Mercurial > wow > reaction
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