mirror of
https://github.com/Relintai/Relintais-Enemy-Kooldown-Tracker-WotLK.git
synced 2024-11-08 10:12:11 +01:00
806 lines
23 KiB
Lua
806 lines
23 KiB
Lua
--- **AceGUI-3.0** provides access to numerous widgets which can be used to create GUIs.
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-- AceGUI is used by AceConfigDialog to create the option GUIs, but you can use it by itself
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-- to create any custom GUI. There are more extensive examples in the test suite in the Ace3
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-- stand-alone distribution.
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--
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-- **Note**: When using AceGUI-3.0 directly, please do not modify the frames of the widgets directly,
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-- as any "unknown" change to the widgets will cause addons that get your widget out of the widget pool
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-- to misbehave. If you think some part of a widget should be modifiable, please open a ticket, and we"ll
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-- implement a proper API to modify it.
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-- @usage
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-- local AceGUI = LibStub("AceGUI-3.0")
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-- -- Create a container frame
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-- local f = AceGUI:Create("Frame")
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-- f:SetCallback("OnClose",function(widget) AceGUI:Release(widget) end)
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-- f:SetTitle("AceGUI-3.0 Example")
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-- f:SetStatusText("Status Bar")
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-- f:SetLayout("Flow")
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-- -- Create a button
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-- local btn = AceGUI:Create("Button")
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-- btn:SetWidth(170)
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-- btn:SetText("Button !")
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-- btn:SetCallback("OnClick", function() print("Click!") end)
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-- -- Add the button to the container
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-- f:AddChild(btn)
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-- @class file
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-- @name AceGUI-3.0
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-- @release $Id: AceGUI-3.0.lua 924 2010-05-13 15:12:20Z nevcairiel $
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local ACEGUI_MAJOR, ACEGUI_MINOR = "AceGUI-3.0", 33
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local AceGUI, oldminor = LibStub:NewLibrary(ACEGUI_MAJOR, ACEGUI_MINOR)
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if not AceGUI then return end -- No upgrade needed
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-- Lua APIs
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local tconcat, tremove, tinsert = table.concat, table.remove, table.insert
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local select, pairs, next, type = select, pairs, next, type
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local error, assert, loadstring = error, assert, loadstring
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local setmetatable, rawget, rawset = setmetatable, rawget, rawset
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local math_max = math.max
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-- WoW APIs
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local UIParent = UIParent
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-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
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-- List them here for Mikk's FindGlobals script
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-- GLOBALS: geterrorhandler, LibStub
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--local con = LibStub("AceConsole-3.0",true)
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AceGUI.WidgetRegistry = AceGUI.WidgetRegistry or {}
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AceGUI.LayoutRegistry = AceGUI.LayoutRegistry or {}
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AceGUI.WidgetBase = AceGUI.WidgetBase or {}
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AceGUI.WidgetContainerBase = AceGUI.WidgetContainerBase or {}
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AceGUI.WidgetVersions = AceGUI.WidgetVersions or {}
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-- local upvalues
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local WidgetRegistry = AceGUI.WidgetRegistry
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local LayoutRegistry = AceGUI.LayoutRegistry
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local WidgetVersions = AceGUI.WidgetVersions
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--[[
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xpcall safecall implementation
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]]
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local xpcall = xpcall
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local function errorhandler(err)
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return geterrorhandler()(err)
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end
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local function CreateDispatcher(argCount)
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local code = [[
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local xpcall, eh = ...
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local method, ARGS
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local function call() return method(ARGS) end
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local function dispatch(func, ...)
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method = func
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if not method then return end
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ARGS = ...
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return xpcall(call, eh)
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end
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return dispatch
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]]
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local ARGS = {}
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for i = 1, argCount do ARGS[i] = "arg"..i end
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code = code:gsub("ARGS", tconcat(ARGS, ", "))
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return assert(loadstring(code, "safecall Dispatcher["..argCount.."]"))(xpcall, errorhandler)
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end
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local Dispatchers = setmetatable({}, {__index=function(self, argCount)
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local dispatcher = CreateDispatcher(argCount)
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rawset(self, argCount, dispatcher)
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return dispatcher
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end})
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Dispatchers[0] = function(func)
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return xpcall(func, errorhandler)
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end
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local function safecall(func, ...)
