diff Overlay.lua @ 245:65f2805957a0

No real reason to store some of the code in a subdirectory.
author Flick
date Sat, 26 Mar 2011 12:35:08 -0700
parents classes/Overlay.lua@c24ac8ee1e45
children 2897480842dd
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Overlay.lua	Sat Mar 26 12:35:08 2011 -0700
@@ -0,0 +1,754 @@
+local addonName, addonTable = ...
+local ReAction               = addonTable.ReAction
+local L                      = ReAction.L
+local LKB                    = ReAction.LKB
+local CreateFrame            = CreateFrame
+local InCombatLockdown       = InCombatLockdown
+local floor                  = math.floor
+local min                    = math.min
+local format                 = string.format
+local GameTooltip            = GameTooltip
+local Bar                    = ReAction.Bar
+local GetSize                = Bar.GetSize
+local SetSize                = Bar.SetSize
+local GetButtonSize          = Bar.GetButtonSize
+local GetButtonGrid          = Bar.GetButtonGrid
+local SetButtonSize          = Bar.SetButtonSize
+local SetButtonGrid          = Bar.SetButtonGrid
+local ApplyAnchor            = Bar.ApplyAnchor
+local GameTooltipTextRight1  = GameTooltipTextRight1
+local GameTooltipTextRight2  = GameTooltipTextRight2
+local GameTooltipTextRight3  = GameTooltipTextRight3
+
+--
+-- Wrap some of the bar manipulators to make them state-aware
+--
+local function SetAnchor( bar, point, frame, relPoint, x, y )
+  local state = bar:GetSecureState()
+  if state then
+    local anchorstate = bar:GetStateProperty(state, "anchorEnable")
+    if anchorstate then
+      bar:SetStateProperty(state, "anchorFrame", frame)
+      bar:SetStateProperty(state, "anchorPoint", point)
+      bar:SetStateProperty(state, "anchorRelPoint", relPoint)
+      bar:SetStateProperty(state, "anchorX", x or 0)
+      bar:SetStateProperty(state, "anchorY", y or 0)
+      bar:SetAnchor(bar:GetAnchor())
+      return
+    end
+  end
+  bar:SetAnchor(point, frame, relPoint, x, y)
+end
+
+local function GetStateScale( bar )
+  local state = bar:GetSecureState()
+  if state and bar:GetStateProperty(state, "enableScale") then
+    return bar:GetStateProperty(state, "scale")
+  end
+end
+
+local function SetStateScale( bar, scale )
+  local state = bar:GetSecureState()
+  if state and bar:GetStateProperty(state, "enableScale") then
+    bar:SetStateProperty(state, "scale", scale)
+  end
+end
+
+
+--
+-- Bar config overlay
+--
+
+local function GetNormalTextColor()
+  return 1.0, 1.0, 1.0, 1.0
+end
+
+local function GetAnchoredTextColor()
+  return 1.0, 1.0, 1.0, 1.0
+end
+
+local function GetNormalBgColor()
+  return 0.7, 0.7, 1.0, 0.3
+end
+
+local function GetAnchoredBgColor()
+  return 0.9, 0.2, 0.7, 0.3
+end
+
+local function StoreSize(bar)
+  local f = bar:GetFrame()
+  SetSize( bar, f:GetWidth(), f:GetHeight() )
+end
+
+local function StoreExtents(bar)
+  local f = bar:GetFrame()
+  local p, fr, rp, x, y = f:GetPoint(1)
+  fr = fr and fr:GetName() or "UIParent"
+  SetAnchor( bar, p, fr, rp, x, y )
+  SetSize( bar, f:GetWidth(), f:GetHeight() )
+end
+
+local function RecomputeButtonSize(bar)
+  local w, h = GetSize(bar)
+  local bw, bh = GetButtonSize(bar)
+  local r, c, s = GetButtonGrid(bar)
+
+  local scaleW = (floor(w/c) - s) / bw
