view Overlay.lua @ 74:00e28094e1a3

Some README updates
author Flick <flickerstreak@gmail.com>
date Tue, 10 Jun 2008 22:25:15 +0000
parents dd01feae0d89
children 06cd74bdc7da
line wrap: on
line source
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