TOOLTIP_UPDATE_TIME = 0.2;
ROTATIONS_PER_SECOND = .5;
BOSS_FRAME_CASTBAR_HEIGHT = 16;
-- Alpha animation stuff
FADEFRAMES = {};
FLASHFRAMES = {};
-- Pulsing stuff
PULSEBUTTONS = {};
-- Shine animation
SHINES_TO_ANIMATE = {};
-- Per panel settings
UIPanelWindows = {};
--Center Menu Frames
UIPanelWindows["GameMenuFrame"] = { area = "center", pushable = 0, whileDead = 1 };
UIPanelWindows["VideoOptionsFrame"] = { area = "center", pushable = 0, whileDead = 1 };
UIPanelWindows["AudioOptionsFrame"] = { area = "center", pushable = 0, whileDead = 1 };
UIPanelWindows["InterfaceOptionsFrame"] = { area = "center", pushable = 0, whileDead = 1 };
UIPanelWindows["HelpFrame"] = { area = "center", pushable = 0, whileDead = 1 };
-- Frames using the new Templates
UIPanelWindows["CharacterFrame"] = { area = "left", pushable = 3, whileDead = 1};
UIPanelWindows["SpellBookFrame"] = { area = "left", pushable = 1, whileDead = 1, width = 575, height = 545 };
UIPanelWindows["TaxiFrame"] = { area = "left", pushable = 0, width = 605, height = 580 };
UIPanelWindows["PVPFrame"] = { area = "left", pushable = 1, whileDead = 1};
UIPanelWindows["PVPBannerFrame"] = { area = "left", pushable = 1};
UIPanelWindows["PetStableFrame"] = { area = "left", pushable = 0};
UIPanelWindows["PVEFrame"] = { area = "left", pushable = 0, whileDead = 1, width = 563};
UIPanelWindows["EncounterJournal"] = { area = "left", pushable = 0, whileDead = 1, width = 830};
UIPanelWindows["PetJournalParent"] = { area = "left", pushable = 0, whileDead = 1, width = 830};
UIPanelWindows["TradeFrame"] = { area = "left", pushable = 1};
UIPanelWindows["LootFrame"] = { area = "left", pushable = 7};
UIPanelWindows["MerchantFrame"] = { area = "left", pushable = 0};
UIPanelWindows["TabardFrame"] = { area = "left", pushable = 0};
UIPanelWindows["PVPBannerFrame"] = { area = "left", pushable = 1};
UIPanelWindows["MailFrame"] = { area = "left", pushable = 0};
UIPanelWindows["BankFrame"] = { area = "left", pushable = 6, width = 425 };
UIPanelWindows["QuestLogFrame"] = { area = "doublewide", pushable = 0, whileDead = 1 };
UIPanelWindows["QuestLogDetailFrame"] = { area = "left", pushable = 1, whileDead = 1 };
UIPanelWindows["QuestFrame"] = { area = "left", pushable = 0};
UIPanelWindows["GuildRegistrarFrame"] = { area = "left", pushable = 0};
UIPanelWindows["GossipFrame"] = { area = "left", pushable = 0};
UIPanelWindows["DressUpFrame"] = { area = "left", pushable = 2};
UIPanelWindows["PetitionFrame"] = { area = "left", pushable = 0};
UIPanelWindows["ItemTextFrame"] = { area = "left", pushable = 0};
UIPanelWindows["FriendsFrame"] = { area = "left", pushable = 0, whileDead = 1, extraWidth = 32};
UIPanelWindows["RaidParentFrame"] = { area = "left", pushable = 1, whileDead = 1 };
UIPanelWindows["RaidBrowserFrame"] = { area = "left", pushable = 1, };
-- Frames NOT using the new Templates
UIPanelWindows["WorldMapFrame"] = { area = "full", pushable = 0, xoffset = -16, yoffset = 12, whileDead = 1 };
UIPanelWindows["CinematicFrame"] = { area = "full", pushable = 0, xoffset = -16, yoffset = 12, whileDead = 1 };
UIPanelWindows["ChatConfigFrame"] = { area = "center", pushable = 0, xoffset = -16, yoffset = 12, whileDead = 1 };
UIPanelWindows["WorldStateScoreFrame"] = { area = "center", pushable = 0, xoffset = -16, yoffset = 12, whileDead = 1 };
UIPanelWindows["MinigameFrame"] = { area = "left", pushable = 0, xoffset = -16, yoffset = 12 };
local function GetUIPanelWindowInfo(frame, name)
if ( not frame:GetAttribute("UIPanelLayout-defined") ) then
local info = UIPanelWindows[frame:GetName()];
if ( not info ) then
return;
end
frame:SetAttribute("UIPanelLayout-defined", true);
for name,value in pairs(info) do
frame:SetAttribute("UIPanelLayout-"..name, value);
end
end
return frame:GetAttribute("UIPanelLayout-"..name);
end
function SetUIPanelAttribute(frame, name, value)
local info = UIPanelWindows[frame:GetName()];
if ( not info ) then
return;
end
if ( not frame:GetAttribute("UIPanelLayout-defined") ) then
frame:SetAttribute("UIPanelLayout-defined", true);
for name,value in pairs(info) do
frame:SetAttribute("UIPanelLayout-"..name, value);
end
end
frame:SetAttribute("UIPanelLayout-"..name, value);
end
-- These are windows that rely on a parent frame to be open. If the parent closes or a pushable frame overlaps them they must be hidden.
UIChildWindows = {
"OpenMailFrame",
"GuildControlUI",
"GuildMemberDetailFrame",
"TokenFramePopup",
"GuildBankPopupFrame",
"GearManagerDialog",
};
UISpecialFrames = {
"ItemRefTooltip",
"ColorPickerFrame",
"ScrollOfResurrectionFrame",
"ScrollOfResurrectionSelectionFrame"
};
UIMenus = {
"ChatMenu",
"EmoteMenu",
"LanguageMenu",
"DropDownList1",
"DropDownList2",
};
NUM_ITEM_QUALITIES = 7;
ITEM_QUALITY_COLORS = { };
for i = -1, NUM_ITEM_QUALITIES do
ITEM_QUALITY_COLORS[i] = { };
ITEM_QUALITY_COLORS[i].r,
ITEM_QUALITY_COLORS[i].g,
ITEM_QUALITY_COLORS[i].b,
ITEM_QUALITY_COLORS[i].hex = GetItemQualityColor(i);
ITEM_QUALITY_COLORS[i].hex = "|c"..ITEM_QUALITY_COLORS[i].hex;
end
function UIParent_OnLoad(self)
self:RegisterEvent("PLAYER_LOGIN");
self:RegisterEvent("PLAYER_DEAD");
self:RegisterEvent("SELF_RES_SPELL_CHANGED");
self:RegisterEvent("PLAYER_ALIVE");
self:RegisterEvent("PLAYER_UNGHOST");
self:RegisterEvent("RESURRECT_REQUEST");
self:RegisterEvent("PLAYER_SKINNED");
self:RegisterEvent("TRADE_REQUEST");
self:RegisterEvent("CHANNEL_INVITE_REQUEST");
self:RegisterEvent("CHANNEL_PASSWORD_REQUEST");
self:RegisterEvent("PARTY_INVITE_REQUEST");
self:RegisterEvent("PARTY_INVITE_CANCEL");
self:RegisterEvent("GUILD_INVITE_REQUEST");
self:RegisterEvent("GUILD_INVITE_CANCEL");
self:RegisterEvent("ARENA_TEAM_INVITE_REQUEST");
self:RegisterEvent("PLAYER_CAMPING");
self:RegisterEvent("PLAYER_QUITING");
self:RegisterEvent("LOGOUT_CANCEL");
self:RegisterEvent("LOOT_BIND_CONFIRM");
self:RegisterEvent("EQUIP_BIND_CONFIRM");
self:RegisterEvent("AUTOEQUIP_BIND_CONFIRM");
self:RegisterEvent("USE_BIND_CONFIRM");
self:RegisterEvent("CONFIRM_BEFORE_USE");
self:RegisterEvent("DELETE_ITEM_CONFIRM");
self:RegisterEvent("QUEST_ACCEPT_CONFIRM");
self:RegisterEvent("QUEST_LOG_UPDATE");
self:RegisterEvent("UNIT_QUEST_LOG_CHANGED");
self:RegisterEvent("CURSOR_UPDATE");
self:RegisterEvent("LOCALPLAYER_PET_RENAMED");
self:RegisterEvent("PLAYER_ENTERING_WORLD");
self:RegisterEvent("MIRROR_TIMER_START");
self:RegisterEvent("DUEL_REQUESTED");
self:RegisterEvent("DUEL_OUTOFBOUNDS");
self:RegisterEvent("DUEL_INBOUNDS");
self:RegisterEvent("DUEL_FINISHED");
self:RegisterEvent("PET_BATTLE_PVP_DUEL_REQUESTED");
self:RegisterEvent("PET_BATTLE_QUEUE_PROPOSE_MATCH");
self:RegisterEvent("PET_BATTLE_QUEUE_PROPOSAL_DECLINED");
self:RegisterEvent("PET_BATTLE_QUEUE_PROPOSAL_ACCEPTED");
self:RegisterEvent("PET_BATTLE_PVP_DUEL_REQUEST_CANCEL");
self:RegisterEvent("TRADE_REQUEST_CANCEL");
self:RegisterEvent("CONFIRM_XP_LOSS");
self:RegisterEvent("CORPSE_IN_RANGE");
self:RegisterEvent("CORPSE_IN_INSTANCE");
self:RegisterEvent("CORPSE_OUT_OF_RANGE");
self:RegisterEvent("AREA_SPIRIT_HEALER_IN_RANGE");
self:RegisterEvent("AREA_SPIRIT_HEALER_OUT_OF_RANGE");
self:RegisterEvent("BIND_ENCHANT");
self:RegisterEvent("REPLACE_ENCHANT");
self:RegisterEvent("TRADE_REPLACE_ENCHANT");
self:RegisterEvent("END_BOUND_TRADEABLE");
self:RegisterEvent("CURRENT_SPELL_CAST_CHANGED");
self:RegisterEvent("MACRO_ACTION_BLOCKED");
self:RegisterEvent("ADDON_ACTION_BLOCKED");
self:RegisterEvent("MACRO_ACTION_FORBIDDEN");
self:RegisterEvent("ADDON_ACTION_FORBIDDEN");
self:RegisterEvent("PLAYER_CONTROL_LOST");
self:RegisterEvent("PLAYER_CONTROL_GAINED");
self:RegisterEvent("START_LOOT_ROLL");
self:RegisterEvent("CONFIRM_LOOT_ROLL");
self:RegisterEvent("CONFIRM_DISENCHANT_ROLL");
self:RegisterEvent("INSTANCE_BOOT_START");
self:RegisterEvent("INSTANCE_BOOT_STOP");
self:RegisterEvent("INSTANCE_LOCK_START");
self:RegisterEvent("INSTANCE_LOCK_STOP");
self:RegisterEvent("INSTANCE_LOCK_WARNING");
self:RegisterEvent("CONFIRM_TALENT_WIPE");
self:RegisterEvent("CONFIRM_BINDER");
self:RegisterEvent("CONFIRM_SUMMON");
self:RegisterEvent("CANCEL_SUMMON");
self:RegisterEvent("GOSSIP_CONFIRM");
self:RegisterEvent("GOSSIP_CONFIRM_CANCEL");
self:RegisterEvent("GOSSIP_ENTER_CODE");
self:RegisterEvent("GOSSIP_CLOSED");
self:RegisterEvent("BILLING_NAG_DIALOG");
self:RegisterEvent("IGR_BILLING_NAG_DIALOG");
self:RegisterEvent("VARIABLES_LOADED");
self:RegisterEvent("GROUP_ROSTER_UPDATE");
self:RegisterEvent("RAID_INSTANCE_WELCOME");
self:RegisterEvent("LEVEL_GRANT_PROPOSED");
self:RegisterEvent("RAISED_AS_GHOUL");
self:RegisterEvent("SOR_START_EXPERIENCE_INCOMPLETE");
self:RegisterEvent("MISSING_OUT_ON_LOOT");
self:RegisterEvent("SPELL_CONFIRMATION_PROMPT");
self:RegisterEvent("SPELL_CONFIRMATION_TIMEOUT");
-- Events for auction UI handling
self:RegisterEvent("AUCTION_HOUSE_SHOW");
self:RegisterEvent("AUCTION_HOUSE_CLOSED");
self:RegisterEvent("AUCTION_HOUSE_DISABLED");
-- Events for trainer UI handling
self:RegisterEvent("TRAINER_SHOW");
self:RegisterEvent("TRAINER_CLOSED");
-- Events for trade skill UI handling
self:RegisterEvent("TRADE_SKILL_SHOW");
self:RegisterEvent("TRADE_SKILL_CLOSE");
-- Events for Item socketing UI
self:RegisterEvent("SOCKET_INFO_UPDATE");
-- Events for taxi benchmarking
self:RegisterEvent("ENABLE_TAXI_BENCHMARK");
self:RegisterEvent("DISABLE_TAXI_BENCHMARK");
-- Push to talk
self:RegisterEvent("VOICE_PUSH_TO_TALK_START");
self:RegisterEvent("VOICE_PUSH_TO_TALK_STOP");
-- Events for BarberShop Handling
self:RegisterEvent("BARBER_SHOP_OPEN");
self:RegisterEvent("BARBER_SHOP_CLOSE");
-- Events for Guild bank UI
self:RegisterEvent("GUILDBANKFRAME_OPENED");
self:RegisterEvent("GUILDBANKFRAME_CLOSED");
-- Events for Achievements!
self:RegisterEvent("ACHIEVEMENT_EARNED");
--Events for GMChatUI
self:RegisterEvent("CHAT_MSG_WHISPER");
-- Events for WoW Mouse
self:RegisterEvent("WOW_MOUSE_NOT_FOUND");
-- Events for talent wipes
self:RegisterEvent("TALENTS_INVOLUNTARILY_RESET");
-- Events for reforging
self:RegisterEvent("FORGE_MASTER_OPENED");
self:RegisterEvent("FORGE_MASTER_CLOSED");
-- Events for Archaeology
self:RegisterEvent("ARCHAEOLOGY_TOGGLE");
-- Events for transmogrify
self:RegisterEvent("TRANSMOGRIFY_OPEN");
self:RegisterEvent("TRANSMOGRIFY_CLOSE");
-- Events for void storage
self:RegisterEvent("VOID_STORAGE_OPEN");
self:RegisterEvent("VOID_STORAGE_CLOSE");
-- Events for Trial caps
self:RegisterEvent("TRIAL_CAP_REACHED_MONEY");
self:RegisterEvent("TRIAL_CAP_REACHED_LEVEL");
-- Events for black market
self:RegisterEvent("BLACK_MARKET_OPEN");
self:RegisterEvent("BLACK_MARKET_CLOSE");
-- Events for item upgrades
self:RegisterEvent("ITEM_UPGRADE_MASTER_OPENED");
self:RegisterEvent("ITEM_UPGRADE_MASTER_CLOSED");
-- Events for Pet Jornal
self:RegisterEvent("PET_JOURNAL_NEW_BATTLE_SLOT");
end
-- Addons --
local FailedAddOnLoad = {};
function UIParentLoadAddOn(name)
local loaded, reason = LoadAddOn(name);
if ( not loaded ) then
if ( not FailedAddOnLoad[name] ) then
message(format(ADDON_LOAD_FAILED, name, _G["ADDON_"..reason]));
FailedAddOnLoad[name] = true;
end
end
return loaded;
end
function AuctionFrame_LoadUI()
UIParentLoadAddOn("Blizzard_AuctionUI");
end
function BattlefieldMinimap_LoadUI()
UIParentLoadAddOn("Blizzard_BattlefieldMinimap");
end
function ClassTrainerFrame_LoadUI()
UIParentLoadAddOn("Blizzard_TrainerUI");
end
function CombatLog_LoadUI()
UIParentLoadAddOn("Blizzard_CombatLog");
end
function GuildBankFrame_LoadUI()
UIParentLoadAddOn("Blizzard_GuildBankUI");
end
function InspectFrame_LoadUI()
UIParentLoadAddOn("Blizzard_InspectUI");
end
function KeyBindingFrame_LoadUI()
UIParentLoadAddOn("Blizzard_BindingUI");
end
function MacroFrame_LoadUI()
UIParentLoadAddOn("Blizzard_MacroUI");
end
function MacroFrame_SaveMacro()
-- this will be overwritten with the real thing when the addon is loaded
end
function RaidFrame_LoadUI()
UIParentLoadAddOn("Blizzard_RaidUI");
end
function TalentFrame_LoadUI()
UIParentLoadAddOn("Blizzard_TalentUI");
end
function TradeSkillFrame_LoadUI()
UIParentLoadAddOn("Blizzard_TradeSkillUI");
end
function GMSurveyFrame_LoadUI()
UIParentLoadAddOn("Blizzard_GMSurveyUI");
end
function ItemSocketingFrame_LoadUI()
UIParentLoadAddOn("Blizzard_ItemSocketingUI");
end
function BarberShopFrame_LoadUI()
UIParentLoadAddOn("Blizzard_BarberShopUI");
end
function AchievementFrame_LoadUI()
UIParentLoadAddOn("Blizzard_AchievementUI");
end
function TimeManager_LoadUI()
UIParentLoadAddOn("Blizzard_TimeManager");
end
function TokenFrame_LoadUI()
UIParentLoadAddOn("Blizzard_TokenUI");
end
function GlyphFrame_LoadUI()
UIParentLoadAddOn("Blizzard_GlyphUI");
end
function Calendar_LoadUI()
UIParentLoadAddOn("Blizzard_Calendar");
end
function Reforging_LoadUI()
UIParentLoadAddOn("Blizzard_ReforgingUI");
end
function ItemAlteration_LoadUI()
UIParentLoadAddOn("Blizzard_ItemAlterationUI");
end
function VoidStorage_LoadUI()
UIParentLoadAddOn("Blizzard_VoidStorageUI");
end
function ArchaeologyFrame_LoadUI()
UIParentLoadAddOn("Blizzard_ArchaeologyUI");
end
function GMChatFrame_LoadUI(...)