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return Dispatchers[select("#", ...)](func, ...)
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end
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-- Recycling functions
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local newWidget, delWidget
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do
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-- Version Upgrade in Minor 29
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-- Internal Storage of the objects changed, from an array table
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-- to a hash table, and additionally we introduced versioning on
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-- the widgets which would discard all widgets from a pre-29 version
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-- anyway, so we just clear the storage now, and don't try to
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-- convert the storage tables to the new format.
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-- This should generally not cause *many* widgets to end up in trash,
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-- since once dialogs are opened, all addons should be loaded already
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-- and AceGUI should be on the latest version available on the users
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-- setup.
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-- -- nevcairiel - Nov 2nd, 2009
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if oldminor and oldminor < 29 and AceGUI.objPools then
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AceGUI.objPools = nil
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end
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AceGUI.objPools = AceGUI.objPools or {}
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local objPools = AceGUI.objPools
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--Returns a new instance, if none are available either returns a new table or calls the given contructor
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function newWidget(type)
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if not WidgetRegistry[type] then
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error("Attempt to instantiate unknown widget type", 2)
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end
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if not objPools[type] then
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objPools[type] = {}
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end
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local newObj = next(objPools[type])
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if not newObj then
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newObj = WidgetRegistry[type]()
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newObj.AceGUIWidgetVersion = WidgetVersions[type]
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else
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objPools[type][newObj] = nil
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-- if the widget is older then the latest, don't even try to reuse it
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-- just forget about it, and grab a new one.
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if not newObj.AceGUIWidgetVersion or newObj.AceGUIWidgetVersion < WidgetVersions[type] then
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return newWidget(type)
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end
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end
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return newObj
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end
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-- Releases an instance to the Pool
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function delWidget(obj,type)
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if not objPools[type] then
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objPools[type] = {}
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end
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if objPools[type][obj] then
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error("Attempt to Release Widget that is already released", 2)
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end
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objPools[type][obj] = true
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end
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end
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-------------------
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-- API Functions --
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-------------------
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-- Gets a widget Object
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--- Create a new Widget of the given type.
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-- This function will instantiate a new widget (or use one from the widget pool), and call the
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-- OnAcquire function on it, before returning.
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-- @param type The type of the widget.
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-- @return The newly created widget.
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function AceGUI:Create(type)
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if WidgetRegistry[type] then
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local widget = newWidget(type)
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if rawget(widget, "Acquire") then
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widget.OnAcquire = widget.Acquire
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widget.Acquire = nil
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elseif rawget(widget, "Aquire") then
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widget.OnAcquire = widget.Aquire
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widget.Aquire = nil
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end
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if rawget(widget, "Release") then
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widget.OnRelease = rawget(widget, "Release")
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widget.Release = nil
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end
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if widget.OnAcquire then
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widget:OnAcquire()
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else
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error(("Widget type %s doesn't supply an OnAcquire Function"):format(type))
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end
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-- Set the default Layout ("List")
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safecall(widget.SetLayout, widget, "List")
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safecall(widget.ResumeLayout, widget)
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return widget
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end
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end
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--- Releases a widget Object.
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-- This function calls OnRelease on the widget and places it back in the widget pool.
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-- Any data on the widget is being erased, and the widget will be hidden.\\
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-- If this widget is a Container-Widget, all of its Child-Widgets will be releases as well.
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-- @param widget The widget to release
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function AceGUI:Release(widget)
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safecall(widget.PauseLayout, widget)
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widget:Fire("OnRelease")
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safecall(widget.ReleaseChildren, widget)
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if widget.OnRelease then
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widget:OnRelease()
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-- else
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-- error(("Widget type %s doesn't supply an OnRelease Function"):format(widget.type))
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end
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for k in pairs(widget.userdata) do
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widget.userdata[k] = nil
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end
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for k in pairs(widget.events) do
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widget.events[k] = nil
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end
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widget.width = nil
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widget.relWidth = nil
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widget.height = nil
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widget.relHeight = nil
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widget.noAutoHeight = nil
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widget.frame:ClearAllPoints()
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widget.frame:Hide()
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widget.frame:SetParent(UIParent)
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widget.frame.width = nil
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widget.frame.height = nil
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if widget.content then
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widget.content.width = nil
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widget.content.height = nil
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end
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delWidget(widget, widget.type)
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end
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-----------
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-- Focus --
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-----------
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--- Called when a widget has taken focus.
