER_OFFSET_X, BATTLEFIELD_TAB_OFFSET_Y);
- end
- -- Setup y anchors
- local anchorY = 0
- local buffsAnchorY = min(0, MINIMAP_BOTTOM_EDGE_EXTENT - BuffFrame.bottomEdgeExtent);
- -- Count right action bars
- local rightActionBars = 0;
- if ( IsNormalActionBarState() ) then
- if ( SHOW_MULTI_ACTIONBAR_3 ) then
- rightActionBars = 1;
- if ( SHOW_MULTI_ACTIONBAR_4 ) then
- rightActionBars = 2;
- end
- end
- end
-
- -- Capture bars - need to move below buffs/debuffs if at least 1 right action bar is showing
- if ( NUM_EXTENDED_UI_FRAMES ) then
- local captureBar;
- local numCaptureBars = 0;
- for i=1, NUM_EXTENDED_UI_FRAMES do
- captureBar = _G["WorldStateCaptureBar"..i];
- if ( captureBar and captureBar:IsShown() ) then
- numCaptureBars = numCaptureBars + 1
- if ( numCaptureBars == 1 and rightActionBars > 0 ) then
- anchorY = min(anchorY, buffsAnchorY);
- end
- captureBar:SetPoint("TOPRIGHT", MinimapCluster, "BOTTOMRIGHT", -CONTAINER_OFFSET_X, anchorY);
- anchorY = anchorY - captureBar:GetHeight() - 4;
- end
- end
- end
-
- --Setup Vehicle seat indicator offset - needs to move below buffs/debuffs if both right action bars are showing
- if ( VehicleSeatIndicator and VehicleSeatIndicator:IsShown() ) then
- if ( rightActionBars == 2 ) then
- anchorY = min(anchorY, buffsAnchorY);
- VehicleSeatIndicator:SetPoint("TOPRIGHT", MinimapCluster, "BOTTOMRIGHT", -100, anchorY);
- elseif ( rightActionBars == 1 ) then
- VehicleSeatIndicator:SetPoint("TOPRIGHT", MinimapCluster, "BOTTOMRIGHT", -62, anchorY);
- else
- VehicleSeatIndicator:SetPoint("TOPRIGHT", MinimapCluster, "BOTTOMRIGHT", 0, anchorY);
- end
- anchorY = anchorY - VehicleSeatIndicator:GetHeight() - 4; --The -4 is there to give a small buffer for things like the QuestTimeFrame below the Seat Indicator
- end
-
- -- Boss frames - need to move below buffs/debuffs if both right action bars are showing
- local numBossFrames = 0;
- for i = 1, MAX_BOSS_FRAMES do
- if ( _G["Boss"..i.."TargetFrame"]:IsShown() ) then
- numBossFrames = i;
- end
- end
- if ( numBossFrames > 0 ) then
- if ( rightActionBars > 1 ) then
- anchorY = min(anchorY, buffsAnchorY);
- end
- Boss1TargetFrame:SetPoint("TOPRIGHT", "MinimapCluster", "BOTTOMRIGHT", -(CONTAINER_OFFSET_X * 1.3) + 60, anchorY * 1.333); -- by 1.333 because it's 0.75 scale
- anchorY = anchorY - (numBossFrames * (68 + BOSS_FRAME_CASTBAR_HEIGHT) + BOSS_FRAME_CASTBAR_HEIGHT);
- end
-
- -- Setup durability offset
- if ( DurabilityFrame ) then
- DurabilityFrame:SetPoint("TOPRIGHT", "MinimapCluster", "BOTTOMRIGHT", -CONTAINER_OFFSET_X, anchorY);
- if ( DurabilityFrame:IsShown() ) then
- anchorY = anchorY - DurabilityFrame:GetHeight();
- end
- end
-
- if ( ArenaEnemyFrames ) then
- ArenaEnemyFrames:ClearAllPoints();
- ArenaEnemyFrames:SetPoint("TOPRIGHT", MinimapCluster, "BOTTOMRIGHT", -CONTAINER_OFFSET_X, anchorY);
- end
-
- if ( ArenaPrepFrames ) then
- ArenaPrepFrames:ClearAllPoints();
- ArenaPrepFrames:SetPoint("TOPRIGHT", MinimapCluster, "BOTTOMRIGHT", -CONTAINER_OFFSET_X, anchorY);
- end
- -- Watch frame - needs to move below buffs/debuffs if at least 1 right action bar is showing
- if ( rightActionBars > 0 ) then
- anchorY = min(anchorY, buffsAnchorY);
- end
- local numArenaOpponents = GetNumArenaOpponents();
- if ( not WatchFrame:IsUserPlaced() ) then
- if ( ArenaEnemyFrames and ArenaEnemyFrames:IsShown() and (numArenaOpponents > 0) ) then
- WatchFrame:ClearAllPoints();
- WatchFrame:SetPoint("TOPRIGHT", "ArenaEnemyFrame"..numArenaOpponents, "BOTTOMRIGHT", 2, -35);
- elseif ( ArenaPrepFrames and ArenaPrepFrames:IsShown() and (numArenaOpponents > 0) ) then
- WatchFrame:ClearAllPoints();
- WatchFrame:SetPoint("TOPRIGHT", "ArenaPrepFrame"..numArenaOpponents, "BOTTOMRIGHT", 2, -35);
- else
- -- We're using Simple Quest Tracking, automagically size and position!
- WatchFrame:ClearAllPoints();
- -- move up if only the minimap cluster is above, move down a little otherwise
- WatchFrame:SetPoint("TOPRIGHT", "MinimapCluster", "BOTTOMRIGHT", -CONTAINER_OFFSET_X, anchorY);
- -- OnSizeChanged for WatchFrame handles its redraw
- end
- WatchFrame:SetPoint("BOTTOMRIGHT", "UIParent", "BOTTOMRIGHT", -CONTAINER_OFFSET_X, CONTAINER_OFFSET_Y);
- end
-
- -- Update chat dock since the dock could have moved
- FCF_DockUpdate();
- UpdateContainerFrameAnchors();
- end
- -- Call this function to update the positions of all frames that can appear on the right side of the screen
- function UIParent_ManageFramePositions()
- --Dispatch to secure code
- FramePositionDelegate:SetAttribute("uiparent-manage", true);
- end
- function ToggleFrame(frame)
- if ( frame:IsShown() ) then
- HideUIPanel(frame);
- else
- ShowUIPanel(frame);
- end
- end
- function ShowUIPanel(frame, force)
- if ( not frame or frame:IsShown() ) then
- return;
- end
- if ( not GetUIPanelWindowInfo(frame, "area") ) then
- frame:Show();
- return;
- end
-
- -- Dispatch to secure code
- FramePositionDelegate:SetAttribute("panel-force", force);
- FramePositionDelegate:SetAttribute("panel-frame", frame);
- FramePositionDelegate:SetAttribute("panel-show", true);
- end
- function HideUIPanel(frame, skipSetPoint)
- if ( not frame or not frame:IsShown() ) then
- return;
- end
-
- if ( not GetUIPanelWindowInfo(frame, "area") ) then
- frame:Hide();
- return;
- end
-
- --Dispatch to secure code
- FramePositionDelegate:SetAttribute("panel-frame", frame);
- FramePositionDelegate:SetAttribute("panel-skipSetPoint", skipSetPoint);
- FramePositionDelegate:SetAttribute("panel-hide", true);
- end
- function HideParentPanel(self)
- HideUIPanel(self:GetParent());
- end
- function GetUIPanel(key)
- return FramePositionDelegate:GetUIPanel(key);
- end
- function GetUIPanelWidth(frame)
- return GetUIPanelWindowInfo(frame, "width") or frame:GetWidth() + (GetUIPanelWindowInfo(frame, "extraWidth") or 0);
- end
- function GetUIPanelHeight(frame)
- return GetUIPanelWindowInfo(frame, "height") or frame:GetHeight() + (GetUIPanelWindowInfo(frame, "extraHeight") or 0);
- end
- --Allow a bit of overlap because there are built-in transparencies and buffers already
- local MINIMAP_OVERLAP_ALLOWED = 60;
- function GetMaxUIPanelsWidth()
- --[[ local bufferBoundry = UIParent:GetRight() - UIParent:GetAttribute("RIGHT_OFFSET_BUFFER");
- if ( Minimap:IsShown() and not MinimapCluster:IsUserPlaced() ) then
- -- If the Minimap is in the default place, make sure you wont overlap it either
- return min(MinimapCluster:GetLeft()+MINIMAP_OVERLAP_ALLOWED, bufferBoundry);
- else
- -- If the minimap has been moved, make sure not to overlap the right side bars
- return bufferBoundry;
- end
- ]]
- return UIParent:GetRight() - UIParent:GetAttribute("RIGHT_OFFSET_BUFFER");
- end
- function ClampUIPanelY(frame, yOffset)
- local bottomPos = UIParent:GetTop() + yOffset - GetUIPanelHeight(frame);
- if (bottomPos < 140) then
- yOffset = yOffset + (140 - bottomPos);
- end
- if (yOffset > -10) then
- yOffset = -10;
- end
- return yOffset;
- end
- function CanShowRightUIPanel(frame)
- local width;
- if ( frame ) then
- width = GetUIPanelWidth(frame);
- else
- width = UIParent:GetAttribute("DEFAULT_FRAME_WIDTH");
- end
-
- local rightSide = UIParent:GetAttribute("RIGHT_OFFSET") + width;
- if ( rightSide < GetMaxUIPanelsWidth() ) then
- return 1;
- end
- end
- function CanShowCenterUIPanel(frame)
- local width;
- if ( frame ) then
- width = GetUIPanelWidth(frame);
- else
- width = UIParent:GetAttribute("DEFAULT_FRAME_WIDTH");
- end
-
- local rightSide = UIParent:GetAttribute("CENTER_OFFSET") + width;
- if ( rightSide < GetMaxUIPanelsWidth() ) then
- return 1;
- end
- end
- function CanShowUIPanels(leftFrame, centerFrame, rightFrame)
- local offset = UIParent:GetAttribute("LEFT_OFFSET");
- if ( leftFrame ) then
- offset = offset + GetUIPanelWidth(leftFrame);
- if ( centerFrame ) then
- local area = GetUIPanelWindowInfo(centerFrame, "area");
- if ( area ~= "center" ) then
- offset = offset + ( GetUIPanelWindowInfo(centerFrame, "width") or UIParent:GetAttribute("DEFAULT_FRAME_WIDTH") );
- else
- offset = offset + GetUIPanelWidth(centerFrame);