if ( IsAddOnLoaded("Blizzard_GMChatUI") ) then
return;
else
UIParentLoadAddOn("Blizzard_GMChatUI");
if ( select(1, ...) ) then
GMChatFrame_OnEvent(GMChatFrame, ...);
end
end
end
function Arena_LoadUI()
UIParentLoadAddOn("Blizzard_ArenaUI");
end
function GuildFrame_LoadUI()
UIParentLoadAddOn("Blizzard_GuildUI");
end
function LookingForGuildFrame_LoadUI()
UIParentLoadAddOn("Blizzard_LookingForGuildUI");
end
function EncounterJournal_LoadUI()
UIParentLoadAddOn("Blizzard_EncounterJournal");
end
function PetJournal_LoadUI()
UIParentLoadAddOn("Blizzard_PetJournal");
end
function BlackMarket_LoadUI()
UIParentLoadAddOn("Blizzard_BlackMarketUI");
end
function ItemUpgrade_LoadUI()
UIParentLoadAddOn("Blizzard_ItemUpgradeUI");
end
--[[
function MovePad_LoadUI()
UIParentLoadAddOn("Blizzard_MovePad");
end
]]
function ShowMacroFrame()
MacroFrame_LoadUI();
if ( MacroFrame_Show ) then
MacroFrame_Show();
end
end
function InspectAchievements (unit)
if (IsBlizzCon()) then
return;
end
AchievementFrame_LoadUI();
AchievementFrame_DisplayComparison(unit);
end
function ToggleAchievementFrame(stats)
if ( ( HasCompletedAnyAchievement() or IsInGuild() ) and CanShowAchievementUI() ) then
AchievementFrame_LoadUI();
AchievementFrame_ToggleAchievementFrame(stats);
end
end
function ToggleTalentFrame()
if (IsBlizzCon() or (UnitLevel("player") < SHOW_SPEC_LEVEL)) then
return;
end
TalentFrame_LoadUI();
if ( PlayerTalentFrame_Toggle ) then
PlayerTalentFrame_Toggle(GetActiveSpecGroup());
end
end
function ToggleGlyphFrame()
if (IsBlizzCon()) then
return;
end
if ( UnitLevel("player") < SHOW_INSCRIPTION_LEVEL ) then
return;
end
GlyphFrame_LoadUI();
if ( GlyphFrame_Toggle ) then
GlyphFrame_Toggle();
end
end
function OpenGlyphFrame()
if (IsBlizzCon()) then
return;
end
if ( UnitLevel("player") < SHOW_INSCRIPTION_LEVEL ) then
return;
end
GlyphFrame_LoadUI();
if ( GlyphFrame_Open ) then
GlyphFrame_Open();
end
end
function ToggleBattlefieldMinimap()
BattlefieldMinimap_LoadUI();
if ( BattlefieldMinimap_Toggle ) then
BattlefieldMinimap_Toggle();
end
end
function ToggleTimeManager()
TimeManager_LoadUI();
if ( TimeManager_Toggle ) then
TimeManager_Toggle();
end
end
function ToggleCalendar()
if (IsBlizzCon()) then
return;
end
Calendar_LoadUI();
if ( Calendar_Toggle ) then
Calendar_Toggle();
end
end
function ToggleGuildFrame()
local factionGroup = UnitFactionGroup("player");
if (IsBlizzCon() or factionGroup == "Neutral") then
return;
end
if ( IsTrialAccount() ) then
UIErrorsFrame:AddMessage(ERR_RESTRICTED_ACCOUNT, 1.0, 0.1, 0.1, 1.0);
return;
end
if ( IsInGuild() ) then
GuildFrame_LoadUI();
if ( GuildFrame_Toggle ) then
GuildFrame_Toggle();
end
else
ToggleGuildFinder();
end
end
function ToggleGuildFinder()
local factionGroup = UnitFactionGroup("player");
if (IsBlizzCon() or factionGroup == "Neutral") then
return;
end
LookingForGuildFrame_LoadUI();
if ( LookingForGuildFrame_Toggle ) then
LookingForGuildFrame_Toggle();
end
end
function ToggleLFDParentFrame()
local factionGroup = UnitFactionGroup("player");
if (IsBlizzCon() or factionGroup == "Neutral") then
return;
end
if ( UnitLevel("player") >= SHOW_LFD_LEVEL ) then
PVEFrame_ToggleFrame("GroupFinderFrame", LFDParentFrame);
end
end
function ToggleHelpFrame()
if ( HelpFrame:IsShown() ) then
HideUIPanel(HelpFrame);
else
StaticPopup_Hide("HELP_TICKET");
StaticPopup_Hide("HELP_TICKET_ABANDON_CONFIRM");
StaticPopup_Hide("GM_RESPONSE_NEED_MORE_HELP");
StaticPopup_Hide("GM_RESPONSE_RESOLVE_CONFIRM");
StaticPopup_Hide("GM_RESPONSE_MUST_RESOLVE_RESPONSE");
HelpFrame_ShowFrame();
end
end
function ToggleRaidFrame()
local factionGroup = UnitFactionGroup("player");
if (IsBlizzCon() or factionGroup == "Neutral") then
return;
end
ToggleFriendsFrame(4);
end
function ToggleRaidBrowser()
local factionGroup = UnitFactionGroup("player");
if (IsBlizzCon() or factionGroup == "Neutral") then
return;
end
if ( RaidBrowserFrame:IsShown() ) then
HideUIPanel(RaidBrowserFrame);
else
ShowUIPanel(RaidBrowserFrame);
end
end
function ToggleEncounterJournal()
if (IsBlizzCon()) then
return;
end
if ( not EncounterJournal ) then
EncounterJournal_LoadUI();
end
if ( EncounterJournal ) then
ToggleFrame(EncounterJournal);
end
end
function TogglePetJournal(whichFrame)
if ( not PetJournalParent ) then
PetJournal_LoadUI();
end
if ( PetJournalParent ) then
ToggleFrame(PetJournalParent);
end
if (whichFrame and PetJournalParent:IsShown()) then
PetJournalParent_SetTab(PetJournalParent, whichFrame);
end
end
function InspectUnit(unit)
if (IsBlizzCon()) then
return;
end
InspectFrame_LoadUI();
if ( InspectFrame_Show ) then
InspectFrame_Show(unit);
end
end
-- UIParent_OnEvent --
function UIParent_OnEvent(self, event, ...)
local arg1, arg2, arg3, arg4, arg5, arg6 = ...;
if ( event == "CURRENT_SPELL_CAST_CHANGED" and #StaticPopup_DisplayedFrames > 0 ) then
if ( arg1 ) then
StaticPopup_Hide("BIND_ENCHANT");
StaticPopup_Hide("REPLACE_ENCHANT");
end
StaticPopup_Hide("TRADE_REPLACE_ENCHANT");
StaticPopup_Hide("END_BOUND_TRADEABLE");
elseif ( event == "VARIABLES_LOADED" ) then
LocalizeFrames();
if ( WorldStateFrame_CanShowBattlefieldMinimap() ) then
if ( not BattlefieldMinimap ) then
BattlefieldMinimap_LoadUI();
end
BattlefieldMinimap:Show();
end
if ( not TimeManagerFrame and GetCVar("timeMgrAlarmEnabled") == "1" ) then
-- We have to load the time manager here if the alarm is enabled because the alarm can go off
-- even if the clock is not shown. WorldFrame_OnUpdate handles alarm checking while the clock
-- is hidden.
TimeManager_LoadUI();
end
local lastTalkedToGM = GetCVar("lastTalkedToGM");
if ( lastTalkedToGM ~= "" ) then
GMChatFrame_LoadUI();
GMChatFrame:Show()
local info = ChatTypeInfo["WHISPER"];
GMChatFrame:AddMessage(format(GM_CHAT_LAST_SESSION, "|TInterface\\ChatFrame\\UI-ChatIcon-Blizz:12:20:0:0:32:16:4:28:0:16|t "..
"|HplayerGM:"..lastTalkedToGM.."|h".."["..lastTalkedToGM.."]".."|h"), info.r, info.g, info.b, info.id);
end
TargetFrame_OnVariablesLoaded();
elseif ( event == "PLAYER_LOGIN" ) then
TimeManager_LoadUI();
-- You can override this if you want a Combat Log replacement
CombatLog_LoadUI();
elseif ( event == "PLAYER_DEAD" ) then
if ( not StaticPopup_Visible("DEATH") ) then
CloseAllWindows(1);
end
if ( GetReleaseTimeRemaining() > 0 or GetReleaseTimeRemaining() == -1 ) then
StaticPopup_Show("DEATH");
end
elseif ( event == "SELF_RES_SPELL_CHANGED" ) then
if ( StaticPopup_Visible("DEATH") ) then
StaticPopup_Show("DEATH"); --If we're already showing a death prompt, we should refresh it.
end
elseif ( event == "PLAYER_ALIVE" or event == "RAISED_AS_GHOUL" ) then
StaticPopup_Hide("DEATH");
StaticPopup_Hide("RESURRECT_NO_SICKNESS");
if ( UnitIsGhost("player") ) then
GhostFrame:Show();
else
GhostFrame:Hide();
end
elseif ( event == "PLAYER_UNGHOST" ) then
StaticPopup_Hide("RESURRECT");
StaticPopup_Hide("RESURRECT_NO_SICKNESS");
StaticPopup_Hide("RESURRECT_NO_TIMER");
StaticPopup_Hide("SKINNED");
StaticPopup_Hide("SKINNED_REPOP");
GhostFrame:Hide();
elseif ( event == "RESURRECT_REQUEST" ) then
ShowResurrectRequest(arg1);
elseif ( event == "PLAYER_SKINNED" ) then
StaticPopup_Hide("RESURRECT");
StaticPopup_Hide("RESURRECT_NO_SICKNESS");
StaticPopup_Hide("RESURRECT_NO_TIMER");
--[[
if (arg1 == 1) then
StaticPopup_Show("SKINNED_REPOP");
else
StaticPopup_Show("SKINNED");
end
]]
UIErrorsFrame:AddMessage(DEATH_CORPSE_SKINNED, 1.0, 0.1, 0.1, 1.0);
elseif ( event == "TRADE_REQUEST" ) then
StaticPopup_Show("TRADE", arg1);
elseif ( event == "CHANNEL_INVITE_REQUEST" ) then
local dialog = StaticPopup_Show("CHAT_CHANNEL_INVITE", arg1, arg2);
if ( dialog ) then
dialog.data = arg1;
end
elseif ( event == "CHANNEL_PASSWORD_REQUEST" ) then
local dialog = StaticPopup_Show("CHAT_CHANNEL_PASSWORD", arg1);
if ( dialog ) then
dialog.data = arg1;
end
elseif ( event == "PARTY_INVITE_REQUEST" ) then
-- if there's a role, it's an LFG invite
if ( arg2 or arg3 or arg4 ) then
StaticPopupSpecial_Show(LFGInvitePopup);
LFGInvitePopup_Update(arg1, arg2, arg3, arg4);
elseif ( arg5 ) then --It's a X-realm invite
StaticPopup_Show("PARTY_INVITE_XREALM", arg1);
else
StaticPopup_Show("PARTY_INVITE", arg1);
end
elseif ( event == "PARTY_INVITE_CANCEL" ) then
StaticPopup_Hide("PARTY_INVITE");
StaticPopup_Hide("PARTY_INVITE_XREALM");
StaticPopupSpecial_Hide(LFGInvitePopup);
elseif ( event == "GUILD_INVITE_REQUEST" ) then
StaticPopup_Show("GUILD_INVITE", arg1, arg2);
elseif ( event == "GUILD_INVITE_CANCEL" ) then
StaticPopup_Hide("GUILD_INVITE");
elseif ( event == "ARENA_TEAM_INVITE_REQUEST" ) then
StaticPopup_Show("ARENA_TEAM_INVITE", arg1, arg2);
elseif ( event == "ARENA_TEAM_INVITE_CANCEL" ) then
StaticPopup_Hide("ARENA_TEAM_INVITE");
elseif ( event == "PLAYER_CAMPING" ) then
StaticPopup_Show("CAMP");
elseif ( event == "PLAYER_QUITING" ) then
StaticPopup_Show("QUIT");
elseif ( event == "LOGOUT_CANCEL" ) then
StaticPopup_Hide("CAMP");
StaticPopup_Hide("QUIT");
elseif ( event == "LOOT_BIND_CONFIRM" ) then
local texture, item, quantity, quality, locked = GetLootSlotInfo(arg1);
local dialog = StaticPopup_Show("LOOT_BIND", ITEM_QUALITY_COLORS[quality].hex..item.."|r");
if ( dialog ) then
dialog.data = arg1;
end
elseif ( event == "EQUIP_BIND_CONFIRM" ) then
StaticPopup_Hide("AUTOEQUIP_BIND");
local dialog = StaticPopup_Show("EQUIP_BIND");
if ( dialog ) then
dialog.data = arg1;
end
elseif ( event == "AUTOEQUIP_BIND_CONFIRM" ) then
StaticPopup_Hide("EQUIP_BIND");
local dialog = StaticPopup_Show("AUTOEQUIP_BIND");
if ( dialog ) then
dialog.data = arg1;
end
elseif ( event == "USE_BIND_CONFIRM" ) then
StaticPopup_Show("USE_BIND");
elseif ( event == "CONFIRM_BEFORE_USE" ) then
StaticPopup_Show("CONFIM_BEFORE_USE");
elseif ( event == "DELETE_ITEM_CONFIRM" ) then
-- Check quality
if ( arg2 >= 3 ) then
if (arg3 == 4) then -- quest item?
StaticPopup_Show("DELETE_GOOD_QUEST_ITEM", arg1);
else
StaticPopup_Show("DELETE_GOOD_ITEM", arg1);
end
else
if (arg3 == 4) then -- quest item?
StaticPopup_Show("DELETE_QUEST_ITEM", arg1);
else
StaticPopup_Show("DELETE_ITEM", arg1);
end
end
elseif ( event == "QUEST_ACCEPT_CONFIRM" ) then
local numEntries, numQuests = GetNumQuestLogEntries();
if( numQuests >= MAX_QUESTS) then
StaticPopup_Show("QUEST_ACCEPT_LOG_FULL", arg1, arg2);
else
StaticPopup_Show("QUEST_ACCEPT", arg1, arg2);
end
elseif ( event =="QUEST_LOG_UPDATE" or event == "UNIT_QUEST_LOG_CHANGED" ) then
local frameName = StaticPopup_Visible("QUEST_ACCEPT_LOG_FULL");
if( frameName ) then
local numEntries, numQuests = GetNumQuestLogEntries();
local button = _G[frameName.."Button1"];
if( numQuests < MAX_QUESTS ) then
button:Enable();
else
button:Disable();
end
end
elseif ( event == "CURSOR_UPDATE" ) then
if ( not CursorHasItem() ) then
StaticPopup_Hide("EQUIP_BIND");
StaticPopup_Hide("AUTOEQUIP_BIND");
end
elseif ( event == "PLAYER_ENTERING_WORLD" ) then
-- Get multi-actionbar states (before CloseAllWindows() since that may be hooked by AddOns)
-- We don't want to call this, as the values GetActionBarToggles() returns are incorrect if it's called before the client mirrors SetActionBarToggles values from the server.
-- SHOW_MULTI_ACTIONBAR_1, SHOW_MULTI_ACTIONBAR_2, SHOW_MULTI_ACTIONBAR_3, SHOW_MULTI_ACTIONBAR_4 = GetActionBarToggles();
MultiActionBar_Update();
-- Close any windows that were previously open
CloseAllWindows(1);
-- Until PVPFrame is checked in, this is placed here.
