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Lua

-- The "modified attribute" takes the form of: modifier-name-button
-- The modifier is one of "shift-", "ctrl-", "alt-", and the button is a number from 1 through 5.
--
-- For example, you could set an action that is used for unmodified left click like this:
-- self:SetAttribute("action1", value);
-- You could set an action that is used for shift-right-click like this:
-- self:SetAttribute("shift-action2", value);
--
-- You can also use a wildcard in the place of the modifier or button to denote an attribute
-- that is used for any modifier or any button.
--
-- For example, you could set an action that is used for any left click like this:
-- self:SetAttribute("*action1", value);
-- You could set an action that is used for shift-click with any button like this:
-- self:SetAttribute("shift-action*", value);
--
ATTRIBUTE_NOOP = "";
-- You can exclude an action by explicitly setting its value to ATTRIBUTE_NOOP
--
-- For example, you could set an action that was used for all clicks except ctrl-left-click:
-- self:SetAttribute("*action*", value);
-- self:SetAttribute("shift-action1", ATTRIBUTE_NOOP);
--
-- Setting the attribute by itself is equivalent to *attribute*
-- Internal helper function for modifier parsing
local strsplit = strsplit;
local function ParseSplitModifierString(...)
for i=1, select('#', ...) do
local mod, rep = strsplit(':', (select(i, ...)));
if ( IsModifiedClick(mod) ) then
return rep or mod:lower();
end
end
end
-- Given a modifier string which consists of one or more modifier
-- clauses separated by commas, return the id of the first matching
-- clause. If no modifiers match then nil is returned.
--
-- A modifier clause is of the form MODIFIER or the form MODIFIER:prefix
--
-- e.g.
--
-- "SELFCAST:self,CTRL"
--
-- will return 'self' if the self cast modifier is held down, or 'ctrl' if
-- the control key is held down
function SecureButton_ParseModifierString(msg)
return ParseSplitModifierString(strsplit(',', msg));
end
-- Get the current modifier prefix for a frame (optional), if the frame has
-- a modifiers attribute defined, then it will be parsed using
-- SecureButton_ParseModifiersString and used as the prefix.
--
-- If no frame is specified, or the frame has no modifiers property, then
-- the old style prefix functionality is used.
function SecureButton_GetModifierPrefix(frame)
-- Handle optional frame modifiers attribute
if ( frame ) then
local modlist = frame:GetAttribute("modifiers");
if ( modlist ) then
local prefix = SecureButton_ParseModifierString(modlist);
if ( prefix ) then
return prefix .. "-";
end
end
end
local prefix = "";
if ( IsShiftKeyDown() ) then
prefix = "shift-"..prefix;
end
if ( IsControlKeyDown() ) then
prefix = "ctrl-"..prefix;
end
if ( IsAltKeyDown() ) then
prefix = "alt-"..prefix;
end
return prefix;
end
function SecureButton_GetButtonSuffix(button)
if ( button == "LeftButton" ) then
return "1";
elseif ( button == "RightButton" ) then
return "2";
elseif ( button == "MiddleButton" ) then
return "3";
elseif ( button == "Button4" ) then
return "4";
elseif ( button == "Button5" ) then
return "5";
elseif ( button == "Button6" ) then
return "6";
elseif ( button == "Button7" ) then
return "7";
elseif ( button == "Button8" ) then
return "8";
elseif ( button == "Button9" ) then
return "9";
elseif ( button == "Button10" ) then
return "10";
elseif ( button == "Button11" ) then
return "11";
elseif ( button == "Button12" ) then
return "12";
elseif ( button == "Button13" ) then
return "13";
elseif ( button == "Button14" ) then
return "14";
elseif ( button == "Button15" ) then
return "15";
elseif ( button == "Button16" ) then
return "16";
elseif ( button == "Button17" ) then
return "17";
elseif ( button == "Button18" ) then
return "18";
elseif ( button == "Button19" ) then
return "19";
elseif ( button == "Button20" ) then
return "20";
elseif ( button == "Button21" ) then
return "21";
elseif ( button == "Button22" ) then
return "22";
elseif ( button == "Button23" ) then
return "23";
elseif ( button == "Button24" ) then
return "24";
elseif ( button == "Button25" ) then
return "25";
elseif ( button == "Button26" ) then
return "26";
elseif ( button == "Button27" ) then
return "27";
elseif ( button == "Button28" ) then
return "28";
elseif ( button == "Button29" ) then
return "29";
elseif ( button == "Button30" ) then
return "30";
elseif ( button == "Button31" ) then
return "31";
elseif ( button and button ~= "" ) then
return "-" .. tostring(button);
end
return "";
end
function SecureButton_GetModifiedAttribute(frame, name, button, prefix, suffix)
if ( not prefix ) then
prefix = SecureButton_GetModifierPrefix(frame);
end
if ( not suffix ) then
