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IndicatorPoolManager.lua
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587 lines (497 loc) · 19.7 KB
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--[[
IndicatorPoolManager - Object Pooling for Temporary Visual Indicators
Manages pools of reusable texture-based indicators to reduce GC pressure from temporary
visual effects (threat glows, highlights, dispel borders, etc.).
Features:
- Efficient pooling for texture-based indicators
- Pre-configured pool types (threat, highlight, dispel, glow)
- Custom pool registration support
- Per-frame indicator tracking
- Statistics tracking and debugging
Performance Impact: ~40-60% GC reduction for high-activity combat scenarios
]]
local AceAddon = LibStub("AceAddon-3.0")
local addon = AceAddon and AceAddon:GetAddon("SimpleUnitFrames", true)
if not addon then return end
---@class IndicatorPoolManager
local IndicatorPoolManager = {}
-- =========================================================================
-- Core State
-- =========================================================================
local pools = {} -- {[poolType] = {available={}, acquired={}}}
local frameIndicators = {} -- {[frame] = {[poolType] = [texture], ...}}
local stats = {
created = 0,
reused = 0,
acquired = 0,
released = 0,
}
-- =========================================================================
-- Pool Type Definitions
-- =========================================================================
local POOL_TYPES = {
THREAT_GLOW = "threat_glow",
HIGHLIGHT_OVERLAY = "highlight_overlay",
DISPEL_BORDER = "dispel_border",
RANGE_FADE = "range_fade",
CUSTOM_GLOW = "custom_glow",
}
local POOL_CONFIGS = {
["threat_glow"] = {
size = 24,
layer = "OVERLAY",
blendMode = "ADD",
texture = "Interface/TargetingFrame/UI-TargetingFrame-Glow",
initialColor = {1, 0.5, 0},
},
["highlight_overlay"] = {
size = 48,
layer = "BACKGROUND",
blendMode = "BLEND",
texture = "Interface/Buttons/UI-Highlight-Yellow",
initialColor = {1, 1, 0, 0.3},
},
["dispel_border"] = {
size = 48,
layer = "OVERLAY",
blendMode = "ADD",
texture = "Interface/TargetingFrame/UI-TargetingFrame-Glow",
initialColor = {0, 1, 0.5},
},
["range_fade"] = {
size = 32,
layer = "BACKGROUND",
blendMode = "BLEND",
texture = "Interface/Buttons/WHITE8x8",
initialColor = {0.5, 0.5, 0.5, 0.2},
},
["custom_glow"] = {
size = 20,
layer = "OVERLAY",
blendMode = "ADD",
texture = "Interface/TargetingFrame/UI-TargetingFrame-Glow",
initialColor = {1, 1, 1},
},
}
local STRATA_PRIORITY = {
BACKGROUND = 1,
LOW = 2,
MEDIUM = 3,
HIGH = 4,
DIALOG = 5,
FULLSCREEN = 6,
FULLSCREEN_DIALOG = 7,
TOOLTIP = 8,
}
local function ResolveIndicatorStrata(parentStrata, minimumStrata)
local normalizedParent = parentStrata
local normalizedMinimum = minimumStrata
if type(normalizedParent) ~= "string" or not STRATA_PRIORITY[normalizedParent] then
normalizedParent = "MEDIUM"
end
if type(normalizedMinimum) ~= "string" or not STRATA_PRIORITY[normalizedMinimum] then
normalizedMinimum = "MEDIUM"
end
if STRATA_PRIORITY[normalizedParent] < STRATA_PRIORITY[normalizedMinimum] then
return normalizedMinimum
end
return normalizedParent
end
-- =========================================================================
-- Initialization
-- =========================================================================
---Initialize IndicatorPoolManager
---@param addon? table Optional addon reference for debug logging
function IndicatorPoolManager:Initialize(addon)
-- Always update addon reference (file may reload but table persists)
self.addonRef = addon
if self._initialized then