+  local scaleH = (floor(h/r) - s) / bh
+  local scale = min(scaleW, scaleH)
+
+  SetButtonSize(bar, scale * bw, scale * bh, s)
+end
+
+local function ComputeBarScale(bar, overlay)
+  local w, h = overlay:GetWidth() - 8, overlay:GetHeight() - 8
+  local bw, bh = GetButtonSize(bar)
+  local r, c, s = GetButtonGrid(bar)
+
+  local scaleW = w / (c*(bw+s))
+  local scaleH = h / (r*(bh+s))
+  local scale = min(scaleW, scaleH)
+
+  if scale > 2.5 then
+    scale = 2.5
+  elseif scale < 0.25 then
+    scale = 0.25
+  end
+
+  return scale
+end
+
+local function RecomputeButtonSpacing(bar)
+  local w, h = GetSize(bar)
+  local bw, bh = GetButtonSize(bar)
+  local r, c, s = GetButtonGrid(bar)
+
+  SetButtonGrid(bar,r,c,min(floor(w/c) - bw, floor(h/r) - bh))
+end
+
+local function RecomputeGrid(bar)
+  local w, h = GetSize(bar)
+  local bw, bh = GetButtonSize(bar)
+  local r, c, s = GetButtonGrid(bar)
+
+  SetButtonGrid(bar, floor(h/(bh+s)), floor(w/(bw+s)), s)
+end
+
+local function ClampToButtons(bar)
+  local bw, bh = GetButtonSize(bar)
+  local r, c, s = GetButtonGrid(bar)
+  SetSize(bar, (bw+s)*c + 1, (bh+s)*r + 1)
+end
+
+local function HideGameTooltip()
+  GameTooltip:Hide()
+end
+
+local anchorInside  = { inside = true }
+local anchorOutside = { outside = true }
+local edges = { "BOTTOM", "TOP", "LEFT", "RIGHT" }
+local oppositeEdges = {
+  TOP = "BOTTOM",
+  BOTTOM = "TOP",
+  LEFT = "RIGHT",
+  RIGHT = "LEFT"
+}
+local pointsOnEdge = {
+  BOTTOM = { "BOTTOM", "BOTTOMLEFT",  "BOTTOMRIGHT",  },
+  TOP    = { "TOP",    "TOPLEFT",     "TOPRIGHT",     },
+  RIGHT  = { "RIGHT",  "BOTTOMRIGHT", "TOPRIGHT",     },
+  LEFT   = { "LEFT",   "BOTTOMLEFT",  "TOPLEFT",      },
+}
+local edgeSelector = {
+  BOTTOM = 1,  -- select x of x,y
+  TOP    = 1,  -- select x of x,y
+  LEFT   = 2,  -- select y of x,y
+  RIGHT  = 2,  -- select y of x,y  
+}
+local snapPoints = {
+  [anchorOutside] = {
+    BOTTOMLEFT  = {"BOTTOMRIGHT","TOPLEFT","TOPRIGHT"},
+    BOTTOM      = {"TOP"},
+    BOTTOMRIGHT = {"BOTTOMLEFT","TOPRIGHT","TOPLEFT"},
+    RIGHT       = {"LEFT"},
+    TOPRIGHT    = {"TOPLEFT","BOTTOMRIGHT","BOTTOMLEFT"},
+    TOP         = {"BOTTOM"},
+    TOPLEFT     = {"TOPRIGHT","BOTTOMLEFT","BOTTOMRIGHT"},
+    LEFT        = {"RIGHT"},
+    CENTER      = {"CENTER"}
+  },
+  [anchorInside] = {
+    BOTTOMLEFT  = {"BOTTOMLEFT"},
+    BOTTOM      = {"BOTTOM"},
+    BOTTOMRIGHT = {"BOTTOMRIGHT"},
+    RIGHT       = {"RIGHT"},
+    TOPRIGHT    = {"TOPRIGHT"},
+    TOP         = {"TOP"},
+    TOPLEFT     = {"TOPLEFT"},
+    LEFT        = {"LEFT"},
+    CENTER      = {"CENTER"}
+  }
+}
+local insidePointOffsetFuncs = {
+  BOTTOMLEFT  = function(x, y) return x, y end,
+  BOTTOM      = function(x, y) return 0, y end,
+  BOTTOMRIGHT = function(x, y) return -x, y end,
+  RIGHT       = function(x, y) return -x, 0 end,
+  TOPRIGHT    = function(x, y) return -x, -y end,
+  TOP         = function(x, y) return 0, -y end,
+  TOPLEFT     = function(x, y) return x, -y end,
+  LEFT        = function(x, y) return x, 0 end,
+  CENTER      = function(x, y) return x, y end,
+}
+local pointCoordFuncs = {
+  BOTTOMLEFT  = function(f) return f:GetLeft(),  f:GetBottom() end,
+  BOTTOM      = function(f) return nil,          f:GetBottom() end,
