Mercurial > wow > reaction
view classes/ReAnchor.lua @ 8:c05fd3e18b4f
Version 0.31
author | Flick <flickerstreak@gmail.com> |
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date | Tue, 20 Mar 2007 21:33:59 +0000 |
parents | f920db5fc6b1 |
children |
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-- -- ReAnchor.lua -- -- Provides drag-placement facilities for frames. -- -- local constants local AceOO = AceLibrary("AceOO-2.0") local edges = { "BOTTOM", "TOP", "LEFT", "RIGHT" } 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 oppositePoints = { BOTTOMLEFT = "TOPRIGHT", BOTTOM = "TOP", BOTTOMRIGHT = "TOPLEFT", RIGHT = "LEFT", TOPRIGHT = "BOTTOMLEFT", TOP = "BOTTOM", TOPLEFT = "BOTTOMRIGHT", LEFT = "RIGHT", 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 -- local utility functions -- 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) 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 -- Returns interior offsets (specified absolutely) from a point local function GetInteriorOffsetsToPoint(p, x, y) return insidePointOffsetFuncs[p](x,y) end -- ReAnchor is a Mixin which provides some anchoring and -- placement methods for frames. -- An object with the ReAnchor mixin must support the -- IAnchorable interface (implicitly or explicitly). -- The mixin methods also require arguments to support -- that interface. -- In the method prototypes, 'IRObjs' is used to refer to a -- table of objects which support the IAnchorable interface. ReAnchor = AceOO.Mixin { "GetClosestVisibleEdge", "GetClosestVisiblePoint", "GetClosestPointSnapped", "DisplaySnapIndicator", "HideSnapIndicator", } --------------------------------------------------------- -- Constants and classes that are not exported via mixin --------------------------------------------------------- ReAnchor.IAnchorable = AceOO.Interface { GetFrame = "function", GetAnchorage = "function", -- return ReAnchor.anchorInside or .anchorOutside } ReAnchor.anchorInside = { inside = true } ReAnchor.anchorOutside = { outside = true } ReAnchor.snapIndicator1 = CreateFrame("Frame",nil,UIParent,"ReAnchorSnapIndicatorTemplate") ReAnchor.snapIndicator2 = CreateFrame("Frame",nil,UIParent,"ReAnchorSnapIndicatorTemplate") -------------------- -- Mixin methods -------------------- -- returns: -- (1) o : the closest IRObj -- (2) e1 : the point (edge) on self:GetFrame() -- (3) e2 : the point (edge) on o:GetFrame() function ReAnchor:GetClosestVisibleEdge( IRObjs ) local f1 = self:GetFrame() local r, o, e1, e2 for _, o2 in pairs(IRObjs) do local f2 = o2:GetFrame() local a = o2:GetAnchorage() if f2:IsVisible() and CheckAnchorable(f1,f2) then for _, e in pairs(edges) do local opp = a.inside and e or oppositePoints[e] if CheckEdgeOverlap(f1,f2,e) then local d = GetEdgeDistance(f1, f2, e, opp) if not r or d < r then r, o, e1, e2 = d, o2, e, opp end end end end end return o, e1, e2 end -- returns: -- (1) o: the closest IRObj -- (1) p: the point on self:GetFrame() -- (2) rp: the relativePoint on o:GetFrame() -- (3) x: x offset -- (4) y: y offset -- such that self:GetFrame():SetPoint(p,o:GetFrame(),rp,x,y) preserves the current location function ReAnchor:GetClosestVisiblePoint( IRObjs ) local f1 = self:GetFrame() local o, e1, e2 = self:GetClosestVisibleEdge( IRObjs ) local f2 = o:GetFrame() 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 local p2 = o:GetAnchorage().outside and oppositePoints[p1] or p1 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 return o, p, rp, x, y end -- Calls self:GetClosestVisiblePoint() and then snaps to the specified -- offsets if within the given range in x and y (as appropriate) -- Return semantic is the same as GetClosestVisiblePoint(). Returns nil -- if no snap can be done. function ReAnchor:GetClosestPointSnapped(IRObjs, r, xOff, yOff) local f1 = self:GetFrame() local o, p, rp, x, y = self:GetClosestVisiblePoint(IRObjs) local s = false if r then local sx, sy = GetInteriorOffsetsToPoint(p, xOff or 0, yOff or 0) local xx, yy = pointCoordFuncs[p](f1) if xx and yy then if math.abs(x) <= r then x = sx s = true end if math.abs(y) <= r then y = sy s = true end elseif xx then if math.abs(x) <= r then x = sx s = true if math.abs(y) <= r then y = sy end end elseif yy then if math.abs(y) <= r then y = sy s = true if math.abs(x) <= r then x = sx end end end end if s then return o, p, rp, x, y end end -- shows anchor-indicators on the associated frame and the target frame -- when a snap is warranted. function ReAnchor:DisplaySnapIndicator( IRObjs, r, xOff, yOff ) local o, p, rp, x, y, snap = self:GetClosestPointSnapped(IRObjs, r, xOff, yOff) local si1 = ReAnchor.snapIndicator1 local si2 = ReAnchor.snapIndicator2 if o then si1:ClearAllPoints() si2:ClearAllPoints() si1:SetPoint("CENTER", self:GetFrame(), p, 0, 0) local xx, yy = pointCoordFuncs[rp](o:GetFrame()) x = math.abs(x) <=r and xx and 0 or x y = math.abs(y) <=r and yy and 0 or y si2:SetPoint("CENTER", o:GetFrame(), rp, x, y) si1:Show() si2:Show() else if si1:IsVisible() then si1:Hide() si2:Hide() end end end function ReAnchor:HideSnapIndicator() local si1 = ReAnchor.snapIndicator1 local si2 = ReAnchor.snapIndicator2 if si1:IsVisible() then si1:Hide() si2:Hide() end end