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-- e.g. Dropdowns opening, Editboxes gaining kb focus
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-- @param widget The widget that should be focused
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function AceGUI:SetFocus(widget)
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if self.FocusedWidget and self.FocusedWidget ~= widget then
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safecall(self.FocusedWidget.ClearFocus, self.FocusedWidget)
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end
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self.FocusedWidget = widget
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end
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--- Called when something has happened that could cause widgets with focus to drop it
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-- e.g. titlebar of a frame being clicked
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function AceGUI:ClearFocus()
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if self.FocusedWidget then
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safecall(self.FocusedWidget.ClearFocus, self.FocusedWidget)
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self.FocusedWidget = nil
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end
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end
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-------------
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-- Widgets --
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-------------
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--[[
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Widgets must provide the following functions
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OnAcquire() - Called when the object is acquired, should set everything to a default hidden state
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And the following members
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frame - the frame or derivitive object that will be treated as the widget for size and anchoring purposes
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type - the type of the object, same as the name given to :RegisterWidget()
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Widgets contain a table called userdata, this is a safe place to store data associated with the wigdet
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It will be cleared automatically when a widget is released
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Placing values directly into a widget object should be avoided
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If the Widget can act as a container for other Widgets the following
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content - frame or derivitive that children will be anchored to
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The Widget can supply the following Optional Members
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:OnRelease() - Called when the object is Released, should remove any additional anchors and clear any data
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:OnWidthSet(width) - Called when the width of the widget is changed
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:OnHeightSet(height) - Called when the height of the widget is changed
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Widgets should not use the OnSizeChanged events of thier frame or content members, use these methods instead
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AceGUI already sets a handler to the event
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:LayoutFinished(width, height) - called after a layout has finished, the width and height will be the width and height of the
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area used for controls. These can be nil if the layout used the existing size to layout the controls.
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]]
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--------------------------
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-- Widget Base Template --
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--------------------------
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do
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local WidgetBase = AceGUI.WidgetBase
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WidgetBase.SetParent = function(self, parent)
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local frame = self.frame
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frame:SetParent(nil)
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frame:SetParent(parent.content)
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self.parent = parent
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end
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WidgetBase.SetCallback = function(self, name, func)
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if type(func) == "function" then
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self.events[name] = func
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end
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end
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WidgetBase.Fire = function(self, name, ...)
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if self.events[name] then
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local success, ret = safecall(self.events[name], self, name, ...)
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if success then
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return ret
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end
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end
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end
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WidgetBase.SetWidth = function(self, width)
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self.frame:SetWidth(width)
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self.frame.width = width
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if self.OnWidthSet then
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self:OnWidthSet(width)
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end
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end
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WidgetBase.SetRelativeWidth = function(self, width)
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if width <= 0 or width > 1 then
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error(":SetRelativeWidth(width): Invalid relative width.", 2)
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end
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self.relWidth = width
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self.width = "relative"
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end
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WidgetBase.SetHeight = function(self, height)
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self.frame:SetHeight(height)
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self.frame.height = height
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if self.OnHeightSet then
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self:OnHeightSet(height)
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end
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end
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--[[ WidgetBase.SetRelativeHeight = function(self, height)
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if height <= 0 or height > 1 then
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error(":SetRelativeHeight(height): Invalid relative height.", 2)
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end
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self.relHeight = height
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self.height = "relative"
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end ]]
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WidgetBase.IsVisible = function(self)
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return self.frame:IsVisible()
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end
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WidgetBase.IsShown= function(self)
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return self.frame:IsShown()
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end
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WidgetBase.Release = function(self)
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AceGUI:Release(self)
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end
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WidgetBase.SetPoint = function(self, ...)
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return self.frame:SetPoint(...)
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end
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WidgetBase.ClearAllPoints = function(self)
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return self.frame:ClearAllPoints()
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end
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WidgetBase.GetNumPoints = function(self)
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return self.frame:GetNumPoints()
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end
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WidgetBase.GetPoint = function(self, ...)
