view Bar.lua @ 61:2ee41dcd673f

moved UserError from ConfigUI to ReAction
author Flick <flickerstreak@gmail.com>
date Tue, 13 May 2008 16:42:03 +0000
parents 20003239af0b
children 768be7eb22a0
line wrap: on
line source
local ReAction = ReAction
local L = ReAction.L
local _G = _G
local CreateFrame = CreateFrame
local InCombatLockdown = InCombatLockdown
local floor = math.floor
local min = math.min
local format = string.format
local GameTooltip = GameTooltip



-- update ReAction revision if this file is newer
local revision = tonumber(("$Revision$"):match("%d+"))
if revision > ReAction.revision then
  ReAction.revision = revision
end

------ BAR CLASS ------
local Bar = { _classID = {} }

local function Constructor( self, name, config )
  self.name, self.config = name, config

  if type(config) ~= "table" then
    error("ReAction.Bar: config table required")
  end

  local parent = config.parent and (ReAction:GetBar(config.parent) or _G[config.parent]) or UIParent
  local f = CreateFrame("Frame",nil,parent,"SecureStateDriverTemplate")
  f:SetFrameStrata("MEDIUM")
  config.width = config.width or 480
  config.height = config.height or 40
  f:SetWidth(config.width)
  f:SetWidth(config.height)

  self.frame = f
  self:RefreshLayout()
  self:ApplyAnchor()
  f:Show()
end

function Bar:Destroy()
  local f = self.frame
  f:UnregisterAllEvents()
  f:Hide()
  f:SetParent(UIParent)
  f:ClearAllPoints()
  self.labelString = nil
  self.controlFrame = nil
  self.frame = nil
  self.config = nil
end

function Bar:RefreshLayout()
  ReAction:CallMethodOnAllModules("RefreshBar", self)
end

function Bar:ApplyAnchor()
  local f, config = self.frame, self.config
  f:SetWidth(config.width)
  f:SetHeight(config.height)
  local anchor = config.anchor
  f:ClearAllPoints()
  if anchor then
    local anchorTo = f:GetParent()
    if config.anchorTo then
      local bar = ReAction:GetBar(config.anchorTo)
      if bar then
        anchorTo = bar:GetFrame()
      else
        anchorTo = _G[config.anchorTo]
      end
    end
    f:SetPoint(anchor, anchorTo or f:GetParent(), config.relativePoint, config.x or 0, config.y or 0)
  else
    f:SetPoint("CENTER")
  end
end

function Bar:SetAnchor(point, frame, relativePoint, x, y)
  local c = self.config
  c.anchor = point or c.anchor
  c.anchorTo = frame and frame:GetName() or c.anchorTo
  c.relativePoint = relativePoint or c.relativePoint
  c.x = x or c.x
  c.y = y or c.y
  self:ApplyAnchor()
end

function Bar:GetAnchor()
  local c = self.config
  return (c.anchor or "CENTER"), (c.anchorTo or self.frame:GetParent():GetName()), (c.relativePoint or c.anchor or "CENTER"), (c.x or 0), (c.y or 0)
end

function Bar:GetFrame()
  return self.frame
end

function Bar:GetSize()
  return self.frame:GetWidth() or 200, self.frame:GetHeight() or 200
end

function Bar:SetSize(w,h)
  self.config.width = w
  self.config.height = h
end

function Bar:GetButtonSize()
  local w = self.config.btnWidth or 32
  local h = self.config.btnHeight or 32
  -- TODO: get from modules?
  return w,h
end

function Bar:SetButtonSize(w,h)
  if w > 0 and h > 0 then
    self.config.btnWidth = w
    self.config.btnHeight = h
  end
end

function Bar:GetButtonGrid()
  local cfg = self.config
  local r = cfg.btnRows or 1
  local c = cfg.btnColumns or 1
  local s = cfg.spacing or 4
  return r,c,s
end

function Bar:SetButtonGrid(r,c,s)
  if r > 0 and c > 0 and s > 0 then
    local cfg = self.config
    cfg.btnRows = r
    cfg.btnColumns = c
    cfg.spacing = s
  end
end

function Bar:GetName()
  return self.name
end

function Bar:SetName(name)
  self.name = name
  if self.controlLabelString then
    self.controlLabelString:SetText(self.name)
  end
end

function Bar:PlaceButton(f, idx, baseW, baseH)
  local r, c, s = self:GetButtonGrid()
  local bh, bw = self:GetButtonSize()
  local row, col = floor((idx-1)/c), mod((idx-1),c) -- zero-based
  local x, y = col*bw + (col+0.5)*s, row*bh + (row+0.5)*s
  local scale = bw/baseW

  f:ClearAllPoints()
  f:SetPoint("TOPLEFT",x/scale,-y/scale)
  f:SetScale(scale)
end







--
-- Bar config overlay
--
local CreateControls

do
  -- upvalue some of these for small OnUpdate performance boost
  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 pairs(ReAction.bars) 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 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 RefreshBarEditor()
    ReAction:CallModuleMethod("ConfigUI","RefreshBarEditor")
  end

  CreateControls = function(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 StopResize = function()
      f:StopMovingOrSizing()
      f.isMoving = false
      f:SetScript("OnUpdate",nil)
      StoreSize(bar)
      ClampToButtons(bar)
      ApplyAnchor(bar)
      RefreshBarEditor()
    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
        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)
        RefreshBarEditor()
        updateDragTooltip()
      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 = ("%s %s"):format(name,suffix)
          end
          --]]
        end

        updateDragTooltip()
      end
    )

    control:SetScript("OnLeave", HideGameTooltip)

    control:SetScript("OnClick",
      function()
        bar:ShowMenu()
      end
    )

    return control
  end
end


local OpenMenu, CloseMenu
do
  -- Looking for a lightweight AceConfig3-struct-compatible 
  -- replacement for Dewdrop, encapsulate here
  -- Considering Blizzard's EasyMenu/UIDropDownMenu, but that's
  -- a bit tricky to convert from AceConfig3-struct
  local Dewdrop = AceLibrary("Dewdrop-2.0")
  OpenMenu = function(frame, opts)
    Dewdrop:Open(frame, "children", opts, "cursorX", true, "cursorY", true)
  end
  CloseMenu = function(frame)
    if Dewdrop:GetOpenedParent() == frame then
      Dewdrop:Close()
    end
  end
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
    CloseMenu(self.controlFrame)
    self.controlFrame:Hide()
  end
end

function Bar:ShowMenu()
  if not self.menuOpts then
    self.menuOpts = {
      type = "group",
      args = {
        openConfig = {
          type = "execute",
          name = L["Settings..."],
          desc = L["Open the editor for this bar"],
          func = function() CloseMenu(self.controlFrame); ReAction:CallModuleMethod("ConfigUI","LaunchBarEditor",self) 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(self) end,
          order = 2
        },
      }
    }
  end
  OpenMenu(self.controlFrame, self.menuOpts)
end



------ Export as a class-factory ------
ReAction.Bar = {
  new = function(self, ...)
    local x = { }
    for k,v in pairs(Bar) do
      x[k] = v
    end
    Constructor(x, ...)
    return x
  end
}