- end
- if ( rightFrame ) then
- offset = offset + GetUIPanelWidth(rightFrame);
- end
- end
- elseif ( centerFrame ) then
- offset = GetUIPanelWidth(centerFrame);
- end
-
- if ( offset < GetMaxUIPanelsWidth() ) then
- return 1;
- end
- end
- function CanOpenPanels()
- --[[
- if ( UnitIsDead("player") ) then
- return nil;
- end
-
- Previously couldn't open frames if player was out of control i.e. feared
- if ( UnitIsDead("player") or UIParent.isOutOfControl ) then
- return nil;
- end
- ]]
- local centerFrame = GetUIPanel("center");
- if ( not centerFrame ) then
- return 1;
- end
- local area = GetUIPanelWindowInfo(centerFrame, "area");
- local allowOtherPanels = GetUIPanelWindowInfo(centerFrame, "allowOtherPanels");
- if ( area and (area == "center") and not allowOtherPanels ) then
- return nil;
- end
- return 1;
- end
- -- this function handles possibly tainted values and so
- -- should always be called from secure code using securecall()
- function CloseChildWindows()
- local childWindow;
- for index, value in pairs(UIChildWindows) do
- childWindow = _G[value];
- if ( childWindow ) then
- childWindow:Hide();
- end
- end
- end
- -- this function handles possibly tainted values and so
- -- should always be called from secure code using securecall()
- function CloseSpecialWindows()
- local found;
- for index, value in pairs(UISpecialFrames) do
- local frame = _G[value];
- if ( frame and frame:IsShown() ) then
- frame:Hide();
- found = 1;
- end
- end
- return found;
- end
- function CloseWindows(ignoreCenter, frameToIgnore)
- -- This function will close all frames that are not the current frame
- local leftFrame = GetUIPanel("left");
- local centerFrame = GetUIPanel("center");
- local rightFrame = GetUIPanel("right");
- local doublewideFrame = GetUIPanel("doublewide");
- local fullScreenFrame = GetUIPanel("fullscreen");
- local found = leftFrame or centerFrame or rightFrame or doublewideFrame or fullScreenFrame;
- if ( not frameToIgnore or frameToIgnore ~= leftFrame ) then
- HideUIPanel(leftFrame, 1);
- end
-
- HideUIPanel(fullScreenFrame, 1);
- HideUIPanel(doublewideFrame, 1);
-
- if ( not frameToIgnore or frameToIgnore ~= centerFrame ) then
- if ( centerFrame ) then
- local area = GetUIPanelWindowInfo(centerFrame, "area");
- if ( area ~= "center" or not ignoreCenter ) then
- HideUIPanel(centerFrame, 1);
- end
- end
- end
-
- if ( not frameToIgnore or frameToIgnore ~= rightFrame ) then
- if ( rightFrame ) then
- HideUIPanel(rightFrame, 1);
- end
- end
- found = securecall("CloseSpecialWindows") or found;
-
- UpdateUIPanelPositions();
- return found;
- end
- function CloseAllWindows_WithExceptions()
- -- Insert exceptions here, right now we just don't close the scoreFrame when the player loses control i.e. the game over spell effect
- if ( GetUIPanel("center") == WorldStateScoreFrame ) then
- CloseAllWindows(1);
- elseif ( IsOptionFrameOpen() ) then
- CloseAllWindows(1);
- else
- CloseAllWindows();
- end
- end
- function CloseAllWindows(ignoreCenter)
- local bagsVisible = nil;
- local windowsVisible = nil;
- for i=1, NUM_CONTAINER_FRAMES, 1 do
- local containerFrame = _G["ContainerFrame"..i];
- if ( containerFrame:IsShown() ) then
- containerFrame:Hide();
- bagsVisible = 1;
- end
- end
- windowsVisible = CloseWindows(ignoreCenter);
- return (bagsVisible or windowsVisible);
- end
- -- this function handles possibly tainted values and so
- -- should always be called from secure code using securecall()
- function CloseMenus()
- local menusVisible = nil;
- local menu
- for index, value in pairs(UIMenus) do
- menu = _G[value];
- if ( menu and menu:IsShown() ) then
- menu:Hide();
- menusVisible = 1;
- end
- end
- return menusVisible;
- end
- function UpdateUIPanelPositions(currentFrame)
- FramePositionDelegate:SetAttribute("panel-frame", currentFrame)
- FramePositionDelegate:SetAttribute("panel-update", true);
- end
- function IsOptionFrameOpen()
- if ( GameMenuFrame:IsShown() or InterfaceOptionsFrame:IsShown() or (KeyBindingFrame and KeyBindingFrame:IsShown()) ) then
- return 1;
- else
- return nil;
- end
- end
- function LowerFrameLevel(frame)
- frame:SetFrameLevel(frame:GetFrameLevel()-1);
- end
- function RaiseFrameLevel(frame)
- frame:SetFrameLevel(frame:GetFrameLevel()+1);
- end
- function PassClickToParent(self, ...)
- self:GetParent():Click(...);
- end
- -- Function to reposition frames if they get dragged off screen
- function ValidateFramePosition(frame, offscreenPadding, returnOffscreen)
- if ( not frame ) then
- return;
- end
- local left = frame:GetLeft();
- local right = frame:GetRight();
- local top = frame:GetTop();
- local bottom = frame:GetBottom();
- local newAnchorX, newAnchorY;
- if ( not offscreenPadding ) then
- offscreenPadding = 15;
- end
- if ( bottom < (0 + MainMenuBar:GetHeight() + offscreenPadding)) then
- -- Off the bottom of the screen
- newAnchorY = MainMenuBar:GetHeight() + frame:GetHeight() - GetScreenHeight();
- elseif ( top > GetScreenHeight() ) then
- -- Off the top of the screen
- newAnchorY = 0;
- end
- if ( left < 0 ) then
- -- Off the left of the screen
- newAnchorX = 0;
- elseif ( right > GetScreenWidth() ) then
- -- Off the right of the screen
- newAnchorX = GetScreenWidth() - frame:GetWidth();
- end
- if ( newAnchorX or newAnchorY ) then
- if ( returnOffscreen ) then
- return 1;
- else
- if ( not newAnchorX ) then
- newAnchorX = left;
- elseif ( not newAnchorY ) then
- newAnchorY = top - GetScreenHeight();
- end
- frame:ClearAllPoints();
- frame:SetPoint("TOPLEFT", nil, "TOPLEFT", newAnchorX, newAnchorY);
- end
-
-
- else
- if ( returnOffscreen ) then
- return nil;
- end
- end
- end
- -- Time --
- function SecondsToTime(seconds, noSeconds, notAbbreviated, maxCount, roundUp)
- local time = "";
- local count = 0;
- local tempTime;
- seconds = roundUp and ceil(seconds) or floor(seconds);
- maxCount = maxCount or 2;
- if ( seconds >= 86400 ) then
- count = count + 1;
- if ( count == maxCount and roundUp ) then
- tempTime = ceil(seconds / 86400);
- else
- tempTime = floor(seconds / 86400);
- end
- if ( notAbbreviated ) then
- time = format(D_DAYS,tempTime);
- else
- time = format(DAYS_ABBR,tempTime);
- end
- seconds = mod(seconds, 86400);
- end
- if ( count < maxCount and seconds >= 3600 ) then
- count = count + 1;
- if ( time ~= "" ) then
- time = time..TIME_UNIT_DELIMITER;
- end
- if ( count == maxCount and roundUp ) then
- tempTime = ceil(seconds / 3600);
- else
- tempTime = floor(seconds / 3600);
- end
- if ( notAbbreviated ) then
- time = time..format(D_HOURS, tempTime);
- else
- time = time..format(HOURS_ABBR, tempTime);
- end
- seconds = mod(seconds, 3600);
- end
- if ( count < maxCount and seconds >= 60 ) then
- count = count + 1;
- if ( time ~= "" ) then
- time = time..TIME_UNIT_DELIMITER;
- end
- if ( count == maxCount and roundUp ) then
- tempTime = ceil(seconds / 60);
- else
- tempTime = floor(seconds / 60);
- end
- if ( notAbbreviated ) then
- time = time..format(D_MINUTES, tempTime);
- else
- time = time..format(MINUTES_ABBR, tempTime);
- end
- seconds = mod(seconds, 60);
- end
- if ( count < maxCount and seconds > 0 and not noSeconds ) then
- if ( time ~= "" ) then
- time = time..TIME_UNIT_DELIMITER;
- end
- seconds = format("%d", seconds);
- if ( notAbbreviated ) then
- time = time..format(D_SECONDS, seconds);
- else
- time = time..format(SECONDS_ABBR, seconds);
- end
- end
- return time;
- end
- function SecondsToTimeAbbrev(seconds)
- local tempTime;
- if ( seconds >= 86400 ) then
- tempTime = ceil(seconds / 86400);
- return DAY_ONELETTER_ABBR, tempTime;
- end
- if ( seconds >= 3600 ) then
- tempTime = ceil(seconds / 3600);
- return HOUR_ONELETTER_ABBR, tempTime;
- end
- if ( seconds >= 60 ) then
- tempTime = ceil(seconds / 60);
- return MINUTE_ONELETTER_ABBR, tempTime;
- end
- return SECOND_ONELETTER_ABBR, seconds;
- end
- function RecentTimeDate(year, month, day, hour)
- local lastOnline;
- if ( (year == 0) or (year == nil) ) then
- if ( (month == 0) or (month == nil) ) then
- if ( (day == 0) or (day == nil) ) then