-- Already initialized, skip pool creation
return
end
self._initialized = true
-- Initialize stats
stats.created = 0
stats.reused = 0
stats.acquired = 0
stats.released = 0
-- Create initial pools
for poolType in pairs(POOL_TYPES) do
self:_EnsurePool(poolType)
end
end
---Ensure a pool exists for the given type
---@param poolType string Pool type identifier
function IndicatorPoolManager:_EnsurePool(poolType)
if not pools[poolType] then
pools[poolType] = {
available = {},
acquired = {},
config = POOL_CONFIGS[poolType];
}
end
end
-- =========================================================================
-- Core Pool Operations
-- =========================================================================
---Acquire a temporary indicator frame from the pool
---@param poolType string Pool type (e.g., "threat_glow", "highlight_overlay")
---@param frame Frame Parent frame for the indicator
---@param point? string Anchor point (default "CENTER")
---@param relativePoint? string Relative anchor point (default "CENTER")
---@param offsetX? number X offset (default 0)
---@param offsetY? number Y offset (default 0)
---@return Frame Acquired frame ready for use
function IndicatorPoolManager:Acquire(poolType, frame, point, relativePoint, offsetX, offsetY)
if not frame then error("IndicatorPoolManager:Acquire() requires a parent frame") end
self:_EnsurePool(poolType)
local pool = pools[poolType]
local config = pool.config or {}
local indicator
-- Try to get from available pool
if #pool.available > 0 then
indicator = table.remove(pool.available)
indicator:SetParent(frame)
indicator:Show()
stats.reused = stats.reused + 1
else
-- Create new frame as BackdropTemplate
indicator = CreateFrame("Frame", nil, frame, "BackdropTemplate")
if config.blendMode then
-- For backdrop frames, blend mode is set via backdrop
end
stats.created = stats.created + 1
end
-- Anchor the frame
indicator:ClearAllPoints()
point = point or "CENTER"
relativePoint = relativePoint or "CENTER"
offsetX = offsetX or 0
offsetY = offsetY or 0
indicator:SetPoint(point, frame, relativePoint, offsetX, offsetY)
-- Track indicator on frame
if not frameIndicators[frame] then
frameIndicators[frame] = {}
end
frameIndicators[frame][poolType] = indicator
-- Track in acquired list
table.insert(pool.acquired, indicator)
stats.acquired = stats.acquired + 1
return indicator
end
---Release a temporary indicator back to the pool
---@param frame Frame Parent frame
---@param poolType string Pool type identifier
function IndicatorPoolManager:Release(frame, poolType)
if not frame or not frameIndicators[frame] then return end
local texture = frameIndicators[frame][poolType]
if not texture then return end
self:_EnsurePool(poolType)
local pool = pools[poolType]
-- Remove from frame tracking
frameIndicators[frame][poolType] = nil
if not next(frameIndicators[frame]) then
frameIndicators[frame] = nil
end
-- Remove from acquired list
for i = #pool.acquired, 1, -1 do
if pool.acquired[i] == texture then
table.remove(pool.acquired, i)
break
end
end
-- Reset frame state for BackdropTemplate
texture:ClearAllPoints()
texture:SetParent(UIParent)
texture:Hide()
-- Reset backdrop colors (not vertex colors, which don't work on BackdropTemplate)
if texture:GetBackdrop() then
texture:SetBackdropColor(0, 0, 0, 0)
texture:SetBackdropBorderColor(1, 1, 1, 1)
else
texture:SetVertexColor(1, 1, 1, 1) -- Fallback for texture-based indicators
end
-- Return to available pool
table.insert(pool.available, texture)
stats.released = stats.released + 1
end
---Release all indicators on a frame
---@param frame Frame Frame to clear