+  BOTTOMRIGHT = function(f) return f:GetRight(), f:GetBottom() end,
+  RIGHT       = function(f) return f:GetRight(), nil end,
+  TOPRIGHT    = function(f) return f:GetRight(), f:GetTop() end,
+  TOP         = function(f) return nil,          f:GetTop() end,
+  TOPLEFT     = function(f) return f:GetLeft(),  f:GetTop() end,
+  LEFT        = function(f) return f:GetLeft(),  nil end,
+  CENTER      = function(f) return f:GetCenter() end,
+}
+local edgeBoundsFuncs = {
+  BOTTOM = function(f) return f:GetLeft(), f:GetRight() end,
+  LEFT   = function(f) return f:GetBottom(), f:GetTop() end
+}
+edgeBoundsFuncs.TOP   = edgeBoundsFuncs.BOTTOM
+edgeBoundsFuncs.RIGHT = edgeBoundsFuncs.LEFT
+local cornerTexCoords = {
+              -- ULx, ULy, LLx, LLy, URx, URy, LRx, LRy
+  TOPLEFT     = { 1,   1,   1,   0,   0,   1,   0,   0 },
+  TOPRIGHT    = { 1,   0,   0,   0,   1,   1,   0,   1 },
+  BOTTOMLEFT  = { 0,   1,   1,   1,   0,   0,   1,   0 },
+  BOTTOMRIGHT = { 0,   0,   0,   1,   1,   0,   1,   1 },
+}
+
+-- Returns absolute coordinates x,y of the named point 'p' of frame 'f'
+local function GetPointCoords( f, p )
+  local x, y = pointCoordFuncs[p](f)
+  if not(x and y) then
+    local cx, cy = f:GetCenter()
+    x = x or cx
+    y = y or cy
+  end
+  return x, y
+end
+
+
+-- Returns true if frame 'f1' can be anchored to frame 'f2'
+local function CheckAnchorable( f1, f2 )
+  -- can't anchor a frame to itself or to nil
+  if f1 == f2 or f2 == nil then
+    return false
+  end
+  
+  -- can always anchor to UIParent
+  if f2 == UIParent then
+    return true
+  end
+  
+  -- also can't do circular anchoring of frames 
+  -- walk the anchor chain, which generally shouldn't be that expensive
+  -- (who nests draggables that deep anyway?)
+  for i = 1, f2:GetNumPoints() do
+    local _, f = f2:GetPoint(i)
+    if not f then f = f2:GetParent() end
+    return CheckAnchorable(f1,f)
+  end
+  
+  return true
+end
+
+-- Returns true if frames f1 and f2 specified edges overlap
+local function CheckEdgeOverlap( f1, f2, e )
+  local l1, u1 = edgeBoundsFuncs[e](f1)
+  local l2, u2 = edgeBoundsFuncs[e](f2)
+  return l1 <= l2 and l2 <= u1 or l2 <= l1 and l1 <= u2
+end
+
+-- Returns true if point p1 on frame f1 overlaps edge e2 on frame f2
+local function CheckPointEdgeOverlap( f1, p1, f2, e2 )
+  local l, u = edgeBoundsFuncs[e2](f2)
+  local x, y = GetPointCoords(f1,p1)
+  x = select(edgeSelector[e2], x, y)
+  return l <= x and x <= u
+end
+
+-- Returns the distance between corresponding edges. It is 
+-- assumed that the passed in edges e1 and e2 are the same or opposites
+local function GetEdgeDistance( f1, f2, e1, e2 )
+  local x1, y1 = pointCoordFuncs[e1](f1)
+  local x2, y2 = pointCoordFuncs[e2](f2)
+  return math.abs((x1 or y1) - (x2 or y2))
+end
+
+local globalSnapTargets = { [UIParent] = anchorInside }
+
+local function GetClosestFrameEdge(f1,f2,a)
+  local dist, edge, opp
+  if f2:IsVisible() and CheckAnchorable(f1,f2) then
+    for _, e in pairs(edges) do
+      local o = a.inside and e or oppositeEdges[e]
+      if CheckEdgeOverlap(f1,f2,e) then
+        local d = GetEdgeDistance(f1, f2, e, o)
+        if not dist or (d < dist) then
+          dist, edge, opp = d, e, o
+        end
+      end
+    end
+  end
+  return dist, edge, opp
