Add UnitGroup class to put frames in a grid layout with sorting
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134
src/types/unitgroup.lua
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134
src/types/unitgroup.lua
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-- Copyright 2023 <omicron.me@protonmail.com>
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--
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-- This file is part of Omicron Frames
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--
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-- Omicron Frames is free software: you can redistribute it and/or modify it
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-- under the terms of the GNU General Public License as published by the Free
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-- Software Foundation, either version 3 of the License, or (at your option)
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-- any later version.
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--
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-- Omicron Frames is distributed in the hope that it will be useful, but
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-- WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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-- or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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-- more details.
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--
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-- You should have received a copy of the GNU General Public License along with
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-- Omicron Frames. If not, see <https://www.gnu.org/licenses/>.
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local omi = select(2, ...)
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local types = omi.GetModule("types")
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local UnitGroup = types.CreateClass("UnitGroup")
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types.UnitGroup = UnitGroup
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local function RoleValue(role)
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if role == "TANK" then
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return 0
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elseif role == "HEALER" then
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return 1
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elseif role == "DAMAGER" then
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return 2
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else
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return 3
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end
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end
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local function UnitFrameDefaultCompare(lhs, rhs)
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-- visible < invisible
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if lhs.secureFrame:IsShown() ~= rhs.secureFrame:IsShown() then
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return lhs.secureFrame:IsShown()
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end
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local lunit, runit = lhs.unit, rhs.unit
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-- players < non-players
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local player = UnitIsPlayer(lunit)
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if UnitIsPlayer(lunit) ~= UnitIsPlayer(runit) then
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return player
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end
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if player then
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-- you < others
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if UnitIsUnit(lunit, "player") ~= UnitIsUnit(runit, "player") then
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return UnitIsUnit(lunit, "player")
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end
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-- tank < healer < damage < ?
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local lrole = RoleValue(UnitGroupRolesAssigned(lunit))
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local rrole = RoleValue(UnitGroupRolesAssigned(runit))
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if lrole ~= rrole then
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return lrole < rrole
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end
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end
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return lunit < runit
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end
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function UnitGroup:Init(left, top, width, height)
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self.width = width
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self.height = height
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self.top = top
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self.left = left
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self.units = {}
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self.sortAfterCombat = false
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self:RegisterEvents()
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end
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function UnitGroup:RegisterEvents()
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local frame = CreateFrame("Frame")
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self.frame = frame
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frame:SetScript("OnEvent", function(frame, event, ...)
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self[event](self, ...)
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end)
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frame:RegisterEvent("GROUP_ROSTER_UPDATE")
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frame:RegisterEvent("PLAYER_REGEN_ENABLED")
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frame:RegisterEvent("PLAYER_ENTERING_WORLD")
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end
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function UnitGroup:GROUP_ROSTER_UPDATE()
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self:OnRosterUpdate()
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end
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function UnitGroup:PLAYER_ENTERING_WORLD()
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self:OnRosterUpdate()
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end
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function UnitGroup:PLAYER_REGEN_ENABLED()
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self:OnLeaveCombat()
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end
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function UnitGroup:OnLeaveCombat()
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if self.sortAfterCombat then
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self:Sort()
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self.sortAfterCombat = false
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end
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end
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function UnitGroup:OnRosterUpdate()
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if InCombatLockdown() then
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self.sortAfterCombat = true
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else
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self:Sort()
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end
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end
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function UnitGroup:AddUnitFrame(unit)
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table.insert(self.units, unit)
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end
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function UnitGroup:Sort()
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table.sort(self.units, UnitFrameDefaultCompare)
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local left, top, width, height = self.left, self.top, self.width, self.height
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local maxFrameIndex = #self.units
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for y=0,5 do
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for x=0,4 do
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local num = y*5 + x + 1
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if num > maxFrameIndex then
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return
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end
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local frame = self.units[num]
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frame:SetPosition(left + (x-2)*width, top - y*height)
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end
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end
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end
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