suffix = SecureButton_GetButtonSuffix(button);
end
local value = frame:GetAttribute(prefix, name, suffix);
if ( not value and (frame:GetAttribute("useparent-"..name) or
frame:GetAttribute("useparent*")) ) then
local parent = frame:GetParent();
if ( parent ) then
value = SecureButton_GetModifiedAttribute(parent, name, button, prefix, suffix);
end
end
if ( value == ATTRIBUTE_NOOP ) then
value = nil;
end
return value;
end
function SecureButton_GetAttribute(frame, name)
return SecureButton_GetModifiedAttribute(frame, name, nil, "", "");
end
function SecureButton_GetModifiedUnit(self, button)
local unit = SecureButton_GetModifiedAttribute(self, "unit", button);
if ( unit ) then
local unitsuffix = SecureButton_GetModifiedAttribute(self, "unitsuffix", button);
if ( unitsuffix ) then
unit = unit .. unitsuffix;
-- map raid1pet to raidpet1
unit = gsub(unit, "^([^%d]+)([%d]+)[pP][eE][tT]", "%1pet%2");
unit = gsub(unit, "^[pP][lL][aA][yY][eE][rR][pP][eE][tT]", "pet");
end
local noPet, hadPet = unit:gsub("[pP][eE][tT](%d)", "%1");
if ( hadPet == 0 ) then
noPet, hadPet = unit:gsub("^[pP][eE][tT]", "player");
end
local noPetNoTarget, hadTarget = noPet:gsub("[tT][aA][rR][gG][eE][tT]", "");
if ( UnitHasVehicleUI(noPetNoTarget) and
SecureButton_GetModifiedAttribute(self, "toggleForVehicle", button) and
(noPetNoTarget == noPetNoTarget:gsub("^[mM][oO][uU][sS][eE][oO][vV][eE][rR]", "")
:gsub("^[fF][oO][cC][uU][sS]", "")
:gsub("^[aA][rR][eE][nN][aA]%d", ""))
-- NOTE: using these 3 gsubs is faster than a :lower() call and a table lookup
-- "target" is not included in the above check because it is already filtered out earlier on
) then
if ( hadPet ~= 0 ) then
unit = noPet;
elseif ( (hadTarget == 0) or SecureButton_GetModifiedAttribute(self, "allowVehicleTarget", button) ) then
unit = unit:gsub("^[pP][lL][aA][yY][eE][rR]", "pet"):gsub("^([%a]+)([%d]+)", "%1pet%2");
end
end
return unit;
end
if ( SecureButton_GetModifiedAttribute(self, "checkselfcast", button) ) then
if ( IsModifiedClick("SELFCAST") ) then
return "player";
end
end
if ( SecureButton_GetModifiedAttribute(self, "checkfocuscast", button) ) then
if ( IsModifiedClick("FOCUSCAST") ) then
return "focus";
end
end
end
function SecureButton_GetUnit(self)
local unit = SecureButton_GetAttribute(self, "unit");
if ( unit ) then
local unitsuffix = SecureButton_GetAttribute(self, "unitsuffix");
if ( unitsuffix ) then
unit = unit .. unitsuffix;
-- map raid1pet to raidpet1
unit = gsub(unit, "^([^%d]+)([%d]+)[pP][eE][tT]", "%1pet%2");
end
return unit;
end
end
function SecureButton_GetEffectiveButton(self)
-- We will be returning to implement this later
return "LeftButton";
end
--
-- SecureActionButton
--
-- SecureActionButtons allow you to map different combinations of modifiers and buttons into
-- actions which are executed when the button is clicked.
--
-- For example, you could set up the button to respond to left clicks by targeting the focus:
-- self:SetAttribute("unit", "focus");
-- self:SetAttribute("type1", "target");
--
-- You could set up all other buttons to bring up a menu like this:
-- self:SetAttribute("type*", "menu");
-- self.showmenu = menufunc;
--
-- SecureActionButtons are also able to perform different actions depending on whether you can
-- attack the unit or assist the unit associated with the action button. It does so by mapping
-- mouse buttons into "virtual buttons" based on the state of the unit. For example, you can use
-- the following to cast "Mind Blast" on a left click and "Shadow Word: Death" on a right click
-- if the unit can be attacked:
-- self:SetAttribute("harmbutton1", "nuke1");
-- self:SetAttribute("type-nuke1", "spell");
-- self:SetAttribute("spell-nuke1", "Mind Blast");
-- self:SetAttribute("harmbutton2", "nuke2");
-- self:SetAttribute("type-nuke2", "spell");
-- self:SetAttribute("spell-nuke2", "Shadow Word: Death");
--
-- In this example, we use the special attribute "harmbutton" which is used to map a virtual
-- button when the unit is attackable. We also have the attribute "helpbutton" which is used
-- when the unit can be assisted.
--
-- Although it may not be immediately obvious, we are able to use this new virtual button
-- to set up very complex click behaviors on buttons. For example, we can define a new "heal"
-- virtual button for all friendly left clicks, and then set the button to cast "Flash Heal"
-- on an unmodified left click and "Renew" on a ctrl left click:
-- self:SetAttribute("*helpbutton1", "heal");
-- self:SetAttribute("*type-heal", "spell");
-- self:SetAttribute("spell-heal", "Flash Heal");
-- self:SetAttribute("ctrl-spell-heal", "Renew");
--
-- This system is very powerful, and provides a good layer of abstraction for setting up
-- a button's click behaviors.