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return self.frame:GetPoint(...)
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end
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WidgetBase.GetUserDataTable = function(self)
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return self.userdata
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end
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WidgetBase.SetUserData = function(self, key, value)
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self.userdata[key] = value
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end
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WidgetBase.GetUserData = function(self, key)
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return self.userdata[key]
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end
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WidgetBase.IsFullHeight = function(self)
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return self.height == "fill"
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end
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WidgetBase.SetFullHeight = function(self, isFull)
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if isFull then
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self.height = "fill"
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else
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self.height = nil
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end
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end
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WidgetBase.IsFullWidth = function(self)
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return self.width == "fill"
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end
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WidgetBase.SetFullWidth = function(self, isFull)
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if isFull then
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self.width = "fill"
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else
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self.width = nil
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end
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end
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-- local function LayoutOnUpdate(this)
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-- this:SetScript("OnUpdate",nil)
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-- this.obj:PerformLayout()
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-- end
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local WidgetContainerBase = AceGUI.WidgetContainerBase
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WidgetContainerBase.PauseLayout = function(self)
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self.LayoutPaused = true
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end
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WidgetContainerBase.ResumeLayout = function(self)
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self.LayoutPaused = nil
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end
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WidgetContainerBase.PerformLayout = function(self)
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if self.LayoutPaused then
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return
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end
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safecall(self.LayoutFunc, self.content, self.children)
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end
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--call this function to layout, makes sure layed out objects get a frame to get sizes etc
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WidgetContainerBase.DoLayout = function(self)
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self:PerformLayout()
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-- if not self.parent then
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-- self.frame:SetScript("OnUpdate", LayoutOnUpdate)
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-- end
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end
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WidgetContainerBase.AddChild = function(self, child, beforeWidget)
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if beforeWidget then
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local siblingIndex = 1
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for _, widget in pairs(self.children) do
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if widget == beforeWidget then
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break
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end
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siblingIndex = siblingIndex + 1
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end
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tinsert(self.children, siblingIndex, child)
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else
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tinsert(self.children, child)
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end
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child:SetParent(self)
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child.frame:Show()
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self:DoLayout()
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end
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WidgetContainerBase.AddChildren = function(self, ...)
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for i = 1, select("#", ...) do
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local child = select(i, ...)
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tinsert(self.children, child)
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child:SetParent(self)
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child.frame:Show()
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end
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self:DoLayout()
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end
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WidgetContainerBase.ReleaseChildren = function(self)
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local children = self.children
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for i = 1,#children do
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AceGUI:Release(children[i])
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children[i] = nil
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end
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end
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WidgetContainerBase.SetLayout = function(self, Layout)
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self.LayoutFunc = AceGUI:GetLayout(Layout)
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end
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WidgetContainerBase.SetAutoAdjustHeight = function(self, adjust)
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if adjust then
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self.noAutoHeight = nil
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else
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self.noAutoHeight = true
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end
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end
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local function FrameResize(this)
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local self = this.obj
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if this:GetWidth() and this:GetHeight() then
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if self.OnWidthSet then
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self:OnWidthSet(this:GetWidth())
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end
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if self.OnHeightSet then
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self:OnHeightSet(this:GetHeight())
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end
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end
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end
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local function ContentResize(this)
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if this:GetWidth() and this:GetHeight() then
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this.width = this:GetWidth()
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this.height = this:GetHeight()
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this.obj:DoLayout()
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end
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end
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setmetatable(WidgetContainerBase, {__index=WidgetBase})
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--One of these function should be called on each Widget Instance as part of its creation process
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--- Register a widget-class as a container for newly created widgets.
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-- @param widget The widget class
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function AceGUI:RegisterAsContainer(widget)
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widget.children = {}
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widget.userdata = {}
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widget.events = {}
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widget.base = WidgetContainerBase
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widget.content.obj = widget
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widget.frame.obj = widget
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widget.content:SetScript("OnSizeChanged", ContentResize)
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widget.frame:SetScript("OnSizeChanged", FrameResize)
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setmetatable(widget, {__index = WidgetContainerBase})
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widget:SetLayout("List")
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return widget
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end
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--- Register a widget-class as a widget.