+end
+
+local function GetClosestVisibleEdge( f )
+  local r, o, e1, e2
+  local a = anchorOutside
+  for _, b in ReAction:IterateBars() do
+    local d, e, opp = GetClosestFrameEdge(f,b:GetFrame(),a)
+    if d and (not r or d < r) then
+      r, o, e1, e2 = d, b:GetFrame(), e, opp
+    end
+  end
+  for f2, a2 in pairs(globalSnapTargets) do
+    local d, e, opp = GetClosestFrameEdge(f,f2,a2)
+    if d and (not r or d < r) then
+      r, o, e1, e2, a = d, f2, e, opp, a2
+    end
+  end
+  return o, e1, e2, a
+end
+
+local function GetClosestVisiblePoint(f1)
+  local f2, e1, e2, a = GetClosestVisibleEdge(f1)
+  if f2 then
+    local rsq, p, rp, x, y
+    -- iterate pointsOnEdge in order and use < to prefer edge centers to corners
+    for _, p1 in ipairs(pointsOnEdge[e1]) do
+      if CheckPointEdgeOverlap(f1,p1,f2,e2) then
+        for _, p2 in pairs(snapPoints[a][p1]) do
+          local x1, y1 = GetPointCoords(f1,p1)
+          local x2, y2 = GetPointCoords(f2,p2)
+          local dx = x1 - x2
+          local dy = y1 - y2
+          local rsq2 = dx*dx + dy*dy
+          if not rsq or rsq2 < rsq then
+            rsq, p, rp, x, y = rsq2, p1, p2, dx, dy
+          end
+        end
+      end
+    end
+    return f2, p, rp, x, y
+  end
+end
+
+local function GetClosestPointSnapped(f1, rx, ry, xOff, yOff)
+  local o, p, rp, x, y = GetClosestVisiblePoint(f1)
+  local s = false
+
+  local insideOffsetFunc = p and insidePointOffsetFuncs[p]
+  local coordFunc = p and pointCoordFuncs[p]
+  if not insideOffsetFunc or not coordFunc then
+    return
+  end
+  
+  local sx, sy = insideOffsetFunc(xOff or 0, yOff or 0)
+  local xx, yy = coordFunc(f1)
+  if xx and yy then
+    if math.abs(x) <= rx then
+      if math.abs(y) <= ry then
+        x = sx
+        y = sy
+        s = true
+      elseif CheckEdgeOverlap(f1,o,"LEFT") then
+        x = sx
+        s = true
+      end
+    elseif math.abs(y) <= ry and CheckEdgeOverlap(f1,o,"TOP") then
+      y = sy
+      s = true
+    end
+  elseif xx then
+    if math.abs(x) <= rx then
+      x = sx
+      s = true
+      if math.abs(y) <= ry then
+        y = sy
+      end
+    end
+  elseif yy then
+    if math.abs(y) <= ry then
+      y = sy
+      s = true
+      if math.abs(x) <= rx then
+        x = sx
+      end
+    end
+  end
+
+  -- correct for some Lua oddities with doubles
+  if x == -0 then x = 0 end
+  if y == -0 then y = 0 end
+  
+  if s then
+    return o, p, rp, math.floor(x), math.floor(y)
+  end
+end
+
+local function CreateSnapIndicator()
+  local si = CreateFrame("Frame",nil,UIParent)
+  si:SetFrameStrata("HIGH")
+  si:SetHeight(16)
+  si:SetWidth(16)
+  local tex = si:CreateTexture()
+  tex:SetAllPoints()
+  tex:SetTexture("Interface\\AddOns\\ReAction\\img\\lock")
+  tex:SetBlendMode("ADD")
+  tex:SetDrawLayer("OVERLAY")
+  return si
+end
+
+local si1 = CreateSnapIndicator()
+local si2 = CreateSnapIndicator()
+
+local function DisplaySnapIndicator( f, rx, ry, xOff, yOff )
+  local o, p, rp, x, y, snap = GetClosestPointSnapped(f, rx, ry, xOff, yOff)
+  if o then
+    si1:ClearAllPoints()
+    si2:ClearAllPoints()
+    si1:SetPoint("CENTER", f, p, 0, 0)
+    local xx, yy = pointCoordFuncs[rp](o)
+    x = math.abs(x) <=rx and xx and 0 or x