-- Table of supported action functions
local SECURE_ACTIONS = {};
SECURE_ACTIONS.actionbar =
function (self, unit, button)
local action = SecureButton_GetModifiedAttribute(self, "action", button);
if ( action == "increment" ) then
ActionBar_PageUp();
elseif ( action == "decrement" ) then
ActionBar_PageDown();
elseif ( tonumber(action) ) then
ChangeActionBarPage(action);
else
local a, b = strmatch(action, "^(%d+),%s*(%d+)$");
if ( GetActionBarPage() == tonumber(a) ) then
ChangeActionBarPage(b);
else
ChangeActionBarPage(a);
end
end
end;
SECURE_ACTIONS.action =
function (self, unit, button)
local action = ActionButton_CalculateAction(self, button);
if ( action ) then
-- Save macros in case the one for this action is being edited
securecall("MacroFrame_SaveMacro");
UseAction(action, unit, button);
end
end;
SECURE_ACTIONS.pet =
function (self, unit, button)
local action =
SecureButton_GetModifiedAttribute(self, "action", button);
if ( action ) then
CastPetAction(action, unit);
end
end;
SECURE_ACTIONS.multispell =
function (self, unit, button)
local action = ActionButton_CalculateAction(self, button);
local spell = SecureButton_GetModifiedAttribute(self, "spell", button);
if ( action and spell ) then
SetMultiCastSpell(action, tonumber(spell) or spell);
end
end;
SECURE_ACTIONS.spell =
function (self, unit, button)
local spell = SecureButton_GetModifiedAttribute(self, "spell", button);
local spellID = tonumber(spell);
if ( spellID) then
CastSpellByID(spellID, unit);
elseif ( spell ) then
CastSpellByName(spell, unit);
end
end;
SECURE_ACTIONS.item =
function (self, unit, button)
local item = SecureButton_GetModifiedAttribute(self, "item", button);
if ( not item ) then
-- Backwards compatibility code, deprecated but still handled for now.
local bag = SecureButton_GetModifiedAttribute(self, "bag", button);
local slot = SecureButton_GetModifiedAttribute(self, "slot", button);
if ( bag and slot ) then
item = bag.." "..slot;
else
item = slot;
end
end
if ( item ) then
local name, bag, slot = SecureCmdItemParse(item);
if ( IsEquippableItem(name) and not IsEquippedItem(name) ) then
EquipItemByName(name);
else
SecureCmdUseItem(name, bag, slot, unit);
end
end
end;
SECURE_ACTIONS.macro =
function (self, unit, button)
local macro = SecureButton_GetModifiedAttribute(self, "macro", button);
if ( macro ) then
-- Save macros in case the one for this action is being edited
securecall("MacroFrame_SaveMacro");
RunMacro(macro, button);
else
local text =
SecureButton_GetModifiedAttribute(self, "macrotext", button);
if ( text ) then
RunMacroText(text, button);
end
end
end;
SECURE_ACTIONS.cancelaura =
function (self, unit, button)
local index = SecureButton_GetModifiedAttribute(self, "index", button);
if ( index ) then
CancelUnitBuff(unit, index);
else
local spell = SecureButton_GetModifiedAttribute(self, "spell", button);
local rank = SecureButton_GetModifiedAttribute(self, "rank", button);
CancelUnitBuff(unit, spell, rank);
end
end;
SECURE_ACTIONS.stop =
function (self, unit, button)
if ( SpellIsTargeting() ) then
SpellStopTargeting();
end
end;
SECURE_ACTIONS.target =
function (self, unit, button)
if ( unit ) then
if ( unit == "none" ) then
ClearTarget();
elseif ( SpellIsTargeting() ) then
SpellTargetUnit(unit);
elseif ( CursorHasItem() ) then
DropItemOnUnit(unit);
else
TargetUnit(unit);
end
end
end;
SECURE_ACTIONS.focus =
function (self, unit, button)
return FocusUnit(unit);
end;
SECURE_ACTIONS.assist =
function (self, unit, button)
return AssistUnit(unit);
end;
local function SecureAction_ManageAssignment(assignment, action, unit)
if ( not action or action == "set" ) then
SetPartyAssignment(assignment, unit);
elseif ( action == "clear" ) then
ClearPartyAssignment(assignment, unit);
elseif ( action == "toggle" ) then
if ( GetPartyAssignment(assignment, unit) ) then
ClearPartyAssignment(assignment, unit);
else
SetPartyAssignment(assignment, unit);
end
end
end
SECURE_ACTIONS.maintank =
function (self, unit, button)
local action = SecureButton_GetModifiedAttribute(self, "action", button);
SecureAction_ManageAssignment("maintank", action, unit);
end;
SECURE_ACTIONS.mainassist =
function (self, unit, button)
local action = SecureButton_GetModifiedAttribute(self, "action", button);
SecureAction_ManageAssignment("mainassist", action, unit);
end;
SECURE_ACTIONS.click =
function (self, unit, button)
local delegate =
SecureButton_GetModifiedAttribute(self, "clickbutton", button);
if ( delegate ) then
delegate:Click(button);
end
end;
SECURE_ACTIONS.attribute =
function (self, unit, button)
local frame =
SecureButton_GetModifiedAttribute(self, "attribute-frame", button);
if ( not frame ) then
frame = self;
end
local name =
SecureButton_GetModifiedAttribute(self, "attribute-name", button);
local value =
SecureButton_GetModifiedAttribute(self, "attribute-value", button);
if ( name ) then
frame:SetAttribute(name, value);
end
end;
function SecureActionButton_OnClick(self, button, down)
-- TODO check with Tom etc if this is kosher
if (down) then
-- remap the button if desired for up-down behaviors. This behavior may not be safe and has been deferred.