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-- @param widget The widget class
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function AceGUI:RegisterAsWidget(widget)
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widget.userdata = {}
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widget.events = {}
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widget.base = WidgetBase
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widget.frame.obj = widget
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widget.frame:SetScript("OnSizeChanged", FrameResize)
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setmetatable(widget, {__index = WidgetBase})
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return widget
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end
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end
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------------------
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-- Widget API --
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------------------
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--- Registers a widget Constructor, this function returns a new instance of the Widget
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-- @param Name The name of the widget
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-- @param Constructor The widget constructor function
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-- @param Version The version of the widget
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function AceGUI:RegisterWidgetType(Name, Constructor, Version)
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assert(type(Constructor) == "function")
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assert(type(Version) == "number")
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local oldVersion = WidgetVersions[Name]
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if oldVersion and oldVersion >= Version then return end
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WidgetVersions[Name] = Version
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WidgetRegistry[Name] = Constructor
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end
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--- Registers a Layout Function
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-- @param Name The name of the layout
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-- @param LayoutFunc Reference to the layout function
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function AceGUI:RegisterLayout(Name, LayoutFunc)
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assert(type(LayoutFunc) == "function")
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if type(Name) == "string" then
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Name = Name:upper()
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end
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LayoutRegistry[Name] = LayoutFunc
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end
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--- Get a Layout Function from the registry
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-- @param Name The name of the layout
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function AceGUI:GetLayout(Name)
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if type(Name) == "string" then
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Name = Name:upper()
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end
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return LayoutRegistry[Name]
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end
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AceGUI.counts = AceGUI.counts or {}
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--- A type-based counter to count the number of widgets created.
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-- This is used by widgets that require a named frame, e.g. when a Blizzard
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-- Template requires it.
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-- @param type The widget type
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function AceGUI:GetNextWidgetNum(type)
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if not self.counts[type] then
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self.counts[type] = 0
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end
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self.counts[type] = self.counts[type] + 1
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return self.counts[type]
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end
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--- Return the number of created widgets for this type.
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-- In contrast to GetNextWidgetNum, the number is not incremented.
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-- @param type The widget type
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function AceGUI:GetWidgetCount(type)
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return self.counts[type] or 0
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end
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--- Return the version of the currently registered widget type.
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-- @param type The widget type
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function AceGUI:GetWidgetVersion(type)
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return WidgetVersions[type]
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end
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-------------
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-- Layouts --
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-------------
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--[[
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A Layout is a func that takes 2 parameters
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content - the frame that widgets will be placed inside
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children - a table containing the widgets to layout
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]]
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-- Very simple Layout, Children are stacked on top of each other down the left side
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AceGUI:RegisterLayout("List",
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function(content, children)
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local height = 0
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local width = content.width or content:GetWidth() or 0
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for i = 1, #children do
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local child = children[i]
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local frame = child.frame
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frame:ClearAllPoints()
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frame:Show()
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if i == 1 then
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frame:SetPoint("TOPLEFT", content)
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else
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frame:SetPoint("TOPLEFT", children[i-1].frame, "BOTTOMLEFT")
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end
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if child.width == "fill" then
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child:SetWidth(width)
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frame:SetPoint("RIGHT", content)
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if child.DoLayout then
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child:DoLayout()
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end
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elseif child.width == "relative" then
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child:SetWidth(width * child.relWidth)
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if child.DoLayout then
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child:DoLayout()
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end
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end
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height = height + (frame.height or frame:GetHeight() or 0)
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end
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safecall(content.obj.LayoutFinished, content.obj, nil, height)
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end)
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-- A single control fills the whole content area
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AceGUI:RegisterLayout("Fill",
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function(content, children)
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if children[1] then
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children[1]:SetWidth(content:GetWidth() or 0)
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children[1]:SetHeight(content:GetHeight() or 0)
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children[1].frame:SetAllPoints(content)
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children[1].frame:Show()
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safecall(content.obj.LayoutFinished, content.obj, nil, children[1].frame:GetHeight())
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end
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end)
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AceGUI:RegisterLayout("Flow",
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function(content, children)
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--used height so far
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local height = 0
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--width used in the current row
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local usedwidth = 0
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--height of the current row
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local rowheight = 0
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local rowoffset = 0
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local lastrowoffset
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local width = content.width or content:GetWidth() or 0
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--control at the start of the row
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local rowstart
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local rowstartoffset
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local lastrowstart
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local isfullheight
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local frameoffset
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local lastframeoffset
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local oversize
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for i = 1, #children do
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local child = children[i]
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oversize = nil
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local frame = child.frame
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local frameheight = frame.height or frame:GetHeight() or 0
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local framewidth = frame.width or frame:GetWidth() or 0
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lastframeoffset = frameoffset
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-- HACK: Why did we set a frameoffset of (frameheight / 2) ?