+    y = math.abs(y) <=ry and yy and 0 or y
+    si2:SetPoint("CENTER", o, rp, x, y)
+    si1:Show()
+    si2:Show()
+  else
+    if si1:IsVisible() then
+      si1:Hide()
+      si2:Hide()
+    end
+  end
+  return o, p
+end
+
+local function HideSnapIndicator()
+  if si1:IsVisible() then
+    si1:Hide()
+    si2:Hide()
+  end
+end
+
+local function UpdateLabelString(overlay)
+  local label = overlay.labelString
+  if label then
+    local name = overlay.labelName
+    if name and overlay.labelSubtext then
+      name = format("%s (%s)", name, overlay.labelSubtext)
+    end
+    label:SetText(name or "")
+  end
+end
+
+local function CreateControls(bar)
+  local f = bar:GetFrame()
+
+  f:SetMovable(true)
+  f:SetResizable(true)
+
+  -- child of UIParent so that alpha and scale doesn't propagate to it
+  local overlay = CreateFrame("Button", nil, UIParent)
+  overlay:EnableMouse(true)
+  overlay:SetFrameLevel(10) -- set it above the buttons
+  overlay:SetPoint("TOPLEFT", f, "TOPLEFT", -4, 4)
+  overlay:SetPoint("BOTTOMRIGHT", f, "BOTTOMRIGHT", 4, -4)
+  overlay:SetBackdrop({
+    edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
+    tile = true,
+    tileSize = 16,
+    edgeSize = 16,
+    insets = { left = 0, right = 0, top = 0, bottom = 0 },
+  })
+
+  -- textures
+  local bgTex = overlay:CreateTexture(nil,"BACKGROUND")
+  bgTex:SetTexture(0.7,0.7,1.0,0.2)
+  bgTex:SetPoint("TOPLEFT",4,-4)
+  bgTex:SetPoint("BOTTOMRIGHT",-4,4)
+  local hTex = overlay:CreateTexture(nil,"HIGHLIGHT")
+  hTex:SetTexture(0.7,0.7,1.0,0.2)
+  hTex:SetPoint("TOPLEFT",4,-4)
+  hTex:SetPoint("BOTTOMRIGHT",-4,4)
+  hTex:SetBlendMode("ADD")
+  local aTex = overlay:CreateTexture(nil,"ARTWORK")
+  aTex:SetTexture("Interface\\AddOns\\ReAction\\img\\lock")
+  aTex:SetWidth(16)
+  aTex:SetHeight(16)
+  aTex:Hide()
+
+  -- label
+  local label = overlay:CreateFontString(nil,"OVERLAY","GameFontNormalLarge")
+  label:SetAllPoints()
+  label:SetJustifyH("CENTER")
+  label:SetShadowColor(0,0,0,1)
+  label:SetShadowOffset(3,-3)
+  label:SetTextColor(GetNormalTextColor())
+  label:SetText(bar:GetName())
+  label:Show()
+  overlay.labelString = label
+  overlay.labelName = bar:GetName()
+
+  local function UpdateAnchorDecoration()
+    local point, anchor, relPoint, x, y = f:GetPoint(1)
+    if point then
+      local ofsx, ofsy = insidePointOffsetFuncs[point](x,y)
+      if (anchor and anchor ~= UIParent) or (ofsx == 0 and ofsy == 0) then
+        bgTex:SetTexture( GetAnchoredBgColor() )
+        hTex:SetTexture( GetAnchoredBgColor() )
+        label:SetTextColor( GetAnchoredTextColor() )
+        aTex:ClearAllPoints()
+        aTex:SetPoint(point)
+        aTex:Show()
+        return
+      end
+    end
+    bgTex:SetTexture( GetNormalBgColor() )
+    hTex:SetTexture( GetNormalBgColor() )
+    label:SetTextColor( GetNormalTextColor() )
+    aTex:Hide()
+  end
+
+  local function StopResize()
+    f:StopMovingOrSizing()
+    f.isMoving = false
+    f:SetScript("OnUpdate",nil)
+    StoreSize(bar)
+    ClampToButtons(bar)
+    ReAction:RefreshEditor()
+  end
+
+  local function CornerUpdate()
+    local bw, bh = GetButtonSize(bar)
+    local r, c, s = GetButtonGrid(bar)
+    local ss = GetStateScale(bar)
+    if IsShiftKeyDown() then
+      if ss then