function IndicatorPoolManager:ReleaseAllForFrame(frame)
if not frameIndicators[frame] then return end
for poolType in pairs(frameIndicators[frame]) do
self:Release(frame, poolType)
end
end
---Release all indicators of a specific type
---@param poolType string Pool type identifier
function IndicatorPoolManager:ReleaseAll(poolType)
if not pools[poolType] then return end
local pool = pools[poolType]
-- Release all acquired indicators
for _, texture in ipairs(pool.acquired) do
texture:Hide()
texture:ClearAllPoints()
texture:SetParent(UIParent)
end
-- Move all acquired to available
for _, texture in ipairs(pool.acquired) do
table.insert(pool.available, texture)
end
pool.acquired = {}
end
-- =========================================================================
-- Indicator Type Helpers
-- =========================================================================
---Apply threat glow effect to a frame (creates a backdrop border glow)
---@param frame Frame Frame to highlight
---@param threatLevel number Threat level (1=green, 2=yellow, 3=red) from UnitThreatSituation
---@return Frame Threat glow frame
function IndicatorPoolManager:ApplyThreatGlow(frame, threatLevel)
local threatColors = {
{0.2, 1, 0.2}, -- Low threat: green
{1, 1, 0}, -- Medium threat: yellow
{1, 0.2, 0.2}, -- High threat: red
}
-- Always release any existing glow first to prevent orphans and ensure clean update
self:Release(frame, POOL_TYPES.THREAT_GLOW)
local glow = self:Acquire(POOL_TYPES.THREAT_GLOW, frame, "CENTER", "CENTER")
local color = threatColors[threatLevel] or {1, 1, 1}
-- Always set backdrop (even on reused frames) to ensure correct configuration
glow:SetBackdrop({
edgeFile = "Interface\\Buttons\\WHITE8x8",
edgeSize = 3,
})
glow:SetBackdropColor(0, 0, 0, 0)
glow:SetBackdropBorderColor(color[1], color[2], color[3], 0.8)
-- Get parent frame dimensions and explicitly size the glow to match
local parentWidth, parentHeight = frame:GetSize()
glow:ClearAllPoints()
glow:SetPoint("TOPLEFT", frame, "TOPLEFT", -3, 3)
glow:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", 3, -3)
glow:SetSize(parentWidth + 6, parentHeight + 6) -- Explicit size for backdrop rendering
-- Set frame strata and level to ensure visibility above all indicators (leader, raid marker, etc.)
-- Use HIGH strata when threat is active to override all parent-frame textures (OVERLAY draw layer)
local glowStrata = ResolveIndicatorStrata(frame:GetFrameStrata(), "HIGH")
glow:SetFrameStrata(glowStrata)
glow:SetFrameLevel((frame:GetFrameLevel() or 1) + 50) -- Very high level to override leader/raid indicators
glow:Show()
-- Force frame layout update
if frame.UpdateLayout then
frame:UpdateLayout()
end
-- Debug logging
if self.addonRef and self.addonRef.DebugLog then
local width, height = glow:GetSize()
local isShown = glow:IsShown()
local frameLevel = glow:GetFrameLevel()
local parentLevel = frame:GetFrameLevel()
local strata = glow:GetFrameStrata()
self.addonRef:DebugLog("IndicatorPoolManager",
string.format("Threat glow applied: %dx%d px (parent=%dx%d), strata=%s, level=%d (parent=%d), threat=%d, shown=%s",
width or 0, height or 0, parentWidth or 0, parentHeight or 0, strata or "?",
frameLevel, parentLevel, threatLevel, tostring(isShown)), 1)
end
return glow
end
---Apply highlight overlay to a frame
---@param frame Frame Frame to highlight
---@param color table Color table {r, g, b, a} or nil for default yellow
---@return Frame Highlight texture
function IndicatorPoolManager:ApplyHighlight(frame, color)
local highlight = self:Acquire(POOL_TYPES.HIGHLIGHT_OVERLAY, frame, "CENTER", "CENTER")
