Files
coa-bartender/ButtonBar.lua
T

157 lines
4.0 KiB
Lua

--[[ $Id: ActionBars.lua 60964 2008-02-11 18:12:12Z nevcairiel $ ]]
--[[ Generic Template for a Bar which contains Buttons ]]
local Bar = Bartender4.Bar.prototype
local ButtonBar = setmetatable({}, {__index = Bar})
local ButtonBar_MT = {__index = ButtonBar}
local defaults = Bartender4:Merge({
['**'] = {
padding = 2,
rows = 1,
}
}, Bartender4.Bar.defaults)
Bartender4.ButtonBar = {}
Bartender4.ButtonBar.prototype = ButtonBar
Bartender4.ButtonBar.defaults = defaults
function Bartender4.ButtonBar:Create(id, template, config)
local bar = setmetatable(Bartender4.Bar:Create(id, template, config), ButtonBar_MT)
return bar
end
--[[===================================================================================
Bar Options
===================================================================================]]--
-- option utilty functions
local optGetter, optSetter
do
local getBar, optionMap, callFunc
local barregistry = Bartender4.Bar.barregistry
-- maps option keys to function names
optionMap = {
rows = "Rows",
padding = "Padding",
}
-- retrieves a valid bar object from the barregistry table
function getBar(id)
local bar = barregistry[tostring(id)]
assert(bar, "Invalid bar id in options table.")
return bar
end
-- calls a function on the bar
function callFunc(bar, type, option, ...)
local func = type .. (optionMap[option] or option)
assert(bar[func], "Invalid get/set function.")
return bar[func](bar, ...)
end
-- universal function to get a option
function optGetter(info)
local bar = getBar(info[2])
local option = info[#info]
return callFunc(bar, "Get", option)
end
-- universal function to set a option
function optSetter(info, ...)
local bar = getBar(info[2])
local option = info[#info]
return callFunc(bar, "Set", option, ...)
end
end
local options
function ButtonBar:GetOptionObject()
local obj = Bar.GetOptionObject()
local otbl_general = {
padding = {
order = 40,
type = "range",
name = "Padding",
desc = "Configure the padding of the buttons.",
min = -10, max = 20, step = 1,
set = optSetter,
get = optGetter,
},
rows = {
order = 70,
name = "Rows",
desc = "Number of rows.",
type = "range",
min = 1, max = 12, step = 1,
set = optSetter,
get = optGetter,
},
}
obj:AddElementGroup("general", otbl_general)
return obj
end
function ButtonBar:ApplyConfig(config)
Bar.ApplyConfig(self, config)
-- any module inherting this template should call UpdateButtonLayout after setting up its buttons, we cannot call it here
--self:UpdateButtonLayout()
end
-- get the current padding
function ButtonBar:GetPadding()
return self.config.padding
end
-- set the padding and refresh layout
function ButtonBar:SetPadding(pad)
if pad ~= nil then
self.config.padding = pad
end
self:UpdateButtonLayout()
end
-- get the current number of rows
function ButtonBar:GetRows()
return self.config.rows
end
-- set the number of rows and refresh layout
function ButtonBar:SetRows(rows)
if rows ~= nil then
self.config.rows = rows
end
self:UpdateButtonLayout()
end
local math_floor = math.floor
-- align the buttons and correct the size of the bar overlay frame
function ButtonBar:UpdateButtonLayout()
local buttons = self.buttons
local numbuttons = #buttons
local pad = self:GetPadding()
local Rows = self:GetRows()
local ButtonPerRow = math_floor(numbuttons / Rows + 0.5) -- just a precaution
Rows = math_floor(numbuttons / ButtonPerRow + 0.5)
self:SetSize((36 + pad) * ButtonPerRow - pad + 8, (36 + pad) * Rows - pad + 8)
-- anchor button 1 to the topleft corner of the bar
buttons[1]:ClearSetPoint("TOPLEFT", self, "TOPLEFT", 6, -3)
-- and anchor all other buttons relative to our button 1
for i = 2, numbuttons do
-- jump into a new row
if ((i-1) % ButtonPerRow) == 0 then
buttons[i]:ClearSetPoint("TOPLEFT", buttons[i-ButtonPerRow], "BOTTOMLEFT", 0, -pad)
-- align to the previous button
else
buttons[i]:ClearSetPoint("TOPLEFT", buttons[i-1], "TOPRIGHT", pad, 0)
end
end
end