Libraries update
This commit is contained in:
+43
-47
@@ -15,7 +15,7 @@ local max = math.max
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--api locals
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local PixelUtil = PixelUtil or DFPixelUtil
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local version = 16
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local version = 17
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local CONST_MENU_TYPE_MAINMENU = "main"
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local CONST_MENU_TYPE_SUBMENU = "sub"
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@@ -71,19 +71,6 @@ function DF:CreateCoolTip()
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gameCooltip.LanguageEditBox:ClearFocus()
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gameCooltip.LanguageEditBox:SetAutoFocus(false)
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function gameCooltip.CheckNeedNewFont(text)
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--local file = gameCooltip.LanguageEditBox:GetFont()
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--print("1", file, text)
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--gameCooltip.LanguageEditBox:SetText("Цены аукциона")
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--local file2 = gameCooltip.LanguageEditBox:GetFont()
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--print("2", file2)
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--gameCooltip.LanguageEditBox:ClearFocus()
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--if (file ~= file2) then
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-- gameCooltip:SetOption("TextFont", file2)
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--end
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end
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--containers
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gameCooltip.LeftTextTable = {}
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gameCooltip.LeftTextTableSub = {}
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@@ -172,6 +159,8 @@ function DF:CreateCoolTip()
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["SparkColor"] = true,
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["SparkPositionXOffset"] = true,
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["SparkPositionYOffset"] = true,
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["NoLanguageDetection"] = true,
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}
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gameCooltip.AliasList = {
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@@ -602,7 +591,7 @@ function DF:CreateCoolTip()
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statusbar.rightText = statusbar:CreateFontString("$parent_TextRight", "overlay", "GameFontNormal")
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statusbar.rightText:SetJustifyH("RIGHT")
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statusbar.rightText:SetPoint("RIGHT", statusbar.rightIcon, "LEFT", -3, 0)
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DF:SetFontSize(statusbar.leftText, 10)
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DF:SetFontSize(statusbar.rightText, 10)
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--background status bar
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self.statusbar2 = CreateFrame("StatusBar", "$Parent_StatusBarBackground", self)
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@@ -940,19 +929,20 @@ function DF:CreateCoolTip()
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--set text
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if (leftTextSettings) then
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--font settings
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local languageId = DF.Language.DetectLanguageId(leftTextSettings[1])
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if (languageId ~= menuButton.leftText.languageId) then
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local newFont = DF.Language.GetFontForLanguageID(languageId)
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DF:SetFontFace(menuButton.leftText, newFont)
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menuButton.leftText.languageId = languageId
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--font language detection, can perform the detection if the font haven't been set by the user (usually by the options table)
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if (not gameCooltip.OptionsTable.NoLanguageDetection and not gameCooltip.OptionsTable.TextFont) then
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local languageId = DF.Language.DetectLanguageId(leftTextSettings[1])
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if (languageId ~= menuButton.leftText.languageId) then
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local newFont = DF.Language.GetFontForLanguageID(languageId)
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DF:SetFontFace(menuButton.leftText, newFont)
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menuButton.leftText.languageId = languageId
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local bIsLatinAlphabet = DF:IsLatinLanguage(languageId)
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if (not bIsLatinAlphabet) then
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menuButton.leftText.requiredFont = newFont
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gameCooltip.OptionsTable.TextFont = newFont
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else
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menuButton.leftText.requiredFont = nil
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local bIsLatinAlphabet = DF:IsLatinLanguage(languageId)
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if (not bIsLatinAlphabet) then
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menuButton.leftText.requiredFont = newFont
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else
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menuButton.leftText.requiredFont = nil
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end
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end
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end
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@@ -987,7 +977,11 @@ function DF:CreateCoolTip()
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menuButton.leftText:SetHeight(0)
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end
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if (gameCooltip.OptionsTable.TextFont and not leftTextSettings[7]) then --font
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if (menuButton.leftText.requiredFont) then --the language detector require this font to be used
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local _, size, flags = menuButton.leftText:GetFont()
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menuButton.leftText:SetFont(menuButton.leftText.requiredFont, size, flags)
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elseif (gameCooltip.OptionsTable.TextFont and not leftTextSettings[7]) then --font