- if ( (hour == 0) or (hour == nil) ) then
- lastOnline = LASTONLINE_MINS;
- else
- lastOnline = format(LASTONLINE_HOURS, hour);
- end
- else
- lastOnline = format(LASTONLINE_DAYS, day);
- end
- else
- lastOnline = format(LASTONLINE_MONTHS, month);
- end
- else
- lastOnline = format(LASTONLINE_YEARS, year);
- end
- return lastOnline;
- end
- -- Frame fading and flashing --
- local frameFadeManager = CreateFrame("FRAME");
- -- Generic fade function
- function UIFrameFade(frame, fadeInfo)
- if (not frame) then
- return;
- end
- if ( not fadeInfo.mode ) then
- fadeInfo.mode = "IN";
- end
- local alpha;
- if ( fadeInfo.mode == "IN" ) then
- if ( not fadeInfo.startAlpha ) then
- fadeInfo.startAlpha = 0;
- end
- if ( not fadeInfo.endAlpha ) then
- fadeInfo.endAlpha = 1.0;
- end
- alpha = 0;
- elseif ( fadeInfo.mode == "OUT" ) then
- if ( not fadeInfo.startAlpha ) then
- fadeInfo.startAlpha = 1.0;
- end
- if ( not fadeInfo.endAlpha ) then
- fadeInfo.endAlpha = 0;
- end
- alpha = 1.0;
- end
- frame:SetAlpha(fadeInfo.startAlpha);
- frame.fadeInfo = fadeInfo;
- frame:Show();
- local index = 1;
- while FADEFRAMES[index] do
- -- If frame is already set to fade then return
- if ( FADEFRAMES[index] == frame ) then
- return;
- end
- index = index + 1;
- end
- tinsert(FADEFRAMES, frame);
- frameFadeManager:SetScript("OnUpdate", UIFrameFade_OnUpdate);
- end
- -- Convenience function to do a simple fade in
- function UIFrameFadeIn(frame, timeToFade, startAlpha, endAlpha)
- local fadeInfo = {};
- fadeInfo.mode = "IN";
- fadeInfo.timeToFade = timeToFade;
- fadeInfo.startAlpha = startAlpha;
- fadeInfo.endAlpha = endAlpha;
- UIFrameFade(frame, fadeInfo);
- end
- -- Convenience function to do a simple fade out
- function UIFrameFadeOut(frame, timeToFade, startAlpha, endAlpha)
- local fadeInfo = {};
- fadeInfo.mode = "OUT";
- fadeInfo.timeToFade = timeToFade;
- fadeInfo.startAlpha = startAlpha;
- fadeInfo.endAlpha = endAlpha;
- UIFrameFade(frame, fadeInfo);
- end
- function UIFrameFadeRemoveFrame(frame)
- tDeleteItem(FADEFRAMES, frame);
- end
- -- Function that actually performs the alpha change
- --[[
- Fading frame attribute listing
- ============================================================
- frame.timeToFade [Num] Time it takes to fade the frame in or out
- frame.mode ["IN", "OUT"] Fade mode
- frame.finishedFunc [func()] Function that is called when fading is finished
- frame.finishedArg1 [ANYTHING] Argument to the finishedFunc
- frame.finishedArg2 [ANYTHING] Argument to the finishedFunc
- frame.finishedArg3 [ANYTHING] Argument to the finishedFunc
- frame.finishedArg4 [ANYTHING] Argument to the finishedFunc
- frame.fadeHoldTime [Num] Time to hold the faded state
- ]]
-
- function UIFrameFade_OnUpdate(self, elapsed)
- local index = 1;
- local frame, fadeInfo;
- while FADEFRAMES[index] do
- frame = FADEFRAMES[index];
- fadeInfo = FADEFRAMES[index].fadeInfo;
- -- Reset the timer if there isn't one, this is just an internal counter
- if ( not fadeInfo.fadeTimer ) then
- fadeInfo.fadeTimer = 0;
- end
- fadeInfo.fadeTimer = fadeInfo.fadeTimer + elapsed;
- -- If the fadeTimer is less then the desired fade time then set the alpha otherwise hold the fade state, call the finished function, or just finish the fade
- if ( fadeInfo.fadeTimer < fadeInfo.timeToFade ) then
- if ( fadeInfo.mode == "IN" ) then
- frame:SetAlpha((fadeInfo.fadeTimer / fadeInfo.timeToFade) * (fadeInfo.endAlpha - fadeInfo.startAlpha) + fadeInfo.startAlpha);
- elseif ( fadeInfo.mode == "OUT" ) then
- frame:SetAlpha(((fadeInfo.timeToFade - fadeInfo.fadeTimer) / fadeInfo.timeToFade) * (fadeInfo.startAlpha - fadeInfo.endAlpha) + fadeInfo.endAlpha);
- end
- else
- frame:SetAlpha(fadeInfo.endAlpha);
- -- If there is a fadeHoldTime then wait until its passed to continue on
- if ( fadeInfo.fadeHoldTime and fadeInfo.fadeHoldTime > 0 ) then
- fadeInfo.fadeHoldTime = fadeInfo.fadeHoldTime - elapsed;
- else
- -- Complete the fade and call the finished function if there is one
- UIFrameFadeRemoveFrame(frame);
- if ( fadeInfo.finishedFunc ) then
- fadeInfo.finishedFunc(fadeInfo.finishedArg1, fadeInfo.finishedArg2, fadeInfo.finishedArg3, fadeInfo.finishedArg4);
- fadeInfo.finishedFunc = nil;
- end
- end
- end
-
- index = index + 1;
- end
-
- if ( #FADEFRAMES == 0 ) then
- self:SetScript("OnUpdate", nil);
- end
- end
- function UIFrameIsFading(frame)
- for index, value in pairs(FADEFRAMES) do
- if ( value == frame ) then
- return 1;
- end
- end
- return nil;
- end
- local frameFlashManager = CreateFrame("FRAME");
- local UIFrameFlashTimers = {};
- local UIFrameFlashTimerRefCount = {};
- -- Function to start a frame flashing
- function UIFrameFlash(frame, fadeInTime, fadeOutTime, flashDuration, showWhenDone, flashInHoldTime, flashOutHoldTime, syncId)
- if ( frame ) then
- local index = 1;
- -- If frame is already set to flash then return
- while FLASHFRAMES[index] do
- if ( FLASHFRAMES[index] == frame ) then
- return;
- end
- index = index + 1;
- end
- if (syncId) then
- frame.syncId = syncId;
- if (UIFrameFlashTimers[syncId] == nil) then
- UIFrameFlashTimers[syncId] = 0;
- UIFrameFlashTimerRefCount[syncId] = 0;
- end
- UIFrameFlashTimerRefCount[syncId] = UIFrameFlashTimerRefCount[syncId]+1;
- else
- frame.syncId = nil;
- end
-
- -- Time it takes to fade in a flashing frame
- frame.fadeInTime = fadeInTime;
- -- Time it takes to fade out a flashing frame
- frame.fadeOutTime = fadeOutTime;
- -- How long to keep the frame flashing
- frame.flashDuration = flashDuration;
- -- Show the flashing frame when the fadeOutTime has passed
- frame.showWhenDone = showWhenDone;
- -- Internal timer
- frame.flashTimer = 0;
- -- How long to hold the faded in state
- frame.flashInHoldTime = flashInHoldTime;
- -- How long to hold the faded out state
- frame.flashOutHoldTime = flashOutHoldTime;
-
- tinsert(FLASHFRAMES, frame);
-
- frameFlashManager:SetScript("OnUpdate", UIFrameFlash_OnUpdate);
- end
- end
- -- Called every frame to update flashing frames
- function UIFrameFlash_OnUpdate(self, elapsed)
- local frame;
- local index = #FLASHFRAMES;
-
- -- Update timers for all synced frames
- for syncId, timer in pairs(UIFrameFlashTimers) do
- UIFrameFlashTimers[syncId] = timer + elapsed;
- end
-
- while FLASHFRAMES[index] do
- frame = FLASHFRAMES[index];
- frame.flashTimer = frame.flashTimer + elapsed;
- if ( (frame.flashTimer > frame.flashDuration) and frame.flashDuration ~= -1 ) then
- UIFrameFlashStop(frame);
- else
- local flashTime = frame.flashTimer;
- local alpha;
-
- if (frame.syncId) then
- flashTime = UIFrameFlashTimers[frame.syncId];
- end
-
- flashTime = flashTime%(frame.fadeInTime+frame.fadeOutTime+(frame.flashInHoldTime or 0)+(frame.flashOutHoldTime or 0));
- if (flashTime < frame.fadeInTime) then
- alpha = flashTime/frame.fadeInTime;
- elseif (flashTime < frame.fadeInTime+(frame.flashInHoldTime or 0)) then
- alpha = 1;
- elseif (flashTime < frame.fadeInTime+(frame.flashInHoldTime or 0)+frame.fadeOutTime) then
- alpha = 1 - ((flashTime - frame.fadeInTime - (frame.flashInHoldTime or 0))/frame.fadeOutTime);
- else
- alpha = 0;
- end
-
- frame:SetAlpha(alpha);
- frame:Show();
- end
-
- -- Loop in reverse so that removing frames is safe
- index = index - 1;
- end
-
- if ( #FLASHFRAMES == 0 ) then
- self:SetScript("OnUpdate", nil);
- end
- end
- -- Function to see if a frame is already flashing
- function UIFrameIsFlashing(frame)
- for index, value in pairs(FLASHFRAMES) do
- if ( value == frame ) then
- return 1;
- end
- end
- return nil;
- end
- -- Function to stop flashing
- function UIFrameFlashStop(frame)
- tDeleteItem(FLASHFRAMES, frame);
- frame:SetAlpha(1.0);
- frame.flashTimer = nil;
- if (frame.syncId) then
- UIFrameFlashTimerRefCount[frame.syncId] = UIFrameFlashTimerRefCount[frame.syncId]-1;
- if (UIFrameFlashTimerRefCount[frame.syncId] == 0) then
- UIFrameFlashTimers[frame.syncId] = nil;
- UIFrameFlashTimerRefCount[frame.syncId] = nil;
- end
- frame.syncId = nil;
- end
- if ( frame.showWhenDone ) then
- frame:Show();
- else
