Files
moon-well-ui/data/addon/ForeverUI/Layout.lua
T
Adrestie 5842eb7a2b ForeverUI : code en anglais, commentaires resserres, code mort retire
Traduction
- Identifiants en anglais dans tout le module : addon, ecrans d'accueil,
  outils Python, banc d'essai et patcheur C#.
- Fichiers au nom francais renommes (Gabarits.lua -> Templates.lua,
  Textes_*.lua -> Texts_*.lua, deployer.py -> deploy.py,
  tools/patcheur -> tools/patcher, etc.).
- Commandes /fui et options de deploy.py en anglais (--check, --server,
  --remove-dbc).
- Cles des variables sauvegardees et de data/dbc/statistics.json
  traduites, sans reprise des anciennes cles.
- API de la micro-barre : ForeverUI.AddMicroButton(def) avec les champs
  name, atlasSet, after, tooltip, onClick, ready, et
  ForeverUI.UpdateMicro(name, isOpen).
- Commentaires reecrits en anglais, courts, sans dates ni historique ;
  les fonctions au nom peu parlant et leurs parametres sont expliques.

Code mort
- Exports, fonctions et variables jamais lus retires.
- Retires a la demande des modules : ForeverUI.PvPJauge, les exports
  FondEntete / TuilerEntete / Polices de TradeSkill, l'art legacy-up-c60,
  honorfill(half)blue et inv_misc_book_09, leurs entrees d'atlas et les
  parties d'outils correspondantes.

Verifications : liaisons des noms comparees avant et apres, banc vert,
chemins de textures inchanges, generateurs reproduisant les fichiers,
patcheur identique octet pour octet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 09:15:52 +02:00

494 lines
12 KiB
Lua

-- ForeverUI: movable positions.
-- Every frame ForeverUI builds registers here with a default position; this table places it
-- on load and remembers where the player moves it. Everything is anchored to UIParent, never
-- to another ForeverUI frame, so moving one element never drags another.
ForeverUI = ForeverUI or {}
-- Disable a client frame. Hiding is not enough: its own code shows it again (page change,
-- vehicle exit, rune update). So we unregister its events, hide it, and hide it again on
-- OnShow.
function ForeverUI.Suppress(frame)
if not frame or frame.foreverSuppressed then
return
end
if frame.UnregisterAllEvents then
frame:UnregisterAllEvents()
end
frame:Hide()
if frame.HookScript then
frame:HookScript("OnShow", function(self)
self:Hide()
end)
end
frame.foreverSuppressed = true
end
local Layout = {}
ForeverUI.Layout = Layout
Layout.systems = {} -- id -> { frame, label, defaults }
Layout.order = {} -- ids, in registration order
Layout.editing = false
local PREFIX = "|cff66ccffForeverUI|r : "
local L = ForeverUI.L
local function say(message)
DEFAULT_CHAT_FRAME:AddMessage(PREFIX .. message)
end
local function positions()
ForeverUIDB = ForeverUIDB or {}
ForeverUIDB.positions = ForeverUIDB.positions or {}
return ForeverUIDB.positions
end
-- Place the frame at its saved position, or at its default position.
function Layout.Apply(id)
local system = Layout.systems[id]
if not system then
return false
end
local saved = positions()[id]
local p = saved or system.defaults
system.frame:ClearAllPoints()
system.frame:SetPoint(p.point, UIParent, p.relativePoint, p.x, p.y)
return true
end
function Layout.Save(id)
local system = Layout.systems[id]
if not system then
return false
end
local point, _, relativePoint, x, y = system.frame:GetPoint(1)
if not point then
return false
end
positions()[id] = {
point = point,
relativePoint = relativePoint or point,
x = x or 0,
y = y or 0,
}
return true
end
function Layout.Reset(id)
if id then
if not Layout.systems[id] then
return false
end
positions()[id] = nil
Layout.Apply(id)
return true
end
for _, systemID in ipairs(Layout.order) do
positions()[systemID] = nil
Layout.Apply(systemID)
end
return true
end
-- Make the frame movable, place it, and show its overlay in edit mode.