for i=1, MAX_ARENA_TEAMS do
GetArenaTeam(i);
end
VoiceChat_Toggle();
UpdateMicroButtons();
-- Fix for Bug 124392
StaticPopup_Hide("LEVEL_GRANT_PROPOSED");
StaticPopup_Hide("CONFIRM_LEAVE_BATTLEFIELD");
local _, instanceType = IsInInstance();
if ( instanceType == "arena" or instanceType == "pvp") then
Arena_LoadUI();
end
if ( UnitIsGhost("player") ) then
GhostFrame:Show();
else
GhostFrame:Hide();
end
elseif ( event == "GROUP_ROSTER_UPDATE" ) then
-- Hide/Show party member frames
RaidOptionsFrame_UpdatePartyFrames();
if ( not IsInGroup(LE_PARTY_CATEGORY_INSTANCE) ) then
StaticPopup_Hide("CONFIRM_LEAVE_INSTANCE_PARTY");
end
elseif ( event == "MIRROR_TIMER_START" ) then
MirrorTimer_Show(arg1, arg2, arg3, arg4, arg5, arg6);
elseif ( event == "DUEL_REQUESTED" ) then
StaticPopup_Show("DUEL_REQUESTED", arg1);
elseif ( event == "DUEL_OUTOFBOUNDS" ) then
StaticPopup_Show("DUEL_OUTOFBOUNDS");
elseif ( event == "DUEL_INBOUNDS" ) then
StaticPopup_Hide("DUEL_OUTOFBOUNDS");
elseif ( event == "DUEL_FINISHED" ) then
StaticPopup_Hide("DUEL_REQUESTED");
StaticPopup_Hide("DUEL_OUTOFBOUNDS");
elseif ( event == "PET_BATTLE_PVP_DUEL_REQUESTED" ) then
StaticPopup_Show("PET_BATTLE_PVP_DUEL_REQUESTED", arg1);
elseif ( event == "PET_BATTLE_PVP_DUEL_REQUEST_CANCEL" ) then
StaticPopup_Hide("PET_BATTLE_PVP_DUEL_REQUESTED");
elseif ( event == "PET_BATTLE_QUEUE_PROPOSE_MATCH" ) then
StaticPopupSpecial_Show(PetBattleQueueReadyFrame);
elseif ( event == "PET_BATTLE_QUEUE_PROPOSAL_DECLINED" or event == "PET_BATTLE_QUEUE_PROPOSAL_ACCEPTED" ) then
StaticPopupSpecial_Hide(PetBattleQueueReadyFrame);
elseif ( event == "TRADE_REQUEST_CANCEL" ) then
StaticPopup_Hide("TRADE");
elseif ( event == "CONFIRM_XP_LOSS" ) then
local resSicknessTime = GetResSicknessDuration();
if ( resSicknessTime ) then
local dialog = nil;
if (UnitLevel("player") <= 10) then
dialog = StaticPopup_Show("XP_LOSS_NO_DURABILITY", resSicknessTime);
else
dialog = StaticPopup_Show("XP_LOSS", resSicknessTime);
end
if ( dialog ) then
dialog.data = resSicknessTime;
end
else
local dialog = nil;
if (UnitLevel("player") <= 10) then
dialog = StaticPopup_Show("XP_LOSS_NO_SICKNESS_NO_DURABILITY");
else
dialog = StaticPopup_Show("XP_LOSS_NO_SICKNESS");
end
if ( dialog ) then
dialog.data = 1;
end
end
HideUIPanel(GossipFrame);
elseif ( event == "CORPSE_IN_RANGE" ) then
StaticPopup_Show("RECOVER_CORPSE");
elseif ( event == "CORPSE_IN_INSTANCE" ) then
StaticPopup_Show("RECOVER_CORPSE_INSTANCE");
elseif ( event == "CORPSE_OUT_OF_RANGE" ) then
StaticPopup_Hide("RECOVER_CORPSE");
StaticPopup_Hide("RECOVER_CORPSE_INSTANCE");
StaticPopup_Hide("XP_LOSS");
elseif ( event == "AREA_SPIRIT_HEALER_IN_RANGE" ) then
AcceptAreaSpiritHeal();
StaticPopup_Show("AREA_SPIRIT_HEAL");
elseif ( event == "AREA_SPIRIT_HEALER_OUT_OF_RANGE" ) then
StaticPopup_Hide("AREA_SPIRIT_HEAL");
elseif ( event == "BIND_ENCHANT" ) then
StaticPopup_Show("BIND_ENCHANT");
elseif ( event == "REPLACE_ENCHANT" ) then
StaticPopup_Show("REPLACE_ENCHANT", arg1, arg2);
elseif ( event == "TRADE_REPLACE_ENCHANT" ) then
StaticPopup_Show("TRADE_REPLACE_ENCHANT", arg1, arg2);
elseif ( event == "END_BOUND_TRADEABLE" ) then
local dialog = StaticPopup_Show("END_BOUND_TRADEABLE", nil, nil, arg1);
elseif ( event == "MACRO_ACTION_BLOCKED" or event == "ADDON_ACTION_BLOCKED" ) then
if ( not INTERFACE_ACTION_BLOCKED_SHOWN ) then
local info = ChatTypeInfo["SYSTEM"];
DEFAULT_CHAT_FRAME:AddMessage(INTERFACE_ACTION_BLOCKED, info.r, info.g, info.b, info.id);
INTERFACE_ACTION_BLOCKED_SHOWN = true;
end
elseif ( event == "MACRO_ACTION_FORBIDDEN" ) then
StaticPopup_Show("MACRO_ACTION_FORBIDDEN");
elseif ( event == "ADDON_ACTION_FORBIDDEN" ) then
local dialog = StaticPopup_Show("ADDON_ACTION_FORBIDDEN", arg1);
if ( dialog ) then
dialog.data = arg1;
end
elseif ( event == "PLAYER_CONTROL_LOST" ) then
if ( UnitOnTaxi("player") ) then
return;
end
CloseAllWindows_WithExceptions();
--[[
-- Disable all microbuttons except the main menu
SetDesaturation(MicroButtonPortrait, 1);
Designers previously wanted these disabled when feared, they seem to have changed their minds
CharacterMicroButton:Disable();
SpellbookMicroButton:Disable();
TalentMicroButton:Disable();
QuestLogMicroButton:Disable();
GuildMicroButton:Disable();
WorldMapMicroButton:Disable();
]]
UIParent.isOutOfControl = 1;
elseif ( event == "PLAYER_CONTROL_GAINED" ) then
--[[
-- Enable all microbuttons
SetDesaturation(MicroButtonPortrait, nil);
CharacterMicroButton:Enable();
SpellbookMicroButton:Enable();
TalentMicroButton:Enable();
QuestLogMicroButton:Enable();
GuildMicroButton:Enable();
WorldMapMicroButton:Enable();
]]
UIParent.isOutOfControl = nil;
elseif ( event == "START_LOOT_ROLL" ) then
GroupLootFrame_OpenNewFrame(arg1, arg2);
elseif ( event == "CONFIRM_LOOT_ROLL" ) then
local texture, name, count, quality, bindOnPickUp = GetLootRollItemInfo(arg1);
local dialog = StaticPopup_Show("CONFIRM_LOOT_ROLL", ITEM_QUALITY_COLORS[quality].hex..name.."|r");
if ( dialog ) then
dialog.text:SetFormattedText(arg3, ITEM_QUALITY_COLORS[quality].hex..name.."|r");
StaticPopup_Resize(dialog, "CONFIRM_LOOT_ROLL");
dialog.data = arg1;
dialog.data2 = arg2;
end
elseif ( event == "MISSING_OUT_ON_LOOT" ) then
MissingLootFrame_Show();
elseif ( event == "SPELL_CONFIRMATION_PROMPT" ) then
local spellID, confirmType, text, duration = ...;
if ( confirmType == CONFIRMATION_PROMPT_BONUS_ROLL ) then
BonusRollFrame_StartBonusRoll(spellID, text, duration);
else
StaticPopup_Show("SPELL_CONFIRMATION_PROMPT", text, duration, spellID);
end
elseif ( event == "SPELL_CONFIRMATION_TIMEOUT" ) then
local spellID, confirmType = ...;
if ( confirmType == CONFIRMATION_PROMPT_BONUS_ROLL ) then
BonusRollFrame_CloseBonusRoll();
else
StaticPopup_Hide("SPELL_CONFIRMATION_PROMPT", spellID);
end
elseif ( event == "CONFIRM_DISENCHANT_ROLL" ) then
local texture, name, count, quality, bindOnPickUp = GetLootRollItemInfo(arg1);
local dialog = StaticPopup_Show("CONFIRM_LOOT_ROLL", ITEM_QUALITY_COLORS[quality].hex..name.."|r");
if ( dialog ) then
dialog.text:SetFormattedText(LOOT_NO_DROP_DISENCHANT, ITEM_QUALITY_COLORS[quality].hex..name.."|r");
StaticPopup_Resize(dialog, "CONFIRM_LOOT_ROLL");
dialog.data = arg1;
dialog.data2 = arg2;
end
elseif ( event == "INSTANCE_BOOT_START" ) then
StaticPopup_Show("INSTANCE_BOOT");
elseif ( event == "INSTANCE_BOOT_STOP" ) then
StaticPopup_Hide("INSTANCE_BOOT");
elseif ( event == "INSTANCE_LOCK_START" ) then
StaticPopup_Show("INSTANCE_LOCK", nil, nil, true);
elseif ( event == "INSTANCE_LOCK_STOP" ) then
StaticPopup_Hide("INSTANCE_LOCK");
elseif ( event == "INSTANCE_LOCK_WARNING" ) then
StaticPopup_Show("INSTANCE_LOCK", nil, nil, false);
elseif ( event == "CONFIRM_TALENT_WIPE" ) then
HideUIPanel(GossipFrame);
StaticPopupDialogs["CONFIRM_TALENT_WIPE"].text = _G["CONFIRM_TALENT_WIPE_"..arg2];
local dialog = StaticPopup_Show("CONFIRM_TALENT_WIPE");
if ( dialog ) then
MoneyFrame_Update(dialog:GetName().."MoneyFrame", arg1);
-- open the talent UI to the player's active talent group...just so the player knows
-- exactly which talent spec he is wiping
-- TalentFrame_LoadUI();
-- if ( PlayerTalentFrame_Open ) then
-- PlayerTalentFrame_Open(GetActiveSpecGroup());
-- end
end
elseif ( event == "CONFIRM_BINDER" ) then
StaticPopup_Show("CONFIRM_BINDER", arg1);
elseif ( event == "CONFIRM_SUMMON" ) then
StaticPopup_Show("CONFIRM_SUMMON");
elseif ( event == "CANCEL_SUMMON" ) then
StaticPopup_Hide("CONFIRM_SUMMON");
elseif ( event == "BILLING_NAG_DIALOG" ) then
StaticPopup_Show("BILLING_NAG", arg1);
elseif ( event == "IGR_BILLING_NAG_DIALOG" ) then
StaticPopup_Show("IGR_BILLING_NAG");
elseif ( event == "GOSSIP_CONFIRM" ) then
if ( arg3 > 0 ) then
StaticPopupDialogs["GOSSIP_CONFIRM"].hasMoneyFrame = 1;
else
StaticPopupDialogs["GOSSIP_CONFIRM"].hasMoneyFrame = nil;
end
local dialog = StaticPopup_Show("GOSSIP_CONFIRM", arg2);
if ( dialog ) then
dialog.data = arg1;
if ( arg3 > 0 ) then
MoneyFrame_Update(dialog:GetName().."MoneyFrame", arg3);
end
end
elseif ( event == "GOSSIP_ENTER_CODE" ) then
local dialog = StaticPopup_Show("GOSSIP_ENTER_CODE");
if ( dialog ) then
dialog.data = arg1;
end
elseif ( event == "GOSSIP_CONFIRM_CANCEL" or event == "GOSSIP_CLOSED" ) then
StaticPopup_Hide("GOSSIP_CONFIRM");
StaticPopup_Hide("GOSSIP_ENTER_CODE");
--Events for handling Auction UI
elseif ( event == "AUCTION_HOUSE_SHOW" ) then
AuctionFrame_LoadUI();
if ( AuctionFrame_Show ) then
AuctionFrame_Show();
end
elseif ( event == "AUCTION_HOUSE_CLOSED" ) then
if ( AuctionFrame_Hide ) then
AuctionFrame_Hide();
end
elseif ( event == "AUCTION_HOUSE_DISABLED" ) then
StaticPopup_Show("AUCTION_HOUSE_DISABLED");
-- Events for trainer UI handling
elseif ( event == "TRAINER_SHOW" ) then
ClassTrainerFrame_LoadUI();
if ( ClassTrainerFrame_Show ) then
ClassTrainerFrame_Show();
end
elseif ( event == "TRAINER_CLOSED" ) then
if ( ClassTrainerFrame_Hide ) then
ClassTrainerFrame_Hide();
end
-- Events for trade skill UI handling
elseif ( event == "TRADE_SKILL_SHOW" ) then
TradeSkillFrame_LoadUI();
if ( TradeSkillFrame_Show ) then
TradeSkillFrame_Show();
end
elseif ( event == "TRADE_SKILL_CLOSE" ) then
if ( TradeSkillFrame_Hide ) then
TradeSkillFrame_Hide();
end
-- Event for item socketing handling
elseif ( event == "SOCKET_INFO_UPDATE" ) then
ItemSocketingFrame_LoadUI();
ItemSocketingFrame_Update();
ShowUIPanel(ItemSocketingFrame);
-- Event for BarberShop handling
elseif ( event == "BARBER_SHOP_OPEN" ) then
BarberShopFrame_LoadUI();
if ( BarberShopFrame ) then
ShowUIPanel(BarberShopFrame);
end
elseif ( event == "BARBER_SHOP_CLOSE" ) then
if ( BarberShopFrame and BarberShopFrame:IsVisible() ) then
BarberShopFrame:Hide();
end
-- Event for guildbank handling
elseif ( event == "GUILDBANKFRAME_OPENED" ) then
GuildBankFrame_LoadUI();
if ( GuildBankFrame ) then
ShowUIPanel(GuildBankFrame);
if ( not GuildBankFrame:IsVisible() ) then
CloseGuildBankFrame();
end
end
elseif ( event == "GUILDBANKFRAME_CLOSED" ) then
if ( GuildBankFrame ) then
HideUIPanel(GuildBankFrame);
end
-- Event for barbershop handling
elseif ( event == "BARBER_SHOP_OPEN" ) then
BarberShopFrame_LoadUI();
if ( BarberShopFrame ) then
ShowUIPanel(BarberShopFrame);
end
elseif ( event == "BARBER_SHOP_CLOSE" ) then
BarberShopFrame_LoadUI();
if ( BarberShopFrame ) then
HideUIPanel(BarberShopFrame);
end
-- Events for achievement handling
elseif ( event == "ACHIEVEMENT_EARNED" ) then
-- if ( not AchievementFrame ) then
-- AchievementFrame_LoadUI();
-- AchievementAlertFrame_ShowAlert(...);
-- end
-- self:UnregisterEvent(event);
-- Display instance reset info
elseif ( event == "RAID_INSTANCE_WELCOME" ) then
local dungeonName = arg1;
local lockExpireTime = arg2;
local locked = arg3;
local extended = arg4;
local message;
if ( locked == 0 ) then
message = format(RAID_INSTANCE_WELCOME, dungeonName, SecondsToTime(lockExpireTime, nil, 1))
else
if ( lockExpireTime == 0 ) then
message = format(RAID_INSTANCE_WELCOME_EXTENDED, dungeonName);
else
if ( extended == 0 ) then
message = format(RAID_INSTANCE_WELCOME_LOCKED, dungeonName, SecondsToTime(lockExpireTime, nil, 1));
else
message = format(RAID_INSTANCE_WELCOME_LOCKED_EXTENDED, dungeonName, SecondsToTime(lockExpireTime, nil, 1));
end
end
end
local info = ChatTypeInfo["SYSTEM"];
DEFAULT_CHAT_FRAME:AddMessage(message, info.r, info.g, info.b, info.id);
-- Events for taxi benchmarking
elseif ( event == "ENABLE_TAXI_BENCHMARK" ) then
if ( not FramerateText:IsShown() ) then
ToggleFramerate(true);
end
local info = ChatTypeInfo["SYSTEM"];
DEFAULT_CHAT_FRAME:AddMessage(BENCHMARK_TAXI_MODE_ON, info.r, info.g, info.b, info.id);
elseif ( event == "DISABLE_TAXI_BENCHMARK" ) then
if ( FramerateText.benchmark ) then
ToggleFramerate();
end
local info = ChatTypeInfo["SYSTEM"];
DEFAULT_CHAT_FRAME:AddMessage(BENCHMARK_TAXI_MODE_OFF, info.r, info.g, info.b, info.id);
-- Push to talk
elseif ( event == "VOICE_PUSH_TO_TALK_START" and GetVoiceCurrentSessionID() ) then
if ( GetCVarBool("PushToTalkSound") ) then
PlaySound("VoiceChatOn");
end
-- Animate the player frame speaker even if not broadcasting
if ( GetCVar("VoiceChatMode") == "0" ) then
UIFrameFadeIn(PlayerSpeakerFrame, 0.2, PlayerSpeakerFrame:GetAlpha(), 1);
end
elseif ( event == "VOICE_PUSH_TO_TALK_STOP" ) then
if ( GetCVarBool("PushToTalkSound") and GetVoiceCurrentSessionID() ) then
PlaySound("VoiceChatOff");
end
-- Stop Animation
if ( GetCVar("VoiceChatMode") == "0" and PlayerSpeakerFrame:GetAlpha() > 0 ) then
UIFrameFadeOut(PlayerSpeakerFrame, 0.2, PlayerSpeakerFrame:GetAlpha(), 0);
end
elseif ( event == "LEVEL_GRANT_PROPOSED" ) then
StaticPopup_Show("LEVEL_GRANT_PROPOSED", arg1);
elseif ( event == "CHAT_MSG_WHISPER" and arg6 == "GM" ) then --GMChatUI
GMChatFrame_LoadUI(event, ...);
elseif ( event == "WOW_MOUSE_NOT_FOUND" ) then
StaticPopup_Show("WOW_MOUSE_NOT_FOUND");
elseif ( event == "TALENTS_INVOLUNTARILY_RESET" ) then
if ( arg1 ) then
StaticPopup_Show("TALENTS_INVOLUNTARILY_RESET_PET");
else
StaticPopup_Show("TALENTS_INVOLUNTARILY_RESET");
end
-- Events for Reforging UI handling
elseif ( event == "FORGE_MASTER_OPENED" ) then
Reforging_LoadUI();
if ( ReforgingFrame_Show ) then
ReforgingFrame_Show();
end
elseif ( event == "FORGE_MASTER_CLOSED" ) then
if ( ReforgingFrame_Hide ) then
ReforgingFrame_Hide();
end
-- Events for Archaeology
elseif ( event == "ARCHAEOLOGY_TOGGLE" ) then
ArchaeologyFrame_LoadUI();
if ( ArchaeologyFrame_Show and not ArchaeologyFrame:IsShown()) then
ArchaeologyFrame_Show();
elseif ( ArchaeologyFrame_Hide ) then
ArchaeologyFrame_Hide();
end
-- Events for Transmogrify UI handling
elseif ( event == "TRANSMOGRIFY_OPEN" ) then
ItemAlteration_LoadUI();
if ( TransmogrifyFrame_Show ) then
TransmogrifyFrame_Show();
end
elseif ( event == "TRANSMOGRIFY_CLOSE" ) then
if ( TransmogrifyFrame_Hide ) then
TransmogrifyFrame_Hide();
end
-- Events for Void Storage UI handling
elseif ( event == "VOID_STORAGE_OPEN" ) then
VoidStorage_LoadUI();
if ( VoidStorageFrame_Show ) then
VoidStorageFrame_Show();
end
elseif ( event == "VOID_STORAGE_CLOSE" ) then
if ( VoidStorageFrame_Hide ) then
VoidStorageFrame_Hide();
end
--Events for Trial caps
elseif ( event == "TRIAL_CAP_REACHED_MONEY" ) then
TrialAccountCapReached_Inform("money");
elseif ( event == "TRIAL_CAP_REACHED_LEVEL" ) then
TrialAccountCapReached_Inform("level");
elseif( event == "SOR_START_EXPERIENCE_INCOMPLETE" ) then
StaticPopup_Show("ERR_SOR_STARTING_EXPERIENCE_INCOMPLETE");
-- Events for Black Market UI handling
elseif ( event == "BLACK_MARKET_OPEN" ) then
BlackMarket_LoadUI();
if ( BlackMarketFrame_Show ) then
BlackMarketFrame_Show();
end
elseif ( event == "BLACK_MARKET_CLOSE" ) then
if ( BlackMarketFrame_Hide ) then
BlackMarketFrame_Hide();
end
-- Events for Item Upgrading
elseif ( event == "ITEM_UPGRADE_MASTER_OPENED" ) then
ItemUpgrade_LoadUI();
if ( ItemUpgradeFrame_Show ) then
ItemUpgradeFrame_Show();
end
elseif ( event == "ITEM_UPGRADE_MASTER_CLOSED" ) then
if ( ItemUpgradeFrame_Hide ) then
ItemUpgradeFrame_Hide();
end
-- Events for Pet Journal
elseif ( event == "PET_JOURNAL_NEW_BATTLE_SLOT" ) then
CompanionsMicroButtonAlert:Show();
MicroButtonPulse(CompanionsMicroButton);
end
end
-- Frame Management --
-- UIPARENT_MANAGED_FRAME_POSITIONS stores all the frames that have positioning dependencies based on other frames.
-- UIPARENT_MANAGED_FRAME_POSITIONS["FRAME"] = {
--Note: this is out of date and there are several more options now.
-- none = This value is used if no dependent frames are shown
-- reputation = This is the offset used if the reputation watch bar is shown
-- anchorTo = This is the object that the stored frame is anchored to
-- point = This is the point on the frame used as the anchor
-- rpoint = This is the point on the "anchorTo" frame that the stored frame is anchored to
-- bottomEither = This offset is used if either bottom multibar is shown
-- bottomLeft
-- var = If this is set use _G[varName] = value instead of setpoint
-- };
-- some standard offsets
local actionBarOffset = 45;
local menuBarTop = 55;
local overrideActionBarTop = 40;
local petBattleTop = 60;
function UpdateMenuBarTop ()
--Determines the optimal magic number based on resolution and action bar status.
menuBarTop = 55;
local width, height = string.match((({GetScreenResolutions()})[GetCurrentResolution()] or ""), "(%d+).-(%d+)");
if ( tonumber(width) / tonumber(height ) > 4/3 ) then
--Widescreen resolution
menuBarTop = 75;
end
end
UIPARENT_MANAGED_FRAME_POSITIONS = {
--Items with baseY set to "true" are positioned based on the value of menuBarTop and their offset needs to be repeatedly evaluated as menuBarTop can change.
--"yOffset" gets added to the value of "baseY", which is used for values based on menuBarTop.
["MultiBarBottomLeft"] = {baseY = 17, reputation = 1, maxLevel = 1, anchorTo = "ActionButton1", point = "BOTTOMLEFT", rpoint = "TOPLEFT"};
["MultiBarRight"] = {baseY = 98, reputation = 1, anchorTo = "UIParent", point = "BOTTOMRIGHT", rpoint = "BOTTOMRIGHT"};
["VoiceChatTalkers"] = {baseY = true, bottomEither = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, reputation = 1};
["GroupLootContainer"] = {baseY = true, bottomEither = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, pet = 1, reputation = 1};
["MissingLootFrame"] = {baseY = true, bottomEither = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, pet = 1, reputation = 1};
["TutorialFrameAlertButton"] = {baseY = true, yOffset = -10, bottomEither = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, reputation = 1};
["FramerateLabel"] = {baseY = true, bottomEither = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, pet = 1, reputation = 1, playerPowerBarAlt = 1, extraActionBarFrame = 1};
["CastingBarFrame"] = {baseY = true, yOffset = 40, bottomEither = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, pet = 1, reputation = 1, tutorialAlert = 1, playerPowerBarAlt = 1, extraActionBarFrame = 1};
["PlayerPowerBarAlt"] = {baseY = true, yOffset = 40, bottomEither = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, pet = 1, reputation = 1, tutorialAlert = 1, extraActionBarFrame = 1};
["ExtraActionBarFrame"] = {baseY = true, yOffset = 40, bottomEither = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, pet = 1, reputation = 1, tutorialAlert = 1};
["ChatFrame1"] = {baseY = true, yOffset = 40, bottomLeft = actionBarOffset-8, justBottomRightAndStance = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, pet = 1, reputation = 1, maxLevel = 1, point = "BOTTOMLEFT", rpoint = "BOTTOMLEFT", xOffset = 32};
["ChatFrame2"] = {baseY = true, yOffset = 40, bottomRight = actionBarOffset-8, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, rightLeft = -2*actionBarOffset, rightRight = -actionBarOffset, reputation = 1, maxLevel = 1, point = "BOTTOMRIGHT", rpoint = "BOTTOMRIGHT", xOffset = -32};
["StanceBarFrame"] = {baseY = 0, bottomLeft = actionBarOffset, reputation = 1, maxLevel = 1, anchorTo = "MainMenuBar", point = "BOTTOMLEFT", rpoint = "TOPLEFT", xOffset = 30};
["PossessBarFrame"] = {baseY = 0, bottomLeft = actionBarOffset, reputation = 1, maxLevel = 1, anchorTo = "MainMenuBar", point = "BOTTOMLEFT", rpoint = "TOPLEFT", xOffset = 30};
["MultiCastActionBarFrame"] = {baseY = 0, bottomLeft = actionBarOffset, reputation = 1, maxLevel = 1, anchorTo = "MainMenuBar", point = "BOTTOMLEFT", rpoint = "TOPLEFT", xOffset = 30};
["AuctionProgressFrame"] = {baseY = true, yOffset = 18, bottomEither = actionBarOffset, overrideActionBar = overrideActionBarTop, petBattleFrame = petBattleTop, bonusActionBar = 1, pet = 1, reputation = 1, tutorialAlert = 1};
-- Vars
-- These indexes require global variables of the same name to be declared. For example, if I have an index ["FOO"] then I need to make sure the global variable
-- FOO exists before this table is constructed. The function UIParent_ManageFramePosition will use the "FOO" table index to change the value of the FOO global
-- variable so that other modules can use the most up-to-date value of FOO without having knowledge of the UIPARENT_MANAGED_FRAME_POSITIONS table.