- frame:Hide();
- end
- end
- -- Functions to handle button pulsing (Highlight, Unhighlight)
- function SetButtonPulse(button, duration, pulseRate)
- button.pulseDuration = pulseRate;
- button.pulseTimeLeft = duration
- -- pulseRate is actually seconds per pulse state
- button.pulseRate = pulseRate;
- button.pulseOn = 0;
- tinsert(PULSEBUTTONS, button);
- end
- -- Update the button pulsing
- function ButtonPulse_OnUpdate(elapsed)
- for index, button in pairs(PULSEBUTTONS) do
- if ( button.pulseTimeLeft > 0 ) then
- if ( button.pulseDuration < 0 ) then
- if ( button.pulseOn == 1 ) then
- button:UnlockHighlight();
- button.pulseOn = 0;
- else
- button:LockHighlight();
- button.pulseOn = 1;
- end
- button.pulseDuration = button.pulseRate;
- end
- button.pulseDuration = button.pulseDuration - elapsed;
- button.pulseTimeLeft = button.pulseTimeLeft - elapsed;
- else
- button:UnlockHighlight();
- button.pulseOn = 0;
- tDeleteItem(PULSEBUTTONS, button);
- end
-
- end
- end
- function ButtonPulse_StopPulse(button)
- for index, pulseButton in pairs(PULSEBUTTONS) do
- if ( pulseButton == button ) then
- tDeleteItem(PULSEBUTTONS, button);
- end
- end
- end
- function UIDoFramesIntersect(frame1, frame2)
- if ( ( frame1:GetLeft() < frame2:GetRight() ) and ( frame1:GetRight() > frame2:GetLeft() ) and
- ( frame1:GetBottom() < frame2:GetTop() ) and ( frame1:GetTop() > frame2:GetBottom() ) ) then
- return true;
- else
- return false;
- end
- end
- -- Lua Helper functions --
- function BuildListString(...)
- local text = ...;
- if ( not text ) then
- return nil;
- end
- local string = text;
- for i=2, select("#", ...) do
- text = select(i, ...);
- if ( text ) then
- string = string..", "..text;
- end
- end
- return string;
- end
- function BuildColoredListString(...)
- if ( select("#", ...) == 0 ) then
- return nil;
- end
- -- Takes input where odd items are the text and even items determine whether the arg should be colored or not
- local text, normal = ...;
- local string;
- if ( normal ) then
- string = text;
- else
- string = RED_FONT_COLOR_CODE..text..FONT_COLOR_CODE_CLOSE;
- end
- for i=3, select("#", ...), 2 do
- text, normal = select(i, ...);
- if ( normal ) then
- -- If meets the condition
- string = string..", "..text;
- else
- -- If doesn't meet the condition
- string = string..", "..RED_FONT_COLOR_CODE..text..FONT_COLOR_CODE_CLOSE;
- end
- end
- return string;
- end
- function BuildNewLineListString(...)
- local text;
- local index = 1;
- for i=1, select("#", ...) do
- text = select(i, ...);
- index = index + 1;
- if ( text ) then
- break;
- end
- end
- if ( not text ) then
- return nil;
- end
- local string = text;
- for i=index, select("#", ...) do
- text = select(i, ...);
- if ( text ) then
- string = string.."\n"..text;
- end
- end
- return string;
- end
- function BuildMultilineTooltip(globalStringName, tooltip, r, g, b)
- if ( not tooltip ) then
- tooltip = GameTooltip;
- end
- if ( not r ) then
- r = 1.0;
- g = 1.0;
- b = 1.0;
- end
- local i = 1;
- local string = _G[globalStringName..i];
- while (string) do
- tooltip:AddLine(string, "", r, g, b);
- i = i + 1;
- string = _G[globalStringName..i];
- end
- end
- function tDeleteItem(table, item)
- local index = 1;
- while table[index] do
- if ( item == table[index] ) then
- tremove(table, index);
- else
- index = index + 1;
- end
- end
- end
- function tContains(table, item)
- local index = 1;
- while table[index] do
- if ( item == table[index] ) then
- return 1;
- end
- index = index + 1;
- end
- return nil;
- end
- function CopyTable(settings)
- local copy = {};
- for k, v in pairs(settings) do
- if ( type(v) == "table" ) then
- copy[k] = CopyTable(v);
- else
- copy[k] = v;
- end
- end
- return copy;
- end
- function MouseIsOver(region, topOffset, bottomOffset, leftOffset, rightOffset)
- return region:IsMouseOver(topOffset, bottomOffset, leftOffset, rightOffset);
- end
- -- replace the C functions with local lua versions
- function getglobal(varr)
- return _G[varr];
- end
- function setglobal(varr,value)
- _G[varr] = value;
- end
- -- Wrapper for the desaturation function
- function SetDesaturation(texture, desaturation)
- texture:SetDesaturated(desaturation);
- end
- function GetMaterialTextColors(material)
- local textColor = MATERIAL_TEXT_COLOR_TABLE[material];
- local titleColor = MATERIAL_TITLETEXT_COLOR_TABLE[material];
- if ( not(textColor and titleColor) ) then
- textColor = MATERIAL_TEXT_COLOR_TABLE["Default"];
- titleColor = MATERIAL_TITLETEXT_COLOR_TABLE["Default"];
- end
- return textColor, titleColor;
- end
- -- Function that handles the escape key functions
- function ToggleGameMenu()
- if ( not UIParent:IsShown() ) then
- UIParent:Show();
- SetUIVisibility(true);
- elseif ( securecall("StaticPopup_EscapePressed") ) then
- elseif ( GameMenuFrame:IsShown() ) then
- PlaySound("igMainMenuQuit");
- HideUIPanel(GameMenuFrame);
- elseif ( HelpFrame:IsShown() ) then
- ToggleHelpFrame();
- elseif ( VideoOptionsFrame:IsShown() ) then
- VideoOptionsFrameCancel:Click();
- elseif ( AudioOptionsFrame:IsShown() ) then
- AudioOptionsFrameCancel:Click();
- elseif ( InterfaceOptionsFrame:IsShown() ) then
- InterfaceOptionsFrameCancel:Click();
- elseif ( TimeManagerFrame and TimeManagerFrame:IsShown() ) then
- TimeManagerFrameCloseButton:Click();
- elseif ( MultiCastFlyoutFrame:IsShown() ) then
- MultiCastFlyoutFrame_Hide(MultiCastFlyoutFrame, true);
- elseif (SpellFlyout:IsShown() ) then
- SpellFlyout:Hide();
- elseif ( securecall("FCFDockOverflow_CloseLists") ) then
- elseif ( securecall("CloseMenus") ) then
- elseif ( CloseCalendarMenus and securecall("CloseCalendarMenus") ) then
- elseif ( CloseGuildMenus and securecall("CloseGuildMenus") ) then
- elseif ( SpellStopCasting() ) then
- elseif ( SpellStopTargeting() ) then
- elseif ( securecall("CloseAllWindows") ) then
- elseif ( LootFrame:IsShown() ) then
- -- if we're here, LootFrame was opened under the mouse (cvar "lootUnderMouse") so it didn't get closed by CloseAllWindows
- LootFrame:Hide();
- elseif ( ClearTarget() and (not UnitIsCharmed("player")) ) then
- elseif ( OpacityFrame:IsShown() ) then
- OpacityFrame:Hide();
- else
- PlaySound("igMainMenuOpen");
- ShowUIPanel(GameMenuFrame);
- end
- end
- -- Visual Misc --
- function GetScreenHeightScale()
- local screenHeight = 768;
- return GetScreenHeight()/screenHeight;
- end
- function GetScreenWidthScale()
- local screenWidth = 1024;
- return GetScreenWidth()/screenWidth;
- end
- function ShowInspectCursor()
- SetCursor("INSPECT_CURSOR");
- end
- -- Helper function to show the inspect cursor if the ctrl key is down
- function CursorUpdate(self)
- if ( IsModifiedClick("DRESSUP") and self.hasItem ) then
- ShowInspectCursor();
- else
- ResetCursor();
- end
- end
- function CursorOnUpdate(self)
- if ( GameTooltip:IsOwned(self) ) then
- CursorUpdate(self);
- end
- end
- function AnimateTexCoords(texture, textureWidth, textureHeight, frameWidth, frameHeight, numFrames, elapsed, throttle)
- if ( not texture.frame ) then
- -- initialize everything
- texture.frame = 1;
- texture.throttle = throttle;
- texture.numColumns = floor(textureWidth/frameWidth);
- texture.numRows = floor(textureHeight/frameHeight);
- texture.columnWidth = frameWidth/textureWidth;
- texture.rowHeight = frameHeight/textureHeight;
- end
- local frame = texture.frame;
- if ( not texture.throttle or texture.throttle > throttle ) then
- local framesToAdvance = floor(texture.throttle / throttle);
- while ( frame + framesToAdvance > numFrames ) do
- frame = frame - numFrames;
- end
- frame = frame + framesToAdvance;
- texture.throttle = 0;
- local left = mod(frame-1, texture.numColumns)*texture.columnWidth;
- local right = left + texture.columnWidth;
- local bottom = ceil(frame/texture.numColumns)*texture.rowHeight;
- local top = bottom - texture.rowHeight;
- texture:SetTexCoord(left, right, top, bottom);
- texture.frame = frame;
- else
- texture.throttle = texture.throttle + elapsed;
- end
- end
- -- Bindings --
- function GetBindingText(name, prefix, returnAbbr)
