Mercurial > wow > reaction
view Bar.lua @ 52:c9df7866ff31
Added anchor snapping
author | Flick <flickerstreak@gmail.com> |
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date | Thu, 24 Apr 2008 19:19:42 +0000 |
parents | c964fb84560c |
children | 8b81d4b3e73d |
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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 f = CreateFrame("Frame",nil,config.parent or UIParent,"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) -- f:Show() 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 RefreshLayoutEditor() ReAction:CallModuleMethod("ConfigUI","RefreshLayoutEditor") 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) RefreshLayoutEditor() 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) RefreshLayoutEditor() 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["Layout..."], desc = L["Open the layout editor for this bar"], func = function() CloseMenu(self.controlFrame); ReAction:CallModuleMethod("ConfigUI","LaunchLayoutEditor",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 }