-- id: saved-position key; label: overlay text; point..y: default anchor on UIParent
function Layout.Register(frame, id, label, point, relativePoint, x, y)
Layout.systems[id] = {
frame = frame,
label = label,
defaults = { point = point, relativePoint = relativePoint, x = x, y = y },
}
table.insert(Layout.order, id)
frame:SetMovable(true)
frame:SetClampedToScreen(true)
Layout.Apply(id)
if Layout.editing then
Layout.ShowOverlay(id)
end
return frame
end
-- Change the default position of a registered element. The bottom of the screen is a chain:
-- the action bar and the bags sit on each side of the micro menu, whose width is known only
-- once its buttons are counted. An element the player has moved keeps its position.
function Layout.SetDefaults(id, point, relativePoint, x, y)
local system = Layout.systems[id]
if not system then
return false
end
system.defaults = { point = point, relativePoint = relativePoint, x = x, y = y }
if not positions()[id] then
Layout.Apply(id)
end
return true
end
local function buildOverlay(id, system)
local overlay = CreateFrame("Frame", nil, system.frame)
overlay:SetAllPoints(system.frame)
overlay:SetFrameStrata("DIALOG")
overlay:EnableMouse(true)
overlay:RegisterForDrag("LeftButton")
local background = overlay:CreateTexture(nil, "BACKGROUND")
background:SetAllPoints(overlay)
background:SetTexture(0.1, 0.6, 1, 0.35)
local text = overlay:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
text:SetPoint("CENTER")
text:SetText(system.label)
overlay:SetScript("OnDragStart", function()
if InCombatLockdown() then
say(L.LAYOUT_NO_MOVE_IN_COMBAT)
return
end
system.frame:StartMoving()
end)
overlay:SetScript("OnDragStop", function()
system.frame:StopMovingOrSizing()
Layout.Save(id)
end)
system.overlay = overlay
return overlay
end
function Layout.ShowOverlay(id)
local system = Layout.systems[id]
if not system then
return
end
local overlay = system.overlay or buildOverlay(id, system)
overlay:Show()
end
function Layout.HideOverlay(id)
local system = Layout.systems[id]
if system and system.overlay then
system.overlay:Hide()
end
end
function Layout.SetEditMode(enabled)
if enabled and InCombatLockdown() then
say(L.LAYOUT_EDIT_MODE_COMBAT)
return false
end
Layout.editing = enabled and true or false
for _, id in ipairs(Layout.order) do
if Layout.editing then
Layout.ShowOverlay(id)
else
Layout.HideOverlay(id)
end
end
if Layout.editing then
say(L.LAYOUT_EDIT_MODE_ON)
else
say(L.LAYOUT_EDIT_MODE_OFF)
end
return true
end
-- Edit mode turns itself off on entering combat: secure frames can no longer be moved, and
-- the blue overlays would suggest otherwise.
local watcher = CreateFrame("Frame")
watcher:RegisterEvent("PLAYER_LOGIN")
watcher:RegisterEvent("PLAYER_REGEN_DISABLED")
watcher:SetScript("OnEvent", function(_self, event)
if event == "PLAYER_LOGIN" then
for _, id in ipairs(Layout.order) do
Layout.Apply(id)
end
elseif event == "PLAYER_REGEN_DISABLED" and Layout.editing then
Layout.SetEditMode(false)
end
end)
-- /fui mouse: while active, each click prints the frame under the mouse (GetMouseFocus), its
-- parents and its regions, to find where a screen element comes from.
local spy = CreateFrame("Frame")
spy:Hide()
local function describe(frame)
if not frame then return L.LAYOUT_SPY_NOTHING end
local name = frame.GetName and frame:GetName() or nil
local type_ = frame.GetObjectType and frame:GetObjectType() or "?"
