Files
ElvUI_CoA/Modules/ClassResources.lua
T
Narcasung 015891449e Group CoA anchors under a dedicated CoA category in Toggle Anchors
Registers a COA entry into ElvUI's config-mode dropdown (General/ActionBars/etc.) and tags the Class Resources, Extra Action Bar, and Instance Swap movers with it, so they no longer surface mixed into ElvUI's General/ActionBars anchor filters.
2026-07-19 01:41:04 +02:00

287 lines
8.7 KiB
Lua

local E, L, V, P, G = unpack(ElvUI)
local CoA = E:GetModule("CoA")
local FRAMES = {
{name = "CoAResourceSegmentBar", moverText = "Resource Segment Bar", hideKey = "hideResourceSegmentBar"},
{name = "CoAResourceOrb", moverText = "Resource Orb", hideKey = "hideResourceOrb"},
{name = "CoAResourceBar", moverText = "Resource Bar", hideKey = "hideResourceBar"},
{name = "CoAMultiCastActionBarFrame", moverText = "Multi Cast Action Bar", hideKey = "hideMultiCastActionBar"},
}
local FRAME_NAMES = {}
for _, def in ipairs(FRAMES) do
FRAME_NAMES[def.name] = true
end
-- These frames' native right-click dropdown offers a "Lock/Unlock Frame"
-- entry that's meaningless now that dragging is permanently disabled (see
-- DisableDrag below), so strip it. Matched loosely (case-insensitive,
-- requiring both words) since the exact wording isn't confirmed, and scoped
-- to only our tracked frames' dropdowns so it can't affect unrelated menus.
do
local function IsTrackedDropdown(menu)
if not menu then return false end
local name = menu.GetName and menu:GetName()
local ownerName = name and name:match("^(.-)DropDown$")
if ownerName and FRAME_NAMES[ownerName] then return true end
local parent = menu.GetParent and menu:GetParent()
local parentName = parent and parent.GetName and parent:GetName()
return parentName and FRAME_NAMES[parentName] or false
end
local orig_AddButton = UIDropDownMenu_AddButton
UIDropDownMenu_AddButton = function(info, level)
if info and info.text and IsTrackedDropdown(UIDROPDOWNMENU_INIT_MENU) then
local text = info.text:lower()
if text:find("lock") and text:find("frame") then
return
end
end
return orig_AddButton(info, level)
end
end
-- Replace the native "Drag to move" tooltip hint with one that reflects how
-- these frames are actually repositioned now (native drag is disabled).
-- Scoped by IsMouseOver rather than GameTooltip:GetOwner(), since the owner
-- passed to SetOwner may be a child region rather than the tracked frame
-- itself. Matched loosely (case-insensitive "drag" + "move") since the exact
-- wording isn't confirmed. Hooked on both OnShow and OnUpdate since some
-- tooltips keep refreshing their lines while visible.
local tooltipFrames = {}
local tooltipHooked = false
local function ReplaceTooltipLines()
local hovering = false
for frame in pairs(tooltipFrames) do
if frame:IsMouseOver() then
hovering = true
break
end
end
if not hovering then return end
for i = 1, GameTooltip:NumLines() do
local line = _G["GameTooltipTextLeft"..i]
local text = line and line:GetText()
if text then
-- Some lines combine the drag hint with other text (e.g. a
-- trailing "Right-click for options"), so replace just the
-- matched span instead of the whole line.
local replaced, count = text:gsub("[Dd]rag.-[Mm]ove", "Toggle ElvUI's anchors to move")
if count > 0 then
line:SetText(replaced)
end
end
end
end
local function FixTooltip(frame)
if tooltipFrames[frame] then return end
tooltipFrames[frame] = true
if not tooltipHooked then
tooltipHooked = true
GameTooltip:HookScript("OnShow", ReplaceTooltipLines)
GameTooltip:HookScript("OnUpdate", ReplaceTooltipLines)
end
end
-- A single nil-out isn't enough: the frame's own update logic re-attaches
-- OnDragStart/OnDragStop (and re-registers drag buttons) on refresh, and
-- native dragging ends with the engine calling SetPoint directly on the
-- frame, severing the live anchor to our mover holder. So we don't just
-- clear drag once, we permanently intercept any future attempt to turn it
-- back on. The CoAClearing* guards stop our own corrective calls from
-- re-triggering these same hooks.
local function DisableDrag(frame)
if frame.CoADragDisabled then return end
frame.CoADragDisabled = true
frame:SetScript("OnDragStart", nil)
frame:SetScript("OnDragStop", nil)
frame:RegisterForDrag()
hooksecurefunc(frame, "SetScript", function(self, script, handler)
if handler and (script == "OnDragStart" or script == "OnDragStop") and not self.CoAClearingDragScript then
self.CoAClearingDragScript = true
self:SetScript(script, nil)
self.CoAClearingDragScript = false
end
end)
hooksecurefunc(frame, "RegisterForDrag", function(self, ...)