- if ( not name ) then
- return "";
- end
- local tempName = name;
- local i = strfind(name, "-");
- local dashIndex = nil;
- local count = 0;
- while ( i ) do
- if ( not dashIndex ) then
- dashIndex = i;
- else
- if ( i == 1 ) then
- -- this means two "-" in a row, so it's "-" in combination with a modifier key
- count = count - 1;
- end
- dashIndex = dashIndex + i;
- end
- count = count + 1;
- tempName = strsub(tempName, i + 1);
- i = strfind(tempName, "-");
- end
- local modKeys = '';
- if ( not dashIndex ) then
- dashIndex = 0;
- else
- modKeys = strsub(name, 1, dashIndex);
- if ( tempName == "CAPSLOCK" ) then
- gsub(tempName, "CAPSLOCK", "Caps");
- end
-
- -- replace for all languages
- -- for the "push-to-talk" binding
- modKeys = gsub(modKeys, "LSHIFT", LSHIFT_KEY_TEXT);
- modKeys = gsub(modKeys, "RSHIFT", RSHIFT_KEY_TEXT);
- modKeys = gsub(modKeys, "LCTRL", LCTRL_KEY_TEXT);
- modKeys = gsub(modKeys, "RCTRL", RCTRL_KEY_TEXT);
- modKeys = gsub(modKeys, "LALT", LALT_KEY_TEXT);
- modKeys = gsub(modKeys, "RALT", RALT_KEY_TEXT);
-
- -- use the SHIFT code if they decide to localize the CTRL further. The token is CTRL_KEY_TEXT
- if ( GetLocale() == "deDE") then
- modKeys = gsub(modKeys, "CTRL", "STRG");
- end
- -- Only doing French for now since all the other languages use SHIFT, remove the "if" if other languages localize it
- if ( GetLocale() == "frFR" ) then
- modKeys = gsub(modKeys, "SHIFT", SHIFT_KEY_TEXT);
- end
- end
- if ( returnAbbr ) then
- if ( count > 1 ) then
- return "?";
- else
- modKeys = gsub(modKeys, "CTRL", "c");
- modKeys = gsub(modKeys, "SHIFT", "s");
- modKeys = gsub(modKeys, "ALT", "a");
- modKeys = gsub(modKeys, "STRG", "st");
- end
- end
- if ( not prefix ) then
- prefix = "";
- end
- -- fix for bug 103620: mouse buttons are not being translated properly
- if ( tempName == "LeftButton" ) then
- tempName = "BUTTON1";
- elseif ( tempName == "RightButton" ) then
- tempName = "BUTTON2";
- elseif ( tempName == "MiddleButton" ) then
- tempName = "BUTTON3";
- elseif ( tempName == "Button4" ) then
- tempName = "BUTTON4";
- elseif ( tempName == "Button5" ) then
- tempName = "BUTTON5";
- elseif ( tempName == "Button6" ) then
- tempName = "BUTTON6";
- elseif ( tempName == "Button7" ) then
- tempName = "BUTTON7";
- elseif ( tempName == "Button8" ) then
- tempName = "BUTTON8";
- elseif ( tempName == "Button9" ) then
- tempName = "BUTTON9";
- elseif ( tempName == "Button10" ) then
- tempName = "BUTTON10";
- elseif ( tempName == "Button11" ) then
- tempName = "BUTTON11";
- elseif ( tempName == "Button12" ) then
- tempName = "BUTTON12";
- elseif ( tempName == "Button13" ) then
- tempName = "BUTTON13";
- elseif ( tempName == "Button14" ) then
- tempName = "BUTTON14";
- elseif ( tempName == "Button15" ) then
- tempName = "BUTTON15";
- elseif ( tempName == "Button16" ) then
- tempName = "BUTTON16";
- elseif ( tempName == "Button17" ) then
- tempName = "BUTTON17";
- elseif ( tempName == "Button18" ) then
- tempName = "BUTTON18";
- elseif ( tempName == "Button19" ) then
- tempName = "BUTTON19";
- elseif ( tempName == "Button20" ) then
- tempName = "BUTTON20";
- elseif ( tempName == "Button21" ) then
- tempName = "BUTTON21";
- elseif ( tempName == "Button22" ) then
- tempName = "BUTTON22";
- elseif ( tempName == "Button23" ) then
- tempName = "BUTTON23";
- elseif ( tempName == "Button24" ) then
- tempName = "BUTTON24";
- elseif ( tempName == "Button25" ) then
- tempName = "BUTTON25";
- elseif ( tempName == "Button26" ) then
- tempName = "BUTTON26";
- elseif ( tempName == "Button27" ) then
- tempName = "BUTTON27";
- elseif ( tempName == "Button28" ) then
- tempName = "BUTTON28";
- elseif ( tempName == "Button29" ) then
- tempName = "BUTTON29";
- elseif ( tempName == "Button30" ) then
- tempName = "BUTTON30";
- elseif ( tempName == "Button31" ) then
- tempName = "BUTTON31";
- end
- local localizedName = nil;
- if ( IsMacClient() ) then
- -- see if there is a mac specific name for the key
- localizedName = _G[prefix..tempName.."_MAC"];
- end
- if ( not localizedName ) then
- localizedName = _G[prefix..tempName];
- end
- -- for the "push-to-talk" binding it can be just a modifier key
- if ( not localizedName ) then
- localizedName = _G[tempName.."_KEY_TEXT"];
- end
- if ( not localizedName ) then
- localizedName = tempName;
- end
- return modKeys..localizedName;
- end
- function GetBindingFromClick(input)
- local fullInput = "";
- -- MUST BE IN THIS ORDER (ALT, CTRL, SHIFT)
- if ( IsAltKeyDown() ) then
- fullInput = fullInput.."ALT-";
- end
- if ( IsControlKeyDown() ) then
- fullInput = fullInput.."CTRL-"
- end
- if ( IsShiftKeyDown() ) then
- fullInput = fullInput.."SHIFT-"
- end
- if ( input == "LeftButton" ) then
- fullInput = fullInput.."BUTTON1";
- elseif ( input == "RightButton" ) then
- fullInput = fullInput.."BUTTON2";
- elseif ( input == "MiddleButton" ) then
- fullInput = fullInput.."BUTTON3";
- elseif ( input == "Button4" ) then
- fullInput = fullInput.."BUTTON4";
- elseif ( input == "Button5" ) then
- fullInput = fullInput.."BUTTON5";
- elseif ( input == "Button6" ) then
- fullInput = fullInput.."BUTTON6";
- elseif ( input == "Button7" ) then
- fullInput = fullInput.."BUTTON7";
- elseif ( input == "Button8" ) then
- fullInput = fullInput.."BUTTON8";
- elseif ( input == "Button9" ) then
- fullInput = fullInput.."BUTTON9";
- elseif ( input == "Button10" ) then
- fullInput = fullInput.."BUTTON10";
- elseif ( input == "Button11" ) then
- fullInput = fullInput.."BUTTON11";
- elseif ( input == "Button12" ) then
- fullInput = fullInput.."BUTTON12";
- elseif ( input == "Button13" ) then
- fullInput = fullInput.."BUTTON13";
- elseif ( input == "Button14" ) then
- fullInput = fullInput.."BUTTON14";
- elseif ( input == "Button15" ) then
- fullInput = fullInput.."BUTTON15";
- elseif ( input == "Button16" ) then
- fullInput = fullInput.."BUTTON16";
- elseif ( input == "Button17" ) then
- fullInput = fullInput.."BUTTON17";
- elseif ( input == "Button18" ) then
- fullInput = fullInput.."BUTTON18";
- elseif ( input == "Button19" ) then
- fullInput = fullInput.."BUTTON19";
- elseif ( input == "Button20" ) then
- fullInput = fullInput.."BUTTON20";
- elseif ( input == "Button21" ) then
- fullInput = fullInput.."BUTTON21";
- elseif ( input == "Button22" ) then
- fullInput = fullInput.."BUTTON22";
- elseif ( input == "Button23" ) then
- fullInput = fullInput.."BUTTON23";
- elseif ( input == "Button24" ) then
- fullInput = fullInput.."BUTTON24";
- elseif ( input == "Button25" ) then
- fullInput = fullInput.."BUTTON25";
- elseif ( input == "Button26" ) then
- fullInput = fullInput.."BUTTON26";
- elseif ( input == "Button27" ) then
- fullInput = fullInput.."BUTTON27";
- elseif ( input == "Button28" ) then
- fullInput = fullInput.."BUTTON28";
- elseif ( input == "Button29" ) then
- fullInput = fullInput.."BUTTON29";
- elseif ( input == "Button30" ) then
- fullInput = fullInput.."BUTTON30";
- elseif ( input == "Button31" ) then
- fullInput = fullInput.."BUTTON31";
- else
- fullInput = fullInput..input;
- end
- return GetBindingByKey(fullInput);
- end
- -- Game Logic --
- function RealPartyIsFull()
- if ( (GetNumSubgroupMembers(LE_PARTY_CATEGORY_HOME) < MAX_PARTY_MEMBERS) or (IsInRaid(LE_PARTY_CATEGORY_HOME) and (GetNumGroupMembers(LE_PARTY_CATEGORY_HOME) < MAX_RAID_MEMBERS)) ) then
- return false;
- else
- return true;
- end
- end
- function CanGroupInvite()
- if ( IsInGroup() ) then
- if ( UnitIsGroupLeader("player") or UnitIsGroupAssistant("player") ) then
- return true;
- else
- return false;
- end
- else
- return true;
- end
- end
- function InviteToGroup(name)
- if ( not IsInRaid() and GetNumGroupMembers() > MAX_PARTY_MEMBERS) then
- local dialog = StaticPopup_Show("CONVERT_TO_RAID");
- if ( dialog ) then
- dialog.data = name;
- end
- else
- InviteUnit(name);
- end
- end
- function UnitHasMana(unit)
- if ( UnitPowerMax(unit, SPELL_POWER_MANA) > 0 ) then
- return 1;
- end
- return nil;
- end
- function RaiseFrameLevelByTwo(frame)
- -- We do this enough that it saves closures.
