c0881d20a7
One block at the head of Bags.lua holds them all -- slot size, the gap
between slots, columns, the margins of the grid, the header and the search
band, the search box, the sort button, the money frame and its border, the
close button, the portrait, and an overall scale. Each line carries camelot's
own value beside it. Nothing in the layout is written twice: the window, the
grid and everything on it are computed from these numbers, so a single change
redraws the lot.
They can be tried without reinstalling anything:
/fui sacs prints the settings and what the frame
actually measures
/fui sacs emplacement 44 sets one and lays the window out again
The window is now 179 by 265 instead of 178 by 263: the margins are stated
one by one rather than lumped into camelot's padding, and the money frame's
border, which stands two pixels proud, is now counted.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
302 lines
7.9 KiB
Lua
302 lines
7.9 KiB
Lua
-- ForeverUI : positions modifiables.
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--
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-- POURQUOI CE FICHIER EXISTE AVANT LES CADRES. Sur camelot, aucun element
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-- d'interface n'a de position figee : chacun est un "systeme" que le joueur
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-- deplace, et sa position est retenue. On reprend le principe ici : tout ce que
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-- ForeverUI construit s'enregistre avec une position par defaut, et c'est cette
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-- table qui decide ou le cadre se pose au chargement. Un cadre qui poserait
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-- lui-meme son SetPoint definitif serait le seul a ne pas etre deplacable.
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--
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-- Tout est ancre a UIParent, jamais a un autre cadre de ForeverUI : sinon
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-- deplacer un element en entrainerait un autre, et le joueur ne pourrait plus
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-- defaire l'enchainement.
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ForeverUI = ForeverUI or {}
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-- Neutraliser un cadre du client. Le masquer ne suffit pas : son propre code
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-- le reaffiche a la premiere occasion (changement de page, sortie de vehicule,
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-- mise a jour de runes). On coupe donc ses evenements, on le masque, et on
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-- accroche son OnShow pour qu'il se remasque si quelque chose insiste.
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function ForeverUI.Suppress(frame)
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if not frame or frame.foreverSuppressed then
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return
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end
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if frame.UnregisterAllEvents then
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frame:UnregisterAllEvents()
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end
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frame:Hide()
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if frame.HookScript then
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frame:HookScript("OnShow", function(self)
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self:Hide()
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end)
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end
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frame.foreverSuppressed = true
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end
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local Layout = {}
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ForeverUI.Layout = Layout
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Layout.systems = {} -- id -> { frame, label, defaults }
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Layout.order = {} -- ids, dans l'ordre d'enregistrement
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Layout.editing = false
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local PREFIX = "|cff66ccffForeverUI|r : "
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local function say(message)
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DEFAULT_CHAT_FRAME:AddMessage(PREFIX .. message)
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end
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local function positions()
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ForeverUIDB = ForeverUIDB or {}
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ForeverUIDB.positions = ForeverUIDB.positions or {}
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return ForeverUIDB.positions
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end
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-- Pose le cadre a sa position retenue, ou a sa position par defaut.
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function Layout.Apply(id)
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local system = Layout.systems[id]
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if not system then
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return false
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end
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local saved = positions()[id]
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local p = saved or system.defaults
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system.frame:ClearAllPoints()
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system.frame:SetPoint(p.point, UIParent, p.relativePoint, p.x, p.y)
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return true
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end
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function Layout.Save(id)
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local system = Layout.systems[id]
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if not system then
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return false
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end
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local point, _relativeTo, relativePoint, x, y = system.frame:GetPoint(1)
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if not point then
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return false
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end
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positions()[id] = {
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point = point,
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relativePoint = relativePoint or point,
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x = x or 0,
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y = y or 0,
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}
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return true
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end
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function Layout.Reset(id)
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if id then
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if not Layout.systems[id] then
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return false
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end
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positions()[id] = nil
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Layout.Apply(id)
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return true
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end
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for _, systemID in ipairs(Layout.order) do
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positions()[systemID] = nil
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Layout.Apply(systemID)
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end
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return true
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end
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-- L'enregistrement fait tout : rendre le cadre deplacable, le poser, et le
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-- rendre visible en mode edition.
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function Layout.Register(frame, id, label, point, relativePoint, x, y)
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Layout.systems[id] = {
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frame = frame,
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label = label,
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defaults = { point = point, relativePoint = relativePoint, x = x, y = y },
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}
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table.insert(Layout.order, id)
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frame:SetMovable(true)
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frame:SetClampedToScreen(true)
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Layout.Apply(id)
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if Layout.editing then
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Layout.ShowOverlay(id)
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end
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return frame
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end
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-- Corriger la position par defaut d'un element deja enregistre. Le bas de
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-- l'ecran est une chaine : la barre d'action et les sacs se posent de part et
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-- d'autre du micro-menu, dont la largeur n'est connue qu'une fois ses boutons
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-- comptes. Un element que le joueur a deja deplace garde sa position.
