diff Overlay.lua @ 73:dd01feae0d89

Split the bar overlay out into its own file
author Flick <flickerstreak@gmail.com>
date Thu, 05 Jun 2008 18:52:53 +0000
parents
children 06cd74bdc7da
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Overlay.lua	Thu Jun 05 18:52:53 2008 +0000
@@ -0,0 +1,681 @@
+local ReAction = ReAction
+local L = ReAction.L
+local CreateFrame = CreateFrame
+local InCombatLockdown = InCombatLockdown
+local floor = math.floor
+local min = math.min
+local format = string.format
+local GameTooltip = GameTooltip
+
+-- Looking for a lightweight AceConfig3-struct-compatible 
+-- replacement for Dewdrop (e.g. forthcoming AceConfigDropdown-3.0?).
+-- Considering Blizzard's EasyMenu/UIDropDownMenu, but that's
+-- a bit tricky to convert from AceConfig3-struct
+local Dewdrop = AceLibrary("Dewdrop-2.0")
+
+local function OpenMenu (frame, opts)
+  Dewdrop:Open(frame, "children", opts, "cursorX", true, "cursorY", true)
+end
+
+local function CloseMenu(frame)
+  if Dewdrop:GetOpenedParent() == frame then
+    Dewdrop:Close()
+  end
+end
+
+local function ShowMenu(bar)
+  if not bar.menuOpts then
+    bar.menuOpts = {
+      type = "group",
+      args = {
+        openConfig = {
+          type = "execute",
+          name = L["Settings..."],
+          desc = L["Open the editor for this bar"],
+          func = function() CloseMenu(bar.controlFrame); ReAction:ShowEditor(bar) end,
+          disabled = InCombatLockdown,
+          order = 1
+        },
+        delete = {
+          type = "execute",
+          name = L["Delete Bar"],
+          desc = L["Remove the bar from the current profile"],
+          confirm = L["Are you sure you want to remove this bar?"],
+          func = function() ReAction:EraseBar(bar) end,
+          order = 2
+        },
+      }
+    }
+  end
+  OpenMenu(bar.controlFrame, bar.menuOpts)
+end
+
+
+--
+-- Bar config overlay
+--
+-- localize some of these for small OnUpdate performance boost
+local Bar           = ReAction.Bar.prototype
+local GetSize       = Bar.GetSize
+local GetButtonSize = Bar.GetButtonSize
+local GetButtonGrid = Bar.GetButtonGrid
+local SetSize       = Bar.SetSize
+local SetButtonSize = Bar.SetButtonSize
+local SetButtonGrid = Bar.SetButtonGrid
+local ApplyAnchor   = Bar.ApplyAnchor
+
+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 ReAction:IterateBars() do
+    if b and b:GetFrame() == relativeTo then
+      anchorTo = name
+      break
+    end
+  end
+  anchorTo = anchorTo or relativeTo:GetName()
+  local c = bar.config
+  c.anchor = point
+  c.anchorTo = anchorTo
+  c.relativePoint = relativePoint
+  c.x = x
+  c.y = y
+  c.width, c.height = f:GetWidth(), f:GetHeight()
+end
+
+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)
+
+  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 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 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 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 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 CreateControls(bar)
+  local f = bar.frame
+
+  f:SetMovable(true)
+  f:SetResizable(true)
+  f:SetClampedToScreen(true)
+
+  -- buttons on the bar should be direct children of the bar frame.
+  -- The control elements need to float on top of this, which we could
+  -- do with SetFrameLevel() or Raise(), but it's more reliable to do it
+  -- via frame nesting, hence good old foo's appearance here.
+  local foo = CreateFrame("Frame",nil,f)
+  foo:SetAllPoints()
+  foo:SetClampedToScreen(true)
+
+  local control = CreateFrame("Button", nil, foo)
+  control:EnableMouse(true)
+  control:SetToplevel(true)
+  control:SetPoint("TOPLEFT", -4, 4)
+  control:SetPoint("BOTTOMRIGHT", 4, -4)
+  control: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 = control: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 = control: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")
+
+  -- label
+  local label = control:CreateFontString(nil,"OVERLAY","GameFontNormalLarge")
+  label:SetAllPoints()
+  label:SetJustifyH("CENTER")
+  label:SetShadowColor(0,0,0,1)
+  label:SetShadowOffset(2,-2)
+  label:SetTextColor(1,1,1,1)
+  label:SetText(bar:GetName())
+  label:Show()
+  bar.controlLabelString = label  -- so that bar:SetName() can update it
+
+  local function StopResize()
+    f:StopMovingOrSizing()
+    f.isMoving = false
+    f:SetScript("OnUpdate",nil)
+    StoreSize(bar)
+    ClampToButtons(bar)
+    ApplyAnchor(bar)
+    ReAction:RefreshOptions()
+  end
+
+  -- edge drag handles
+  for _, point in pairs({"LEFT","TOP","RIGHT","BOTTOM"}) do
+    local edge = CreateFrame("Frame",nil,control)
+    edge:EnableMouse(true)
+    edge:SetWidth(8)
+    edge:SetHeight(8)
+    if point == "TOP" or point == "BOTTOM" then
+      edge:SetPoint(point.."LEFT")
+      edge:SetPoint(point.."RIGHT")