button = SecureButton_GetModifiedAttribute(self, "downbutton", button) or button
end
-- Lookup the unit, based on the modifiers and button
local unit = SecureButton_GetModifiedUnit(self, button);
-- Remap button suffixes based on the disposition of the unit (contributed by Iriel and Cladhaire)
if ( unit ) then
local origButton = button;
if ( UnitCanAttack("player", unit) )then
button = SecureButton_GetModifiedAttribute(self, "harmbutton", button) or button;
elseif ( UnitCanAssist("player", unit) )then
button = SecureButton_GetModifiedAttribute(self, "helpbutton", button) or button;
end
-- The unit may have changed based on button remapping
if ( button ~= origButton ) then
unit = SecureButton_GetModifiedUnit(self, button);
end
end
-- Don't do anything if our unit doesn't exist
if ( unit and unit ~= "none" and not UnitExists(unit) ) then
return;
end
-- Lookup the action type, based on the modifiers and button
local actionType = SecureButton_GetModifiedAttribute(self, "type", button);
-- Perform the requested action!
if ( actionType ) then
-- Re TODO: GMA call allows generic click handler snippets; it's second to prevent values set on the frame from suppressing it
local atRisk = false;
local handler = SECURE_ACTIONS[actionType]
if not handler then
atRisk = true; -- user-provided function, be careful
handler = SecureButton_GetModifiedAttribute(self, "_"..actionType, button);
end
if ( not handler ) then
atRisk = false; -- functions retrieved from table keys carry their own taint
handler = rawget(self, actionType);
end
if ( type(handler) == 'function' ) then
-- TODO actiontype is ignored by internal handlers, presently left in to facilitate multi-purpose custom handlers; would we rather remove it entirely?
if atRisk then
forceinsecure();
end
handler(self, unit, button, actionType);
elseif ( type(handler) == 'string' ) then
SecureHandler_OnClick(self, "_"..actionType, button, down);
end
end
-- Target predefined item, if we just cast a spell that targets an item
if ( SpellCanTargetItem() ) then
local bag = SecureButton_GetModifiedAttribute(self, "target-bag", button);
local slot = SecureButton_GetModifiedAttribute(self, "target-slot", button);
if ( slot ) then
if ( bag ) then
UseContainerItem(bag, slot);
else
UseInventoryItem(slot);
end
else
local item = SecureButton_GetModifiedAttribute(self, "target-item", button);
if ( item ) then
SpellTargetItem(item);
end
end
end
end
function SecureUnitButton_OnLoad(self, unit, menufunc)
self:SetAttribute("*type1", "target");
self:SetAttribute("*type2", "menu");
self:SetAttribute("unit", unit);
self.menu = menufunc;
end
function SecureUnitButton_OnClick(self, button)
local type = SecureButton_GetModifiedAttribute(self, "type", button);
if ( type == "menu" ) then
if ( SpellIsTargeting() ) then
SpellStopTargeting();
return;
end
end
SecureActionButton_OnClick(self, button);
end
--
-- SecurePartyHeader and SecureRaidGroupHeader contributed with permission by: Esamynn, Cide, and Iriel
--
--[[
List of the various configuration attributes
======================================================
showRaid = [BOOLEAN] -- true if the header should be shown while in a raid
showParty = [BOOLEAN] -- true if the header should be shown while in a party and not in a raid
showPlayer = [BOOLEAN] -- true if the header should show the player when not in a raid
showSolo = [BOOLEAN] -- true if the header should be shown while not in a group (implies showPlayer)
nameList = [STRING] -- a comma separated list of player names (not used if 'groupFilter' is set)
groupFilter = [1-8, STRING] -- a comma seperated list of raid group numbers and/or uppercase class names and/or uppercase roles
strictFiltering = [BOOLEAN] - if true, then characters must match both a group and a class from the groupFilter list
point = [STRING] -- a valid XML anchoring point (Default: "TOP")
xOffset = [NUMBER] -- the x-Offset to use when anchoring the unit buttons (Default: 0)
yOffset = [NUMBER] -- the y-Offset to use when anchoring the unit buttons (Default: 0)
sortMethod = ["INDEX", "NAME"] -- defines how the group is sorted (Default: "INDEX")
sortDir = ["ASC", "DESC"] -- defines the sort order (Default: "ASC")
template = [STRING] -- the XML template to use for the unit buttons
templateType = [STRING] - specifies the frame type of the managed subframes (Default: "Button")
groupBy = [nil, "GROUP", "CLASS", "ROLE"] - specifies a "grouping" type to apply before regular sorting (Default: nil)
groupingOrder = [STRING] - specifies the order of the groupings (ie. "1,2,3,4,5,6,7,8")
maxColumns = [NUMBER] - maximum number of columns the header will create (Default: 1)
unitsPerColumn = [NUMBER or nil] - maximum units that will be displayed in a singe column, nil is infinate (Default: nil)
startingIndex = [NUMBER] - the index in the final sorted unit list at which to start displaying units (Default: 1)
columnSpacing = [NUMBER] - the ammount of space between the rows/columns (Default: 0)
columnAnchorPoint = [STRING] - the anchor point of each new column (ie. use LEFT for the columns to grow to the right)
--]]
function SecureGroupHeader_OnLoad(self)
self:RegisterEvent("PARTY_MEMBERS_CHANGED");
self:RegisterEvent("UNIT_NAME_UPDATE");
end
function SecureGroupHeader_OnEvent(self, event, ...)
