chore(libs): sync Ace3 to coa-ace3 (WoWUIDev master @ 52e5f2c)
Bring every embedded Ace3 / CallbackHandler / LibStub copy in line with the canonical Exiles/coa-ace3 bundle so LibStub resolution is predictable across all Exiles forks regardless of which addons are enabled. Libraries updated in this fork: AceAddon-3.0 13 (5 → 13) AceConfig-3.0 3 (2 → 3) AceConfigCmd-3.0 14 (12 → 14) AceConfigDialog-3.0 92 (48 → 92) AceConfigRegistry-3.0 22 (12 → 22) AceConsole-3.0 7 AceDB-3.0 33 (20 → 33) AceDBOptions-3.0 15 (12 → 15) AceEvent-3.0 4 (3 → 4) AceGUI-3.0 41 (33 → 41) AceHook-3.0 9 (5 → 9) AceLocale-3.0 6 (2 → 6) CallbackHandler-1.0 8 (5 → 8) LibStub 2
This commit is contained in:
@@ -1,241 +1,215 @@
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local AceGUI = LibStub("AceGUI-3.0")
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-- Lua APIs
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local pairs, assert, type = pairs, assert, type
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local min, max, floor = math.min, math.max, math.floor
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-- WoW APIs
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local CreateFrame, UIParent = CreateFrame, UIParent
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-------------
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-- Widgets --
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-------------
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--[[
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Widgets must provide the following functions
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Acquire() - Called when the object is aquired, should set everything to a default hidden state
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Release() - Called when the object is Released, should remove any anchors and hide the Widget
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And the following members
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frame - the frame or derivitive object that will be treated as the widget for size and anchoring purposes
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type - the type of the object, same as the name given to :RegisterWidget()
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Widgets contain a table called userdata, this is a safe place to store data associated with the wigdet
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It will be cleared automatically when a widget is released
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Placing values directly into a widget object should be avoided
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If the Widget can act as a container for other Widgets the following
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content - frame or derivitive that children will be anchored to
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The Widget can supply the following Optional Members
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]]
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--------------------------
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-- Scroll Frame --
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--------------------------
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do
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local Type = "ScrollFrame"
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local Version = 9
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local function OnAcquire(self)
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end
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local function OnRelease(self)
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self.frame:ClearAllPoints()
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self.frame:Hide()
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self.status = nil
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-- do SetScroll after niling status, but before clearing localstatus
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-- so the scroll value isnt populated back into status, but not kept in localstatus either
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self:SetScroll(0)
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for k in pairs(self.localstatus) do
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self.localstatus[k] = nil
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end
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self.scrollframe:SetPoint("BOTTOMRIGHT",self.frame,"BOTTOMRIGHT",0,0)
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self.scrollbar:Hide()
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self.scrollBarShown = nil
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self.content.height, self.content.width = nil, nil
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end
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local function SetScroll(self, value)
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local status = self.status or self.localstatus
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local viewheight = self.scrollframe:GetHeight()
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local height = self.content:GetHeight()
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local offset
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if viewheight > height then
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offset = 0
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else
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offset = floor((height - viewheight) / 1000.0 * value)
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end
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self.content:ClearAllPoints()
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self.content:SetPoint("TOPLEFT", self.scrollframe, "TOPLEFT", 0, offset)
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self.content:SetPoint("TOPRIGHT", self.scrollframe, "TOPRIGHT", 0, offset)
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status.offset = offset
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status.scrollvalue = value
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end
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local function MoveScroll(self, value)
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local status = self.status or self.localstatus
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local height, viewheight = self.scrollframe:GetHeight(), self.content:GetHeight()
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if height > viewheight then
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self.scrollbar:Hide()
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else
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self.scrollbar:Show()
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local diff = height - viewheight
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local delta = 1
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if value < 0 then
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delta = -1
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end
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self.scrollbar:SetValue(min(max(status.scrollvalue + delta*(1000/(diff/45)),0), 1000))
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end
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end
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local function FixScroll(self)
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if self.updateLock then return end
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self.updateLock = true
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local status = self.status or self.localstatus
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local height, viewheight = self.scrollframe:GetHeight(), self.content:GetHeight()
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local offset = status.offset or 0
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local curvalue = self.scrollbar:GetValue()
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if viewheight < height then
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if self.scrollBarShown then
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self.scrollBarShown = nil
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self.scrollbar:Hide()
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self.scrollbar:SetValue(0)
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self.scrollframe:SetPoint("BOTTOMRIGHT",self.frame,"BOTTOMRIGHT",0,0)
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self:DoLayout()
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end
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else
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if not self.scrollBarShown then
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self.scrollBarShown = true
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self.scrollbar:Show()
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self.scrollframe:SetPoint("BOTTOMRIGHT", self.frame,"BOTTOMRIGHT",-20,0)