- frame:SetFrameLevel(frame:GetFrameLevel()+2);
- end
- function ShowResurrectRequest(offerer)
- if ( ResurrectHasSickness() ) then
- StaticPopup_Show("RESURRECT", offerer);
- elseif ( ResurrectHasTimer() ) then
- StaticPopup_Show("RESURRECT_NO_SICKNESS", offerer);
- else
- StaticPopup_Show("RESURRECT_NO_TIMER", offerer);
- end
- end
- function RefreshAuras(frame, unit, numAuras, suffix, checkCVar, showBuffs)
- if ( showBuffs ) then
- RefreshBuffs(frame, unit, numAuras, suffix, checkCVar);
- else
- RefreshDebuffs(frame, unit, numAuras, suffix, checkCVar);
- end
- end
- function RefreshBuffs(frame, unit, numBuffs, suffix, checkCVar)
- local frameName = frame:GetName();
- frame.hasDispellable = nil;
- numBuffs = numBuffs or MAX_PARTY_BUFFS;
- suffix = suffix or "Buff";
- local unitStatus, statusColor;
- local debuffTotal = 0;
- local name, rank, icon, count, debuffType, duration, expirationTime;
-
- local filter;
- if ( checkCVar and SHOW_CASTABLE_BUFFS == "1" and UnitCanAssist("player", unit) ) then
- filter = "RAID";
- end
-
- for i=1, numBuffs do
- name, rank, icon, count, debuffType, duration, expirationTime = UnitBuff(unit, i, filter);
- local buffName = frameName..suffix..i;
- if ( icon ) then
- -- if we have an icon to show then proceed with setting up the aura
- -- set the icon
- local buffIcon = _G[buffName.."Icon"];
- buffIcon:SetTexture(icon);
- -- setup the cooldown
- local coolDown = _G[buffName.."Cooldown"];
- if ( coolDown ) then
- CooldownFrame_SetTimer(coolDown, expirationTime - duration, duration, 1);
- end
- -- show the aura
- _G[buffName]:Show();
- else
- -- no icon, hide the aura
- _G[buffName]:Hide();
- end
- end
- end
- function RefreshDebuffs(frame, unit, numDebuffs, suffix, checkCVar)
- local frameName = frame:GetName();
- frame.hasDispellable = nil;
- numDebuffs = numDebuffs or MAX_PARTY_DEBUFFS;
- suffix = suffix or "Debuff";
- local unitStatus, statusColor;
- local debuffTotal = 0;
- local name, rank, icon, count, debuffType, duration, expirationTime, caster;
- local isEnemy = UnitCanAttack("player", unit);
-
- local filter;
- if ( checkCVar and SHOW_DISPELLABLE_DEBUFFS == "1" and UnitCanAssist("player", unit) ) then
- filter = "RAID";
- end
-
- for i=1, numDebuffs do
- if ( unit == "party"..i ) then
- unitStatus = _G[frameName.."Status"];
- end
- name, rank, icon, count, debuffType, duration, expirationTime, caster = UnitDebuff(unit, i, filter);
- local debuffName = frameName..suffix..i;
- if ( icon and ( SHOW_CASTABLE_DEBUFFS == "0" or not isEnemy or caster == "player" ) ) then
- -- if we have an icon to show then proceed with setting up the aura
- -- set the icon
- local debuffIcon = _G[debuffName.."Icon"];
- debuffIcon:SetTexture(icon);
- -- setup the border
- local debuffBorder = _G[debuffName.."Border"];
- local debuffColor = DebuffTypeColor[debuffType] or DebuffTypeColor["none"];
- debuffBorder:SetVertexColor(debuffColor.r, debuffColor.g, debuffColor.b);
- -- record interesting data for the aura button
- statusColor = debuffColor;
- frame.hasDispellable = 1;
- debuffTotal = debuffTotal + 1;
- -- setup the cooldown
- local coolDown = _G[debuffName.."Cooldown"];
- if ( coolDown ) then
- CooldownFrame_SetTimer(coolDown, expirationTime - duration, duration, 1);
- end
- -- show the aura
- _G[debuffName]:Show();
- else
- -- no icon, hide the aura
- _G[debuffName]:Hide();
- end
- end
- frame.debuffTotal = debuffTotal;
- -- Reset unitStatus overlay graphic timer
- if ( frame.numDebuffs and debuffTotal >= frame.numDebuffs ) then
- frame.debuffCountdown = 30;
- end
- if ( unitStatus and statusColor ) then
- unitStatus:SetVertexColor(statusColor.r, statusColor.g, statusColor.b);
- end
- end
- function GetQuestDifficultyColor(level)
- return GetRelativeDifficultyColor(UnitLevel("player"), level);
- end
- --How difficult is this challenge for this unit?
- function GetRelativeDifficultyColor(unitLevel, challengeLevel)
- local levelDiff = challengeLevel - unitLevel;
- local color;
- if ( levelDiff >= 5 ) then
- return QuestDifficultyColors["impossible"];
- elseif ( levelDiff >= 3 ) then
- return QuestDifficultyColors["verydifficult"];
- elseif ( levelDiff >= -2 ) then
- return QuestDifficultyColors["difficult"];
- elseif ( -levelDiff <= GetQuestGreenRange() ) then
- return QuestDifficultyColors["standard"];
- else
- return QuestDifficultyColors["trivial"];
- end
- end
- -- takes in a table with r, g, and b entries and converts it to a color string
- function ConvertRGBtoColorString(color)
- local colorString = "|cff";
- local r = color.r * 255;
- local g = color.g * 255;
- local b = color.b * 255;
- colorString = colorString..string.format("%2x%2x%2x", r, g, b);
- return colorString;
- end
- function GetDungeonNameWithDifficulty(name, difficultyName)
- name = name or "";
- if ( difficultyName == "" ) then
- name = NORMAL_FONT_COLOR_CODE..name..FONT_COLOR_CODE_CLOSE;
- else
- name = NORMAL_FONT_COLOR_CODE..format(DUNGEON_NAME_WITH_DIFFICULTY, name, difficultyName)..FONT_COLOR_CODE_CLOSE;
- end
- return name;
- end
- -- Animated shine stuff --
- function AnimatedShine_Start(shine, r, g, b)
- if ( not tContains(SHINES_TO_ANIMATE, shine) ) then
- shine.timer = 0;
- tinsert(SHINES_TO_ANIMATE, shine);
- end
- local shineName = shine:GetName();
- _G[shineName.."Shine1"]:Show();
- _G[shineName.."Shine2"]:Show();
- _G[shineName.."Shine3"]:Show();
- _G[shineName.."Shine4"]:Show();
- if ( r ) then
- _G[shineName.."Shine1"]:SetVertexColor(r, g, b);
- _G[shineName.."Shine2"]:SetVertexColor(r, g, b);
- _G[shineName.."Shine3"]:SetVertexColor(r, g, b);
- _G[shineName.."Shine4"]:SetVertexColor(r, g, b);
- end
-
- end
- function AnimatedShine_Stop(shine)
- tDeleteItem(SHINES_TO_ANIMATE, shine);
- local shineName = shine:GetName();
- _G[shineName.."Shine1"]:Hide();
- _G[shineName.."Shine2"]:Hide();
- _G[shineName.."Shine3"]:Hide();
- _G[shineName.."Shine4"]:Hide();
- end
- function AnimatedShine_OnUpdate(elapsed)
- local shine1, shine2, shine3, shine4;
- local speed = 2.5;
- local parent, distance;
- for index, value in pairs(SHINES_TO_ANIMATE) do
- shine1 = _G[value:GetName().."Shine1"];
- shine2 = _G[value:GetName().."Shine2"];
- shine3 = _G[value:GetName().."Shine3"];
- shine4 = _G[value:GetName().."Shine4"];
- value.timer = value.timer+elapsed;
- if ( value.timer > speed*4 ) then
- value.timer = 0;
- end
- parent = _G[value:GetName().."Shine"];
- distance = parent:GetWidth();
- if ( value.timer <= speed ) then
- shine1:SetPoint("CENTER", parent, "TOPLEFT", value.timer/speed*distance, 0);
- shine2:SetPoint("CENTER", parent, "BOTTOMRIGHT", -value.timer/speed*distance, 0);
- shine3:SetPoint("CENTER", parent, "TOPRIGHT", 0, -value.timer/speed*distance);
- shine4:SetPoint("CENTER", parent, "BOTTOMLEFT", 0, value.timer/speed*distance);