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function Layout.SetDefaults(id, point, relativePoint, x, y)
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local system = Layout.systems[id]
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if not system then
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return false
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end
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system.defaults = { point = point, relativePoint = relativePoint, x = x, y = y }
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if not positions()[id] then
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Layout.Apply(id)
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end
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return true
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end
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local function buildOverlay(id, system)
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local overlay = CreateFrame("Frame", nil, system.frame)
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overlay:SetAllPoints(system.frame)
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overlay:SetFrameStrata("DIALOG")
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overlay:EnableMouse(true)
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overlay:RegisterForDrag("LeftButton")
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local background = overlay:CreateTexture(nil, "BACKGROUND")
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background:SetAllPoints(overlay)
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background:SetTexture(0.1, 0.6, 1, 0.35)
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local text = overlay:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
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text:SetPoint("CENTER")
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text:SetText(system.label)
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overlay:SetScript("OnDragStart", function()
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if InCombatLockdown() then
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say("deplacement impossible en combat.")
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return
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end
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system.frame:StartMoving()
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end)
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overlay:SetScript("OnDragStop", function()
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system.frame:StopMovingOrSizing()
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Layout.Save(id)
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end)
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system.overlay = overlay
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return overlay
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end
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function Layout.ShowOverlay(id)
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local system = Layout.systems[id]
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if not system then
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return
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end
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local overlay = system.overlay or buildOverlay(id, system)
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overlay:Show()
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end
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function Layout.HideOverlay(id)
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local system = Layout.systems[id]
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if system and system.overlay then
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system.overlay:Hide()
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end
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end
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function Layout.SetEditMode(enabled)
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if enabled and InCombatLockdown() then
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say("le mode edition n'est pas disponible en combat.")
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return false
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end
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Layout.editing = enabled and true or false
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for _, id in ipairs(Layout.order) do
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if Layout.editing then
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Layout.ShowOverlay(id)
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else
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Layout.HideOverlay(id)
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end
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end
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if Layout.editing then
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say("mode edition actif : glissez les elements, /fui pour terminer.")
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else
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say("mode edition termine, positions retenues.")
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end
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return true
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end
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-- Le mode edition se coupe tout seul a l'entree en combat : un cadre securise
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-- ne peut plus etre deplace a ce moment, et laisser les surfaces bleues
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-- affichees ferait croire le contraire.
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local watcher = CreateFrame("Frame")
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watcher:RegisterEvent("PLAYER_LOGIN")
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watcher:RegisterEvent("PLAYER_REGEN_DISABLED")
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watcher:SetScript("OnEvent", function(_self, event)
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if event == "PLAYER_LOGIN" then
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for _, id in ipairs(Layout.order) do
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Layout.Apply(id)
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end
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elseif event == "PLAYER_REGEN_DISABLED" and Layout.editing then
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Layout.SetEditMode(false)
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end
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end)
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SLASH_FOREVERUI1 = "/fui"
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SLASH_FOREVERUI2 = "/foreverui"
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SlashCmdList["FOREVERUI"] = function(message)
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local command, argument = string.match(message or "", "^(%S*)%s*(.*)$")
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argument = argument or ""
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command = string.lower(command or "")
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if command == "" or command == "edit" then
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Layout.SetEditMode(not Layout.editing)
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elseif command == "reset" then
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if argument ~= "" then
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if Layout.Reset(argument) then
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say("position remise par defaut : " .. argument)
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else
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say("element inconnu : " .. argument)
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end
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else
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Layout.Reset()
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say("toutes les positions sont remises par defaut.")
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end
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elseif command == "bar" or command == "barre" then
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if ForeverUI.ActionBarDebug then
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ForeverUI.ActionBarDebug()
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else
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say("aucun diagnostic de barre disponible.")
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end
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elseif command == "bas" then
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if ForeverUI.BottomBarDebug then
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ForeverUI.BottomBarDebug()
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else
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say("aucun diagnostic du bas de l ecran disponible.")
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end
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elseif command == "barres" then
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if ForeverUI.StatusBarsDebug then
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ForeverUI.StatusBarsDebug()
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else
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say("aucun diagnostic des barres d etat disponible.")
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end
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elseif command == "sacs" then
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local cle, valeur = string.match(argument, "^(%S+)%s+(%S+)$")
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if cle and ForeverUI.BagsSet then
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ForeverUI.BagsSet(cle, valeur)
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elseif ForeverUI.BagsDebug then
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ForeverUI.BagsDebug()
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else
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say("aucun diagnostic des sacs disponible.")
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end
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elseif command == "debug" then
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if ForeverUI.PlayerFrameDebug then
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ForeverUI.PlayerFrameDebug()
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else
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say("aucun diagnostic disponible.")
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end
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elseif command == "list" then
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say("elements enregistres :")
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for _, id in ipairs(Layout.order) do
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local system = Layout.systems[id]
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local saved = positions()[id]
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DEFAULT_CHAT_FRAME:AddMessage(string.format(" %s (%s)%s", id, system.label,
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saved and " - deplace" or ""))
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end
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else
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say("commandes : /fui (mode edition), /fui reset [element], /fui list, /fui debug, /fui barre, /fui bas, /fui barres, /fui sacs")
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end
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end
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