Files
moon-well-ui/data/addon/ForeverUI/Layout.lua
T
Adrestie ca2b78e217 Remove every debug command
/fui keeps edit mode, reset and list. The thirty diagnostic and tuning
functions behind the other subcommands (bar, bags, character, tabs, close,
model, minimap, mouse, map, questlog, chat, chatlines, tabard...) go with
them, with Panes.Report, the bags read-back and the 205 texts they alone used.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 13:39:35 +02:00

418 lines
14 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, baseScale }
Layout.order = {} -- ids, in registration order
Layout.editing = false
Layout.work = nil -- working copy of the positions during a Customize UI session
Layout.onRegister = nil -- set by Customize UI: called with an id registered while editing
local PREFIX = "|cff66ccffForeverUI|r : "
local L = ForeverUI.L
local function say(message)
DEFAULT_CHAT_FRAME:AddMessage(PREFIX .. message)
end
Layout.Say = say
local function positions()
ForeverUIDB = ForeverUIDB or {}
ForeverUIDB.positions = ForeverUIDB.positions or {}
return ForeverUIDB.positions
end
-- Positions in effect: the working copy while editing, the saved ones otherwise.
local function current()
return Layout.work or positions()
end
-- A saved entry: an anchor (point, relativePoint, x, y), a size (scale), or both. Offsets are
-- in the frame's units at 100 %; an entry without anchor keeps the default one.
local function copy(p)
return { point = p.point, relativePoint = p.relativePoint, x = p.x, y = p.y, scale = p.scale }
end
-- Anchor in effect: the saved one, or the default one.
function Layout.Anchor(id)
local system = Layout.systems[id]
local p = current()[id]
if p and p.point then
return p
end
return system and system.defaults
end
-- True while the element keeps its default anchor (the player has not moved it).
function Layout.IsDefault(id)
local p = current()[id]
return not (p and p.point)
end
-- Size the element has at 100 %, set by its own code (an automatic fit); the player's size
-- applies on top of it.
function Layout.SetBaseScale(id, scale)
local system = Layout.systems[id]
if not system then
return false
end
system.baseScale = scale
Layout.Apply(id)
return true
end
-- Size in effect, 1 for 100 %.
function Layout.Scale(id)
local p = current()[id]
return p and p.scale or 1
end
-- Ratio of the frame's units at 100 % to UIParent's.
local function unit(system, scale)
return system.frame:GetEffectiveScale() / UIParent:GetEffectiveScale() / scale
end
-- Place the frame at its saved position and size, or at the default ones. The offsets shrink
-- with the size, so the anchor stays at the same place on screen.
function Layout.Apply(id)
local system = Layout.systems[id]
if not system then
return false
end
local p = Layout.Anchor(id)
local scale = Layout.Scale(id)
system.frame:SetScale(system.baseScale * scale)
system.frame:ClearAllPoints()
system.frame:SetPoint(p.point, UIParent, p.relativePoint, p.x / scale, p.y / scale)
return true
end
-- Records the frame's current anchor (in the working copy while editing).
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
local scale = Layout.Scale(id)
current()[id] = {
point = point,
relativePoint = relativePoint or point,
x = (x or 0) * scale,
y = (y or 0) * scale,
scale = current()[id] and current()[id].scale,
}
return true
end
-- Moves the element. x, y: offsets in UIParent units; point: new anchor, the same point of
-- the element and of the screen (nil keeps the current anchor).
function Layout.SetPosition(id, x, y, point)
local system = Layout.systems[id]
if not system then
return false
end
local anchor = Layout.Anchor(id)
local k = unit(system, Layout.Scale(id))
local p = current()[id] or {}
p.point, p.relativePoint = point or anchor.point, point or anchor.relativePoint
p.x, p.y = x / k, y / k
current()[id] = p
Layout.Apply(id)
return true
end
-- Resizes the element around its anchor; scale: 1 for 100 %.