+        f:SetMinResize( ((s+bw)*c*0.25)/ss, ((s+bh)*r*0.25)/ss )
+        f:SetMaxResize( ((s+bw)*c*2.5 + 1)/ss, ((s+bh)*r*2.5 + 1)/ss )
+        scale = ComputeBarScale(bar, overlay)
+      else
+        f:SetMinResize( (s+12)*c+1, (s+12)*r+1 )
+        f:SetMaxResize( (s+128)*c+1, (s+128)*r+1 )
+        RecomputeButtonSize(bar)
+      end
+    elseif not ss and IsAltKeyDown() then
+      f:SetMinResize( bw*c, bh*r )
+      f:SetMaxResize( 2*bw*c, 2*bh*r )
+      RecomputeButtonSpacing(bar)
+    else
+      f:SetMinResize( bw+s+1, bh+s+1 )
+      f:SetMaxResize( 50*(bw+s)+1, 50*(bh+s)+1 )
+      RecomputeGrid(bar)
+    end
+    GameTooltipTextRight2:SetText(format("%d x %d",r,c))
+
+    local ss = GetStateScale(bar)
+    if ss then
+      GameTooltipTextRight4:SetText(format("%d%%", scale*100))
+    else
+      local size = (bw == bh) and tostring(bw) or format("%d x %d",bw,bh)
+      GameTooltipTextRight3:SetText(size)
+      GameTooltipTextRight4:SetText(tostring(s))
+    end
+  end
+
+  -- corner drag handles
+  for _, point in pairs({"BOTTOMLEFT","TOPLEFT","BOTTOMRIGHT","TOPRIGHT"}) do
+    local corner = CreateFrame("Frame",nil,overlay)
+    corner:EnableMouse(true)
+    corner:SetWidth(16)
+    corner:SetHeight(16)
+    corner:SetPoint(point)
+
+    local tex = corner:CreateTexture(nil,"HIGHLIGHT")
+    tex:SetTexture("Interface\\AddOns\\ReAction\\img\\corner")
+    tex:SetTexCoord(unpack(cornerTexCoords[point]))
+    tex:SetBlendMode("ADD")
+    tex:SetAlpha(0.6)
+    tex:SetAllPoints()
+    
+    corner:SetScript("OnMouseDown",
+      function(_,btn)
+        f:SetScript("OnUpdate", CornerUpdate)
+        f:StartSizing(point)
+      end
+    )
+    corner:SetScript("OnMouseUp",
+      function()
+        local ss = GetStateScale(bar)
+        if ss then
+          SetStateScale(bar, ComputeBarScale(bar, overlay))
+        end
+        StopResize()
+      end)
+    corner:SetScript("OnEnter",
+      function()
+        local bw, bh = GetButtonSize(bar)
+        local r, c, s = bar:GetButtonGrid()
+        local size = (bw == bh) and tostring(bw) or format("%d x %d",bw,bh)
+        local ss = GetStateScale(bar)
+        local state = bar:GetSecureState()
+        GameTooltip:SetOwner(f, "ANCHOR_"..point)
+        if ss then
+          GameTooltip:AddLine(format("%s (%s: %s)", bar:GetName(), L["State"], state))
+        else
+          GameTooltip:AddLine(bar:GetName())
+        end
+        GameTooltip:AddDoubleLine(format("|cffcccccc%s|r %s",L["Drag"],L["to add/remove buttons:"]), format("%d x %d",r,c))
+        if ss then
+          GameTooltip:AddLine(L["State Scale Override"])
+          GameTooltip:AddDoubleLine(format("|cff00ff00%s|r %s",L["Hold Shift"],L["to change scale:"]), format("%d%%", bar:GetStateProperty(state,"scale")*100))
+        else
+          GameTooltip:AddDoubleLine(format("|cff00ff00%s|r %s",L["Hold Shift"],L["to resize buttons:"]), tostring(floor(size)))
+          GameTooltip:AddDoubleLine(format("|cff0033cc%s|r %s",L["Hold Alt"],  L["to change spacing:"]), tostring(floor(s)))
+        end
+        GameTooltip:Show()
+      end
+    )
+    corner:SetScript("OnLeave", 
+      function()
+        GameTooltip:Hide()
+        f:SetScript("OnUpdate",nil)
+      end
+    )
+  end
+