return (name or L.LAYOUT_SPY_UNNAMED) .. " [" .. type_ .. "]"
end
spy:SetScript("OnUpdate", function(self)
local down = IsMouseButtonDown("LeftButton") or IsMouseButtonDown("RightButton")
if down and not self.pressed then
local f = GetMouseFocus and GetMouseFocus()
say(L.LAYOUT_SPY_UNDER_MOUSE .. describe(f))
local p, path = f and f:GetParent(), {}
while p and #path < 8 do
table.insert(path, describe(p))
p = p:GetParent()
end
DEFAULT_CHAT_FRAME:AddMessage(" " .. L.LAYOUT_SPY_PARENTS .. table.concat(path, " < "))
if f and f.GetRegions then
for _, r in ipairs({ f:GetRegions() }) do
if r.GetTexture and r:GetTexture() then
DEFAULT_CHAT_FRAME:AddMessage(" " .. L.LAYOUT_SPY_TEXTURE .. tostring(r:GetTexture()))
elseif r.GetText and r:GetText() then
DEFAULT_CHAT_FRAME:AddMessage(" " .. L.LAYOUT_SPY_TEXT .. tostring(r:GetText()))
end
end
end
for _, k in ipairs({ "name", "mapLinkID", "description", "poiID", "instanceID", "mapID" }) do
if f and f[k] ~= nil then
DEFAULT_CHAT_FRAME:AddMessage(" ." .. k .. " = " .. tostring(f[k]))
end
end
end
self.pressed = down and true or false
end)
ForeverUI.MouseSpy = spy
ForeverUI.MouseDebug = function()
if spy:IsShown() then
spy:Hide()
say(L.LAYOUT_SPY_STOPPED)
else
spy.pressed = true
spy:Show()
say(L.LAYOUT_SPY_STARTED)
end
end
SLASH_FOREVERUI1 = "/fui"
SLASH_FOREVERUI2 = "/foreverui"
SlashCmdList["FOREVERUI"] = function(message)
local command, argument = string.match(message or "", "^(%S*)%s*(.*)$")
argument = argument or ""
command = string.lower(command or "")
if command == "" or command == "edit" then
Layout.SetEditMode(not Layout.editing)
elseif command == "reset" then
if argument ~= "" then
if Layout.Reset(argument) then
say(L.LAYOUT_RESET_ONE .. argument)
else
say(L.LAYOUT_UNKNOWN_ELEMENT .. argument)
end
else
Layout.Reset()
say(L.LAYOUT_RESET_ALL)
end
elseif command == "bar" then
if ForeverUI.ActionBarDebug then
ForeverUI.ActionBarDebug()
else
say(L.LAYOUT_NO_DIAG_ACTIONBAR)
end
elseif command == "bottom" then
if ForeverUI.BottomBarDebug then
ForeverUI.BottomBarDebug()
else
say(L.LAYOUT_NO_DIAG_BOTTOM)
end
elseif command == "statusbars" then
if ForeverUI.StatusBarsDebug then
ForeverUI.StatusBarsDebug()
else
say(L.LAYOUT_NO_DIAG_STATUSBARS)
end
elseif command == "bags" then
local key, value = string.match(argument, "^(%S+)%s+(%S+)$")
if key and ForeverUI.BagsSet then
ForeverUI.BagsSet(key, value)
elseif ForeverUI.BagsDebug then
ForeverUI.BagsDebug()
else
say(L.LAYOUT_NO_DIAG_BAGS)
end
elseif command == "model" then
if ForeverUI.CharacterModelTune then
ForeverUI.CharacterModelTune(argument)
else
say(L.LAYOUT_NO_MODEL_TUNE)
end
elseif command == "tabs" then
if ForeverUI.CharacterTabsDebug then
ForeverUI.CharacterTabsDebug()
else
say(L.LAYOUT_NO_DIAG_TABS)
end
elseif command == "character" then
if ForeverUI.CharacterSheetDebug then
ForeverUI.CharacterSheetDebug()
else
say(L.LAYOUT_NO_DIAG_SHEET)
end
elseif command == "close" then
if ForeverUI.CharacterCloseDebug then
ForeverUI.CharacterCloseDebug()
else
say(L.LAYOUT_NO_DIAG_SHEET)
end
elseif command == "minimap" then
if ForeverUI.MinimapDebug then
ForeverUI.MinimapDebug(argument)
else
say(L.LAYOUT_NO_DIAG_MINIMAP)
end
elseif command == "mouse" then
ForeverUI.MouseDebug()
elseif command == "map" then
if ForeverUI.WorldMapDebug then
ForeverUI.WorldMapDebug()
else
say(L.LAYOUT_NO_DIAG_WORLDMAP)
end
elseif command == "questlog" then
if ForeverUI.QuestLogDebug then
ForeverUI.QuestLogDebug()
else
say(L.LAYOUT_NO_DIAG_QUESTLOG)
end
elseif command == "tracking" then
if ForeverUI.ObjectiveTrackerDebug then
ForeverUI.ObjectiveTrackerDebug()
else
say(L.LAYOUT_NO_DIAG_TRACKER)
end
elseif command == "spellbook" then
if ForeverUI.SpellBookDebug then
ForeverUI.SpellBookDebug()
else
say(L.LAYOUT_NO_DIAG_SPELLBOOK)
end
elseif command == "micro" then
if ForeverUI.MicroDebug then
ForeverUI.MicroDebug()
else
say(L.LAYOUT_NO_DIAG_MICROMENU)
end
elseif command == "titles" then
if ForeverUI.TitlesDebug then
ForeverUI.TitlesDebug()
else
say(L.LAYOUT_NO_DIAG_TITLES)
end
elseif command == "pvp" then
if ForeverUI.PvPDebug then
-- /fui pvp 0.35: sets the circular gauge to 35 % without earning honor.