function Layout.SetScale(id, scale)
if not Layout.systems[id] then
return false
end
local p = current()[id] or {}
p.scale = (scale ~= 1) and scale or nil
current()[id] = next(p) and p or nil
Layout.Apply(id)
return true
end
-- Back to the default position: one element, or all of them when id is nil.
function Layout.Reset(id)
if id then
if not Layout.systems[id] then
return false
end
current()[id] = nil
Layout.Apply(id)
return true
end
for _, systemID in ipairs(Layout.order) do
current()[systemID] = nil
Layout.Apply(systemID)
end
return true
end
-- Customize UI session: moves go to a working copy; Commit saves it, Revert drops it and
-- puts every element back where it was.
-- The working copy holds every entry, so an element registered during the session finds its
-- own; only the elements' entries go back (windows keep theirs, even moved meanwhile).
function Layout.BeginEdit()
local work = {}
for id, p in pairs(positions()) do
work[id] = copy(p)
end
Layout.work = work
Layout.editing = true
end
function Layout.Commit()
local work = Layout.work
if work then
local saved = positions()
for id in pairs(Layout.systems) do
saved[id] = work[id]
end
end
Layout.work = nil
Layout.editing = false
end
function Layout.Revert()
Layout.work = nil
Layout.editing = false
for _, id in ipairs(Layout.order) do
Layout.Apply(id)
end
end
-- Make the frame movable and place it.
-- id: saved-position key; label: edit mode label; 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 },
baseScale = frame:GetScale(),
}
table.insert(Layout.order, id)
frame:SetMovable(true)
frame:SetClampedToScreen(true)
if frame:GetFrameStrata() ~= Layout.STRATA then frame:SetFrameStrata(Layout.STRATA) end
Layout.Apply(id)
if Layout.editing and Layout.onRegister then
Layout.onRegister(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 }
local p = current()[id]
if not (p and p.point) then
Layout.Apply(id)
end
return true
end
-- Fractions of a box for an anchor point: x from the left, y from the bottom.
local function fractions(point)
local fx = (string.find(point, "LEFT") and 0) or (string.find(point, "RIGHT") and 1) or 0.5
local fy = (string.find(point, "BOTTOM") and 0) or (string.find(point, "TOP") and 1) or 0.5
return fx, fy
end
Layout.Fractions = fractions
-- The frame an anchor refers to; relativeTo: a frame or its name, as SetPoint takes it.
local function frameOf(relativeTo)
return type(relativeTo) == "string" and _G[relativeTo] or relativeTo
end
-- An anchor of the element on another frame, as the same place given from the screen: offsets
-- of point from the same point of UIParent, in the element's units at 100 %; nil while that
-- frame is not laid out. The other arguments as SetPoint's (no relativeTo: the parent).
local function onScreen(id, point, relativeTo, relativePoint, x, y)
local system = Layout.systems[id]
local other = frameOf(relativeTo) or system.frame:GetParent()
local left, bottom = other and other:GetLeft(), other and other:GetBottom()
if not (left and bottom) then
return nil
end
local scale = Layout.Scale(id)
local k = unit(system, scale) -- element's units at 100 %, in UIParent's
local ko = other:GetEffectiveScale() / UIParent:GetEffectiveScale()
local fx, fy = fractions(relativePoint or point)
local px = (left + other:GetWidth() * fx) * ko + (x or 0) * k * scale
local py = (bottom + other:GetHeight() * fy) * ko + (y or 0) * k * scale
local gx, gy = fractions(point)
return (px - gx * UIParent:GetWidth()) / k, (py - gy * UIParent:GetHeight()) / k
end
-- A client frame that the client itself keeps anchoring elsewhere (UIParent_ManageFramePositions),
-- made movable like ForeverUI's elements. Its default is the client's last anchor, given from the
-- screen, and follows the frame that anchor refers to when that one moves; once the player has
-- moved it, its own anchor comes back after each of the client's. Anchors on the screen (its own,
-- Customize UI's while dragging) are left alone. id, label: as Register's.