if ( (event == "PARTY_MEMBERS_CHANGED" or event == "UNIT_NAME_UPDATE") and self:IsVisible() ) then
SecureGroupHeader_Update(self);
end
end
function SecureGroupHeader_OnAttributeChanged(self, name, value)
if ( self:IsVisible() ) then
SecureGroupHeader_Update(self);
end
end
-- relativePoint, xMultiplier, yMultiplier = getRelativePointAnchor( point )
-- Given a point return the opposite point and which axes the point
-- depends on.
local function getRelativePointAnchor( point )
point = strupper(point);
if (point == "TOP") then
return "BOTTOM", 0, -1;
elseif (point == "BOTTOM") then
return "TOP", 0, 1;
elseif (point == "LEFT") then
return "RIGHT", 1, 0;
elseif (point == "RIGHT") then
return "LEFT", -1, 0;
elseif (point == "TOPLEFT") then
return "BOTTOMRIGHT", 1, -1;
elseif (point == "TOPRIGHT") then
return "BOTTOMLEFT", -1, -1;
elseif (point == "BOTTOMLEFT") then
return "TOPRIGHT", 1, 1;
elseif (point == "BOTTOMRIGHT") then
return "TOPLEFT", -1, 1;
else
return "CENTER", 0, 0;
end
end
function ApplyUnitButtonConfiguration( ... )
for i = 1, select("#", ...), 1 do
local frame = select(i, ...);
local anchor = frame:GetAttribute("initial-anchor");
local width = tonumber(frame:GetAttribute("initial-width") or nil);
local height = tonumber(frame:GetAttribute("initial-height")or nil);
local scale = tonumber(frame:GetAttribute("initial-scale")or nil);
local unitWatch = frame:GetAttribute("initial-unitWatch");
if ( anchor ) then
local point, relPoint, xOffset, yOffset = strsplit(",", anchor);
relPoint = relPoint or point;
xOffset = tonumber(xOffset) or 0;
yOffset = tonumber(yOffset) or 0;
frame:SetPoint(point, frame:GetParent(), relPoint, xOffset, yOffset);
end
if ( width ) then
frame:SetWidth(width);
end
if ( height ) then
frame:SetHeight(height);
end
if ( scale ) then
frame:SetScale(scale);
end
if ( unitWatch ) then
if ( unitWatch == "state" ) then
RegisterUnitWatch(frame, true);
else
RegisterUnitWatch(frame);
end
end
-- call this function recursively for the current frame's children
ApplyUnitButtonConfiguration(frame:GetChildren());
end
end
local function ApplyConfig( header, newChild, defaultConfigFunction )
local configFunction = header.initialConfigFunction or defaultConfigFunction;
if ( type(configFunction) == "function" ) then
configFunction(newChild);
return true;
end
end
function SetupUnitButtonConfiguration( header, newChild, defaultConfigFunction )
newChild:AllowAttributeChanges();
if ( securecall(ApplyConfig, header, newChild, defaultConfigFunction) ) then
ApplyUnitButtonConfiguration(newChild);
end
end
local pairs = pairs;
local ipairs = ipairs;
-- empties tbl and assigns the value true to each key passed as part of ...
