Mercurial > wow > reaction
diff Bar.lua @ 52:c9df7866ff31
Added anchor snapping
author | Flick <flickerstreak@gmail.com> |
---|---|
date | Thu, 24 Apr 2008 19:19:42 +0000 |
parents | c964fb84560c |
children | 8b81d4b3e73d |
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--- a/Bar.lua Tue Apr 22 21:33:37 2008 +0000 +++ b/Bar.lua Thu Apr 24 19:19:42 2008 +0000 @@ -13,7 +13,7 @@ -- update ReAction revision if this file is newer local revision = tonumber(("$Revision$"):match("%d+")) if revision > ReAction.revision then - Reaction.revision = revision + ReAction.revision = revision end ------ BAR CLASS ------ @@ -62,11 +62,16 @@ local anchor = config.anchor f:ClearAllPoints() if anchor then - local anchorTo + local anchorTo = f:GetParent() if config.anchorTo then - anchorTo = ReAction:GetBar(config.anchorTo) or _G[config.anchorTo] + local bar = ReAction:GetBar(config.anchorTo) + if bar then + anchorTo = bar:GetFrame() + else + anchorTo = _G[config.anchorTo] + end end - f:SetPoint(anchor, anchorTo, config.relativePoint, config.x or 0, config.y or 0) + f:SetPoint(anchor, anchorTo or f:GetParent(), config.relativePoint, config.x or 0, config.y or 0) else f:SetPoint("CENTER") end @@ -164,7 +169,7 @@ -- -- Bar config overlay -- -local StoreExtents, RecomputeButtonSize, RecomputeButtonSpacing, RecomputeGrid, ClampToButtons, HideGameTooltip, CreateControls +local CreateControls do -- upvalue some of these for small OnUpdate performance boost @@ -176,17 +181,15 @@ local SetButtonGrid = Bar.SetButtonGrid local ApplyAnchor = Bar.ApplyAnchor - StoreExtents = function(bar) + local function StoreExtents(bar) local f = bar.frame local point, relativeTo, relativePoint, x, y = f:GetPoint(1) relativeTo = relativeTo or f:GetParent() local anchorTo for name, b in pairs(ReAction.bars) do - if b then - if b:GetFrame() == relativeTo then - anchorTo = name - break - end + if b and b:GetFrame() == relativeTo then + anchorTo = name + break end end anchorTo = anchorTo or relativeTo:GetName() @@ -199,7 +202,13 @@ c.width, c.height = f:GetWidth(), f:GetHeight() end - RecomputeButtonSize = function(bar) + local function StoreSize(bar) + local f = bar.frame + local c = bar.config + c.width, c.height = 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) @@ -211,7 +220,7 @@ SetButtonSize(bar, scale * bw, scale * bh, s) end - RecomputeButtonSpacing = function(bar) + local function RecomputeButtonSpacing(bar) local w, h = GetSize(bar) local bw, bh = GetButtonSize(bar) local r, c, s = GetButtonGrid(bar) @@ -219,7 +228,7 @@ SetButtonGrid(bar,r,c,min(floor(w/c) - bw, floor(h/r) - bh)) end - RecomputeGrid = function(bar) + local function RecomputeGrid(bar) local w, h = GetSize(bar) local bw, bh = GetButtonSize(bar) local r, c, s = GetButtonGrid(bar) @@ -227,16 +236,297 @@ SetButtonGrid(bar, floor(h/(bh+s)), floor(w/(bw+s)), s) end - ClampToButtons = function(bar) + 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 - HideGameTooltip = function() + 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 0, 0 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 + + + -- 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 pairs(ReAction.bars) 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 sx, sy = insidePointOffsetFuncs[p](xOff or 0, yOff or 0) + local xx, yy = pointCoordFuncs[p](f1) + if xx and yy then + if math.abs(x) <= rx then + x = sx + s = true + end + if math.abs(y) <= ry 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 + + 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(8) + si:SetWidth(8) + local tex = si:CreateTexture() + tex:SetAllPoints() + tex:SetTexture(1.0, 0.82, 0, 0.8) + 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 + end + + local function HideSnapIndicator() + if si1:IsVisible() then + si1:Hide() + si2:Hide() + end + end + + local function RefreshLayoutEditor() + ReAction:CallModuleMethod("ConfigUI","RefreshLayoutEditor") + end + CreateControls = function(bar) local f = bar.frame @@ -291,9 +581,10 @@ f:StopMovingOrSizing() f.isMoving = false f:SetScript("OnUpdate",nil) - StoreExtents(bar) + StoreSize(bar) ClampToButtons(bar) ApplyAnchor(bar) + RefreshLayoutEditor() end -- edge drag handles @@ -418,17 +709,50 @@ function() f:StartMoving() f.isMoving = true - -- TODO: snap indicator update install + local w,h = bar:GetButtonSize() + f:ClearAllPoints() + f:SetScript("OnUpdate", function() + if IsShiftKeyDown() then + DisplaySnapIndicator(f,w,h) + else + HideSnapIndicator() + end + end) end ) + local function updateDragTooltip() + GameTooltip:SetOwner(f, "ANCHOR_TOPRIGHT") + GameTooltip:AddLine(bar.name) + GameTooltip:AddLine(L["Drag to move"]) + GameTooltip:AddLine(("|cff00ff00%s|r %s"):format(L["Shift-drag"],L["to anchor to nearby frames"])) + GameTooltip:AddLine(("|cff00cccc%s|r %s"):format(L["Right-click"],L["for options"])) + local _, a = bar:GetAnchor() + if a and a ~= "UIParent" then + GameTooltip:AddLine(L["Currently anchored to <%s>"]:format(a)) + end + GameTooltip:Show() + end + control:SetScript("OnDragStop", function() f:StopMovingOrSizing() f.isMoving = false f:SetScript("OnUpdate",nil) - -- TODO: snap frame here + + 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) + RefreshLayoutEditor() + updateDragTooltip() end ) @@ -444,13 +768,8 @@ end --]] end - - GameTooltip:SetOwner(f, "ANCHOR_TOPRIGHT") - GameTooltip:AddLine(name) - GameTooltip:AddLine(L["Drag to move"]) - --GameTooltip:AddLine(L["Shift-drag for sticky mode"]) - GameTooltip:AddLine(L["Right-click for options"]) - GameTooltip:Show() + + updateDragTooltip() end )