5842eb7a2b
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>
167 lines
5.6 KiB
Lua
167 lines
5.6 KiB
Lua
-- ForeverUI: keeps the large windows (character sheet, spellbook, talents) from interleaving.
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-- Each window sets explicit frame levels relative to its root, so two roots of the same strata
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-- mix on screen, and Raise only lifts the root. Open windows are stacked back to front instead;
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-- an opened or clicked window comes to the front.
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ForeverUI = ForeverUI or {}
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local P = { windows = {}, order = {} }
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ForeverUI.WindowStack = P
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-- Highest frame level in a subtree
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local function highestLevel(frame)
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local n = frame:GetFrameLevel()
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for _, child in ipairs({ frame:GetChildren() }) do
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local m = highestLevel(child)
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if m > n then n = m end
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end
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return n
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end
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-- Lowest frame level in a subtree: a client frame can sit below its root
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local function lowestLevel(frame)
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local n = frame:GetFrameLevel()
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for _, child in ipairs({ frame:GetChildren() }) do
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local m = lowestLevel(child)
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if m < n then n = m end
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end
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return n
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end
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-- Frame levels of a subtree, parents before children
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local function collect(frame, list)
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table.insert(list, { frame, frame:GetFrameLevel() })
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for _, child in ipairs({ frame:GetChildren() }) do collect(child, list) end
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return list
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end
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-- Moves the root to a level and shifts its descendants by the same gap. Depending on the
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-- client, SetFrameLevel may already move the children, so only misplaced frames are reset.
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local function placeLevel(root, level)
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local gap = level - root:GetFrameLevel()
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if gap == 0 then return end
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for _, e in ipairs(collect(root, {})) do
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local wanted = math.max(0, e[2] + gap)
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if e[1]:GetFrameLevel() ~= wanted then e[1]:SetFrameLevel(wanted) end
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end
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end
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-- In combat a protected root (the spellbook has secure buttons) cannot change level;
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-- the other windows stack around it.
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local function isBlocked(f)
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return InCombatLockdown() and f.root.IsProtected and f.root:IsProtected()
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end
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local function openWindows()
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local l = {}
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for _, key in ipairs(P.order) do
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local f = P.windows[key]
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if f.root:IsVisible() then table.insert(l, f) end
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end
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return l
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end
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-- Puts the given window at the front and restacks the open windows in order
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function P.bringToFront(key)
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local f = P.windows[key]
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if not f then return end
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for i, c in ipairs(P.order) do
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if c == key then table.remove(P.order, i) break end
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end
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table.insert(P.order, key)
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local level
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for _, g in ipairs(openWindows()) do
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-- Each window's lowest frame goes one level above the previous window's highest frame;
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-- the back window returns to its base level, so levels do not grow with each click.
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if not isBlocked(g) then
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if level then
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placeLevel(g.root, g.root:GetFrameLevel() + level - lowestLevel(g.root))
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else
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placeLevel(g.root, g.base)
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end
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end
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level = highestLevel(g.root) + 1
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end
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end
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-- Front-most open window under the mouse
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local function underMouse()
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local l = openWindows()
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for i = #l, 1, -1 do
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for _, zone in ipairs(l[i].zones()) do
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if zone and zone:IsVisible() and MouseIsOver(zone) then return l[i] end
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end
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end
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end
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-- Registers a window. root: frame whose level moves; zones: function returning the frames
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-- that belong to the window on screen (overflowing art, outside tabs)
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function P.register(key, root, zones)
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if P.windows[key] then return end
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P.windows[key] = { key = key, root = root, zones = zones, base = root:GetFrameLevel() }
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table.insert(P.order, key)
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root:HookScript("OnShow", function() P.bringToFront(key) end)
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if root:IsVisible() then P.bringToFront(key) end
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end
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-- Detects clicks on the next frame: 3.3.5 has no global click event, and a click on a
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-- button does not reach its parent. Nothing to do while only one window is open.
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local watcher = CreateFrame("Frame")
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P.watcher = watcher
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local pressed = false
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watcher:SetScript("OnUpdate", function()
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local down = IsMouseButtonDown("LeftButton") or IsMouseButtonDown("RightButton")
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if down and not pressed then
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local l = openWindows()
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-- Restack even when the front window is clicked: the client's Raise (toplevel roots)
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-- only lifts the root
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if #l > 1 then
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local f = underMouse()
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if f then P.bringToFront(f.key) end
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end
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end
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pressed = down and true or false
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end)
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-- ---------- Moving
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-- Saved window positions (ForeverUIDB), read on each show: saved variables load after the files
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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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-- Makes a window draggable by its title bar and remembers its position.
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-- frame: window; handle: drag area; key: saved position key
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-- The window is re-anchored by its top center, so width changes (small spellbook, pet
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-- talents) stay centered. Out of combat only: the spellbook has secure buttons.
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function P.makeMovable(frame, handle, key)
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frame:SetMovable(true)
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frame:SetClampedToScreen(true)
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handle:EnableMouse(true)
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handle:RegisterForDrag("LeftButton")
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handle:SetScript("OnDragStart", function()
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if not InCombatLockdown() then frame:StartMoving() end
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end)
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handle:SetScript("OnDragStop", function()
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frame:StopMovingOrSizing()
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if InCombatLockdown() then return end
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local cx = frame:GetCenter()
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local ux = UIParent:GetCenter()
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local x, y = cx - ux, frame:GetTop() - UIParent:GetTop()
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frame:ClearAllPoints()
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frame:SetPoint("TOP", UIParent, "TOP", x, y)
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-- The position is ours: the client must not save it too
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if frame.SetUserPlaced then frame:SetUserPlaced(false) end
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positions()[key] = { x = x, y = y }
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end)
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local function restorePosition()
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local p = positions()[key]
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if not p or InCombatLockdown() then return end
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frame:ClearAllPoints()
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frame:SetPoint("TOP", UIParent, "TOP", p.x, p.y)
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end
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frame:HookScript("OnShow", restorePosition)
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restorePosition()
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end
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