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-- That was moving all widgets half the widgets size down, is that intended?
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-- Actually, it seems to be neccessary for many cases, we'll leave it in for now.
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-- If widgets seem to anchor weirdly with this, provide a valid alignoffset for them.
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-- TODO: Investigate moar!
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frameoffset = child.alignoffset or (frameheight / 2)
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if child.width == "relative" then
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framewidth = width * child.relWidth
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end
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frame:Show()
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frame:ClearAllPoints()
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if i == 1 then
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-- anchor the first control to the top left
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frame:SetPoint("TOPLEFT", content)
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rowheight = frameheight
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rowoffset = frameoffset
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rowstart = frame
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rowstartoffset = frameoffset
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usedwidth = framewidth
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if usedwidth > width then
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oversize = true
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end
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else
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-- if there isn't available width for the control start a new row
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-- if a control is "fill" it will be on a row of its own full width
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if usedwidth == 0 or ((framewidth) + usedwidth > width) or child.width == "fill" then
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if isfullheight then
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-- a previous row has already filled the entire height, there's nothing we can usefully do anymore
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-- (maybe error/warn about this?)
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break
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end
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--anchor the previous row, we will now know its height and offset
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rowstart:SetPoint("TOPLEFT", content, "TOPLEFT", 0, -(height + (rowoffset - rowstartoffset) + 3))
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height = height + rowheight + 3
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--save this as the rowstart so we can anchor it after the row is complete and we have the max height and offset of controls in it
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rowstart = frame
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rowstartoffset = frameoffset
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rowheight = frameheight
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rowoffset = frameoffset
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usedwidth = framewidth
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if usedwidth > width then
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oversize = true
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end
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-- put the control on the current row, adding it to the width and checking if the height needs to be increased
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else
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--handles cases where the new height is higher than either control because of the offsets
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--math.max(rowheight-rowoffset+frameoffset, frameheight-frameoffset+rowoffset)
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--offset is always the larger of the two offsets
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rowoffset = math_max(rowoffset, frameoffset)
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rowheight = math_max(rowheight, rowoffset + (frameheight / 2))
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frame:SetPoint("TOPLEFT", children[i-1].frame, "TOPRIGHT", 0, frameoffset - lastframeoffset)
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usedwidth = framewidth + usedwidth
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end
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end
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if child.width == "fill" then
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child:SetWidth(width)
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frame:SetPoint("RIGHT", content)
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usedwidth = 0
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rowstart = frame
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rowstartoffset = frameoffset
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if child.DoLayout then
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child:DoLayout()
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end
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rowheight = frame.height or frame:GetHeight() or 0
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rowoffset = child.alignoffset or (rowheight / 2)
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rowstartoffset = rowoffset
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elseif child.width == "relative" then
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child:SetWidth(width * child.relWidth)
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if child.DoLayout then
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child:DoLayout()
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end
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elseif oversize then
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if width > 1 then
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frame:SetPoint("RIGHT", content)
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end
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end
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if child.height == "fill" then
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frame:SetPoint("BOTTOM", content)
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isfullheight = true
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end
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end
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--anchor the last row, if its full height needs a special case since its height has just been changed by the anchor
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if isfullheight then
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rowstart:SetPoint("TOPLEFT", content, "TOPLEFT", 0, -height)
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elseif rowstart then
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rowstart:SetPoint("TOPLEFT", content, "TOPLEFT", 0, -(height + (rowoffset - rowstartoffset) + 3))
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end
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height = height + rowheight + 3
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safecall(content.obj.LayoutFinished, content.obj, nil, height)
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end)
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