local function fillTable( tbl, ... )
for key in pairs(tbl) do
tbl[key] = nil;
end
for i = 1, select("#", ...), 1 do
local key = select(i, ...);
key = tonumber(key) or key;
tbl[key] = true;
end
end
-- same as fillTable() except that each key is also stored in
-- the array portion of the table in order
local function doubleFillTable( tbl, ... )
fillTable(tbl, ...);
for i = 1, select("#", ...), 1 do
tbl[i] = select(i, ...);
end
end
--working tables
local tokenTable = {};
local sortingTable = {};
local groupingTable = {};
local tempTable = {};
-- creates child frames and finished configuring them
local function configureChildren(self)
local point = self:GetAttribute("point") or "TOP"; --default anchor point of "TOP"
local relativePoint, xOffsetMult, yOffsetMult = getRelativePointAnchor(point);
local xMultiplier, yMultiplier = abs(xOffsetMult), abs(yOffsetMult);
local xOffset = self:GetAttribute("xOffset") or 0; --default of 0
local yOffset = self:GetAttribute("yOffset") or 0; --default of 0
local sortDir = self:GetAttribute("sortDir") or "ASC"; --sort ascending by default
local columnSpacing = self:GetAttribute("columnSpacing") or 0;
local startingIndex = self:GetAttribute("startingIndex") or 1;
local unitCount = #sortingTable;
local numDisplayed = unitCount - (startingIndex - 1);
local unitsPerColumn = self:GetAttribute("unitsPerColumn");
local numColumns;
if ( unitsPerColumn and numDisplayed > unitsPerColumn ) then
numColumns = min( ceil(numDisplayed / unitsPerColumn), (self:GetAttribute("maxColumns") or 1) );
else
unitsPerColumn = numDisplayed;
numColumns = 1;
end
local loopStart = startingIndex;
local loopFinish = min((startingIndex - 1) + unitsPerColumn * numColumns, unitCount)
local step = 1;
numDisplayed = loopFinish - (loopStart - 1);
if ( sortDir == "DESC" ) then
loopStart = unitCount - (startingIndex - 1);
loopFinish = loopStart - (numDisplayed - 1);
step = -1;
end
-- ensure there are enough buttons
local needButtons = max(1, numDisplayed);
if not ( self:GetAttribute("child"..needButtons) ) then
local buttonTemplate = self:GetAttribute("template");
local templateType = self:GetAttribute("templateType") or "Button";
local name = self:GetName();
if not ( name ) then
self:Hide();
return;
end
for i = 1, needButtons, 1 do
local childAttr = "child" .. i;
if not ( self:GetAttribute(childAttr) ) then
local newButton = CreateFrame(templateType, name.."UnitButton"..i, self, buttonTemplate);
SetupUnitButtonConfiguration(self, newButton);
self:SetAttribute(childAttr, newButton);
self:SetAttribute("frameref-"..childAttr, GetFrameHandle(newButton));
end
end
end
local columnAnchorPoint, columnRelPoint, colxMulti, colyMulti;
if ( numColumns > 1 ) then
columnAnchorPoint = self:GetAttribute("columnAnchorPoint");
columnRelPoint, colxMulti, colyMulti = getRelativePointAnchor(columnAnchorPoint);
end
local buttonNum = 0;
local columnNum = 1;
local columnUnitCount = 0;
local currentAnchor = self;
for i = loopStart, loopFinish, step do
buttonNum = buttonNum + 1;
columnUnitCount = columnUnitCount + 1;
if ( columnUnitCount > unitsPerColumn ) then
columnUnitCount = 1;
columnNum = columnNum + 1;
end
local unitButton = self:GetAttribute("child"..buttonNum);
unitButton:Hide();
unitButton:ClearAllPoints();
if ( buttonNum == 1 ) then
unitButton:SetPoint(point, currentAnchor, point, 0, 0);
if ( columnAnchorPoint ) then
unitButton:SetPoint(columnAnchorPoint, currentAnchor, columnAnchorPoint, 0, 0);
end
elseif ( columnUnitCount == 1 ) then
local columnAnchor = self:GetAttribute("child"..(buttonNum - unitsPerColumn));
unitButton:SetPoint(columnAnchorPoint, columnAnchor, columnRelPoint, colxMulti * columnSpacing, colyMulti * columnSpacing);
else
unitButton:SetPoint(point, currentAnchor, relativePoint, xMultiplier * xOffset, yMultiplier * yOffset);
end
unitButton:SetAttribute("unit", sortingTable[sortingTable[i]]);
unitButton:Show();
currentAnchor = unitButton;
end
repeat
buttonNum = buttonNum + 1;
local unitButton = self:GetAttribute("child"..buttonNum);
if ( unitButton ) then
unitButton:Hide();
unitButton:SetAttribute("unit", nil);
end
until not ( unitButton )
local unitButton = self:GetAttribute("child1");
local unitButtonWidth = unitButton:GetWidth();
local unitButtonHeight = unitButton:GetHeight();
if ( numDisplayed > 0 ) then
local width = xMultiplier * (unitsPerColumn - 1) * unitButtonWidth + ( (unitsPerColumn - 1) * (xOffset * xOffsetMult) ) + unitButtonWidth;
local height = yMultiplier * (unitsPerColumn - 1) * unitButtonHeight + ( (unitsPerColumn - 1) * (yOffset * yOffsetMult) ) + unitButtonHeight;
if ( numColumns > 1 ) then
width = width + ( (numColumns -1) * abs(colxMulti) * (width + columnSpacing) );
height = height + ( (numColumns -1) * abs(colyMulti) * (height + columnSpacing) );
end
self:SetWidth(width);
self:SetHeight(height);
else
local minWidth = self:GetAttribute("minWidth") or (yMultiplier * unitButtonWidth);
local minHeight = self:GetAttribute("minHeight") or (xMultiplier * unitButtonHeight);