["CONTAINER_OFFSET_X"] = {baseX = 0, rightLeft = 2*actionBarOffset+3, rightRight = actionBarOffset+3, isVar = "xAxis"};
["CONTAINER_OFFSET_Y"] = {baseY = true, yOffset = 10, bottomEither = actionBarOffset, reputation = 1, isVar = "yAxis"};
["BATTLEFIELD_TAB_OFFSET_Y"] = {baseY = 210, bottomRight = actionBarOffset, reputation = 1, isVar = "yAxis"};
["PETACTIONBAR_YPOS"] = {baseY = 97, bottomLeft = actionBarOffset, justBottomRightAndStance = actionBarOffset, reputation = 1, maxLevel = 1, isVar = "yAxis"};
["MULTICASTACTIONBAR_YPOS"] = {baseY = 0, bottomLeft = actionBarOffset, reputation = 1, maxLevel = 1, isVar = "yAxis"};
};
-- If any Var entries in UIPARENT_MANAGED_FRAME_POSITIONS are used exclusively by addons, they should be declared here and not in one of the addon's files.
-- The reason why is that it is possible for UIParent_ManageFramePosition to be run before the addon loads.
BATTLEFIELD_TAB_OFFSET_Y = 0;
-- constant offsets
for _, data in pairs(UIPARENT_MANAGED_FRAME_POSITIONS) do
for flag, value in pairs(data) do
if ( flag == "reputation" ) then
data[flag] = value * 9;
elseif ( flag == "maxLevel" ) then
data[flag] = value * -5;
elseif ( flag == "pet" ) then
data[flag] = value * 35;
elseif ( flag == "tutorialAlert" ) then
data[flag] = value * 35;
end
end
end
function UIParent_ManageFramePosition(index, value, yOffsetFrames, xOffsetFrames, hasBottomLeft, hasBottomRight, hasPetBar)
local frame, xOffset, yOffset, anchorTo, point, rpoint;
frame = _G[index];
if ( not frame or (type(frame)=="table" and frame.ignoreFramePositionManager)) then
return;
end
-- Always start with base as the base offset or default to zero if no "none" specified
xOffset = 0;
if ( value["baseX"] ) then
xOffset = value["baseX"];
elseif ( value["xOffset"] ) then
xOffset = value["xOffset"];
end
yOffset = 0;
if ( tonumber(value["baseY"]) ) then
--tonumber(nil) and tonumber(boolean) evaluate as nil, tonumber(number) evaluates as a number, which evaluates as true.
--This allows us to use the true value in baseY for flagging a frame's positioning as dependent upon the value of menuBarTop.
yOffset = value["baseY"];
elseif ( value["baseY"] ) then
--value["baseY"] is true, use menuBarTop.
yOffset = menuBarTop;
end
if ( value["yOffset"] ) then
--This is so things based on menuBarTop can still have an offset. Otherwise you'd just use put the offset value in baseY.
yOffset = yOffset + value["yOffset"];
end
-- Iterate through frames that affect y offsets
local hasBottomEitherFlag;
for _, flag in pairs(yOffsetFrames) do
if ( value[flag] ) then
if ( flag == "bottomEither" ) then
hasBottomEitherFlag = 1;
end
yOffset = yOffset + value[flag];
end
end
-- don't offset for the pet bar and bottomEither if the player has
-- the bottom right bar shown and not the bottom left
if ( hasBottomEitherFlag and hasBottomRight and hasPetBar and not hasBottomLeft ) then
yOffset = yOffset - (value["pet"] or 0);
end
-- Iterate through frames that affect x offsets
for _, flag in pairs(xOffsetFrames) do
if ( value[flag] ) then
xOffset = xOffset + value[flag];
end
end
-- Set up anchoring info
anchorTo = value["anchorTo"];
point = value["point"];
rpoint = value["rpoint"];
if ( not anchorTo ) then
anchorTo = "UIParent";
end
if ( not point ) then
point = "BOTTOM";
end
if ( not rpoint ) then
rpoint = "BOTTOM";
end
-- Anchor frame
if ( value["isVar"] ) then
if ( value["isVar"] == "xAxis" ) then
_G[index] = xOffset;
else
_G[index] = yOffset;
end
else
if ( frame ~= ChatFrame2 and not(frame:IsObjectType("frame") and frame:IsUserPlaced()) ) then
frame:SetPoint(point, anchorTo, rpoint, xOffset, yOffset);
end
end
end
local function FramePositionDelegate_OnAttributeChanged(self, attribute)
if ( attribute == "panel-show" ) then
local force = self:GetAttribute("panel-force");
local frame = self:GetAttribute("panel-frame");
self:ShowUIPanel(frame, force);
elseif ( attribute == "panel-hide" ) then
local frame = self:GetAttribute("panel-frame");
local skipSetPoint = self:GetAttribute("panel-skipSetPoint");
self:HideUIPanel(frame, skipSetPoint);
elseif ( attribute == "panel-update" ) then
local frame = self:GetAttribute("panel-frame");
self:UpdateUIPanelPositions(frame);
elseif ( attribute == "uiparent-manage" ) then
self:UIParentManageFramePositions();
end
end
local FramePositionDelegate = CreateFrame("FRAME");
FramePositionDelegate:SetScript("OnAttributeChanged", FramePositionDelegate_OnAttributeChanged);
function FramePositionDelegate:ShowUIPanel(frame, force)
local frameArea, framePushable;
frameArea = GetUIPanelWindowInfo(frame, "area");
if ( not CanOpenPanels() and frameArea ~= "center" and frameArea ~= "full" ) then
self:ShowUIPanelFailed(frame);
return;
end
framePushable = GetUIPanelWindowInfo(frame, "pushable") or 0;
if ( UnitIsDead("player") and not GetUIPanelWindowInfo(frame, "whileDead") ) then
NotWhileDeadError();
return;
end
-- If we have a full-screen frame open, ignore other non-fullscreen open requests
if ( self:GetUIPanel("fullscreen") and (frameArea ~= "full") ) then
if ( force ) then
self:SetUIPanel("fullscreen", nil, 1);
else
self:ShowUIPanelFailed(frame);
return;
end
end
-- If we have a "center" frame open, only listen to other "center" open requests
local centerFrame = self:GetUIPanel("center");
local centerArea, centerPushable;
if ( centerFrame ) then
if ( GetUIPanelWindowInfo(centerFrame, "allowOtherPanels") ) then
HideUIPanel(centerFrame);
centerFrame = nil;
else
centerArea = GetUIPanelWindowInfo(centerFrame, "area");
if ( centerArea and (centerArea == "center") and (frameArea ~= "center") and (frameArea ~= "full") ) then
if ( force ) then
self:SetUIPanel("center", nil, 1);
else
self:ShowUIPanelFailed(frame);
return;
end
end
centerPushable = GetUIPanelWindowInfo(centerFrame, "pushable") or 0;
end
end
-- Full-screen frames just replace each other
if ( frameArea == "full" ) then
securecall("CloseAllWindows");
self:SetUIPanel("fullscreen", frame);
return;
end
-- Native "center" frames just replace each other, and they take priority over pushed frames
if ( frameArea == "center" ) then
securecall("CloseWindows");
if ( not GetUIPanelWindowInfo(frame, "allowOtherPanels") ) then
securecall("CloseAllBags");
end
self:SetUIPanel("center", frame, 1);
return;
end
-- Doublewide frames take up the left and center spots
if ( frameArea == "doublewide" ) then
local leftFrame = self:GetUIPanel("left");
if ( leftFrame ) then
local leftPushable = GetUIPanelWindowInfo(leftFrame, "pushable") or 0;
if ( leftPushable > 0 and CanShowRightUIPanel(leftFrame) ) then
-- Push left to right
self:MoveUIPanel("left", "right", 1);
elseif ( centerFrame and CanShowRightUIPanel(centerFrame) ) then
self:MoveUIPanel("center", "right", 1);
end
end
self:SetUIPanel("doublewide", frame);
return;
end
-- If not pushable, close any doublewide frames
local doublewideFrame = self:GetUIPanel("doublewide");
if ( doublewideFrame ) then
if ( framePushable == 0 ) then
-- Set as left (closes doublewide) and slide over the right frame
self:SetUIPanel("left", frame, 1);
self:MoveUIPanel("right", "center");
elseif ( CanShowRightUIPanel(frame) ) then
-- Set as right
self:SetUIPanel("right", frame);
else
self:SetUIPanel("left", frame);
end
return;
end
-- Try to put it on the left
local leftFrame = self:GetUIPanel("left");
if ( not leftFrame ) then
self:SetUIPanel("left", frame);
return;
end
local leftPushable = GetUIPanelWindowInfo(leftFrame, "pushable") or 0;
-- Two open already
local rightFrame = self:GetUIPanel("right");
if ( centerFrame and not rightFrame ) then
-- If not pushable and left isn't pushable
if ( leftPushable == 0 and framePushable == 0 ) then
-- Replace left
self:SetUIPanel("left", frame);
elseif ( ( framePushable > centerPushable or centerArea == "center" ) and CanShowRightUIPanel(frame) ) then
-- This one is highest priority, show as right
self:SetUIPanel("right", frame);
elseif ( framePushable < leftPushable ) then
if ( centerArea == "center" ) then
if ( CanShowRightUIPanel(leftFrame) ) then
-- Skip center
self:MoveUIPanel("left", "right", 1);
self:SetUIPanel("left", frame);
else
-- Replace left
self:SetUIPanel("left", frame);
end
else
if ( CanShowUIPanels(frame, leftFrame, centerFrame) ) then
-- Shift both
self:MoveUIPanel("center", "right", 1);
self:MoveUIPanel("left", "center", 1);
self:SetUIPanel("left", frame);
else
-- Replace left
self:SetUIPanel("left", frame);
end
end
elseif ( framePushable <= centerPushable and centerArea ~= "center" and CanShowUIPanels(leftFrame, frame, centerFrame) ) then
-- Push center
self:MoveUIPanel("center", "right", 1);
self:SetUIPanel("center", frame);
elseif ( framePushable <= centerPushable and centerArea ~= "center" ) then
-- Replace left
self:SetUIPanel("left", frame);
else
-- Replace center
self:SetUIPanel("center", frame);
end
return;
end
-- If there's only one open...
if ( not centerFrame ) then
-- If neither is pushable, replace
if ( (leftPushable == 0) and (framePushable == 0) ) then
self:SetUIPanel("left", frame);
return;
end
-- Highest priority goes to center
if ( leftPushable > framePushable ) then
self:MoveUIPanel("left", "center", 1);
self:SetUIPanel("left", frame);
else
self:SetUIPanel("center", frame);
end
return;
end
-- Three are shown
local rightPushable = GetUIPanelWindowInfo(rightFrame, "pushable") or 0;
if ( framePushable > rightPushable ) then
-- This one is highest priority, slide the other two over
if ( CanShowUIPanels(centerFrame, rightFrame, frame) ) then
self:MoveUIPanel("center", "left", 1);
self:MoveUIPanel("right", "center", 1);
self:SetUIPanel("right", frame);
else
self:MoveUIPanel("right", "left", 1);
self:SetUIPanel("center", frame);
end
elseif ( framePushable > centerPushable ) then
-- This one is middle priority, so move the center frame to the left
self:MoveUIPanel("center", "left", 1);
self:SetUIPanel("center", frame);
else
self:SetUIPanel("left", frame);
end
end
function FramePositionDelegate:ShowUIPanelFailed(frame)
local showFailedFunc = _G[GetUIPanelWindowInfo(frame, "showFailedFunc")];
if ( showFailedFunc ) then
showFailedFunc(frame);
end
end
function FramePositionDelegate:SetUIPanel(key, frame, skipSetPoint)
if ( key == "fullscreen" ) then
local oldFrame = self.fullscreen;
self.fullscreen = frame;
if ( oldFrame ) then
oldFrame:Hide();
end
if ( frame ) then
UIParent:Hide();
frame:Show();
else
UIParent:Show();
SetUIVisibility(true);
end
return;
elseif ( key == "doublewide" ) then
local oldLeft = self.left;
local oldCenter = self.center;
local oldDoubleWide = self.doublewide;
self.doublewide = frame;
self.left = nil;
self.center = nil;
if ( oldDoubleWide ) then
oldDoubleWide:Hide();
end
if ( oldLeft ) then
oldLeft:Hide();
end
if ( oldCenter ) then
oldCenter:Hide();
end
elseif ( key ~= "left" and key ~= "center" and key ~= "right" ) then
return;
else
local oldFrame = self[key];
self[key] = frame;
if ( oldFrame ) then
oldFrame:Hide();
else
if ( self.doublewide ) then
if ( key == "left" or key == "center" ) then
self.doublewide:Hide();
self.doublewide = nil;
end
end
end
end
if ( not skipSetPoint ) then
securecall("UpdateUIPanelPositions", frame);
end
if ( frame ) then
frame:Show();
-- Hide all child windows
securecall("CloseChildWindows");
end
end
function FramePositionDelegate:MoveUIPanel(current, new, skipSetPoint)
if ( current ~= "left" and current ~= "center" and current ~= "right" and new ~= "left" and new ~= "center" and new ~= "right" ) then
return;
end
self:SetUIPanel(new, nil, skipSetPoint);
if ( self[current] ) then
self[current]:Raise();
self[new] = self[current];
self[current] = nil;
if ( not skipSetPoint ) then
securecall("UpdateUIPanelPositions");
end
end
end
function FramePositionDelegate:HideUIPanel(frame, skipSetPoint)
-- If we're hiding the full-screen frame, just hide it
if ( frame == self:GetUIPanel("fullscreen") ) then
self:SetUIPanel("fullscreen", nil);
return;
end
-- If we're hiding the right frame, just hide it
if ( frame == self:GetUIPanel("right") ) then
self:SetUIPanel("right", nil, skipSetPoint);
return;
elseif ( frame == self:GetUIPanel("doublewide") ) then
-- Slide over any right frame (hides the doublewide)
self:MoveUIPanel("right", "left", skipSetPoint);
return;
end
-- If we're hiding the center frame, slide over any right frame
local centerFrame = self:GetUIPanel("center");
if ( frame == centerFrame ) then
self:MoveUIPanel("right", "center", skipSetPoint);
elseif ( frame == self:GetUIPanel("left") ) then
-- If we're hiding the left frame, move the other frames left, unless the center is a native center frame
if ( centerFrame ) then
local area = GetUIPanelWindowInfo(centerFrame, "area");
if ( area ) then
if ( area == "center" ) then
-- Slide left, skip the center
self:MoveUIPanel("right", "left", skipSetPoint);
return;
else
-- Slide everything left
self:MoveUIPanel("center", "left", 1);
self:MoveUIPanel("right", "center", skipSetPoint);
return;
end
end
end
self:SetUIPanel("left", nil, skipSetPoint);
else
frame:Hide();
end
end
function FramePositionDelegate:GetUIPanel(key)
if ( key ~= "left" and key ~= "center" and key ~= "right" and key ~= "doublewide" and key ~= "fullscreen" ) then
return nil;
end
return self[key];
end
function FramePositionDelegate:UpdateUIPanelPositions(currentFrame)
if ( self.updatingPanels ) then
return;
end
self.updatingPanels = true;
local topOffset = UIParent:GetAttribute("TOP_OFFSET");
local leftOffset = UIParent:GetAttribute("LEFT_OFFSET");
local centerOffset = UIParent:GetAttribute("CENTER_OFFSET");
local rightOffset = UIParent:GetAttribute("RIGHT_OFFSET");
local xSpacing = UIParent:GetAttribute("PANEl_SPACING_X");
local info;
local frame = self:GetUIPanel("left");
if ( frame ) then
local xOff = GetUIPanelWindowInfo(frame,"xoffset") or 0;
local yOff = GetUIPanelWindowInfo(frame,"yoffset") or 0;
local yPos = ClampUIPanelY(frame, yOff + topOffset);
frame:ClearAllPoints();
frame:SetPoint("TOPLEFT", "UIParent", "TOPLEFT", leftOffset + xOff, yPos);
centerOffset = leftOffset + GetUIPanelWidth(frame) + xOff;
UIParent:SetAttribute("CENTER_OFFSET", centerOffset);
frame:Raise();
else
frame = self:GetUIPanel("doublewide");
if ( frame ) then
local xOff = GetUIPanelWindowInfo(frame,"xoffset") or 0;
local yOff = GetUIPanelWindowInfo(frame,"yoffset") or 0;
local yPos = ClampUIPanelY(frame, yOff + topOffset);
frame:ClearAllPoints();
frame:SetPoint("TOPLEFT", "UIParent", "TOPLEFT", leftOffset + xOff, yPos);
rightOffset = leftOffset + GetUIPanelWidth(frame) + xOff;
UIParent:SetAttribute("RIGHT_OFFSET", rightOffset);
frame:Raise();
end
end
frame = self:GetUIPanel("center");
if ( frame ) then
if ( CanShowCenterUIPanel(frame) ) then
local area = GetUIPanelWindowInfo(frame, "area");
local xOff = GetUIPanelWindowInfo(frame,"xoffset") or 0;
local yOff = GetUIPanelWindowInfo(frame,"yoffset") or 0;
local yPos = ClampUIPanelY(frame, yOff + topOffset);
if ( area ~= "center" ) then
frame:ClearAllPoints();
xOff = xOff + xSpacing; -- add sperating space
frame:SetPoint("TOPLEFT", "UIParent", "TOPLEFT", centerOffset + xOff, yPos);
end
rightOffset = centerOffset + GetUIPanelWidth(frame) + xOff;
else
if ( frame == currentFrame ) then
frame = self:GetUIPanel("left") or self:GetUIPanel("doublewide");
if ( frame ) then
self:HideUIPanel(frame);
self.updatingPanels = nil;
self:UpdateUIPanelPositions(currentFrame);
return;
end
end
self:SetUIPanel("center", nil, 1);
rightOffset = centerOffset + UIParent:GetAttribute("DEFAULT_FRAME_WIDTH");
end
frame:Raise();
elseif ( not self:GetUIPanel("doublewide") ) then
if ( self:GetUIPanel("left") ) then
rightOffset = centerOffset + UIParent:GetAttribute("DEFAULT_FRAME_WIDTH");
else
rightOffset = leftOffset + UIParent:GetAttribute("DEFAULT_FRAME_WIDTH") * 2
end
end
UIParent:SetAttribute("RIGHT_OFFSET", rightOffset);
frame = self:GetUIPanel("right");
if ( frame ) then
if ( CanShowRightUIPanel(frame) ) then
local xOff = GetUIPanelWindowInfo(frame,"xoffset") or 0;
local yOff = GetUIPanelWindowInfo(frame,"yoffset") or 0;
local yPos = ClampUIPanelY(frame, yOff + topOffset);
xOff = xOff + xSpacing; -- add sperating space
frame:ClearAllPoints();
frame:SetPoint("TOPLEFT", "UIParent", "TOPLEFT", rightOffset + xOff, yPos);
else
if ( frame == currentFrame ) then
frame = GetUIPanel("center") or GetUIPanel("left") or GetUIPanel("doublewide");
if ( frame ) then
self:HideUIPanel(frame);
self.updatingPanels = nil;
self:UpdateUIPanelPositions(currentFrame);
return;
end
end
self:SetUIPanel("right", nil, 1);
end
frame:Raise();
end
self.updatingPanels = nil;
end
function FramePositionDelegate:UIParentManageFramePositions()
-- Update the variable with the happy magic number.