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self:DoLayout()
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end
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local value = (offset / (viewheight - height) * 1000)
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if value > 1000 then value = 1000 end
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self.scrollbar:SetValue(value)
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self:SetScroll(value)
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if value < 1000 then
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self.content:ClearAllPoints()
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self.content:SetPoint("TOPLEFT", self.scrollframe, "TOPLEFT", 0, offset)
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self.content:SetPoint("TOPRIGHT", self.scrollframe, "TOPRIGHT", 0, offset)
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status.offset = offset
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end
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end
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self.updateLock = nil
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end
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local function OnMouseWheel(this, value)
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this.obj:MoveScroll(value)
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end
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local function OnScrollValueChanged(this, value)
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this.obj:SetScroll(value)
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end
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local function FixScrollOnUpdate(this)
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this:SetScript("OnUpdate", nil)
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this.obj:FixScroll()
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end
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local function OnSizeChanged(this)
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this:SetScript("OnUpdate", FixScrollOnUpdate)
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end
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local function LayoutFinished(self, width, height)
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self.content:SetHeight(height or 0 + 20)
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self.scrollframe:SetScript("OnUpdate", FixScrollOnUpdate)
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end
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-- called to set an external table to store status in
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local function SetStatusTable(self, status)
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assert(type(status) == "table")
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self.status = status
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if not status.scrollvalue then
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status.scrollvalue = 0
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end
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end
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local function OnWidthSet(self, width)
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local content = self.content
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content.width = width
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end
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local function OnHeightSet(self, height)
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local content = self.content
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content.height = height
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end
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local function Constructor()
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local frame = CreateFrame("Frame", nil, UIParent)
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local self = {}
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self.type = Type
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self.OnRelease = OnRelease
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self.OnAcquire = OnAcquire
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self.MoveScroll = MoveScroll
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self.FixScroll = FixScroll
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self.SetScroll = SetScroll
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self.LayoutFinished = LayoutFinished
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self.SetStatusTable = SetStatusTable
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self.OnWidthSet = OnWidthSet
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self.OnHeightSet = OnHeightSet
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self.localstatus = {}
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self.frame = frame
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frame.obj = self
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--Container Support
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local scrollframe = CreateFrame("ScrollFrame", nil, frame)
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scrollframe.obj = self
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scrollframe:SetPoint("TOPLEFT", frame, "TOPLEFT", 0, 0)
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scrollframe:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", 0, 0)
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scrollframe:EnableMouseWheel(true)
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scrollframe:SetScript("OnMouseWheel", OnMouseWheel)
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scrollframe:SetScript("OnSizeChanged", OnSizeChanged)
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self.scrollframe = scrollframe
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local content = CreateFrame("Frame", nil, scrollframe)
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content.obj = self
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content:SetPoint("TOPLEFT", scrollframe, "TOPLEFT", 0, 0)
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content:SetPoint("TOPRIGHT", scrollframe, "TOPRIGHT", 0, 0)
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content:SetHeight(400)
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self.content = content
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scrollframe:SetScrollChild(content)
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local num = AceGUI:GetNextWidgetNum(Type)
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local name = ("AceConfigDialogScrollFrame%dScrollBar"):format(num)
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local scrollbar = CreateFrame("Slider", name, scrollframe, "UIPanelScrollBarTemplate")
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scrollbar.obj = self
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scrollbar:SetPoint("TOPLEFT", scrollframe, "TOPRIGHT", 4, -16)
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scrollbar:SetPoint("BOTTOMLEFT", scrollframe, "BOTTOMRIGHT", 4, 16)
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scrollbar:SetScript("OnValueChanged", OnScrollValueChanged)
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scrollbar:SetMinMaxValues(0, 1000)
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scrollbar:SetValueStep(1)
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scrollbar:SetValue(0)
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scrollbar:SetWidth(16)
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scrollbar:Hide()
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self.scrollbar = scrollbar
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local scrollbg = scrollbar:CreateTexture(nil, "BACKGROUND")
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scrollbg:SetAllPoints(scrollbar)
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scrollbg:SetTexture(0, 0, 0, 0.4)
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self.localstatus.scrollvalue = 0
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--self:FixScroll()
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AceGUI:RegisterAsContainer(self)
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--AceGUI:RegisterAsWidget(self)
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return self
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end
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AceGUI:RegisterWidgetType(Type,Constructor,Version)
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end
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--[[-----------------------------------------------------------------------------
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ScrollFrame Container
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Plain container that scrolls its content and doesn't grow in height.