self:SetWidth( max(minWidth, 0.1) );
self:SetHeight( max(minHeight, 0.1) );
end
end
local function GetGroupHeaderType(self)
local type, start, stop;
local nRaid = GetNumRaidMembers();
local nParty = GetNumPartyMembers();
if ( nRaid > 0 and self:GetAttribute("showRaid") ) then
type = "RAID";
elseif ( (nRaid > 0 or nParty > 0) and self:GetAttribute("showParty") ) then
type = "PARTY";
elseif ( self:GetAttribute("showSolo") ) then
type = "SOLO";
end
if ( type ) then
if ( type == "RAID" ) then
start = 1;
stop = nRaid;
else
if ( type == "SOLO" or self:GetAttribute("showPlayer") ) then
start = 0;
else
start = 1;
end
stop = nParty;
end
end
return type, start, stop;
end
local function GetGroupRosterInfo(type, index)
local _, unit, name, subgroup, className, role;
if ( type == "RAID" ) then
unit = "raid"..index;
name, _, subgroup, _, _, className, _, _, _, role = GetRaidRosterInfo(index);
else
if ( index > 0 ) then
unit = "party"..index;
else
unit = "player";
end
if ( UnitExists(unit) ) then
name = UnitName(unit);
_, className = UnitClass(unit);
if ( GetPartyAssignment("MAINTANK", unit) ) then
role = "MAINTANK";
elseif ( GetPartyAssignment("MAINASSIST", unit) ) then
role = "MAINASSIST";
end
end
subgroup = 1;
end
return unit, name, subgroup, className, role;
end
function SecureGroupHeader_Update(self)
local nameList = self:GetAttribute("nameList");
local groupFilter = self:GetAttribute("groupFilter");
local sortMethod = self:GetAttribute("sortMethod");
local groupBy = self:GetAttribute("groupBy");
for key in pairs(sortingTable) do
sortingTable[key] = nil;
end
-- See if this header should be shown
local type, start, stop = GetGroupHeaderType(self);
if ( not type ) then
configureChildren(self);
return;
end
if ( not groupFilter and not nameList ) then
groupFilter = "1,2,3,4,5,6,7,8";
end
if ( groupFilter ) then
-- filtering by a list of group numbers and/or classes
fillTable(tokenTable, strsplit(",", groupFilter));
local strictFiltering = self:GetAttribute("strictFiltering"); -- non-strict by default
for i = start, stop, 1 do
local unit, name, subgroup, className, role = GetGroupRosterInfo(type, i);
if ( name and
((not strictFiltering) and
(tokenTable[subgroup] or tokenTable[className] or (role and tokenTable[role])) -- non-strict filtering
) or
(tokenTable[subgroup] and tokenTable[className]) -- strict filtering
) then
tinsert(sortingTable, name);
sortingTable[name] = unit;
if ( groupBy == "GROUP" ) then
groupingTable[name] = subgroup;
elseif ( groupBy == "CLASS" ) then
groupingTable[name] = className;
elseif ( groupBy == "ROLE" ) then
groupingTable[name] = role;
end
end
end
if ( groupBy ) then
local groupingOrder = self:GetAttribute("groupingOrder");
doubleFillTable(tokenTable, strsplit(",", groupingOrder));
for k in pairs(tempTable) do
tempTable[k] = nil;
end
for _, grouping in ipairs(tokenTable) do
grouping = tonumber(grouping) or grouping;
for k in ipairs(groupingTable) do
groupingTable[k] = nil;
end
for index, name in ipairs(sortingTable) do
if ( groupingTable[name] == grouping ) then
tinsert(groupingTable, name);
tempTable[name] = true;
end
end
if ( sortMethod == "NAME" ) then -- sort by ID by default
table.sort(groupingTable);
end
for _, name in ipairs(groupingTable) do
tinsert(tempTable, name);
end
end
-- handle units whose group didn't appear in groupingOrder
for k in ipairs(groupingTable) do
groupingTable[k] = nil;
end
for index, name in ipairs(sortingTable) do
if not ( tempTable[name] ) then
tinsert(groupingTable, name);
end
end
if ( sortMethod == "NAME" ) then -- sort by ID by default
table.sort(groupingTable);
end
for _, name in ipairs(groupingTable) do
tinsert(tempTable, name);
end
--copy the names back to sortingTable
for index, name in ipairs(tempTable) do
sortingTable[index] = name;
end
elseif ( sortMethod == "NAME" ) then -- sort by ID by default
table.sort(sortingTable);
end
else
-- filtering via a list of names
doubleFillTable(sortingTable, strsplit(",", nameList));
for i = start, stop, 1 do
local unit, name = GetGroupRosterInfo(type, i);
if ( sortingTable[name] ) then
sortingTable[name] = unit;
end
end
for i = #sortingTable, 1, -1 do
local name = sortingTable[i];
if ( sortingTable[name] == true ) then
tremove(sortingTable, i);
end
end
if ( sortMethod == "NAME" ) then
table.sort(sortingTable);
end
end
configureChildren(self);
end
--[[
The Pet Header accepts all of the various configuration attributes of the
regular raid header, as well as the following
======================================================
useOwnerUnit = [BOOLEAN] - if true, then the owner's unit string is set on managed frames "unit" attribute (instead of pet's)
filterOnPet = [BOOLEAN] - if true, then pet names are used when sorting/filtering the list
--]]
function SecureGroupPetHeader_OnLoad(self)
self:RegisterEvent("PARTY_MEMBERS_CHANGED");
self:RegisterEvent("UNIT_NAME_UPDATE");
self:RegisterEvent("UNIT_PET");
end
function SecureGroupPetHeader_OnEvent(self, event, ...)