UpdateMenuBarTop();
-- Frames that affect offsets in y axis
local yOffsetFrames = {};
-- Frames that affect offsets in x axis
local xOffsetFrames = {};
-- Set up flags
local hasBottomLeft, hasBottomRight, hasPetBar;
if ( OverrideActionBar and OverrideActionBar:IsShown() ) then
tinsert(yOffsetFrames, "overrideActionBar");
elseif ( PetBattleFrame and PetBattleFrame:IsShown() ) then
tinsert(yOffsetFrames, "petBattleFrame");
else
if ( MultiBarBottomLeft:IsShown() or MultiBarBottomRight:IsShown() ) then
tinsert(yOffsetFrames, "bottomEither");
end
if ( MultiBarBottomRight:IsShown() ) then
tinsert(yOffsetFrames, "bottomRight");
hasBottomRight = 1;
end
if ( MultiBarBottomLeft:IsShown() ) then
tinsert(yOffsetFrames, "bottomLeft");
hasBottomLeft = 1;
end
if ( MultiBarLeft:IsShown() ) then
tinsert(xOffsetFrames, "rightLeft");
elseif ( MultiBarRight:IsShown() ) then
tinsert(xOffsetFrames, "rightRight");
end
if (PetActionBarFrame_IsAboveStance and PetActionBarFrame_IsAboveStance()) then
tinsert(yOffsetFrames, "justBottomRightAndStance");
end
if ( ( PetActionBarFrame and PetActionBarFrame:IsShown() ) or ( StanceBarFrame and StanceBarFrame:IsShown() ) or
( MultiCastActionBarFrame and MultiCastActionBarFrame:IsShown() ) or ( PossessBarFrame and PossessBarFrame:IsShown() ) or
( MainMenuBarVehicleLeaveButton and MainMenuBarVehicleLeaveButton:IsShown() ) ) then
tinsert(yOffsetFrames, "pet");
hasPetBar = 1;
end
if ( ReputationWatchBar:IsShown() and MainMenuExpBar:IsShown() ) then
tinsert(yOffsetFrames, "reputation");
end
if ( MainMenuBarMaxLevelBar:IsShown() ) then
tinsert(yOffsetFrames, "maxLevel");
end
if ( TutorialFrameAlertButton:IsShown() ) then
tinsert(yOffsetFrames, "tutorialAlert");
end
if ( PlayerPowerBarAlt:IsShown() ) then
tinsert(yOffsetFrames, "playerPowerBarAlt");
end
if (ExtraActionBarFrame and ExtraActionBarFrame:IsShown() ) then
tinsert(yOffsetFrames, "extraActionBarFrame");
end
end
if ( menuBarTop == 55 ) then
UIPARENT_MANAGED_FRAME_POSITIONS["TutorialFrameAlertButton"].yOffset = -10;
else
UIPARENT_MANAGED_FRAME_POSITIONS["TutorialFrameAlertButton"].yOffset = -30;
end
-- Iterate through frames and set anchors according to the flags set
for index, value in pairs(UIPARENT_MANAGED_FRAME_POSITIONS) do
if ( value.playerPowerBarAlt ) then
value.playerPowerBarAlt = PlayerPowerBarAlt:GetHeight() + 10;
end
if ( value.extraActionBarFrame and ExtraActionBarFrame ) then
value.extraActionBarFrame = ExtraActionBarFrame:GetHeight() + 10;
end
if ( value.bonusActionBar and BonusActionBarFrame ) then
value.bonusActionBar = BonusActionBarFrame:GetHeight() - MainMenuBar:GetHeight();
end
securecall("UIParent_ManageFramePosition", index, value, yOffsetFrames, xOffsetFrames, hasBottomLeft, hasBottomRight, hasPetBar);
end
-- Custom positioning not handled by the loop
-- Update Stance bar appearance
if ( MultiBarBottomLeft:IsShown() ) then
SlidingActionBarTexture0:Hide();
SlidingActionBarTexture1:Hide();
if ( StanceBarFrame ) then
StanceBarLeft:Hide();
StanceBarRight:Hide();
StanceBarMiddle:Hide();
for i=1, NUM_STANCE_SLOTS do
_G["StanceButton"..i]:GetNormalTexture():SetWidth(52);
_G["StanceButton"..i]:GetNormalTexture():SetHeight(52);
end
end
else
if (PetActionBarFrame_IsAboveStance and PetActionBarFrame_IsAboveStance()) then
SlidingActionBarTexture0:Hide();
SlidingActionBarTexture1:Hide();
else
SlidingActionBarTexture0:Show();
SlidingActionBarTexture1:Show();
end
if ( StanceBarFrame ) then
if ( GetNumShapeshiftForms() > 2 ) then
StanceBarMiddle:Show();
end
StanceBarLeft:Show();
StanceBarRight:Show();
for i=1, NUM_STANCE_SLOTS do
_G["StanceButton"..i]:GetNormalTexture():SetWidth(64);
_G["StanceButton"..i]:GetNormalTexture():SetHeight(64);
end
end
end
-- HACK: we have too many bars in this game now...
-- if the Stance bar is shown then hide the multi-cast bar
-- we'll have to figure out what we should do in this case if it ever really becomes a problem
-- HACK 2: if the possession bar is shown then hide the multi-cast bar
-- yeah, way too many bars...
if ( ( StanceBarFrame and StanceBarFrame:IsShown() ) or
( PossessBarFrame and PossessBarFrame:IsShown() ) ) then
HideMultiCastActionBar();
elseif ( HasMultiCastActionBar and HasMultiCastActionBar() ) then
ShowMultiCastActionBar();
end
-- If petactionbar is already shown, set its point in addition to changing its y target
if ( PetActionBarFrame:IsShown() ) then
PetActionBar_UpdatePositionValues();
PetActionBarFrame:SetPoint("TOPLEFT", MainMenuBar, "BOTTOMLEFT", PETACTIONBAR_XPOS, PETACTIONBAR_YPOS);
end
-- Set battlefield minimap position
if ( BattlefieldMinimapTab and not BattlefieldMinimapTab:IsUserPlaced() ) then
BattlefieldMinimapTab:SetPoint("BOTTOMLEFT", "UIParent", "BOTTOMRIGHT", -225-CONTAINER_OFFSET_X, BATTLEFIELD_TAB_OFFSET_Y);
end
-- Setup y anchors
local anchorY = 0
local buffsAnchorY = min(0, MINIMAP_BOTTOM_EDGE_EXTENT - BuffFrame.bottomEdgeExtent);
-- Count right action bars
local rightActionBars = 0;
if ( IsNormalActionBarState() ) then
if ( SHOW_MULTI_ACTIONBAR_3 ) then
rightActionBars = 1;
if ( SHOW_MULTI_ACTIONBAR_4 ) then
rightActionBars = 2;
end
end
end
-- Capture bars - need to move below buffs/debuffs if at least 1 right action bar is showing
if ( NUM_EXTENDED_UI_FRAMES ) then
local captureBar;
local numCaptureBars = 0;
for i=1, NUM_EXTENDED_UI_FRAMES do
captureBar = _G["WorldStateCaptureBar"..i];
if ( captureBar and captureBar:IsShown() ) then
numCaptureBars = numCaptureBars + 1
if ( numCaptureBars == 1 and rightActionBars > 0 ) then
anchorY = min(anchorY, buffsAnchorY);
end
captureBar:SetPoint("TOPRIGHT", MinimapCluster, "BOTTOMRIGHT", -CONTAINER_OFFSET_X, anchorY);
anchorY = anchorY - captureBar:GetHeight() - 4;
end
end
end
--Setup Vehicle seat indicator offset - needs to move below buffs/debuffs if both right action bars are showing
if ( VehicleSeatIndicator and VehicleSeatIndicator:IsShown() ) then
if ( rightActionBars == 2 ) then
anchorY = min(anchorY, buffsAnchorY);
VehicleSeatIndicator:SetPoint("TOPRIGHT", MinimapCluster, "BOTTOMRIGHT", -100, anchorY);
elseif ( rightActionBars == 1 ) then
VehicleSeatIndicator:SetPoint("TOPRIGHT", MinimapCluster, "BOTTOMRIGHT", -62, anchorY);
else
VehicleSeatIndicator:SetPoint("TOPRIGHT", MinimapCluster, "BOTTOMRIGHT", 0, anchorY);
end
anchorY = anchorY - VehicleSeatIndicator:GetHeight() - 4; --The -4 is there to give a small buffer for things like the QuestTimeFrame below the Seat Indicator
end
-- Boss frames - need to move below buffs/debuffs if both right action bars are showing
local numBossFrames = 0;
for i = 1, MAX_BOSS_FRAMES do
if ( _G["Boss"..i.."TargetFrame"]:IsShown() ) then
numBossFrames = i;
end
end
if ( numBossFrames > 0 ) then
if ( rightActionBars > 1 ) then
anchorY = min(anchorY, buffsAnchorY);
end
Boss1TargetFrame:SetPoint("TOPRIGHT", "MinimapCluster", "BOTTOMRIGHT", -(CONTAINER_OFFSET_X * 1.3) + 60, anchorY * 1.333); -- by 1.333 because it's 0.75 scale
anchorY = anchorY - (numBossFrames * (68 + BOSS_FRAME_CASTBAR_HEIGHT) + BOSS_FRAME_CASTBAR_HEIGHT);
end
-- Setup durability offset
if ( DurabilityFrame ) then
DurabilityFrame:SetPoint("TOPRIGHT", "MinimapCluster", "BOTTOMRIGHT", -CONTAINER_OFFSET_X, anchorY);
if ( DurabilityFrame:IsShown() ) then
anchorY = anchorY - DurabilityFrame:GetHeight();
end
end
if ( ArenaEnemyFrames ) then
ArenaEnemyFrames:ClearAllPoints();
ArenaEnemyFrames:SetPoint("TOPRIGHT", MinimapCluster, "BOTTOMRIGHT", -CONTAINER_OFFSET_X, anchorY);
end
if ( ArenaPrepFrames ) then
ArenaPrepFrames:ClearAllPoints();
ArenaPrepFrames:SetPoint("TOPRIGHT", MinimapCluster, "BOTTOMRIGHT", -CONTAINER_OFFSET_X, anchorY);
end
-- Watch frame - needs to move below buffs/debuffs if at least 1 right action bar is showing
if ( rightActionBars > 0 ) then
anchorY = min(anchorY, buffsAnchorY);
end
local numArenaOpponents = GetNumArenaOpponents();
if ( not WatchFrame:IsUserPlaced() ) then
if ( ArenaEnemyFrames and ArenaEnemyFrames:IsShown() and (numArenaOpponents > 0) ) then
WatchFrame:ClearAllPoints();
WatchFrame:SetPoint("TOPRIGHT", "ArenaEnemyFrame"..numArenaOpponents, "BOTTOMRIGHT", 2, -35);
elseif ( ArenaPrepFrames and ArenaPrepFrames:IsShown() and (numArenaOpponents > 0) ) then
WatchFrame:ClearAllPoints();
WatchFrame:SetPoint("TOPRIGHT", "ArenaPrepFrame"..numArenaOpponents, "BOTTOMRIGHT", 2, -35);
else
-- We're using Simple Quest Tracking, automagically size and position!
WatchFrame:ClearAllPoints();
-- move up if only the minimap cluster is above, move down a little otherwise
WatchFrame:SetPoint("TOPRIGHT", "MinimapCluster", "BOTTOMRIGHT", -CONTAINER_OFFSET_X, anchorY);
-- OnSizeChanged for WatchFrame handles its redraw
end
WatchFrame:SetPoint("BOTTOMRIGHT", "UIParent", "BOTTOMRIGHT", -CONTAINER_OFFSET_X, CONTAINER_OFFSET_Y);
end
-- Update chat dock since the dock could have moved
FCF_DockUpdate();
UpdateContainerFrameAnchors();
end
-- Call this function to update the positions of all frames that can appear on the right side of the screen
function UIParent_ManageFramePositions()
--Dispatch to secure code
FramePositionDelegate:SetAttribute("uiparent-manage", true);
end
function ToggleFrame(frame)
if ( frame:IsShown() ) then
HideUIPanel(frame);
else
ShowUIPanel(frame);
end
end
function ShowUIPanel(frame, force)
if ( not frame or frame:IsShown() ) then
return;
end
if ( not GetUIPanelWindowInfo(frame, "area") ) then
frame:Show();
return;
end
-- Dispatch to secure code
FramePositionDelegate:SetAttribute("panel-force", force);
FramePositionDelegate:SetAttribute("panel-frame", frame);
FramePositionDelegate:SetAttribute("panel-show", true);
end
function HideUIPanel(frame, skipSetPoint)
if ( not frame or not frame:IsShown() ) then
return;
end
if ( not GetUIPanelWindowInfo(frame, "area") ) then
frame:Hide();
return;
end
--Dispatch to secure code
FramePositionDelegate:SetAttribute("panel-frame", frame);
FramePositionDelegate:SetAttribute("panel-skipSetPoint", skipSetPoint);
FramePositionDelegate:SetAttribute("panel-hide", true);
end
function HideParentPanel(self)
HideUIPanel(self:GetParent());
end
function GetUIPanel(key)
return FramePositionDelegate:GetUIPanel(key);
end
function GetUIPanelWidth(frame)
return GetUIPanelWindowInfo(frame, "width") or frame:GetWidth() + (GetUIPanelWindowInfo(frame, "extraWidth") or 0);
end
function GetUIPanelHeight(frame)
return GetUIPanelWindowInfo(frame, "height") or frame:GetHeight() + (GetUIPanelWindowInfo(frame, "extraHeight") or 0);
end
--Allow a bit of overlap because there are built-in transparencies and buffers already
local MINIMAP_OVERLAP_ALLOWED = 60;
function GetMaxUIPanelsWidth()
--[[ local bufferBoundry = UIParent:GetRight() - UIParent:GetAttribute("RIGHT_OFFSET_BUFFER");
if ( Minimap:IsShown() and not MinimapCluster:IsUserPlaced() ) then
-- If the Minimap is in the default place, make sure you wont overlap it either
return min(MinimapCluster:GetLeft()+MINIMAP_OVERLAP_ALLOWED, bufferBoundry);
else
-- If the minimap has been moved, make sure not to overlap the right side bars
return bufferBoundry;
end
]]
return UIParent:GetRight() - UIParent:GetAttribute("RIGHT_OFFSET_BUFFER");
end
function ClampUIPanelY(frame, yOffset)
local bottomPos = UIParent:GetTop() + yOffset - GetUIPanelHeight(frame);
if (bottomPos < 140) then
yOffset = yOffset + (140 - bottomPos);
end
if (yOffset > -10) then
yOffset = -10;
end
return yOffset;
end
function CanShowRightUIPanel(frame)
local width;
if ( frame ) then
width = GetUIPanelWidth(frame);
else
width = UIParent:GetAttribute("DEFAULT_FRAME_WIDTH");
end
local rightSide = UIParent:GetAttribute("RIGHT_OFFSET") + width;
if ( rightSide < GetMaxUIPanelsWidth() ) then
return 1;
end
end
function CanShowCenterUIPanel(frame)
local width;
if ( frame ) then
width = GetUIPanelWidth(frame);
else
width = UIParent:GetAttribute("DEFAULT_FRAME_WIDTH");
end
local rightSide = UIParent:GetAttribute("CENTER_OFFSET") + width;
if ( rightSide < GetMaxUIPanelsWidth() ) then
return 1;
end
end
function CanShowUIPanels(leftFrame, centerFrame, rightFrame)
local offset = UIParent:GetAttribute("LEFT_OFFSET");
if ( leftFrame ) then
offset = offset + GetUIPanelWidth(leftFrame);
if ( centerFrame ) then
local area = GetUIPanelWindowInfo(centerFrame, "area");
if ( area ~= "center" ) then
offset = offset + ( GetUIPanelWindowInfo(centerFrame, "width") or UIParent:GetAttribute("DEFAULT_FRAME_WIDTH") );
else
offset = offset + GetUIPanelWidth(centerFrame);
end
if ( rightFrame ) then
offset = offset + GetUIPanelWidth(rightFrame);
end
end
elseif ( centerFrame ) then
offset = GetUIPanelWidth(centerFrame);
end
if ( offset < GetMaxUIPanelsWidth() ) then
return 1;
end
end
function CanOpenPanels()
--[[
if ( UnitIsDead("player") ) then
return nil;
end
Previously couldn't open frames if player was out of control i.e. feared
if ( UnitIsDead("player") or UIParent.isOutOfControl ) then
return nil;
end
]]
local centerFrame = GetUIPanel("center");
if ( not centerFrame ) then
return 1;
end
local area = GetUIPanelWindowInfo(centerFrame, "area");
local allowOtherPanels = GetUIPanelWindowInfo(centerFrame, "allowOtherPanels");
if ( area and (area == "center") and not allowOtherPanels ) then
return nil;
end
return 1;
end
-- this function handles possibly tainted values and so
-- should always be called from secure code using securecall()
function CloseChildWindows()
local childWindow;
for index, value in pairs(UIChildWindows) do
childWindow = _G[value];
if ( childWindow ) then
childWindow:Hide();
end
end
end
-- this function handles possibly tainted values and so
-- should always be called from secure code using securecall()
function CloseSpecialWindows()
local found;
for index, value in pairs(UISpecialFrames) do
local frame = _G[value];
if ( frame and frame:IsShown() ) then
frame:Hide();
found = 1;
end
end
return found;
end
function CloseWindows(ignoreCenter, frameToIgnore)
-- This function will close all frames that are not the current frame
local leftFrame = GetUIPanel("left");
local centerFrame = GetUIPanel("center");
local rightFrame = GetUIPanel("right");
local doublewideFrame = GetUIPanel("doublewide");
local fullScreenFrame = GetUIPanel("fullscreen");
local found = leftFrame or centerFrame or rightFrame or doublewideFrame or fullScreenFrame;
if ( not frameToIgnore or frameToIgnore ~= leftFrame ) then
HideUIPanel(leftFrame, 1);
end
HideUIPanel(fullScreenFrame, 1);
HideUIPanel(doublewideFrame, 1);
if ( not frameToIgnore or frameToIgnore ~= centerFrame ) then
if ( centerFrame ) then
local area = GetUIPanelWindowInfo(centerFrame, "area");
if ( area ~= "center" or not ignoreCenter ) then
HideUIPanel(centerFrame, 1);
end
end
end
if ( not frameToIgnore or frameToIgnore ~= rightFrame ) then
if ( rightFrame ) then
HideUIPanel(rightFrame, 1);
end
end
found = securecall("CloseSpecialWindows") or found;
UpdateUIPanelPositions();
return found;
end
function CloseAllWindows_WithExceptions()
-- Insert exceptions here, right now we just don't close the scoreFrame when the player loses control i.e. the game over spell effect
if ( GetUIPanel("center") == WorldStateScoreFrame ) then
CloseAllWindows(1);
elseif ( IsOptionFrameOpen() ) then
CloseAllWindows(1);
else
CloseAllWindows();
end
end
function CloseAllWindows(ignoreCenter)
local bagsVisible = nil;
local windowsVisible = nil;
for i=1, NUM_CONTAINER_FRAMES, 1 do
local containerFrame = _G["ContainerFrame"..i];
if ( containerFrame:IsShown() ) then
containerFrame:Hide();
bagsVisible = 1;
end
end
windowsVisible = CloseWindows(ignoreCenter);
return (bagsVisible or windowsVisible);
end
-- this function handles possibly tainted values and so
-- should always be called from secure code using securecall()
function CloseMenus()
local menusVisible = nil;
local menu
for index, value in pairs(UIMenus) do
menu = _G[value];
if ( menu and menu:IsShown() ) then
menu:Hide();
menusVisible = 1;
end
end
return menusVisible;
end
function UpdateUIPanelPositions(currentFrame)
FramePositionDelegate:SetAttribute("panel-frame", currentFrame)
FramePositionDelegate:SetAttribute("panel-update", true);
end
function IsOptionFrameOpen()
if ( GameMenuFrame:IsShown() or InterfaceOptionsFrame:IsShown() or (KeyBindingFrame and KeyBindingFrame:IsShown()) ) then
return 1;
else
return nil;
end
end
function LowerFrameLevel(frame)
frame:SetFrameLevel(frame:GetFrameLevel()-1);
end
function RaiseFrameLevel(frame)
frame:SetFrameLevel(frame:GetFrameLevel()+1);
end
function PassClickToParent(self, ...)