function Layout.RegisterClientFrame(frame, id, label)
local last = {} -- the client's last anchor
-- kept up to date even while moved, so that a reset finds the client's place of the moment
local function placeDefault()
local dx, dy = onScreen(id, last.point, last.relativeTo, last.relativePoint, last.x, last.y)
if dx then
Layout.SetDefaults(id, last.point, last.point, dx, dy)
end
end
-- point..y: an anchor as SetPoint takes it
local function follow(point, relativeTo, relativePoint, x, y)
if not point or relativeTo == UIParent or relativeTo == "UIParent" then
return
end
last = { point = point, relativeTo = relativeTo, relativePoint = relativePoint, x = x, y = y }
placeDefault()
if not Layout.IsDefault(id) then
Layout.Apply(id)
end
end
local point, relativeTo, relativePoint, x, y = frame:GetPoint(1)
Layout.Register(frame, id, label, "TOPRIGHT", "TOPRIGHT", 0, 0)
follow(point, relativeTo, relativePoint, x, y)
hooksecurefunc(frame, "SetPoint", function(_, ...) follow(...) end)
-- the frame the client's anchor refers to moved (the minimap, by the player)
hooksecurefunc(Layout, "Apply", function(other)
local moved = other ~= id and Layout.systems[other] and Layout.systems[other].frame
if moved and moved == frameOf(last.relativeTo) then
placeDefault()
end
end)
return frame
end
-- ---------- Draw order
-- camelot keeps the playing screen in LOW (unit frames, minimap, objectives) and MEDIUM (action
-- bars, menu, bags bar) and raises each window above the whole MEDIUM strata (toplevel, Raise).
-- 3.3.5 does not raise our windows above the bars, so every element of the playing screen
-- goes to LOW, keeping its levels, and MEDIUM holds only the windows and bags: any of them is
-- drawn over any element of the playing screen. The client's buttons we anchor elsewhere (main
-- bar, micro-menu, bag slots, bonus, stance, pet, totem and possess bars) are children of
-- MainMenuBar; the vehicle bar and the durability figure belong to the playing screen too.
-- The pet buttons carry their own MEDIUM and do not follow their bar.
Layout.STRATA = "LOW"
local CLIENT_FRAMES = { "MainMenuBar", "VehicleMenuBar", "DurabilityFrame" }
for i = 1, NUM_PET_ACTION_SLOTS or 10 do
CLIENT_FRAMES[#CLIENT_FRAMES + 1] = "PetActionButton" .. i
end
-- MainMenuBar holds secure buttons: out of combat only
local function lowerClientFrames()
if InCombatLockdown() then
return false
end
for _, name in ipairs(CLIENT_FRAMES) do
local f = _G[name]
if f and f:GetFrameStrata() ~= Layout.STRATA then f:SetFrameStrata(Layout.STRATA) end
end
return true
end
local lowered = lowerClientFrames()
-- The durability figure, stacked by the client under the minimap, moves like the elements. Its
-- weapon, shield and ranged pieces reach past its 60 x 65 frame (DurabilityFrame.xml): kept on
-- screen with it.
if DurabilityFrame then
Layout.RegisterClientFrame(DurabilityFrame, "durability", DURABILITY)
DurabilityFrame:SetClampRectInsets(-12, 19, 0, -11)
end
-- Places every element once saved variables are loaded.
local watcher = CreateFrame("Frame")
watcher:RegisterEvent("PLAYER_LOGIN")
watcher:RegisterEvent("PLAYER_REGEN_ENABLED")
watcher:SetScript("OnEvent", function(_, event)
if not lowered then lowered = lowerClientFrames() end
if event ~= "PLAYER_LOGIN" then return end
for _, id in ipairs(Layout.order) do
Layout.Apply(id)
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
ForeverUI.CustomizeUI.Toggle()
elseif command == "reset" then
if InCombatLockdown() then
-- secure frames (unit frames, action bars) cannot move in combat: the saved positions
-- would be erased and the frames left where they are
say(ERR_NOT_IN_COMBAT)
elseif 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 == "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