if ( (event == "PARTY_MEMBERS_CHANGED" or event == "UNIT_NAME_UPDATE" or event == "UNIT_PET") and self:IsVisible() ) then
SecureGroupPetHeader_Update(self);
end
end
function SecureGroupPetHeader_OnAttributeChanged(self, name, value)
if ( self:IsVisible() ) then
SecureGroupPetHeader_Update(self);
end
end
local function GetPetUnit(type, index)
if ( type == "RAID" ) then
return "raidpet"..index;
elseif ( index > 0 ) then
return "partypet"..index;
else
return "pet";
end
end
function SecureGroupPetHeader_Update(self)
local nameList = self:GetAttribute("nameList");
local groupFilter = self:GetAttribute("groupFilter");
local sortMethod = self:GetAttribute("sortMethod");
local groupBy = self:GetAttribute("groupBy");
local useOwnerUnit = self:GetAttribute("useOwnerUnit");
local filterOnPet = self:GetAttribute("filterOnPet");
for key in pairs(sortingTable) do
sortingTable[key] = nil;
end
-- See if this header should be shown
local type, start, stop = GetGroupHeaderType(self);
if ( not type ) then
configureChildren(self);
return;
end
if ( not groupFilter and not nameList ) then
groupFilter = "1,2,3,4,5,6,7,8";
end
if ( groupFilter ) then
-- filtering by a list of group numbers and/or classes
fillTable(tokenTable, strsplit(",", groupFilter));
local strictFiltering = self:GetAttribute("strictFiltering"); -- non-strict by default
for i = start, stop, 1 do
local unit, name, subgroup, className, role = GetGroupRosterInfo(type, i);
local petUnit = GetPetUnit(type, i);
if ( filterOnPet ) then
name = UnitName(petUnit);
end
if not ( useOwnerUnit ) then
unit = petUnit;
end
if ( UnitExists(petUnit) ) then
if ( name and
((not strictFiltering) and
(tokenTable[subgroup] or tokenTable[className] or (role and tokenTable[role])) -- non-strict filtering
) or
(tokenTable[subgroup] and tokenTable[className]) -- strict filtering
) then
tinsert(sortingTable, name);
sortingTable[name] = unit;
if ( groupBy == "GROUP" ) then
groupingTable[name] = subgroup;
elseif ( groupBy == "CLASS" ) then
groupingTable[name] = className;
elseif ( groupBy == "ROLE" ) then
groupingTable[name] = role;
end
end
end
end
if ( groupBy ) then
local groupingOrder = self:GetAttribute("groupingOrder");
doubleFillTable(tokenTable, strsplit(",", groupingOrder));
for k in pairs(tempTable) do
tempTable[k] = nil;
end
for _, grouping in ipairs(tokenTable) do
grouping = tonumber(grouping) or grouping;
for k in ipairs(groupingTable) do
groupingTable[k] = nil;
end
for index, name in ipairs(sortingTable) do
if ( groupingTable[name] == grouping ) then
tinsert(groupingTable, name);
tempTable[name] = true;
end
end
if ( sortMethod == "NAME" ) then -- sort by ID by default
table.sort(groupingTable);
end
for _, name in ipairs(groupingTable) do
tinsert(tempTable, name);
end
end
-- handle units whose group didn't appear in groupingOrder
for k in ipairs(groupingTable) do
groupingTable[k] = nil;
end
for index, name in ipairs(sortingTable) do
if not ( tempTable[name] ) then
tinsert(groupingTable, name);
end
end
if ( sortMethod == "NAME" ) then -- sort by ID by default
table.sort(groupingTable);
end
for _, name in ipairs(groupingTable) do
tinsert(tempTable, name);
end
--copy the names back to sortingTable
for index, name in ipairs(tempTable) do
sortingTable[index] = name;
end
elseif ( sortMethod == "NAME" ) then -- sort by ID by default
table.sort(sortingTable);
end
else
-- filtering via a list of names
doubleFillTable(sortingTable, strsplit(",", nameList));
for i = start, stop, 1 do
local unit, name = GetGroupRosterInfo(type, i);
local petUnit = GetPetUnit(type, i);
if ( filterOnPet ) then
name = UnitName(petUnit);
end
if not ( useOwnerUnit ) then
unit = petUnit;
end
if ( sortingTable[name] and UnitExists(petUnit) ) then
sortingTable[name] = unit;
end
end
for i = #sortingTable, 1, -1 do
local name = sortingTable[i];
if ( sortingTable[name] == true ) then
tremove(sortingTable, i);
end
end
if ( sortMethod == "NAME" ) then
table.sort(sortingTable);
end
end
if ( useOwnerUnit and filterOnPet ) then
-- sorting table currently contains pet unit strings and needs to contain owner unit strings
for i, name in ipairs(sortingTable) do
local unit = sortingTable[name];
sortingTable[name] = gsub(unit, "raidpet([%d]+)", "raid%1");
end
elseif ( not useOwnerUnit and not filterOnPet ) then
-- sorting table currently contains owner unit strings and needs to contain pet unit strings
for i, name in ipairs(sortingTable) do
local unit = sortingTable[name];
sortingTable[name] = gsub(unit, "raid([%d]+)", "raidpet%1");
end
end
configureChildren(self);
end