self:GetParent():Click(...);
end
-- Function to reposition frames if they get dragged off screen
function ValidateFramePosition(frame, offscreenPadding, returnOffscreen)
if ( not frame ) then
return;
end
local left = frame:GetLeft();
local right = frame:GetRight();
local top = frame:GetTop();
local bottom = frame:GetBottom();
local newAnchorX, newAnchorY;
if ( not offscreenPadding ) then
offscreenPadding = 15;
end
if ( bottom < (0 + MainMenuBar:GetHeight() + offscreenPadding)) then
-- Off the bottom of the screen
newAnchorY = MainMenuBar:GetHeight() + frame:GetHeight() - GetScreenHeight();
elseif ( top > GetScreenHeight() ) then
-- Off the top of the screen
newAnchorY = 0;
end
if ( left < 0 ) then
-- Off the left of the screen
newAnchorX = 0;
elseif ( right > GetScreenWidth() ) then
-- Off the right of the screen
newAnchorX = GetScreenWidth() - frame:GetWidth();
end
if ( newAnchorX or newAnchorY ) then
if ( returnOffscreen ) then
return 1;
else
if ( not newAnchorX ) then
newAnchorX = left;
elseif ( not newAnchorY ) then
newAnchorY = top - GetScreenHeight();
end
frame:ClearAllPoints();
frame:SetPoint("TOPLEFT", nil, "TOPLEFT", newAnchorX, newAnchorY);
end
else
if ( returnOffscreen ) then
return nil;
end
end
end
-- Time --
function SecondsToTime(seconds, noSeconds, notAbbreviated, maxCount, roundUp)
local time = "";
local count = 0;
local tempTime;
seconds = roundUp and ceil(seconds) or floor(seconds);
maxCount = maxCount or 2;
if ( seconds >= 86400 ) then
count = count + 1;
if ( count == maxCount and roundUp ) then
tempTime = ceil(seconds / 86400);
else
tempTime = floor(seconds / 86400);
end
if ( notAbbreviated ) then
time = format(D_DAYS,tempTime);
else
time = format(DAYS_ABBR,tempTime);
end
seconds = mod(seconds, 86400);
end
if ( count < maxCount and seconds >= 3600 ) then
count = count + 1;
if ( time ~= "" ) then
time = time..TIME_UNIT_DELIMITER;
end
if ( count == maxCount and roundUp ) then
tempTime = ceil(seconds / 3600);
else
tempTime = floor(seconds / 3600);
end
if ( notAbbreviated ) then
time = time..format(D_HOURS, tempTime);
else
time = time..format(HOURS_ABBR, tempTime);
end
seconds = mod(seconds, 3600);
end
if ( count < maxCount and seconds >= 60 ) then
count = count + 1;
if ( time ~= "" ) then
time = time..TIME_UNIT_DELIMITER;
end
if ( count == maxCount and roundUp ) then
tempTime = ceil(seconds / 60);
else
tempTime = floor(seconds / 60);
end
if ( notAbbreviated ) then
time = time..format(D_MINUTES, tempTime);
else
time = time..format(MINUTES_ABBR, tempTime);
end
seconds = mod(seconds, 60);
end
if ( count < maxCount and seconds > 0 and not noSeconds ) then
if ( time ~= "" ) then
time = time..TIME_UNIT_DELIMITER;
end
seconds = format("%d", seconds);
if ( notAbbreviated ) then
time = time..format(D_SECONDS, seconds);
else
time = time..format(SECONDS_ABBR, seconds);
end
end
return time;
end
function SecondsToTimeAbbrev(seconds)
local tempTime;
if ( seconds >= 86400 ) then
tempTime = ceil(seconds / 86400);
return DAY_ONELETTER_ABBR, tempTime;
end
if ( seconds >= 3600 ) then
tempTime = ceil(seconds / 3600);
return HOUR_ONELETTER_ABBR, tempTime;
end
if ( seconds >= 60 ) then
tempTime = ceil(seconds / 60);
return MINUTE_ONELETTER_ABBR, tempTime;
end
return SECOND_ONELETTER_ABBR, seconds;
end
function RecentTimeDate(year, month, day, hour)
local lastOnline;
if ( (year == 0) or (year == nil) ) then
if ( (month == 0) or (month == nil) ) then
if ( (day == 0) or (day == nil) ) then
if ( (hour == 0) or (hour == nil) ) then
lastOnline = LASTONLINE_MINS;
else
lastOnline = format(LASTONLINE_HOURS, hour);
end
else
lastOnline = format(LASTONLINE_DAYS, day);
end
else
lastOnline = format(LASTONLINE_MONTHS, month);
end
else
lastOnline = format(LASTONLINE_YEARS, year);
end
return lastOnline;
end
-- Frame fading and flashing --
local frameFadeManager = CreateFrame("FRAME");
-- Generic fade function
function UIFrameFade(frame, fadeInfo)
if (not frame) then
return;
end
if ( not fadeInfo.mode ) then
fadeInfo.mode = "IN";
end
local alpha;
if ( fadeInfo.mode == "IN" ) then
if ( not fadeInfo.startAlpha ) then
fadeInfo.startAlpha = 0;
end
if ( not fadeInfo.endAlpha ) then
fadeInfo.endAlpha = 1.0;
end
alpha = 0;
elseif ( fadeInfo.mode == "OUT" ) then
if ( not fadeInfo.startAlpha ) then
fadeInfo.startAlpha = 1.0;
end
if ( not fadeInfo.endAlpha ) then
fadeInfo.endAlpha = 0;
end
alpha = 1.0;
end
frame:SetAlpha(fadeInfo.startAlpha);
frame.fadeInfo = fadeInfo;
frame:Show();
local index = 1;
while FADEFRAMES[index] do
-- If frame is already set to fade then return
if ( FADEFRAMES[index] == frame ) then
return;
end
index = index + 1;
end
tinsert(FADEFRAMES, frame);
frameFadeManager:SetScript("OnUpdate", UIFrameFade_OnUpdate);
end
-- Convenience function to do a simple fade in
function UIFrameFadeIn(frame, timeToFade, startAlpha, endAlpha)
local fadeInfo = {};
fadeInfo.mode = "IN";
fadeInfo.timeToFade = timeToFade;
fadeInfo.startAlpha = startAlpha;
fadeInfo.endAlpha = endAlpha;
UIFrameFade(frame, fadeInfo);
end
-- Convenience function to do a simple fade out
function UIFrameFadeOut(frame, timeToFade, startAlpha, endAlpha)
local fadeInfo = {};
fadeInfo.mode = "OUT";
fadeInfo.timeToFade = timeToFade;
fadeInfo.startAlpha = startAlpha;
fadeInfo.endAlpha = endAlpha;
UIFrameFade(frame, fadeInfo);
end
function UIFrameFadeRemoveFrame(frame)
tDeleteItem(FADEFRAMES, frame);
end
-- Function that actually performs the alpha change
--[[
Fading frame attribute listing
============================================================
frame.timeToFade [Num] Time it takes to fade the frame in or out
frame.mode ["IN", "OUT"] Fade mode
frame.finishedFunc [func()] Function that is called when fading is finished
frame.finishedArg1 [ANYTHING] Argument to the finishedFunc
frame.finishedArg2 [ANYTHING] Argument to the finishedFunc
frame.finishedArg3 [ANYTHING] Argument to the finishedFunc
frame.finishedArg4 [ANYTHING] Argument to the finishedFunc
frame.fadeHoldTime [Num] Time to hold the faded state
]]
function UIFrameFade_OnUpdate(self, elapsed)
local index = 1;
local frame, fadeInfo;
while FADEFRAMES[index] do
frame = FADEFRAMES[index];
fadeInfo = FADEFRAMES[index].fadeInfo;
-- Reset the timer if there isn't one, this is just an internal counter
if ( not fadeInfo.fadeTimer ) then
fadeInfo.fadeTimer = 0;
end
fadeInfo.fadeTimer = fadeInfo.fadeTimer + elapsed;
-- If the fadeTimer is less then the desired fade time then set the alpha otherwise hold the fade state, call the finished function, or just finish the fade
if ( fadeInfo.fadeTimer < fadeInfo.timeToFade ) then
if ( fadeInfo.mode == "IN" ) then
frame:SetAlpha((fadeInfo.fadeTimer / fadeInfo.timeToFade) * (fadeInfo.endAlpha - fadeInfo.startAlpha) + fadeInfo.startAlpha);
elseif ( fadeInfo.mode == "OUT" ) then
frame:SetAlpha(((fadeInfo.timeToFade - fadeInfo.fadeTimer) / fadeInfo.timeToFade) * (fadeInfo.startAlpha - fadeInfo.endAlpha) + fadeInfo.endAlpha);
end
else
frame:SetAlpha(fadeInfo.endAlpha);
-- If there is a fadeHoldTime then wait until its passed to continue on
if ( fadeInfo.fadeHoldTime and fadeInfo.fadeHoldTime > 0 ) then
fadeInfo.fadeHoldTime = fadeInfo.fadeHoldTime - elapsed;
else
-- Complete the fade and call the finished function if there is one
UIFrameFadeRemoveFrame(frame);
if ( fadeInfo.finishedFunc ) then
fadeInfo.finishedFunc(fadeInfo.finishedArg1, fadeInfo.finishedArg2, fadeInfo.finishedArg3, fadeInfo.finishedArg4);
fadeInfo.finishedFunc = nil;
end
end
end
index = index + 1;
end
if ( #FADEFRAMES == 0 ) then
self:SetScript("OnUpdate", nil);
end
end
function UIFrameIsFading(frame)
for index, value in pairs(FADEFRAMES) do
if ( value == frame ) then
return 1;
end
end
return nil;
end
local frameFlashManager = CreateFrame("FRAME");
local UIFrameFlashTimers = {};
local UIFrameFlashTimerRefCount = {};
-- Function to start a frame flashing
function UIFrameFlash(frame, fadeInTime, fadeOutTime, flashDuration, showWhenDone, flashInHoldTime, flashOutHoldTime, syncId)
if ( frame ) then
local index = 1;
-- If frame is already set to flash then return
while FLASHFRAMES[index] do
if ( FLASHFRAMES[index] == frame ) then
return;
end
index = index + 1;
end
if (syncId) then
frame.syncId = syncId;
if (UIFrameFlashTimers[syncId] == nil) then
UIFrameFlashTimers[syncId] = 0;
UIFrameFlashTimerRefCount[syncId] = 0;
end
UIFrameFlashTimerRefCount[syncId] = UIFrameFlashTimerRefCount[syncId]+1;
else
frame.syncId = nil;
end
-- Time it takes to fade in a flashing frame
frame.fadeInTime = fadeInTime;
-- Time it takes to fade out a flashing frame
frame.fadeOutTime = fadeOutTime;
-- How long to keep the frame flashing
frame.flashDuration = flashDuration;
-- Show the flashing frame when the fadeOutTime has passed
frame.showWhenDone = showWhenDone;
-- Internal timer
frame.flashTimer = 0;
-- How long to hold the faded in state
frame.flashInHoldTime = flashInHoldTime;
-- How long to hold the faded out state
frame.flashOutHoldTime = flashOutHoldTime;
tinsert(FLASHFRAMES, frame);
frameFlashManager:SetScript("OnUpdate", UIFrameFlash_OnUpdate);
end
end
-- Called every frame to update flashing frames
function UIFrameFlash_OnUpdate(self, elapsed)
local frame;
local index = #FLASHFRAMES;
-- Update timers for all synced frames
for syncId, timer in pairs(UIFrameFlashTimers) do
UIFrameFlashTimers[syncId] = timer + elapsed;
end
while FLASHFRAMES[index] do
frame = FLASHFRAMES[index];
frame.flashTimer = frame.flashTimer + elapsed;
if ( (frame.flashTimer > frame.flashDuration) and frame.flashDuration ~= -1 ) then
UIFrameFlashStop(frame);
else
local flashTime = frame.flashTimer;
local alpha;
if (frame.syncId) then
flashTime = UIFrameFlashTimers[frame.syncId];
end
flashTime = flashTime%(frame.fadeInTime+frame.fadeOutTime+(frame.flashInHoldTime or 0)+(frame.flashOutHoldTime or 0));
if (flashTime < frame.fadeInTime) then
alpha = flashTime/frame.fadeInTime;
elseif (flashTime < frame.fadeInTime+(frame.flashInHoldTime or 0)) then
alpha = 1;
elseif (flashTime < frame.fadeInTime+(frame.flashInHoldTime or 0)+frame.fadeOutTime) then
alpha = 1 - ((flashTime - frame.fadeInTime - (frame.flashInHoldTime or 0))/frame.fadeOutTime);
else
alpha = 0;
end
frame:SetAlpha(alpha);
frame:Show();
end
-- Loop in reverse so that removing frames is safe
index = index - 1;
end
if ( #FLASHFRAMES == 0 ) then
self:SetScript("OnUpdate", nil);
end
end
-- Function to see if a frame is already flashing
function UIFrameIsFlashing(frame)
for index, value in pairs(FLASHFRAMES) do
if ( value == frame ) then
return 1;
end
end
return nil;
end
-- Function to stop flashing
function UIFrameFlashStop(frame)
tDeleteItem(FLASHFRAMES, frame);
frame:SetAlpha(1.0);
frame.flashTimer = nil;
if (frame.syncId) then
UIFrameFlashTimerRefCount[frame.syncId] = UIFrameFlashTimerRefCount[frame.syncId]-1;
if (UIFrameFlashTimerRefCount[frame.syncId] == 0) then
UIFrameFlashTimers[frame.syncId] = nil;
UIFrameFlashTimerRefCount[frame.syncId] = nil;
end
frame.syncId = nil;
end
if ( frame.showWhenDone ) then
frame:Show();
else
frame:Hide();
end
end
-- Functions to handle button pulsing (Highlight, Unhighlight)
function SetButtonPulse(button, duration, pulseRate)
button.pulseDuration = pulseRate;
button.pulseTimeLeft = duration
-- pulseRate is actually seconds per pulse state
button.pulseRate = pulseRate;
button.pulseOn = 0;
tinsert(PULSEBUTTONS, button);
end
-- Update the button pulsing
function ButtonPulse_OnUpdate(elapsed)
for index, button in pairs(PULSEBUTTONS) do
if ( button.pulseTimeLeft > 0 ) then
if ( button.pulseDuration < 0 ) then
if ( button.pulseOn == 1 ) then
button:UnlockHighlight();
button.pulseOn = 0;
else
button:LockHighlight();
button.pulseOn = 1;
end
button.pulseDuration = button.pulseRate;
end
button.pulseDuration = button.pulseDuration - elapsed;
button.pulseTimeLeft = button.pulseTimeLeft - elapsed;
else
button:UnlockHighlight();
button.pulseOn = 0;
tDeleteItem(PULSEBUTTONS, button);
end
end
end
function ButtonPulse_StopPulse(button)
for index, pulseButton in pairs(PULSEBUTTONS) do
if ( pulseButton == button ) then
tDeleteItem(PULSEBUTTONS, button);
end
end
end
function UIDoFramesIntersect(frame1, frame2)
if ( ( frame1:GetLeft() < frame2:GetRight() ) and ( frame1:GetRight() > frame2:GetLeft() ) and
( frame1:GetBottom() < frame2:GetTop() ) and ( frame1:GetTop() > frame2:GetBottom() ) ) then
return true;
else
return false;
end
end
-- Lua Helper functions --
function BuildListString(...)
local text = ...;
if ( not text ) then
return nil;
end
local string = text;
for i=2, select("#", ...) do
text = select(i, ...);
if ( text ) then
string = string..", "..text;
end
end
return string;
end
function BuildColoredListString(...)
if ( select("#", ...) == 0 ) then
return nil;
end
-- Takes input where odd items are the text and even items determine whether the arg should be colored or not
local text, normal = ...;
local string;
if ( normal ) then
string = text;
else
string = RED_FONT_COLOR_CODE..text..FONT_COLOR_CODE_CLOSE;
end
for i=3, select("#", ...), 2 do
text, normal = select(i, ...);
if ( normal ) then
-- If meets the condition
string = string..", "..text;
else
-- If doesn't meet the condition
string = string..", "..RED_FONT_COLOR_CODE..text..FONT_COLOR_CODE_CLOSE;
end
end
return string;
end
function BuildNewLineListString(...)