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-------------------------------------------------------------------------------]]
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local Type, Version = "ScrollFrame", 26
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local AceGUI = LibStub and LibStub("AceGUI-3.0", true)
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if not AceGUI or (AceGUI:GetWidgetVersion(Type) or 0) >= Version then return end
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-- Lua APIs
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local pairs, assert, type = pairs, assert, type
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local min, max, floor = math.min, math.max, math.floor
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-- WoW APIs
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local CreateFrame, UIParent = CreateFrame, UIParent
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--[[-----------------------------------------------------------------------------
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Support functions
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-------------------------------------------------------------------------------]]
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local function FixScrollOnUpdate(frame)
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frame:SetScript("OnUpdate", nil)
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frame.obj:FixScroll()
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end
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--[[-----------------------------------------------------------------------------
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Scripts
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-------------------------------------------------------------------------------]]
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local function ScrollFrame_OnMouseWheel(frame, value)
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frame.obj:MoveScroll(value)
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end
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local function ScrollFrame_OnSizeChanged(frame)
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frame:SetScript("OnUpdate", FixScrollOnUpdate)
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end
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local function ScrollBar_OnScrollValueChanged(frame, value)
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frame.obj:SetScroll(value)
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end
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--[[-----------------------------------------------------------------------------
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Methods
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-------------------------------------------------------------------------------]]
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local methods = {
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["OnAcquire"] = function(self)
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self:SetScroll(0)
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self.scrollframe:SetScript("OnUpdate", FixScrollOnUpdate)
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end,
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["OnRelease"] = function(self)
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self.status = nil
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for k in pairs(self.localstatus) do
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self.localstatus[k] = nil
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end
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self.scrollframe:SetPoint("BOTTOMRIGHT")
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self.scrollbar:Hide()
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self.scrollBarShown = nil
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self.content.height, self.content.width, self.content.original_width = nil, nil, nil
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end,
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["SetScroll"] = function(self, value)
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local status = self.status or self.localstatus
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local viewheight = self.scrollframe:GetHeight()
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local height = self.content:GetHeight()
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local offset
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if viewheight > height then
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offset = 0
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else
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offset = floor((height - viewheight) / 1000.0 * value)
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end
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self.content:ClearAllPoints()
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self.content:SetPoint("TOPLEFT", 0, offset)
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self.content:SetPoint("TOPRIGHT", 0, offset)
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status.offset = offset
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status.scrollvalue = value
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end,
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["MoveScroll"] = function(self, value)
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local status = self.status or self.localstatus
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local height, viewheight = self.scrollframe:GetHeight(), self.content:GetHeight()
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if self.scrollBarShown then
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local diff = height - viewheight
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local delta = 1
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if value < 0 then
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delta = -1
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end
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self.scrollbar:SetValue(min(max(status.scrollvalue + delta*(1000/(diff/45)),0), 1000))
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end
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end,
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["FixScroll"] = function(self)
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if self.updateLock then return end
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self.updateLock = true
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local status = self.status or self.localstatus
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local height, viewheight = self.scrollframe:GetHeight(), self.content:GetHeight()
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local offset = status.offset or 0
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-- Give us a margin of error of 2 pixels to stop some conditions that i would blame on floating point inaccuracys
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-- No-one is going to miss 2 pixels at the bottom of the frame, anyhow!
