Mercurial > wow > reaction
view modules/ReAction_ConfigUI/ReAction_ConfigUI.lua @ 28:21bcaf8215ff
- converted to Ace3
- rearranged file layout
- configGUI menus not working right now
author | Flick <flickerstreak@gmail.com> |
---|---|
date | Mon, 17 Mar 2008 18:24:53 +0000 |
parents | bf997ea151ca |
children | 0d95ce7a9ec2 |
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--[[ ReAction Configuration UI module This modules creates and manages ReAction configuration elements, including: - waterfall config menu system - bar dragging and resizing control overlays - contextual menus Individual modules are responsible for populating these configuration elements via the following functions: module:GetGlobalOptions( configModule ) module:GetGlobalBarOptions( configModule ) module:GetModuleOptions( configModule ) module:GetBarConfigOptions( bar, configModule ) module:GetBarMenuOptions( bar, configModule ) the ReAction_ConfigUI module is passed in as a parameter so that option handlers can refresh the config UI. --]] -- local imports local ReAction = ReAction local L = ReAction.L local _G = _G local Waterfall = AceLibrary("Waterfall-1.0") local Dewdrop = AceLibrary("Dewdrop-2.0") local print = ReAction.print local InCombatLockdown = InCombatLockdown -- module declaration local moduleID = "ConfigUI" local module = ReAction:NewModule( moduleID, "AceEvent-3.0" -- mixins go here ) module.globalOptions = { type = "group", args = { unlock = { type = "toggle", handler = module, name = L["unlock"], guiName = L["Unlock Bars"], desc = L["Unlock bars for dragging and resizing with the mouse"], get = function() return module.configMode end, set = "SetConfigMode", disabled = InCombatLockdown, order = 1 }, config = { type = "execute", handler = module, name = L["config"], guiName = L["Configure..."], desc = L["Open the configuration dialogue"], func = "OpenConfig", disabled = InCombatLockdown, wfHidden = true, -- don't show this in the waterfall config order = 2 }, } } module.configOptions = { type = "group", args = { global = { type = "group", name = L["Global Settings"], desc = L["Global configuration settings"], args = { }, order = 1, }, module = { type = "group", name = L["Module Settings"], desc = L["Configuration settings for each module"], args = { }, order = 2, }, bar = { type = "group", name = L["Bars"], desc = L["Configuration settings for bars"], args = { }, order = 3, }, } } -- module methods function module:OnInitialize() self.db = ReAction.db:RegisterNamespace( moduleID, { profile = { } } ) end function module:OnEnable() self:RegisterEvent("PLAYER_REGEN_DISABLED") Waterfall:Register("ReAction", "aceOptions", self.configOptions, "treeLevels", nil, -- infinite "colorR", 0.8, "colorG", 0.65, "colorB", 0, "defaultPane", "global" ) end function module:OnDisable() self:UnregisterEvent("PLAYER_REGEN_DISABLED") self:SetConfigMode(false) Waterfall:UnRegister("ReAction") end function module:PLAYER_REGEN_DISABLED() if self.configMode == true then UIErrorsFrame:AddMessage(L["ReAction config mode disabled during combat."]) self:SetConfigMode(false) Waterfall:Close("ReAction") end end function module:SetConfigMode( mode ) ReAction:CallMethodOnAllBars("ShowControls",mode) ReAction:CallMethodOnAllModules("ApplyConfigMode",mode,ReAction.bars) self.configMode = mode end function module:ApplyConfigMode( mode, bars ) if not(mode) then -- close open dewdrop menu local p = Dewdrop:GetOpenedParent() if p then for _, bar in pairs(bars) do if bar then if p == bar.controlFrame then Dewdrop:Close() end end end end end end local function refreshWaterfall() module:RefreshConfig() end local function SafeCall(module, method, ...) if module and type(module[method]) == "function" then return module[method](...) end end function module:RefreshOptions() local opts = self.configOptions.args for _, m in ReAction:IterateModules() do local o = SafeCall(m,"GetGlobalOptions",self) if o then for k, v in pairs(o) do opts.global.args[k] = v end end end for _, m in ReAction:IterateModules() do local o = SafeCall(m,"GetGlobalBarOptions",self) if o then for k, v in pairs(o) do opts.bar.args[k] = v end end end for _, m in ReAction:IterateModules() do local o = SafeCall(m,"GetModuleOptions",self) if