if select("#", ...) > 0 and not self.CoAClearingDrag then
self.CoAClearingDrag = true
self:RegisterForDrag()
self.CoAClearingDrag = false
end
end)
end
-- Anchoring a frame while in combat lockdown can taint it, so anchors
-- queued during combat are batched and applied together on the next
-- PLAYER_REGEN_ENABLED instead of each frame registering its own handler
-- (which would stomp on each other, since AceEvent keeps only the most
-- recently registered callback per event for a given object).
local pendingAnchors = {}
local combatHandlerRegistered = false
local function QueueAnchor(fn)
if not InCombatLockdown() then
fn()
return
end
table.insert(pendingAnchors, fn)
if not combatHandlerRegistered then
combatHandlerRegistered = true
CoA:RegisterEvent("PLAYER_REGEN_ENABLED", function()
for i = 1, #pendingAnchors do
pendingAnchors[i]()
end
wipe(pendingAnchors)
CoA:UnregisterEvent("PLAYER_REGEN_ENABLED")
combatHandlerRegistered = false
end)
end
end
local function AnchorToHolder(frame, holder)
frame:ClearAllPoints()
frame:SetPoint("CENTER", holder, "CENTER")
end
-- Class resource frames re-anchor themselves (e.g. relative to the player/
-- target frame) whenever they refresh, which stomps our mover anchor. Since
-- there's no event that fires only for that self-repositioning, we hook
-- SetPoint itself and snap back to the holder any time something else moves
-- the frame. CoARepositioning guards against the corrective SetPoint call
-- re-triggering this same hook.
local function LockPosition(frame, holder)
if frame.CoAPositionLocked then return end
frame.CoAPositionLocked = true
hooksecurefunc(frame, "SetPoint", function(self)
if self.CoARepositioning then return end
self.CoARepositioning = true
QueueAnchor(function()
AnchorToHolder(self, holder)
self.CoARepositioning = false
end)
end)
end
local function SetupMover(frame, name, moverText)
if frame.CoAMoverCreated then return true end
local width, height = frame:GetSize()
if width == 0 or height == 0 then return false end
local left, bottom = frame:GetLeft(), frame:GetBottom()
if not left or not bottom then return false end
frame.CoAMoverCreated = true
local holder = CreateFrame("Frame", "CoA_"..name.."Holder", E.UIParent)
holder:Size(width, height)
holder:Point("BOTTOMLEFT", E.UIParent, "BOTTOMLEFT", left, bottom)
E:CreateMover(holder, "CoA_"..name.."Mover", moverText, nil, nil, nil, "ALL,COA", nil, "CoA,skin,classResources")
holder:SetAllPoints(_G["CoA_"..name.."Mover"])
QueueAnchor(function()
AnchorToHolder(frame, holder)
LockPosition(frame, holder)
end)
return true
end
-- The server never Show()s a frame the current class doesn't use, so its
-- data (powerType, maxValue, ...) is never populated. Forcing Show() on it
-- exposes that uninitialized state and renders as a garbage white bar
-- texture (same issue and same fix as HideCoAUI). Only force-show a frame
-- we've already seen the game display naturally at least once.
local seenNaturalShow = {}
-- CoAForceHidden distinguishes frames we hid ourselves (via the options
-- checkbox) from frames the game itself decided to hide, so unchecking the
-- box only restores frames we were suppressing.
local function ApplyVisibility(frame, hideKey)
if CoA.db.profile[hideKey] then
frame.CoAForceHidden = true
frame:Hide()
elseif frame.CoAForceHidden and seenNaturalShow[frame] then
frame.CoAForceHidden = false
frame:Show()
end
end
local function SetupVisibility(frame, hideKey)
if frame.CoAVisibilityHooked then return end
frame.CoAVisibilityHooked = true
frame:HookScript("OnShow", function(self)
seenNaturalShow[self] = true
ApplyVisibility(self, hideKey)
end)
ApplyVisibility(frame, hideKey)
end
function CoA:UpdateClassResourceVisibility()
for _, def in ipairs(FRAMES) do
local frame = _G[def.name]
if frame then
ApplyVisibility(frame, def.hideKey)
end
end
end
local hooked = {}
local function TryHookAll()
local allHooked = true
for _, def in ipairs(FRAMES) do
if not hooked[def.name] then
local frame = _G[def.name]
if frame then
DisableDrag(frame)
SetupVisibility(frame, def.hideKey)
FixTooltip(frame)
if SetupMover(frame, def.name, def.moverText) then
hooked[def.name] = true
else
allHooked = false
end
else
allHooked = false
end
end
end
return allHooked
end
function CoA:InitializeClassResources()
if TryHookAll() then return end
self.classResourcesTimer = self:ScheduleRepeatingTimer(function()
if TryHookAll() then
self:CancelTimer(self.classResourcesTimer)
self.classResourcesTimer = nil
end
end, 0.5)
end