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if viewheight < height + 2 then
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if self.scrollBarShown then
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self.scrollBarShown = nil
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self.scrollbar:Hide()
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self.scrollbar:SetValue(0)
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self.scrollframe:SetPoint("BOTTOMRIGHT")
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if self.content.original_width then
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self.content.width = self.content.original_width
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end
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self:DoLayout()
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end
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else
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if not self.scrollBarShown then
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self.scrollBarShown = true
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self.scrollbar:Show()
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self.scrollframe:SetPoint("BOTTOMRIGHT", -20, 0)
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if self.content.original_width then
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self.content.width = self.content.original_width - 20
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end
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self:DoLayout()
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end
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local value = (offset / (viewheight - height) * 1000)
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if value > 1000 then value = 1000 end
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self.scrollbar:SetValue(value)
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self:SetScroll(value)
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if value < 1000 then
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self.content:ClearAllPoints()
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self.content:SetPoint("TOPLEFT", 0, offset)
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self.content:SetPoint("TOPRIGHT", 0, offset)
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status.offset = offset
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end
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end
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self.updateLock = nil
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end,
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["LayoutFinished"] = function(self, width, height)
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self.content:SetHeight(height or 0 + 20)
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-- update the scrollframe
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self:FixScroll()
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-- schedule another update when everything has "settled"
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self.scrollframe:SetScript("OnUpdate", FixScrollOnUpdate)
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end,
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["SetStatusTable"] = function(self, status)
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assert(type(status) == "table")
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self.status = status
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if not status.scrollvalue then
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status.scrollvalue = 0
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end
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end,
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["OnWidthSet"] = function(self, width)
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local content = self.content
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content.width = width - (self.scrollBarShown and 20 or 0)
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content.original_width = width
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end,
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["OnHeightSet"] = function(self, height)
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local content = self.content
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content.height = height
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end
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}
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--[[-----------------------------------------------------------------------------
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Constructor
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-------------------------------------------------------------------------------]]
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local function Constructor()
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local frame = CreateFrame("Frame", nil, UIParent)
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local num = AceGUI:GetNextWidgetNum(Type)
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local scrollframe = CreateFrame("ScrollFrame", nil, frame)
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scrollframe:SetPoint("TOPLEFT")
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scrollframe:SetPoint("BOTTOMRIGHT")
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scrollframe:EnableMouseWheel(true)
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scrollframe:SetScript("OnMouseWheel", ScrollFrame_OnMouseWheel)
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scrollframe:SetScript("OnSizeChanged", ScrollFrame_OnSizeChanged)
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local scrollbar = CreateFrame("Slider", ("AceConfigDialogScrollFrame%dScrollBar"):format(num), scrollframe, "UIPanelScrollBarTemplate")
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scrollbar:SetPoint("TOPLEFT", scrollframe, "TOPRIGHT", 4, -16)
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scrollbar:SetPoint("BOTTOMLEFT", scrollframe, "BOTTOMRIGHT", 4, 16)
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scrollbar:SetMinMaxValues(0, 1000)
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scrollbar:SetValueStep(1)
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scrollbar:SetValue(0)
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scrollbar:SetWidth(16)
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scrollbar:Hide()
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-- set the script as the last step, so it doesn't fire yet
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scrollbar:SetScript("OnValueChanged", ScrollBar_OnScrollValueChanged)
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local scrollbg = scrollbar:CreateTexture(nil, "BACKGROUND")
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scrollbg:SetAllPoints(scrollbar)
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scrollbg:SetColorTexture(0, 0, 0, 0.4)
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--Container Support
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local content = CreateFrame("Frame", nil, scrollframe)
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content:SetPoint("TOPLEFT")
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content:SetPoint("TOPRIGHT")
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content:SetHeight(400)
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scrollframe:SetScrollChild(content)
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local widget = {
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localstatus = { scrollvalue = 0 },
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scrollframe = scrollframe,
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scrollbar = scrollbar,
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content = content,
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frame = frame,
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type = Type
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}
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for method, func in pairs(methods) do
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widget[method] = func
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end
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scrollframe.obj, scrollbar.obj = widget, widget
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return AceGUI:RegisterAsContainer(widget)
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end
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AceGUI:RegisterWidgetType(Type, Constructor, Version)
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Reference in New Issue
Block a user