+  overlay:RegisterForDrag("LeftButton")
+  overlay:RegisterForClicks("RightButtonUp")
+  
+  overlay:SetScript("OnDragStart",
+    function()
+      f:StartMoving()
+      f.isMoving = true
+      local w,h = bar:GetButtonSize()
+      f:ClearAllPoints()
+      UpdateAnchorDecoration()
+      f:SetScript("OnUpdate", function()
+          if IsShiftKeyDown() then
+            local f, p = DisplaySnapIndicator(f,w,h)
+          else
+            HideSnapIndicator()
+          end
+        end)
+    end
+  )
+
+  local function UpdateDragTooltip()
+    GameTooltip:SetOwner(f, "ANCHOR_TOPRIGHT")
+    local ss = GetStateScale(bar)
+    local state = bar:GetSecureState()
+    if ss then
+      GameTooltip:AddLine(format("%s (%s: %s)", bar:GetName(), L["State"], state))
+    else
+      GameTooltip:AddLine(bar:GetName())
+    end
+    GameTooltip:AddLine(format("|cffcccccc%s|r %s",L["Drag"],L["to move"]))
+    GameTooltip:AddLine(format("|cff00ff00%s|r %s",L["Hold Shift"],L["to anchor to nearby frames"]))
+    GameTooltip:AddLine(format("|cff00cccc%s|r %s",L["Right-click"],L["for options..."]))
+    local point, frame, relpoint, x, y = bar:GetFrame():GetPoint(1)
+    if point then
+      local ofsx, ofsy = insidePointOffsetFuncs[point](x,y)
+      if (frame and frame ~= UIParent) or (ofsx == 0 and ofsy == 0) then
+        frame = frame or UIParent
+        GameTooltip:AddLine(format("%s <%s>",L["Currently anchored to"],frame:GetName()))
+      end
+    end
+    GameTooltip:Show()
+  end
+
+  overlay:SetScript("OnDragStop",
+    function()
+      f:StopMovingOrSizing()
+      f.isMoving = false
+      f:SetScript("OnUpdate",nil)
+
+      if IsShiftKeyDown() then
+        local w, h = bar:GetButtonSize()
+        local a, p, rp, x, y = GetClosestPointSnapped(f,w,h)
+        if a then
+          f:ClearAllPoints()
+          f:SetPoint(p,a,rp,x,y)
+        end
+        HideSnapIndicator()
+      end
+
+      StoreExtents(bar)
+      ReAction:RefreshEditor()
+      UpdateDragTooltip()
+      UpdateAnchorDecoration()
+    end
+  )
+
+  overlay:SetScript("OnEnter",
+    function()
+      UpdateDragTooltip()
+    end
+  )
+
+  overlay:SetScript("OnLeave", HideGameTooltip)
+
+  overlay:SetScript("OnClick",
+    function()
+      ReAction:ShowEditor(bar)
+    end
+  )
+
+  function overlay:RefreshControls()
+    UpdateAnchorDecoration()
+  end
+
+  overlay:SetScript("OnShow", overlay.RefreshControls)
+
+  if ReAction:GetKeybindMode() then
+    overlay:SetFrameLevel(1)
+  end
+
+  UpdateLabelString(overlay)
+  UpdateAnchorDecoration()
+
+  return overlay
+end
+
+
+-- export methods to the Bar prototype
+Bar.Overlay = { }
+function Bar.Overlay:New( bar )
+  return setmetatable( {frame = CreateControls(bar)}, {__index=self} )
+end
+
+function Bar.Overlay:SetLabel(name)
+  self.frame.labelName = name
+  UpdateLabelString(self.frame)
+end
+
+function Bar.Overlay:SetLabelSubtext(text)
+  self.frame.labelSubtext = text
+  UpdateLabelString(self.frame)
+end
+
+function Bar.Overlay:Show()
+  self.frame:Show()
+end
+
+function Bar.Overlay:Hide()
+  self.frame:Hide()
+end
+
+function Bar.Overlay:IsShown()
+  return self.frame:IsShown()
+end
+
+function Bar.Overlay:RefreshControls()
+  self.frame:RefreshControls()
+end
\ No newline at end of file