o then for k, v in pairs(o) do opts.module.args[k] = v end end end local barOpts = opts.bar.args for name, bar in pairs(ReAction.bars) do if bar then if barOpts[name] == nil then barOpts[name] = { type = "group", name = name, desc = name, handler = bar, args = { delete = { type = "execute", name = L["Delete Bar"], desc = L["Remove the bar from the current profile"], func = function() ReAction:EraseBar(bar); self:RefreshConfig() end }, rename = { type = "text", name = L["Rename Bar"], desc = L["Set a name for the bar"], get = "GetName", set = function(name) ReAction:RenameBar(bar,name); self:RefreshConfig() end } } } end if bar.modConfigOpts == nil then bar.modConfigOpts = { } end for _, m in ReAction:IterateModules() do local o = SafeCall(m,"GetBarConfigOptions",bar,self) if o then for k, v in pairs(o) do barOpts[name].args[k] = v end end end end end -- remove obsolete bar tables for name, opt in pairs(barOpts) do if opt.type == "group" and ReAction.bars[name] == nil then barOpts[name] = nil end end end function module:OpenConfig(bar) self:RefreshOptions() Dewdrop:Close() Waterfall:Open("ReAction",bar and "bar."..bar:GetName()) end function module:RefreshConfig() self:RefreshOptions() Waterfall:Refresh("ReAction") end function module:ApplyToBar(bar) if self.configMode then bar:ShowControls(true) end end function module:RemoveFromBar(bar) if bar.controlFrame then bar.controlFrame:SetParent(UIParent) bar.controlFrame:ClearAllPoints() bar.controlFrame:Hide() bar.controlFrame = nil end end function module:GetGlobalOptions() return self.globalOptions.args end -- -- Bar config overlay -- -- import 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 floor = math.floor local min = math.min local format = string.format local GameTooltip = GameTooltip 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 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 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, (bh+s)*r ) end local function HideGameTooltip() GameTooltip:Hide() 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() 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 StopResize = function() f:StopMovingOrSizing() f.isMoving = false f:SetScript("OnUpdate",nil) StoreExtents(bar) ClampToButtons(bar) ApplyAnchor(bar) 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 updateTooltip = function() 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("RightButtonDown") control:SetScript("OnDragStart", function() f:StartMoving() f.isMoving = true -- TODO: snap indicator update install end ) control:SetScript("OnDragStop", function() f:StopMovingOrSizing() f.isMoving = false f:SetScript("OnUpdate",nil) -- TODO: snap frame here StoreExtents(bar) end ) control:SetScript("OnEnter", function() -- 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 = format("%s %s",name,suffix) 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() end ) control:SetScript("OnLeave", HideGameTooltip) control:SetScript("OnClick", function() bar:ShowMenu() end ) return control end function Bar:ShowControls(show) if show then if not self.controlFrame then self.controlFrame = CreateControls(self) end self.controlFrame:Show() elseif self.controlFrame then self.controlFrame:Hide() end end function Bar:ShowMenu() if not self.menuOpts then self.menuOpts = { type = "group", args = { openConfig = { type = "execute", name = L["Configure..."], desc = L["Open the configuration dialogue for this bar"], func = function() module:OpenConfig(self) end, disabled = InCombatLockdown, order = 1 }, delete = { type = "execute", name = L["Delete Bar"], desc = L["Remove the bar from the current profile"], func = function() ReAction:EraseBar(self) end, order = 2 }, } } end if self.modMenuOpts == nil then self.modMenuOpts = { } end for _, m in ReAction:IterateModules() do local opts = SafeCall(m,"GetBarMenuOptions",self,module) if opts then for k, v in pairs(opts) do self.menuOpts.args[k] = v end end end Dewdrop:Open(self.controlFrame, "children", self.menuOpts, "cursorX", true, "cursorY", true) end local Bar_SuperSetName = Bar.SetName function Bar:SetName(name) Bar_SuperSetName(self,name) if self.controlLabelString then self.controlLabelString:SetText(self.name) end end