- elseif ( value.timer <= speed*2 ) then
- shine1:SetPoint("CENTER", parent, "TOPRIGHT", 0, -(value.timer-speed)/speed*distance);
- shine2:SetPoint("CENTER", parent, "BOTTOMLEFT", 0, (value.timer-speed)/speed*distance);
- shine3:SetPoint("CENTER", parent, "BOTTOMRIGHT", -(value.timer-speed)/speed*distance, 0);
- shine4:SetPoint("CENTER", parent, "TOPLEFT", (value.timer-speed)/speed*distance, 0);
- elseif ( value.timer <= speed*3 ) then
- shine1:SetPoint("CENTER", parent, "BOTTOMRIGHT", -(value.timer-speed*2)/speed*distance, 0);
- shine2:SetPoint("CENTER", parent, "TOPLEFT", (value.timer-speed*2)/speed*distance, 0);
- shine3:SetPoint("CENTER", parent, "BOTTOMLEFT", 0, (value.timer-speed*2)/speed*distance);
- shine4:SetPoint("CENTER", parent, "TOPRIGHT", 0, -(value.timer-speed*2)/speed*distance);
- else
- shine1:SetPoint("CENTER", parent, "BOTTOMLEFT", 0, (value.timer-speed*3)/speed*distance);
- shine2:SetPoint("CENTER", parent, "TOPRIGHT", 0, -(value.timer-speed*3)/speed*distance);
- shine3:SetPoint("CENTER", parent, "TOPLEFT", (value.timer-speed*3)/speed*distance, 0);
- shine4:SetPoint("CENTER", parent, "BOTTOMRIGHT", -(value.timer-speed*3)/speed*distance, 0);
- end
- end
- end
- -- Autocast shine stuff --
- AUTOCAST_SHINE_R = .95;
- AUTOCAST_SHINE_G = .95;
- AUTOCAST_SHINE_B = .32;
- AUTOCAST_SHINE_SPEEDS = { 2, 4, 6, 8 };
- AUTOCAST_SHINE_TIMERS = { 0, 0, 0, 0 };
- local AUTOCAST_SHINES = {};
- function AutoCastShine_OnLoad(self)
- self.sparkles = {};
-
- local name = self:GetName();
-
- for i = 1, 16 do
- tinsert(self.sparkles, _G[name .. i]);
- end
- end
- function AutoCastShine_AutoCastStart(button, r, g, b)
- if ( AUTOCAST_SHINES[button] ) then
- return;
- end
-
- AUTOCAST_SHINES[button] = true;
-
- if ( not r ) then
- r, g, b = AUTOCAST_SHINE_R, AUTOCAST_SHINE_G, AUTOCAST_SHINE_B;
- end
-
- for _, sparkle in next, button.sparkles do
- sparkle:Show();
- sparkle:SetVertexColor(r, g, b);
- end
- end
- function AutoCastShine_AutoCastStop(button)
- AUTOCAST_SHINES[button] = nil;
-
- for _, sparkle in next, button.sparkles do
- sparkle:Hide();
- end
- end
- function AutoCastShine_OnUpdate(self, elapsed)
- for i in next, AUTOCAST_SHINE_TIMERS do
- AUTOCAST_SHINE_TIMERS[i] = AUTOCAST_SHINE_TIMERS[i] + elapsed;
- if ( AUTOCAST_SHINE_TIMERS[i] > AUTOCAST_SHINE_SPEEDS[i]*4 ) then
- AUTOCAST_SHINE_TIMERS[i] = 0;
- end
- end
-
- for button in next, AUTOCAST_SHINES do
- self = button;
- local parent, distance = self, self:GetWidth();
-
- -- This is local to this function to save a lookup. If you need to use it elsewhere, might wanna make it global and use a local reference.
- local AUTOCAST_SHINE_SPACING = 6;
-
- for i = 1, 4 do
- local timer = AUTOCAST_SHINE_TIMERS[i];
- local speed = AUTOCAST_SHINE_SPEEDS[i];
-
- if ( timer <= speed ) then
- local basePosition = timer/speed*distance;
- self.sparkles[0+i]:SetPoint("CENTER", parent, "TOPLEFT", basePosition, 0);
- self.sparkles[4+i]:SetPoint("CENTER", parent, "BOTTOMRIGHT", -basePosition, 0);
- self.sparkles[8+i]:SetPoint("CENTER", parent, "TOPRIGHT", 0, -basePosition);
- self.sparkles[12+i]:SetPoint("CENTER", parent, "BOTTOMLEFT", 0, basePosition);
- elseif ( timer <= speed*2 ) then
- local basePosition = (timer-speed)/speed*distance;
- self.sparkles[0+i]:SetPoint("CENTER", parent, "TOPRIGHT", 0, -basePosition);
- self.sparkles[4+i]:SetPoint("CENTER", parent, "BOTTOMLEFT", 0, basePosition);
- self.sparkles[8+i]:SetPoint("CENTER", parent, "BOTTOMRIGHT", -basePosition, 0);
- self.sparkles[12+i]:SetPoint("CENTER", parent, "TOPLEFT", basePosition, 0);
- elseif ( timer <= speed*3 ) then
- local basePosition = (timer-speed*2)/speed*distance;
- self.sparkles[0+i]:SetPoint("CENTER", parent, "BOTTOMRIGHT", -basePosition, 0);
- self.sparkles[4+i]:SetPoint("CENTER", parent, "TOPLEFT", basePosition, 0);
- self.sparkles[8+i]:SetPoint("CENTER", parent, "BOTTOMLEFT", 0, basePosition);
- self.sparkles[12+i]:SetPoint("CENTER", parent, "TOPRIGHT", 0, -basePosition);
- else
- local basePosition = (timer-speed*3)/speed*distance;
- self.sparkles[0+i]:SetPoint("CENTER", parent, "BOTTOMLEFT", 0, basePosition);
- self.sparkles[4+i]:SetPoint("CENTER", parent, "TOPRIGHT", 0, -basePosition);
- self.sparkles[8+i]:SetPoint("CENTER", parent, "TOPLEFT", basePosition, 0);
- self.sparkles[12+i]:SetPoint("CENTER", parent, "BOTTOMRIGHT", -basePosition, 0);
- end
- end
- end
- end
- function ConsolePrint(...)
- ConsoleAddMessage(strjoin(" ", tostringall(...)));
- end
- function GetTexCoordsByGrid(xOffset, yOffset, textureWidth, textureHeight, gridWidth, gridHeight)
- local widthPerGrid = gridWidth/textureWidth;
- local heightPerGrid = gridHeight/textureHeight;
- return (xOffset-1)*widthPerGrid, (xOffset)*widthPerGrid, (yOffset-1)*heightPerGrid, (yOffset)*heightPerGrid;
- end
- function LFD_IsEmpowered()
- --Solo players are always empowered.
- if ( not IsInGroup() ) then
- return true;
- end
- --The leader may always queue/dequeue
- if ( UnitIsGroupLeader("player") ) then
- return true;
- end
- --In DF groups, anyone may queue/dequeue. In RF groups, the leader or assistants may queue/dequeue.
- if ( HasLFGRestrictions() and (not IsInRaid() or UnitIsGroupAssistant("player")) ) then
- return true;
- end
- return false;
- end
- function RaidBrowser_IsEmpowered()
- return (not IsInGroup()) or UnitIsGroupLeader("player");
- end
- function GetLFGMode(category)
- local proposalExists, id, typeID, subtypeID, name, texture, role, hasResponded, totalEncounters, completedEncounters, numMembers, isLeader, isHoliday, proposalCategory = GetLFGProposal();
- local inParty, joined, queued, noPartialClear, achievements, lfgComment, slotCount = GetLFGInfoServer(category);
- local roleCheckInProgress, slots, members, roleUpdateCategory = GetLFGRoleUpdate();
- local partyCategory = nil;
- local partySlot = GetPartyLFGID();
- if ( partySlot ) then
- partyCategory = GetLFGCategoryForID(partySlot);
- end
-
- local empoweredFunc = LFD_IsEmpowered;
- if ( category == LE_LFG_CATEGORY_LFR ) then
- empoweredFunc = RaidBrowser_IsEmpowered;
- end
- if ( proposalExists and not hasResponded and proposalCategory == category ) then
- return "proposal", "unaccepted";
- elseif ( proposalExists and proposalCategory == category ) then
- return "proposal", "accepted";
- elseif ( queued ) then
- return "queued", (empoweredFunc() and "empowered" or "unempowered");
- elseif ( roleCheckInProgress and roleUpdateCategory == category ) then
- return "rolecheck";
- elseif ( category == LE_LFG_CATEGORY_LFR and joined ) then
- return "listed", (empoweredFunc() and "empowered" or "unempowered");
- elseif ( joined ) then
- return "suspended", (empoweredFunc() and "empowered" or "unempowered"); --We are "joined" to LFG, but not actually queued right now.