+    else
+      edge:SetPoint("TOP"..point)
+      edge:SetPoint("BOTTOM"..point)
+    end
+    local tex = edge:CreateTexture(nil,"HIGHLIGHT")
+    tex:SetTexture(1.0,0.82,0,0.7)
+    tex:SetBlendMode("ADD")
+    tex:SetAllPoints()
+    edge:RegisterForDrag("LeftButton")
+    edge:SetScript("OnMouseDown",
+      function()
+        local bw, bh = GetButtonSize(bar)
+        local r, c, s = GetButtonGrid(bar)
+        f:SetMinResize( bw+s+1, bh+s+1 )
+        f:StartSizing(point)
+        f:SetScript("OnUpdate", 
+          function()
+            RecomputeGrid(bar)
+            bar:RefreshLayout()
+          end
+        )
+      end
+    )
+    edge:SetScript("OnMouseUp", StopResize)
+    edge:SetScript("OnEnter",
+      function()
+        GameTooltip:SetOwner(f, "ANCHOR_"..point)
+        GameTooltip:AddLine(L["Drag to add/remove buttons"])
+        GameTooltip:Show()
+      end
+    )
+    edge:SetScript("OnLeave", HideGameTooltip)
+    edge:Show()
+  end
+
+  -- corner drag handles, again nested in an anonymous frame so that they are on top
+  local foo2 = CreateFrame("Frame",nil,control)
+  foo2:SetAllPoints(true)
+  for _, point in pairs({"BOTTOMLEFT","TOPLEFT","BOTTOMRIGHT","TOPRIGHT"}) do
+    local corner = CreateFrame("Frame",nil,foo2)
+    corner:EnableMouse(true)
+    corner:SetWidth(12)
+    corner:SetHeight(12)
+    corner:SetPoint(point)
+    local tex = corner:CreateTexture(nil,"HIGHLIGHT")
+    tex:SetTexture(1.0,0.82,0,0.7)
+    tex:SetBlendMode("ADD")
+    tex:SetAllPoints()
+    corner:RegisterForDrag("LeftButton","RightButton")
+    local function updateTooltip()
+      local size, size2 = bar:GetButtonSize()
+      local rows, cols, spacing = bar:GetButtonGrid()
+      size = (size == size2) and tostring(size) or format("%dx%d",size,size2)
+      GameTooltipTextRight4:SetText(size)
+      GameTooltipTextRight5:SetText(tostring(spacing))
+    end
+    corner:SetScript("OnMouseDown",
+      function(_,btn)
+        local bw, bh = GetButtonSize(bar)
+        local r, c, s = GetButtonGrid(bar)
+        if btn == "LeftButton" then -- button resize
+          f:SetMinResize( (s+12)*c+1, (s+12)*r+1 )
+          f:SetScript("OnUpdate", 
+            function()
+              RecomputeButtonSize(bar)
+              bar:RefreshLayout()
+              updateTooltip()
+            end
+          )
+        elseif btn == "RightButton" then -- spacing resize
+          f:SetMinResize( bw*c, bh*r )
+          f:SetScript("OnUpdate", 
+            function()
+              RecomputeButtonSpacing(bar)
+              bar:RefreshLayout()
+              updateTooltip()
+            end
+          )
+        end
+        f:StartSizing(point)
+      end
+    )
+    corner:SetScript("OnMouseUp",StopResize)
+    corner:SetScript("OnEnter",
+      function()
+        GameTooltip:SetOwner(f, "ANCHOR_"..point)
+        GameTooltip:AddLine(L["Drag to resize buttons"])
+        GameTooltip:AddLine(L["Right-click-drag"])
+        GameTooltip:AddLine(L["to change spacing"])
+        local size, size2 = bar:GetButtonSize()
+        local rows, cols, spacing = bar:GetButtonGrid()
+        size = (size == size2) and tostring(size) or format("%dx%d",size,size2)
+        GameTooltip:AddDoubleLine(L["Size:"], size)
+        GameTooltip:AddDoubleLine(L["Spacing:"], tostring(spacing))
+        GameTooltip:Show()
+      end
+    )
+    corner:SetScript("OnLeave", 
+      function()
+        GameTooltip:Hide()
+        f:SetScript("OnUpdate",nil)
+      end
+    )
+
+  end
+
+  control:RegisterForDrag("LeftButton")
+  control:RegisterForClicks("RightButtonUp")
+  
+  control:SetScript("OnDragStart",
+    function()
+      f:StartMoving()
+      f.isMoving = true
+      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)
+
+      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:RefreshOptions()
+      updateDragTooltip()
+    end
+  )
+
+  control:SetScript("OnEnter",
+    function()
+      -- TODO: add bar type and status information to name
+      --[[
+      local name = bar.name
+      for _, m in ReAction:IterateModules() do
+        local suffix = safecall(m,"GetBarNameModifier",bar)
+        if suffix then
+          name = ("%s %s"):format(name,suffix)
+        end
+      end
+      ]]--
+
+      updateDragTooltip()
+    end
+  )
+
+  control:SetScript("OnLeave", HideGameTooltip)
+
+  control:SetScript("OnClick",
+    function()
+      ShowMenu(bar)
+    end
+  )
+
+  return control
+end
+
+
+-- export the ShowControls method to the Bar prototype
+
+function Bar:ShowControls(show)
+  if show then
+    if not self.controlFrame then
+      self.controlFrame = CreateControls(self)
+    end
+    self.controlFrame:Show()
+  elseif self.controlFrame then
+    CloseMenu(self.controlFrame)
+    self.controlFrame:Hide()
+  end
+end
+
+