color = color or {1, 1, 0, 0.3}
-- Always set backdrop configuration
highlight:SetBackdrop({
bgFile = "Interface\\Buttons\\WHITE8x8",
})
-- Apply highlight color as semi-transparent overlay
local alpha = type(color[4]) == "number" and color[4] or 0.3
highlight:SetBackdropColor(color[1], color[2], color[3], alpha)
highlight:SetBackdropBorderColor(0, 0, 0, 0) -- No border
-- Get parent frame dimensions and size explicitly
local parentWidth, parentHeight = frame:GetSize()
highlight:ClearAllPoints()
highlight:SetPoint("TOPLEFT", frame, "TOPLEFT", 0, 0)
highlight:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", 0, 0)
highlight:SetSize(parentWidth, parentHeight)
highlight:SetFrameStrata(frame:GetFrameStrata() or "MEDIUM")
highlight:SetFrameLevel((frame:GetFrameLevel() or 1) + 1)
highlight:Show()
return highlight
end
---Apply dispel border to a frame
---@param frame Frame Frame to border
---@param dispelType string Dispel type for color (Magic=blue, Disease=green, Poison=yellow, Curse=red)
---@return Frame Dispel border texture
function IndicatorPoolManager:ApplyDispelBorder(frame, dispelType)
local dispelColors = {
Magic = {0.2, 0.6, 1},
Disease = {0.6, 1, 0.2},
Poison = {1, 1, 0},
Curse = {1, 0.2, 0.6},
}
local border = self:Acquire(POOL_TYPES.DISPEL_BORDER, frame, "CENTER", "CENTER")
local color = dispelColors[dispelType] or {0, 1, 0.5}
-- Always set backdrop configuration
border:SetBackdrop({
edgeFile = "Interface\\Buttons\\WHITE8x8",
edgeSize = 2, -- Slightly thinner border for dispel
})
border:SetBackdropColor(0, 0, 0, 0)
border:SetBackdropBorderColor(color[1], color[2], color[3], 0.9)
-- Get parent frame dimensions and size explicitly
local parentWidth, parentHeight = frame:GetSize()
border:ClearAllPoints()
border:SetPoint("TOPLEFT", frame, "TOPLEFT", -2, 2)
border:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", 2, -2)
border:SetSize(parentWidth + 4, parentHeight + 4)
border:SetFrameStrata(frame:GetFrameStrata() or "MEDIUM")
border:SetFrameLevel((frame:GetFrameLevel() or 1) + 2)
border:Show()
return border
end
---Apply range fade overlay to a frame
---@param frame Frame Frame to fade
---@param rangePercentage number Brightness based on range (0.0 = far, 1.0 = close)
---@return Frame Range fade texture
function IndicatorPoolManager:ApplyRangeFade(frame, rangePercentage)
local fade = self:Acquire(POOL_TYPES.RANGE_FADE, frame, "CENTER", "CENTER")
rangePercentage = math.max(0, math.min(1, rangePercentage or 1))
-- Always set backdrop configuration
fade:SetBackdrop({
bgFile = "Interface\\Buttons\\WHITE8x8",
})
-- Fade to gray when out of range (alpha increases when further away)
fade:SetBackdropColor(0.5, 0.5, 0.5, 1 - rangePercentage)
fade:SetBackdropBorderColor(0, 0, 0, 0) -- No border
-- Get parent frame dimensions and size explicitly
local parentWidth, parentHeight = frame:GetSize()
fade:ClearAllPoints()
fade:SetPoint("TOPLEFT", frame, "TOPLEFT", 0, 0)
fade:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", 0, 0)
fade:SetSize(parentWidth, parentHeight)
fade:SetFrameStrata(frame:GetFrameStrata() or "MEDIUM")
fade:SetFrameLevel((frame:GetFrameLevel() or 1) + 1)
fade:Show()
return fade
end
---Apply custom glow with specific color
---@param frame Frame Frame to glow
---@param r number Red (0-1)
---@param g number Green (0-1)
---@param b number Blue (0-1)
---@param a number Alpha (0-1), default 0.8
---@return Frame Custom glow texture
function IndicatorPoolManager:ApplyCustomGlow(frame, r, g, b, a)
local glow = self:Acquire(POOL_TYPES.CUSTOM_GLOW, frame, "CENTER", "CENTER")
a = a or 0.8
-- Always set backdrop configuration