local text;
local index = 1;
for i=1, select("#", ...) do
text = select(i, ...);
index = index + 1;
if ( text ) then
break;
end
end
if ( not text ) then
return nil;
end
local string = text;
for i=index, select("#", ...) do
text = select(i, ...);
if ( text ) then
string = string.."\n"..text;
end
end
return string;
end
function BuildMultilineTooltip(globalStringName, tooltip, r, g, b)
if ( not tooltip ) then
tooltip = GameTooltip;
end
if ( not r ) then
r = 1.0;
g = 1.0;
b = 1.0;
end
local i = 1;
local string = _G[globalStringName..i];
while (string) do
tooltip:AddLine(string, "", r, g, b);
i = i + 1;
string = _G[globalStringName..i];
end
end
function tDeleteItem(table, item)
local index = 1;
while table[index] do
if ( item == table[index] ) then
tremove(table, index);
else
index = index + 1;
end
end
end
function tContains(table, item)
local index = 1;
while table[index] do
if ( item == table[index] ) then
return 1;
end
index = index + 1;
end
return nil;
end
function CopyTable(settings)
local copy = {};
for k, v in pairs(settings) do
if ( type(v) == "table" ) then
copy[k] = CopyTable(v);
else
copy[k] = v;
end
end
return copy;
end
function MouseIsOver(region, topOffset, bottomOffset, leftOffset, rightOffset)
return region:IsMouseOver(topOffset, bottomOffset, leftOffset, rightOffset);
end
-- replace the C functions with local lua versions
function getglobal(varr)
return _G[varr];
end
function setglobal(varr,value)
_G[varr] = value;
end
-- Wrapper for the desaturation function
function SetDesaturation(texture, desaturation)
texture:SetDesaturated(desaturation);
end
function GetMaterialTextColors(material)
local textColor = MATERIAL_TEXT_COLOR_TABLE[material];
local titleColor = MATERIAL_TITLETEXT_COLOR_TABLE[material];
if ( not(textColor and titleColor) ) then
textColor = MATERIAL_TEXT_COLOR_TABLE["Default"];
titleColor = MATERIAL_TITLETEXT_COLOR_TABLE["Default"];
end
return textColor, titleColor;
end
-- Function that handles the escape key functions
function ToggleGameMenu()
if ( not UIParent:IsShown() ) then
UIParent:Show();
SetUIVisibility(true);
elseif ( securecall("StaticPopup_EscapePressed") ) then
elseif ( GameMenuFrame:IsShown() ) then
PlaySound("igMainMenuQuit");
HideUIPanel(GameMenuFrame);
elseif ( HelpFrame:IsShown() ) then
ToggleHelpFrame();
elseif ( VideoOptionsFrame:IsShown() ) then
VideoOptionsFrameCancel:Click();
elseif ( AudioOptionsFrame:IsShown() ) then
AudioOptionsFrameCancel:Click();
elseif ( InterfaceOptionsFrame:IsShown() ) then
InterfaceOptionsFrameCancel:Click();
elseif ( TimeManagerFrame and TimeManagerFrame:IsShown() ) then
TimeManagerFrameCloseButton:Click();
elseif ( MultiCastFlyoutFrame:IsShown() ) then
MultiCastFlyoutFrame_Hide(MultiCastFlyoutFrame, true);
elseif (SpellFlyout:IsShown() ) then
SpellFlyout:Hide();
elseif ( securecall("FCFDockOverflow_CloseLists") ) then
elseif ( securecall("CloseMenus") ) then
elseif ( CloseCalendarMenus and securecall("CloseCalendarMenus") ) then
elseif ( CloseGuildMenus and securecall("CloseGuildMenus") ) then
elseif ( SpellStopCasting() ) then
elseif ( SpellStopTargeting() ) then
elseif ( securecall("CloseAllWindows") ) then
elseif ( LootFrame:IsShown() ) then
-- if we're here, LootFrame was opened under the mouse (cvar "lootUnderMouse") so it didn't get closed by CloseAllWindows
LootFrame:Hide();
elseif ( ClearTarget() and (not UnitIsCharmed("player")) ) then
elseif ( OpacityFrame:IsShown() ) then
OpacityFrame:Hide();
else
PlaySound("igMainMenuOpen");
ShowUIPanel(GameMenuFrame);
end
end
-- Visual Misc --
function GetScreenHeightScale()
local screenHeight = 768;
return GetScreenHeight()/screenHeight;
end
function GetScreenWidthScale()
local screenWidth = 1024;
return GetScreenWidth()/screenWidth;
end
function ShowInspectCursor()
SetCursor("INSPECT_CURSOR");
end
-- Helper function to show the inspect cursor if the ctrl key is down
function CursorUpdate(self)
if ( IsModifiedClick("DRESSUP") and self.hasItem ) then
ShowInspectCursor();
else
ResetCursor();
end
end
function CursorOnUpdate(self)
if ( GameTooltip:IsOwned(self) ) then
CursorUpdate(self);
end
end
function AnimateTexCoords(texture, textureWidth, textureHeight, frameWidth, frameHeight, numFrames, elapsed, throttle)
if ( not texture.frame ) then
-- initialize everything
texture.frame = 1;
texture.throttle = throttle;
texture.numColumns = floor(textureWidth/frameWidth);
texture.numRows = floor(textureHeight/frameHeight);
texture.columnWidth = frameWidth/textureWidth;
texture.rowHeight = frameHeight/textureHeight;
end
local frame = texture.frame;
if ( not texture.throttle or texture.throttle > throttle ) then
local framesToAdvance = floor(texture.throttle / throttle);
while ( frame + framesToAdvance > numFrames ) do
frame = frame - numFrames;
end
frame = frame + framesToAdvance;
texture.throttle = 0;
local left = mod(frame-1, texture.numColumns)*texture.columnWidth;
local right = left + texture.columnWidth;
local bottom = ceil(frame/texture.numColumns)*texture.rowHeight;
local top = bottom - texture.rowHeight;
texture:SetTexCoord(left, right, top, bottom);
texture.frame = frame;
else
texture.throttle = texture.throttle + elapsed;
end
end
-- Bindings --
function GetBindingText(name, prefix, returnAbbr)
if ( not name ) then
return "";
end
local tempName = name;
local i = strfind(name, "-");
local dashIndex = nil;
local count = 0;
while ( i ) do
if ( not dashIndex ) then
dashIndex = i;
else
if ( i == 1 ) then
-- this means two "-" in a row, so it's "-" in combination with a modifier key
count = count - 1;
end
dashIndex = dashIndex + i;
end
count = count + 1;
tempName = strsub(tempName, i + 1);
i = strfind(tempName, "-");
end
local modKeys = '';
if ( not dashIndex ) then
dashIndex = 0;
else
modKeys = strsub(name, 1, dashIndex);
if ( tempName == "CAPSLOCK" ) then
gsub(tempName, "CAPSLOCK", "Caps");
end
-- replace for all languages
-- for the "push-to-talk" binding
modKeys = gsub(modKeys, "LSHIFT", LSHIFT_KEY_TEXT);
modKeys = gsub(modKeys, "RSHIFT", RSHIFT_KEY_TEXT);
modKeys = gsub(modKeys, "LCTRL", LCTRL_KEY_TEXT);
modKeys = gsub(modKeys, "RCTRL", RCTRL_KEY_TEXT);
modKeys = gsub(modKeys, "LALT", LALT_KEY_TEXT);
modKeys = gsub(modKeys, "RALT", RALT_KEY_TEXT);
-- use the SHIFT code if they decide to localize the CTRL further. The token is CTRL_KEY_TEXT
if ( GetLocale() == "deDE") then
modKeys = gsub(modKeys, "CTRL", "STRG");
end
-- Only doing French for now since all the other languages use SHIFT, remove the "if" if other languages localize it
if ( GetLocale() == "frFR" ) then
modKeys = gsub(modKeys, "SHIFT", SHIFT_KEY_TEXT);
end
end
if ( returnAbbr ) then
if ( count > 1 ) then
return "ยท";
else
modKeys = gsub(modKeys, "CTRL", "c");
modKeys = gsub(modKeys, "SHIFT", "s");
modKeys = gsub(modKeys, "ALT", "a");
modKeys = gsub(modKeys, "STRG", "st");
end
end
if ( not prefix ) then
prefix = "";
end
-- fix for bug 103620: mouse buttons are not being translated properly
if ( tempName == "LeftButton" ) then
tempName = "BUTTON1";
elseif ( tempName == "RightButton" ) then
tempName = "BUTTON2";
elseif ( tempName == "MiddleButton" ) then
tempName = "BUTTON3";
elseif ( tempName == "Button4" ) then
tempName = "BUTTON4";
elseif ( tempName == "Button5" ) then
tempName = "BUTTON5";
elseif ( tempName == "Button6" ) then
tempName = "BUTTON6";
elseif ( tempName == "Button7" ) then
tempName = "BUTTON7";
elseif ( tempName == "Button8" ) then
tempName = "BUTTON8";
elseif ( tempName == "Button9" ) then
tempName = "BUTTON9";
elseif ( tempName == "Button10" ) then
tempName = "BUTTON10";
elseif ( tempName == "Button11" ) then
tempName = "BUTTON11";
elseif ( tempName == "Button12" ) then
tempName = "BUTTON12";
elseif ( tempName == "Button13" ) then
tempName = "BUTTON13";
elseif ( tempName == "Button14" ) then
tempName = "BUTTON14";
elseif ( tempName == "Button15" ) then
tempName = "BUTTON15";
elseif ( tempName == "Button16" ) then
tempName = "BUTTON16";
elseif ( tempName == "Button17" ) then
tempName = "BUTTON17";
elseif ( tempName == "Button18" ) then
tempName = "BUTTON18";
elseif ( tempName == "Button19" ) then
tempName = "BUTTON19";
elseif ( tempName == "Button20" ) then
tempName = "BUTTON20";
elseif ( tempName == "Button21" ) then
tempName = "BUTTON21";
elseif ( tempName == "Button22" ) then
tempName = "BUTTON22";
elseif ( tempName == "Button23" ) then
tempName = "BUTTON23";
elseif ( tempName == "Button24" ) then
tempName = "BUTTON24";
elseif ( tempName == "Button25" ) then
tempName = "BUTTON25";
elseif ( tempName == "Button26" ) then
tempName = "BUTTON26";
elseif ( tempName == "Button27" ) then
tempName = "BUTTON27";
elseif ( tempName == "Button28" ) then
tempName = "BUTTON28";
elseif ( tempName == "Button29" ) then
tempName = "BUTTON29";
elseif ( tempName == "Button30" ) then
tempName = "BUTTON30";
elseif ( tempName == "Button31" ) then
tempName = "BUTTON31";
end
local localizedName = nil;
if ( IsMacClient() ) then
-- see if there is a mac specific name for the key
localizedName = _G[prefix..tempName.."_MAC"];
end
if ( not localizedName ) then
localizedName = _G[prefix..tempName];
end
-- for the "push-to-talk" binding it can be just a modifier key
if ( not localizedName ) then
localizedName = _G[tempName.."_KEY_TEXT"];
end
if ( not localizedName ) then
localizedName = tempName;
end
return modKeys..localizedName;
end
function GetBindingFromClick(input)
local fullInput = "";
-- MUST BE IN THIS ORDER (ALT, CTRL, SHIFT)
if ( IsAltKeyDown() ) then
fullInput = fullInput.."ALT-";
end
if ( IsControlKeyDown() ) then
fullInput = fullInput.."CTRL-"
end
if ( IsShiftKeyDown() ) then
fullInput = fullInput.."SHIFT-"
end
if ( input == "LeftButton" ) then
fullInput = fullInput.."BUTTON1";
elseif ( input == "RightButton" ) then
fullInput = fullInput.."BUTTON2";
elseif ( input == "MiddleButton" ) then
fullInput = fullInput.."BUTTON3";
elseif ( input == "Button4" ) then
fullInput = fullInput.."BUTTON4";
elseif ( input == "Button5" ) then
fullInput = fullInput.."BUTTON5";
elseif ( input == "Button6" ) then
fullInput = fullInput.."BUTTON6";
elseif ( input == "Button7" ) then
fullInput = fullInput.."BUTTON7";
elseif ( input == "Button8" ) then
fullInput = fullInput.."BUTTON8";
elseif ( input == "Button9" ) then
fullInput = fullInput.."BUTTON9";
elseif ( input == "Button10" ) then
fullInput = fullInput.."BUTTON10";
elseif ( input == "Button11" ) then
fullInput = fullInput.."BUTTON11";
elseif ( input == "Button12" ) then
fullInput = fullInput.."BUTTON12";
elseif ( input == "Button13" ) then
fullInput = fullInput.."BUTTON13";
elseif ( input == "Button14" ) then
fullInput = fullInput.."BUTTON14";
elseif ( input == "Button15" ) then
fullInput = fullInput.."BUTTON15";
elseif ( input == "Button16" ) then
fullInput = fullInput.."BUTTON16";
elseif ( input == "Button17" ) then
fullInput = fullInput.."BUTTON17";
elseif ( input == "Button18" ) then
fullInput = fullInput.."BUTTON18";
elseif ( input == "Button19" ) then
fullInput = fullInput.."BUTTON19";
elseif ( input == "Button20" ) then
fullInput = fullInput.."BUTTON20";
elseif ( input == "Button21" ) then
fullInput = fullInput.."BUTTON21";
elseif ( input == "Button22" ) then
fullInput = fullInput.."BUTTON22";
elseif ( input == "Button23" ) then
fullInput = fullInput.."BUTTON23";
elseif ( input == "Button24" ) then
fullInput = fullInput.."BUTTON24";
elseif ( input == "Button25" ) then
fullInput = fullInput.."BUTTON25";
elseif ( input == "Button26" ) then
fullInput = fullInput.."BUTTON26";
elseif ( input == "Button27" ) then
fullInput = fullInput.."BUTTON27";
elseif ( input == "Button28" ) then
fullInput = fullInput.."BUTTON28";
elseif ( input == "Button29" ) then
fullInput = fullInput.."BUTTON29";
elseif ( input == "Button30" ) then
fullInput = fullInput.."BUTTON30";
elseif ( input == "Button31" ) then
fullInput = fullInput.."BUTTON31";
else
fullInput = fullInput..input;
end
return GetBindingByKey(fullInput);
end
-- Game Logic --
function RealPartyIsFull()
if ( (GetNumSubgroupMembers(LE_PARTY_CATEGORY_HOME) < MAX_PARTY_MEMBERS) or (IsInRaid(LE_PARTY_CATEGORY_HOME) and (GetNumGroupMembers(LE_PARTY_CATEGORY_HOME) < MAX_RAID_MEMBERS)) ) then
return false;
else
return true;
end
end
function CanGroupInvite()
if ( IsInGroup() ) then
if ( UnitIsGroupLeader("player") or UnitIsGroupAssistant("player") ) then
return true;
else
return false;
end
else
return true;
end
end
function InviteToGroup(name)
if ( not IsInRaid() and GetNumGroupMembers() > MAX_PARTY_MEMBERS) then
local dialog = StaticPopup_Show("CONVERT_TO_RAID");
if ( dialog ) then
dialog.data = name;
end
else
InviteUnit(name);
end
end
function UnitHasMana(unit)
if ( UnitPowerMax(unit, SPELL_POWER_MANA) > 0 ) then
return 1;
end
return nil;
end
function RaiseFrameLevelByTwo(frame)
-- We do this enough that it saves closures.
frame:SetFrameLevel(frame:GetFrameLevel()+2);
end
function ShowResurrectRequest(offerer)
if ( ResurrectHasSickness() ) then
StaticPopup_Show("RESURRECT", offerer);
elseif ( ResurrectHasTimer() ) then
StaticPopup_Show("RESURRECT_NO_SICKNESS", offerer);
else
StaticPopup_Show("RESURRECT_NO_TIMER", offerer);
end
end
function RefreshAuras(frame, unit, numAuras, suffix, checkCVar, showBuffs)
if ( showBuffs ) then
RefreshBuffs(frame, unit, numAuras, suffix, checkCVar);
else
RefreshDebuffs(frame, unit, numAuras, suffix, checkCVar);
end
end
function RefreshBuffs(frame, unit, numBuffs, suffix, checkCVar)
local frameName = frame:GetName();
frame.hasDispellable = nil;
numBuffs = numBuffs or MAX_PARTY_BUFFS;
suffix = suffix or "Buff";
local unitStatus, statusColor;
local debuffTotal = 0;
local name, rank, icon, count, debuffType, duration, expirationTime;
local filter;
if ( checkCVar and SHOW_CASTABLE_BUFFS == "1" and UnitCanAssist("player", unit) ) then
filter = "RAID";
end
for i=1, numBuffs do
name, rank, icon, count, debuffType, duration, expirationTime = UnitBuff(unit, i, filter);
local buffName = frameName..suffix..i;
if ( icon ) then
-- if we have an icon to show then proceed with setting up the aura
-- set the icon
local buffIcon = _G[buffName.."Icon"];
buffIcon:SetTexture(icon);
-- setup the cooldown
local coolDown = _G[buffName.."Cooldown"];
if ( coolDown ) then
CooldownFrame_SetTimer(coolDown, expirationTime - duration, duration, 1);
end
-- show the aura
_G[buffName]:Show();
else
-- no icon, hide the aura
_G[buffName]:Hide();
end
end
end
function RefreshDebuffs(frame, unit, numDebuffs, suffix, checkCVar)
local frameName = frame:GetName();
frame.hasDispellable = nil;
numDebuffs = numDebuffs or MAX_PARTY_DEBUFFS;
suffix = suffix or "Debuff";
local unitStatus, statusColor;
local debuffTotal = 0;
local name, rank, icon, count, debuffType, duration, expirationTime, caster;
local isEnemy = UnitCanAttack("player", unit);
local filter;
if ( checkCVar and SHOW_DISPELLABLE_DEBUFFS == "1" and UnitCanAssist("player", unit) ) then
filter = "RAID";
end
for i=1, numDebuffs do
if ( unit == "party"..i ) then
unitStatus = _G[frameName.."Status"];
end
name, rank, icon, count, debuffType, duration, expirationTime, caster = UnitDebuff(unit, i, filter);
local debuffName = frameName..suffix..i;
if ( icon and ( SHOW_CASTABLE_DEBUFFS == "0" or not isEnemy or caster == "player" ) ) then
-- if we have an icon to show then proceed with setting up the aura
-- set the icon
local debuffIcon = _G[debuffName.."Icon"];
debuffIcon:SetTexture(icon);
-- setup the border
local debuffBorder = _G[debuffName.."Border"];
local debuffColor = DebuffTypeColor[debuffType] or DebuffTypeColor["none"];
debuffBorder:SetVertexColor(debuffColor.r, debuffColor.g, debuffColor.b);
-- record interesting data for the aura button
statusColor = debuffColor;
frame.hasDispellable = 1;
debuffTotal = debuffTotal + 1;
-- setup the cooldown
local coolDown = _G[debuffName.."Cooldown"];
if ( coolDown ) then
CooldownFrame_SetTimer(coolDown, expirationTime - duration, duration, 1);
end
-- show the aura
_G[debuffName]:Show();
else
-- no icon, hide the aura
_G[debuffName]:Hide();
end
end
frame.debuffTotal = debuffTotal;
-- Reset unitStatus overlay graphic timer
if ( frame.numDebuffs and debuffTotal >= frame.numDebuffs ) then
frame.debuffCountdown = 30;
end
if ( unitStatus and statusColor ) then
unitStatus:SetVertexColor(statusColor.r, statusColor.g, statusColor.b);
end
end
function GetQuestDifficultyColor(level)
return GetRelativeDifficultyColor(UnitLevel("player"), level);
end
--How difficult is this challenge for this unit?