- elseif ( IsInGroup() and IsPartyLFG() and partyCategory == category ) then
- return "lfgparty";
- elseif ( IsPartyLFG() and IsInLFGDungeon() and partyCategory == category ) then
- return "abandonedInDungeon";
- end
- end
- function IsLFGModeActive(category)
- local partySlot = GetPartyLFGID();
- local partyCategory = nil;
- if ( partySlot ) then
- partyCategory = GetLFGCategoryForID(partySlot);
- end
- if ( partyCategory == category ) then
- return true;
- end
- return false;
- end
- --Like date(), but localizes AM/PM. In the future, could also localize other stuff.
- function BetterDate(formatString, timeVal)
- local dateTable = date("*t", timeVal);
- local amString = (dateTable.hour >= 12) and TIMEMANAGER_PM or TIMEMANAGER_AM;
-
- --First, we'll replace %p with the appropriate AM or PM.
- formatString = gsub(formatString, "^%%p", amString) --Replaces %p at the beginning of the string with the am/pm token
- formatString = gsub(formatString, "([^%%])%%p", "%1"..amString); -- Replaces %p anywhere else in the string, but doesn't replace %%p (since the first % escapes the second)
-
- return date(formatString, timeVal);
- end
- function GMError(...)
- if ( IsGMClient() ) then
- error(...);
- end
- end
- function SetLargeGuildTabardTextures(unit, emblemTexture, backgroundTexture, borderTexture, tabardData)
- -- texure dimensions are 1024x1024, icon dimensions are 64x64
- local emblemSize, columns, offset;
- if ( emblemTexture ) then
- emblemSize = 64 / 1024;
- columns = 16
- offset = 0;
- emblemTexture:SetTexture("Interface\\GuildFrame\\GuildEmblemsLG_01");
- end
- SetGuildTabardTextures(emblemSize, columns, offset, unit, emblemTexture, backgroundTexture, borderTexture, tabardData);
- end
- function SetSmallGuildTabardTextures(unit, emblemTexture, backgroundTexture, borderTexture, tabardData)
- -- texure dimensions are 256x256, icon dimensions are 16x16, centered in 18x18 cells
- local emblemSize, columns, offset;
- if ( emblemTexture ) then
- emblemSize = 18 / 256;
- columns = 14;
- offset = 1 / 256;
- emblemTexture:SetTexture("Interface\\GuildFrame\\GuildEmblems_01");
- end
- SetGuildTabardTextures(emblemSize, columns, offset, unit, emblemTexture, backgroundTexture, borderTexture, tabardData);
- end
- function SetDoubleGuildTabardTextures(unit, leftEmblemTexture, rightEmblemTexture, backgroundTexture, borderTexture, tabardData)
- if ( leftEmblemTexture and rightEmblemTexture ) then
- SetGuildTabardTextures(nil, nil, nil, unit, leftEmblemTexture, backgroundTexture, borderTexture, tabardData);
- rightEmblemTexture:SetTexture(leftEmblemTexture:GetTexture());
- rightEmblemTexture:SetVertexColor(leftEmblemTexture:GetVertexColor());
- end
- end
- function SetGuildTabardTextures(emblemSize, columns, offset, unit, emblemTexture, backgroundTexture, borderTexture, tabardData)
- local bkgR, bkgG, bkgB, borderR, borderG, borderB, emblemR, emblemG, emblemB, emblemFilename;
- if ( tabardData ) then
- bkgR = tabardData[1];
- bkgG = tabardData[2];
- bkgB = tabardData[3];
- borderR = tabardData[4];
- borderG = tabardData[5];
- borderB = tabardData[6];
- emblemR = tabardData[7];
- emblemG = tabardData[8];
- emblemB = tabardData[9];
- emblemFilename = tabardData[10];
- else
- bkgR, bkgG, bkgB, borderR, borderG, borderB, emblemR, emblemG, emblemB, emblemFilename = GetGuildLogoInfo(unit);
- end
- if ( emblemFilename ) then
- if ( backgroundTexture ) then
- backgroundTexture:SetVertexColor(bkgR / 255, bkgG / 255, bkgB / 255);
- end
- if ( borderTexture ) then
- borderTexture:SetVertexColor(borderR / 255, borderG / 255, borderB / 255);
- end
- if ( emblemSize ) then
- local index = emblemFilename:match("([%d]+)");
- if ( index) then
- index = tonumber(index);
- local xCoord = mod(index, columns) * emblemSize;
- local yCoord = floor(index / columns) * emblemSize;
- emblemTexture:SetTexCoord(xCoord + offset, xCoord + emblemSize - offset, yCoord + offset, yCoord + emblemSize - offset);
- end
- emblemTexture:SetVertexColor(emblemR / 255, emblemG / 255, emblemB / 255);
- elseif ( emblemTexture ) then
- emblemTexture:SetTexture(emblemFilename);
- emblemTexture:SetVertexColor(emblemR / 255, emblemG / 255, emblemB / 255);
- end
- else
- -- tabard lacks design
- if ( backgroundTexture ) then
- backgroundTexture:SetVertexColor(0.2245, 0.2088, 0.1794);
- end
- if ( borderTexture ) then
- borderTexture:SetVertexColor(0.2, 0.2, 0.2);
- end
- if ( emblemTexture ) then
- if ( emblemSize ) then
- if ( emblemSize == 18 / 256 ) then
- emblemTexture:SetTexture("Interface\\GuildFrame\\GuildLogo-NoLogoSm");
- else
- emblemTexture:SetTexture("Interface\\GuildFrame\\GuildLogo-NoLogo");
- end
- emblemTexture:SetTexCoord(0, 1, 0, 1);
- emblemTexture:SetVertexColor(1, 1, 1, 1);
- else
- emblemTexture:SetTexture("");
- end
- end
- end
- end
- function GetDisplayedAllyFrames()
- local useCompact = GetCVarBool("useCompactPartyFrames")
- if ( IsActiveBattlefieldArena() and not useCompact ) then
- return "party";
- elseif ( IsInGroup() and (IsInRaid() or useCompact) ) then
- return "raid";
- elseif ( IsInGroup() ) then
- return "party";
- else
- return nil;
- end
- end
- function ReverseQuestObjective(text, objectiveType)
- if ( objectiveType == "spell" ) then
- return text;
- end
- local _, _, arg1, arg2 = string.find(text, "(.*):%s(.*)");
- if ( arg1 and arg2 ) then
- return arg2.." "..arg1;
- else
- return text;
- end
- end
- local displayedCapMessage = false;
- function TrialAccountCapReached_Inform(capType)
- if ( displayedCapMessage or not IsTrialAccount() ) then
- return;
- end
-
-
- local info = ChatTypeInfo.SYSTEM;
- if ( capType == "level" ) then
- DEFAULT_CHAT_FRAME:AddMessage(TRIAL_ACCOUNT_LEVEL_CAP_REACHED, info.r, info.g, info.b);
- elseif ( capType == "money" ) then
- DEFAULT_CHAT_FRAME:AddMessage(TRIAL_ACCOUNT_MONEY_CAP_REACHED, info.r, info.g, info.b);
- end
- displayedCapMessage = true;
- end
- function AbbreviateLargeNumbers(value)
- local strLen = strlen(value);
- local retString = value;
- if ( strLen > 8 ) then
- retString = string.sub(value, 1, -7)..SECOND_NUMBER_CAP;
- elseif ( strLen > 5 ) then
- retString = string.sub(value, 1, -4)..FIRST_NUMBER_CAP;
- elseif (strLen > 3 ) then
- retString = BreakUpLargeNumbers(value);
- end
- return retString;
- end
- function BreakUpLargeNumbers(value)
- local retString = "";
- if ( value < 1000 ) then
- if ( (value - math.floor(value)) == 0) then
- return value;
- end
- local decimal = (math.floor(value*100));
- retString = string.sub(decimal, 1, -3);
- retString = retString..DECIMAL_SEPERATOR;
- retString = retString..string.sub(decimal, -2);
- return retString;
- end
- value = math.floor(value);
- local strLen = strlen(value);
- if ( GetCVarBool("breakUpLargeNumbers") ) then
- if ( strLen > 6 ) then
- retString = string.sub(value, 1, -7)..LARGE_NUMBER_SEPERATOR;
- end
- if ( strLen > 3 ) then
- retString = retString..string.sub(value, -6, -4)..LARGE_NUMBER_SEPERATOR;
- end
- retString = retString..string.sub(value, -3, -1);
- else
- retString = value;
- end
- return retString;
- end
- function GetTimeStringFromSeconds(timeAmount, hasMS)
- local seconds, ms;
- -- milliseconds
- if ( hasMS ) then
- seconds = floor(timeAmount / 1000);
- ms = timeAmount - seconds * 1000;
- else
- seconds = timeAmount;
- end
- local hours = floor(seconds / 3600);
- local minutes = floor((seconds / 60) - (hours * 60));
- seconds = seconds - hours * 3600 - minutes * 60;
- -- if ( hasMS ) then
- -- return format(HOURS_MINUTES_SECONDS_MILLISECONDS, hours, minutes, seconds, ms);
- -- else
- return format(HOURS_MINUTES_SECONDS, hours, minutes, seconds);
- -- end
- end
- function ConfirmOrLeaveLFGParty()
- if ( not IsInGroup(LE_PARTY_CATEGORY_INSTANCE) ) then
- return;
- end
- if ( IsPartyLFG() and not IsLFGComplete() ) then
- StaticPopup_Show("CONFIRM_LEAVE_INSTANCE_PARTY");
- else
- LeaveParty();
- end
- end
- function ConfirmOrLeaveBattlefield()
- if ( GetBattlefieldWinner() ) then
- LeaveBattlefield();
- else
- StaticPopup_Show("CONFIRM_LEAVE_BATTLEFIELD");
- end
- end