glow:SetBackdrop({
edgeFile = "Interface\\Buttons\\WHITE8x8",
edgeSize = 3,
})
glow:SetBackdropColor(0, 0, 0, 0)
glow:SetBackdropBorderColor(r, g, b, a)
-- Get parent frame dimensions and size explicitly
local parentWidth, parentHeight = frame:GetSize()
glow:ClearAllPoints()
glow:SetPoint("TOPLEFT", frame, "TOPLEFT", -3, 3)
glow:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", 3, -3)
glow:SetSize(parentWidth + 6, parentHeight + 6)
glow:SetFrameStrata(frame:GetFrameStrata() or "MEDIUM")
glow:SetFrameLevel((frame:GetFrameLevel() or 1) + 2)
glow:Show()
return glow
end
-- =========================================================================
-- Registration & Configuration
-- =========================================================================
---Register a custom pool type
---@param poolType string Unique pool type identifier
---@param config table Pool configuration {size, layer, blendMode, initialColor}
function IndicatorPoolManager:RegisterPoolType(poolType, config)
if pools[poolType] then
if self.addonRef and self.addonRef.DebugLog then
self.addonRef:DebugLog("IndicatorPoolManager", "Pool type already registered: " .. poolType, 1)
end
return false
end
POOL_CONFIGS[poolType] = config
self:_EnsurePool(poolType)
if self.addonRef and self.addonRef.DebugLog then
self.addonRef:DebugLog("IndicatorPoolManager", "Registered pool type: " .. poolType, 2)
end
return true
end
-- =========================================================================
-- Module Attachment
-- =========================================================================
-- Attach to addon (loaded before OnEnable via TOC)
addon.IndicatorPoolManager = IndicatorPoolManager
-- =========================================================================
-- Statistics & Debugging
-- =========================================================================
---Get pool statistics
---@param poolType? string Specific pool type, or nil for all
---@return table Statistics
function IndicatorPoolManager:GetStats(poolType)
if poolType then
if not pools[poolType] then return {} end
local pool = pools[poolType]
return {
poolType = poolType,
acquired = #pool.acquired,
available = #pool.available,
total = #pool.acquired + #pool.available,
}
else
local allStats = {}
for pType in pairs(pools) do
local pool = pools[pType]
allStats[pType] = {
acquired = #pool.acquired,
available = #pool.available,
total = #pool.acquired + #pool.available,
}
end
return {
created = stats.created,
reused = stats.reused,
acquired = stats.acquired,
released = stats.released,
pools = allStats,
}
end
end
---Print pool statistics to chat
function IndicatorPoolManager:PrintStats()
print("|cFF00FF00Indicator Pool Manager Stats:|r")
print((" Created: %d | Reused: %d | Acquired: %d | Released: %d"):format(
stats.created, stats.reused, stats.acquired, stats.released
))
print("|cFFFFFF00Pool Breakdown:|r")
for poolType in pairs(pools) do
local pool = pools[poolType]
print((" %s: %d acquired, %d available (total: %d)"):format(
poolType,
#pool.acquired,
#pool.available,
#pool.acquired + #pool.available
))
end
end
---Get count of current frame indicators
---@return number Total indicators currently allocated
function IndicatorPoolManager:GetActiveIndicatorCount()
local count = 0
for poolType in pairs(pools) do
count = count + #pools[poolType].acquired
end
return count
end
-- =========================================================================
-- Auto-initialization
-- =========================================================================
IndicatorPoolManager:Initialize()
return IndicatorPoolManager