function GetRelativeDifficultyColor(unitLevel, challengeLevel)
local levelDiff = challengeLevel - unitLevel;
local color;
if ( levelDiff >= 5 ) then
return QuestDifficultyColors["impossible"];
elseif ( levelDiff >= 3 ) then
return QuestDifficultyColors["verydifficult"];
elseif ( levelDiff >= -2 ) then
return QuestDifficultyColors["difficult"];
elseif ( -levelDiff <= GetQuestGreenRange() ) then
return QuestDifficultyColors["standard"];
else
return QuestDifficultyColors["trivial"];
end
end
-- takes in a table with r, g, and b entries and converts it to a color string
function ConvertRGBtoColorString(color)
local colorString = "|cff";
local r = color.r * 255;
local g = color.g * 255;
local b = color.b * 255;
colorString = colorString..string.format("%2x%2x%2x", r, g, b);
return colorString;
end
function GetDungeonNameWithDifficulty(name, difficultyName)
name = name or "";
if ( difficultyName == "" ) then
name = NORMAL_FONT_COLOR_CODE..name..FONT_COLOR_CODE_CLOSE;
else
name = NORMAL_FONT_COLOR_CODE..format(DUNGEON_NAME_WITH_DIFFICULTY, name, difficultyName)..FONT_COLOR_CODE_CLOSE;
end
return name;
end
-- Animated shine stuff --
function AnimatedShine_Start(shine, r, g, b)
if ( not tContains(SHINES_TO_ANIMATE, shine) ) then
shine.timer = 0;
tinsert(SHINES_TO_ANIMATE, shine);
end
local shineName = shine:GetName();
_G[shineName.."Shine1"]:Show();
_G[shineName.."Shine2"]:Show();
_G[shineName.."Shine3"]:Show();
_G[shineName.."Shine4"]:Show();
if ( r ) then
_G[shineName.."Shine1"]:SetVertexColor(r, g, b);
_G[shineName.."Shine2"]:SetVertexColor(r, g, b);
_G[shineName.."Shine3"]:SetVertexColor(r, g, b);
_G[shineName.."Shine4"]:SetVertexColor(r, g, b);
end
end
function AnimatedShine_Stop(shine)
tDeleteItem(SHINES_TO_ANIMATE, shine);
local shineName = shine:GetName();
_G[shineName.."Shine1"]:Hide();
_G[shineName.."Shine2"]:Hide();
_G[shineName.."Shine3"]:Hide();
_G[shineName.."Shine4"]:Hide();
end
function AnimatedShine_OnUpdate(elapsed)
local shine1, shine2, shine3, shine4;
local speed = 2.5;
local parent, distance;
for index, value in pairs(SHINES_TO_ANIMATE) do
shine1 = _G[value:GetName().."Shine1"];
shine2 = _G[value:GetName().."Shine2"];
shine3 = _G[value:GetName().."Shine3"];
shine4 = _G[value:GetName().."Shine4"];
value.timer = value.timer+elapsed;
if ( value.timer > speed*4 ) then
value.timer = 0;
end
parent = _G[value:GetName().."Shine"];
distance = parent:GetWidth();
if ( value.timer <= speed ) then
shine1:SetPoint("CENTER", parent, "TOPLEFT", value.timer/speed*distance, 0);
shine2:SetPoint("CENTER", parent, "BOTTOMRIGHT", -value.timer/speed*distance, 0);
shine3:SetPoint("CENTER", parent, "TOPRIGHT", 0, -value.timer/speed*distance);
shine4:SetPoint("CENTER", parent, "BOTTOMLEFT", 0, value.timer/speed*distance);
elseif ( value.timer <= speed*2 ) then
shine1:SetPoint("CENTER", parent, "TOPRIGHT", 0, -(value.timer-speed)/speed*distance);
shine2:SetPoint("CENTER", parent, "BOTTOMLEFT", 0, (value.timer-speed)/speed*distance);
shine3:SetPoint("CENTER", parent, "BOTTOMRIGHT", -(value.timer-speed)/speed*distance, 0);
shine4:SetPoint("CENTER", parent, "TOPLEFT", (value.timer-speed)/speed*distance, 0);
elseif ( value.timer <= speed*3 ) then
shine1:SetPoint("CENTER", parent, "BOTTOMRIGHT", -(value.timer-speed*2)/speed*distance, 0);
shine2:SetPoint("CENTER", parent, "TOPLEFT", (value.timer-speed*2)/speed*distance, 0);
shine3:SetPoint("CENTER", parent, "BOTTOMLEFT", 0, (value.timer-speed*2)/speed*distance);
shine4:SetPoint("CENTER", parent, "TOPRIGHT", 0, -(value.timer-speed*2)/speed*distance);
else
shine1:SetPoint("CENTER", parent, "BOTTOMLEFT", 0, (value.timer-speed*3)/speed*distance);
shine2:SetPoint("CENTER", parent, "TOPRIGHT", 0, -(value.timer-speed*3)/speed*distance);
shine3:SetPoint("CENTER", parent, "TOPLEFT", (value.timer-speed*3)/speed*distance, 0);
shine4:SetPoint("CENTER", parent, "BOTTOMRIGHT", -(value.timer-speed*3)/speed*distance, 0);
end
end
end
-- Autocast shine stuff --
AUTOCAST_SHINE_R = .95;
AUTOCAST_SHINE_G = .95;
AUTOCAST_SHINE_B = .32;
AUTOCAST_SHINE_SPEEDS = { 2, 4, 6, 8 };
AUTOCAST_SHINE_TIMERS = { 0, 0, 0, 0 };
local AUTOCAST_SHINES = {};
function AutoCastShine_OnLoad(self)
self.sparkles = {};
local name = self:GetName();
for i = 1, 16 do
tinsert(self.sparkles, _G[name .. i]);
end
end
function AutoCastShine_AutoCastStart(button, r, g, b)
if ( AUTOCAST_SHINES[button] ) then
return;
end
AUTOCAST_SHINES[button] = true;
if ( not r ) then
r, g, b = AUTOCAST_SHINE_R, AUTOCAST_SHINE_G, AUTOCAST_SHINE_B;
end
for _, sparkle in next, button.sparkles do
sparkle:Show();
sparkle:SetVertexColor(r, g, b);
end
end
function AutoCastShine_AutoCastStop(button)
AUTOCAST_SHINES[button] = nil;
for _, sparkle in next, button.sparkles do
sparkle:Hide();
end
end
function AutoCastShine_OnUpdate(self, elapsed)
for i in next, AUTOCAST_SHINE_TIMERS do
AUTOCAST_SHINE_TIMERS[i] = AUTOCAST_SHINE_TIMERS[i] + elapsed;
if ( AUTOCAST_SHINE_TIMERS[i] > AUTOCAST_SHINE_SPEEDS[i]*4 ) then
AUTOCAST_SHINE_TIMERS[i] = 0;
end
end
for button in next, AUTOCAST_SHINES do
self = button;
local parent, distance = self, self:GetWidth();
-- This is local to this function to save a lookup. If you need to use it elsewhere, might wanna make it global and use a local reference.
local AUTOCAST_SHINE_SPACING = 6;
for i = 1, 4 do
local timer = AUTOCAST_SHINE_TIMERS[i];
local speed = AUTOCAST_SHINE_SPEEDS[i];
if ( timer <= speed ) then
local basePosition = timer/speed*distance;
self.sparkles[0+i]:SetPoint("CENTER", parent, "TOPLEFT", basePosition, 0);
self.sparkles[4+i]:SetPoint("CENTER", parent, "BOTTOMRIGHT", -basePosition, 0);
self.sparkles[8+i]:SetPoint("CENTER", parent, "TOPRIGHT", 0, -basePosition);
self.sparkles[12+i]:SetPoint("CENTER", parent, "BOTTOMLEFT", 0, basePosition);
elseif ( timer <= speed*2 ) then
local basePosition = (timer-speed)/speed*distance;
self.sparkles[0+i]:SetPoint("CENTER", parent, "TOPRIGHT", 0, -basePosition);
self.sparkles[4+i]:SetPoint("CENTER", parent, "BOTTOMLEFT", 0, basePosition);
self.sparkles[8+i]:SetPoint("CENTER", parent, "BOTTOMRIGHT", -basePosition, 0);
self.sparkles[12+i]:SetPoint("CENTER", parent, "TOPLEFT", basePosition, 0);
elseif ( timer <= speed*3 ) then
local basePosition = (timer-speed*2)/speed*distance;
self.sparkles[0+i]:SetPoint("CENTER", parent, "BOTTOMRIGHT", -basePosition, 0);
self.sparkles[4+i]:SetPoint("CENTER", parent, "TOPLEFT", basePosition, 0);
self.sparkles[8+i]:SetPoint("CENTER", parent, "BOTTOMLEFT", 0, basePosition);
self.sparkles[12+i]:SetPoint("CENTER", parent, "TOPRIGHT", 0, -basePosition);
else
local basePosition = (timer-speed*3)/speed*distance;
self.sparkles[0+i]:SetPoint("CENTER", parent, "BOTTOMLEFT", 0, basePosition);
self.sparkles[4+i]:SetPoint("CENTER", parent, "TOPRIGHT", 0, -basePosition);
self.sparkles[8+i]:SetPoint("CENTER", parent, "TOPLEFT", basePosition, 0);
self.sparkles[12+i]:SetPoint("CENTER", parent, "BOTTOMRIGHT", -basePosition, 0);
end
end
end
end
function ConsolePrint(...)
ConsoleAddMessage(strjoin(" ", tostringall(...)));
end
function GetTexCoordsByGrid(xOffset, yOffset, textureWidth, textureHeight, gridWidth, gridHeight)
local widthPerGrid = gridWidth/textureWidth;
local heightPerGrid = gridHeight/textureHeight;
return (xOffset-1)*widthPerGrid, (xOffset)*widthPerGrid, (yOffset-1)*heightPerGrid, (yOffset)*heightPerGrid;
end
function LFD_IsEmpowered()
--Solo players are always empowered.
if ( not IsInGroup() ) then
return true;
end
--The leader may always queue/dequeue
if ( UnitIsGroupLeader("player") ) then
return true;
end
--In DF groups, anyone may queue/dequeue. In RF groups, the leader or assistants may queue/dequeue.
if ( HasLFGRestrictions() and (not IsInRaid() or UnitIsGroupAssistant("player")) ) then
return true;
end
return false;
end
function RaidBrowser_IsEmpowered()
return (not IsInGroup()) or UnitIsGroupLeader("player");
end
function GetLFGMode(category)
local proposalExists, id, typeID, subtypeID, name, texture, role, hasResponded, totalEncounters, completedEncounters, numMembers, isLeader, isHoliday, proposalCategory = GetLFGProposal();
local inParty, joined, queued, noPartialClear, achievements, lfgComment, slotCount = GetLFGInfoServer(category);
local roleCheckInProgress, slots, members, roleUpdateCategory = GetLFGRoleUpdate();
local partyCategory = nil;
local partySlot = GetPartyLFGID();
if ( partySlot ) then
partyCategory = GetLFGCategoryForID(partySlot);
end
local empoweredFunc = LFD_IsEmpowered;
if ( category == LE_LFG_CATEGORY_LFR ) then
empoweredFunc = RaidBrowser_IsEmpowered;
end
if ( proposalExists and not hasResponded and proposalCategory == category ) then
return "proposal", "unaccepted";
elseif ( proposalExists and proposalCategory == category ) then
return "proposal", "accepted";
elseif ( queued ) then
return "queued", (empoweredFunc() and "empowered" or "unempowered");
elseif ( roleCheckInProgress and roleUpdateCategory == category ) then
return "rolecheck";
elseif ( category == LE_LFG_CATEGORY_LFR and joined ) then
return "listed", (empoweredFunc() and "empowered" or "unempowered");
elseif ( joined ) then
return "suspended", (empoweredFunc() and "empowered" or "unempowered"); --We are "joined" to LFG, but not actually queued right now.
elseif ( IsInGroup() and IsPartyLFG() and partyCategory == category ) then
return "lfgparty";
elseif ( IsPartyLFG() and IsInLFGDungeon() and partyCategory == category ) then
return "abandonedInDungeon";
end
end
function IsLFGModeActive(category)
local partySlot = GetPartyLFGID();
local partyCategory = nil;
if ( partySlot ) then
partyCategory = GetLFGCategoryForID(partySlot);
end
if ( partyCategory == category ) then
return true;
end
return false;
end
--Like date(), but localizes AM/PM. In the future, could also localize other stuff.
function BetterDate(formatString, timeVal)
local dateTable = date("*t", timeVal);
local amString = (dateTable.hour >= 12) and TIMEMANAGER_PM or TIMEMANAGER_AM;
--First, we'll replace %p with the appropriate AM or PM.
formatString = gsub(formatString, "^%%p", amString) --Replaces %p at the beginning of the string with the am/pm token
formatString = gsub(formatString, "([^%%])%%p", "%1"..amString); -- Replaces %p anywhere else in the string, but doesn't replace %%p (since the first % escapes the second)
return date(formatString, timeVal);
end
function GMError(...)
if ( IsGMClient() ) then
error(...);
end
end
function SetLargeGuildTabardTextures(unit, emblemTexture, backgroundTexture, borderTexture, tabardData)
-- texure dimensions are 1024x1024, icon dimensions are 64x64
local emblemSize, columns, offset;
if ( emblemTexture ) then
emblemSize = 64 / 1024;
columns = 16
offset = 0;
emblemTexture:SetTexture("Interface\\GuildFrame\\GuildEmblemsLG_01");
end
SetGuildTabardTextures(emblemSize, columns, offset, unit, emblemTexture, backgroundTexture, borderTexture, tabardData);
end
function SetSmallGuildTabardTextures(unit, emblemTexture, backgroundTexture, borderTexture, tabardData)
-- texure dimensions are 256x256, icon dimensions are 16x16, centered in 18x18 cells
local emblemSize, columns, offset;
if ( emblemTexture ) then
emblemSize = 18 / 256;
columns = 14;
offset = 1 / 256;
emblemTexture:SetTexture("Interface\\GuildFrame\\GuildEmblems_01");
end
SetGuildTabardTextures(emblemSize, columns, offset, unit, emblemTexture, backgroundTexture, borderTexture, tabardData);
end
function SetDoubleGuildTabardTextures(unit, leftEmblemTexture, rightEmblemTexture, backgroundTexture, borderTexture, tabardData)
if ( leftEmblemTexture and rightEmblemTexture ) then
SetGuildTabardTextures(nil, nil, nil, unit, leftEmblemTexture, backgroundTexture, borderTexture, tabardData);
rightEmblemTexture:SetTexture(leftEmblemTexture:GetTexture());
rightEmblemTexture:SetVertexColor(leftEmblemTexture:GetVertexColor());
end
end
function SetGuildTabardTextures(emblemSize, columns, offset, unit, emblemTexture, backgroundTexture, borderTexture, tabardData)
local bkgR, bkgG, bkgB, borderR, borderG, borderB, emblemR, emblemG, emblemB, emblemFilename;
if ( tabardData ) then
bkgR = tabardData[1];
bkgG = tabardData[2];
bkgB = tabardData[3];
borderR = tabardData[4];
borderG = tabardData[5];
borderB = tabardData[6];
emblemR = tabardData[7];
emblemG = tabardData[8];
emblemB = tabardData[9];
emblemFilename = tabardData[10];
else
bkgR, bkgG, bkgB, borderR, borderG, borderB, emblemR, emblemG, emblemB, emblemFilename = GetGuildLogoInfo(unit);
end
if ( emblemFilename ) then
if ( backgroundTexture ) then
backgroundTexture:SetVertexColor(bkgR / 255, bkgG / 255, bkgB / 255);
end
if ( borderTexture ) then
borderTexture:SetVertexColor(borderR / 255, borderG / 255, borderB / 255);
end
if ( emblemSize ) then
local index = emblemFilename:match("([%d]+)");
if ( index) then
index = tonumber(index);
local xCoord = mod(index, columns) * emblemSize;
local yCoord = floor(index / columns) * emblemSize;
emblemTexture:SetTexCoord(xCoord + offset, xCoord + emblemSize - offset, yCoord + offset, yCoord + emblemSize - offset);
end
emblemTexture:SetVertexColor(emblemR / 255, emblemG / 255, emblemB / 255);
elseif ( emblemTexture ) then
emblemTexture:SetTexture(emblemFilename);
emblemTexture:SetVertexColor(emblemR / 255, emblemG / 255, emblemB / 255);
end
else
-- tabard lacks design
if ( backgroundTexture ) then
backgroundTexture:SetVertexColor(0.2245, 0.2088, 0.1794);
end
if ( borderTexture ) then
borderTexture:SetVertexColor(0.2, 0.2, 0.2);
end
if ( emblemTexture ) then
if ( emblemSize ) then
if ( emblemSize == 18 / 256 ) then
emblemTexture:SetTexture("Interface\\GuildFrame\\GuildLogo-NoLogoSm");
else
emblemTexture:SetTexture("Interface\\GuildFrame\\GuildLogo-NoLogo");
end
emblemTexture:SetTexCoord(0, 1, 0, 1);
emblemTexture:SetVertexColor(1, 1, 1, 1);
else
emblemTexture:SetTexture("");
end
end
end
end
function GetDisplayedAllyFrames()
local useCompact = GetCVarBool("useCompactPartyFrames")
if ( IsActiveBattlefieldArena() and not useCompact ) then
return "party";
elseif ( IsInGroup() and (IsInRaid() or useCompact) ) then
return "raid";
elseif ( IsInGroup() ) then
return "party";
else
return nil;
end
end
function ReverseQuestObjective(text, objectiveType)
if ( objectiveType == "spell" ) then
return text;
end
local _, _, arg1, arg2 = string.find(text, "(.*):%s(.*)");
if ( arg1 and arg2 ) then
return arg2.." "..arg1;
else
return text;
end
end
local displayedCapMessage = false;
function TrialAccountCapReached_Inform(capType)
if ( displayedCapMessage or not IsTrialAccount() ) then
return;
end
local info = ChatTypeInfo.SYSTEM;
if ( capType == "level" ) then
DEFAULT_CHAT_FRAME:AddMessage(TRIAL_ACCOUNT_LEVEL_CAP_REACHED, info.r, info.g, info.b);
elseif ( capType == "money" ) then
DEFAULT_CHAT_FRAME:AddMessage(TRIAL_ACCOUNT_MONEY_CAP_REACHED, info.r, info.g, info.b);
end
displayedCapMessage = true;
end
function AbbreviateLargeNumbers(value)
local strLen = strlen(value);
local retString = value;
if ( strLen > 8 ) then
retString = string.sub(value, 1, -7)..SECOND_NUMBER_CAP;
elseif ( strLen > 5 ) then
retString = string.sub(value, 1, -4)..FIRST_NUMBER_CAP;
elseif (strLen > 3 ) then
retString = BreakUpLargeNumbers(value);
end
return retString;
end
function BreakUpLargeNumbers(value)
local retString = "";
if ( value < 1000 ) then
if ( (value - math.floor(value)) == 0) then
return value;
end
local decimal = (math.floor(value*100));
retString = string.sub(decimal, 1, -3);
retString = retString..DECIMAL_SEPERATOR;
retString = retString..string.sub(decimal, -2);
return retString;
end
value = math.floor(value);
local strLen = strlen(value);
if ( GetCVarBool("breakUpLargeNumbers") ) then
if ( strLen > 6 ) then
retString = string.sub(value, 1, -7)..LARGE_NUMBER_SEPERATOR;
end
if ( strLen > 3 ) then
retString = retString..string.sub(value, -6, -4)..LARGE_NUMBER_SEPERATOR;
end
retString = retString..string.sub(value, -3, -1);
else
retString = value;
end
return retString;
end
function GetTimeStringFromSeconds(timeAmount, hasMS)
local seconds, ms;
-- milliseconds
if ( hasMS ) then
seconds = floor(timeAmount / 1000);
ms = timeAmount - seconds * 1000;
else
seconds = timeAmount;
end
local hours = floor(seconds / 3600);
local minutes = floor((seconds / 60) - (hours * 60));
seconds = seconds - hours * 3600 - minutes * 60;
-- if ( hasMS ) then
-- return format(HOURS_MINUTES_SECONDS_MILLISECONDS, hours, minutes, seconds, ms);
-- else
return format(HOURS_MINUTES_SECONDS, hours, minutes, seconds);
-- end
end
function ConfirmOrLeaveLFGParty()
if ( not IsInGroup(LE_PARTY_CATEGORY_INSTANCE) ) then
return;
end
if ( IsPartyLFG() and not IsLFGComplete() ) then
StaticPopup_Show("CONFIRM_LEAVE_INSTANCE_PARTY");
else
LeaveParty();
end
end
function ConfirmOrLeaveBattlefield()
if ( GetBattlefieldWinner() ) then
LeaveBattlefield();
else
StaticPopup_Show("CONFIRM_LEAVE_BATTLEFIELD");
end
end