ForeverUI.PvPDebug(tonumber(argument))
else
say(L.LAYOUT_NO_DIAG_PVP)
end
elseif command == "arena" then
if ForeverUI.PvPArenaDebug then
ForeverUI.PvPArenaDebug()
else
say(L.LAYOUT_NO_DIAG_ARENA)
end
elseif command == "tabard" then
if ForeverUI.TabardModelTune then
ForeverUI.TabardModelTune(argument)
end
elseif command == "chat" then
if ForeverUI.ChatDebug then
ForeverUI.ChatDebug()
else
say(L.LAYOUT_NO_DIAG_CHAT)
end
elseif command == "chatlines" then
if ForeverUI.ChatRecordLines then
ForeverUI.ChatRecordLines()
else
say(L.LAYOUT_NO_CHAT_LINES)
end
elseif command == "buffs" then
if ForeverUI.BuffsDebug then
ForeverUI.BuffsDebug()
else
say(L.LAYOUT_NO_DIAG_BUFFS)
end
elseif command == "finder" then
if ForeverUI.GroupFinderDebug then
ForeverUI.GroupFinderDebug()
else
say(L.LAYOUT_NO_DIAG_GROUPFINDER)
end
elseif command == "social" then
if ForeverUI.SocialDebug then
ForeverUI.SocialDebug()
else
say(L.LAYOUT_NO_DIAG_SOCIAL)
end
elseif command == "bg" then
if ForeverUI.PvPBattlegroundsDebug then
ForeverUI.PvPBattlegroundsDebug()
else
say(L.LAYOUT_NO_DIAG_BATTLEGROUNDS)
end
elseif command == "pet" then
if ForeverUI.PetDebug then
ForeverUI.PetDebug()
else
say(L.LAYOUT_NO_DIAG_PET)
end
elseif command == "currency" or command == "currencies" then
if ForeverUI.TokensDebug then
ForeverUI.TokensDebug()
else
say(L.LAYOUT_NO_DIAG_CURRENCY)
end
elseif command == "skills" then
if ForeverUI.SkillsDebug then
ForeverUI.SkillsDebug()
else
say(L.LAYOUT_NO_DIAG_SKILLS)
end
elseif command == "rep" then
if ForeverUI.ReputationDebug then
-- /fui rep Alliance: keeps only that faction.
ForeverUI.ReputationDebug(argument ~= "" and argument or nil)
else
say(L.LAYOUT_NO_DIAG_REPUTATION)
end
elseif command == "sets" then
if ForeverUI.EquipmentSetsDebug then
ForeverUI.EquipmentSetsDebug()
else
say(L.LAYOUT_NO_DIAG_SETS)
end
elseif command == "debug" then
if ForeverUI.PlayerFrameDebug then
ForeverUI.PlayerFrameDebug()
else
say(L.LAYOUT_NO_DIAG)
end
elseif command == "list" then
say(L.LAYOUT_LIST_HEADER)
for _, id in ipairs(Layout.order) do
local system = Layout.systems[id]
local saved = positions()[id]
DEFAULT_CHAT_FRAME:AddMessage(string.format(" %s (%s)%s", id, system.label,
saved and L.LAYOUT_LIST_MOVED or ""))
end
else
say(L.LAYOUT_HELP)
end
end