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if (_G[gameCooltip.OptionsTable.TextFont]) then
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menuButton.leftText:SetFontObject(_G.GameFontRed or gameCooltip.OptionsTable.TextFont)
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else
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@@ -995,7 +989,7 @@ function DF:CreateCoolTip()
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local _, size, flags = menuButton.leftText:GetFont()
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flags = leftTextSettings[8] or gameCooltip.OptionsTable.TextShadow or nil
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size = leftTextSettings[6] or gameCooltip.OptionsTable.TextSize or size
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menuButton.leftText:SetFont(menuButton.leftText.requiredFont or font, size, flags)
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menuButton.leftText:SetFont(font, size, flags)
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end
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--font settings
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@@ -1026,18 +1020,20 @@ function DF:CreateCoolTip()
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end
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if (rightTextSettings) then
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local languageId = DF.Language.DetectLanguageId(rightTextSettings[1])
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if (languageId ~= menuButton.rightText.languageId) then
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local newFont = DF.Language.GetFontForLanguageID(languageId)
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DF:SetFontFace(menuButton.rightText, newFont)
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menuButton.rightText.languageId = languageId
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--font language detection, can perform the detection if the font haven't been set by the user (usually by the options table)
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if (not gameCooltip.OptionsTable.NoLanguageDetection and not gameCooltip.OptionsTable.TextFont) then
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local languageId = DF.Language.DetectLanguageId(rightTextSettings[1])
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if (languageId ~= menuButton.rightText.languageId) then
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local newFont = DF.Language.GetFontForLanguageID(languageId)
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DF:SetFontFace(menuButton.rightText, newFont)
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menuButton.rightText.languageId = languageId
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local bIsLatinAlphabet = DF:IsLatinLanguage(languageId)
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if (not bIsLatinAlphabet) then
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menuButton.rightText.requiredFont = newFont
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gameCooltip.OptionsTable.TextFont = newFont
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else
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menuButton.rightText.requiredFont = nil
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local bIsLatinAlphabet = DF:IsLatinLanguage(languageId)
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if (not bIsLatinAlphabet) then
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menuButton.rightText.requiredFont = newFont
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else
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menuButton.rightText.requiredFont = nil
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end
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end
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end
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@@ -1069,7 +1065,11 @@ function DF:CreateCoolTip()
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menuButton.rightText:SetWidth(0)
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end
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if (gameCooltip.OptionsTable.TextFont and not rightTextSettings[7]) then
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if (menuButton.rightText.requiredFont) then --the language detector require this font to be used
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local _, size, flags = menuButton.rightText:GetFont()
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menuButton.rightText:SetFont(menuButton.rightText.requiredFont, size, flags)
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elseif (gameCooltip.OptionsTable.TextFont and not rightTextSettings[7]) then
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if (_G[gameCooltip.OptionsTable.TextFont]) then
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menuButton.rightText:SetFontObject(gameCooltip.OptionsTable.TextFont)
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else
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@@ -1077,7 +1077,7 @@ function DF:CreateCoolTip()
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local _, fontSize, fontFlags = menuButton.rightText:GetFont()
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fontFlags = rightTextSettings[8] or gameCooltip.OptionsTable.TextShadow or nil
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fontSize = rightTextSettings[6] or gameCooltip.OptionsTable.TextSize or fontSize
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menuButton.rightText:SetFont(menuButton.leftText.requiredFont or fontFace, fontSize, fontFlags)
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menuButton.rightText:SetFont(fontFace, fontSize, fontFlags)
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end
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elseif (rightTextSettings[7]) then
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@@ -3132,8 +3132,6 @@ function DF:CreateCoolTip()
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end
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end
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gameCooltip.CheckNeedNewFont(leftText)
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local rightTextType = type(rightText)
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if (rightTextType ~= "string") then
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if (rightTextType == "number") then
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@@ -3143,8 +3141,6 @@ function DF:CreateCoolTip()
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end
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end
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gameCooltip.CheckNeedNewFont(rightText)
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if (type(ColorR1) ~= "number") then
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ColorR2, ColorG2, ColorB2, ColorA2, fontSize, fontFace, fontFlag = ColorG1, ColorB1, ColorA1, ColorR2, ColorG2, ColorB2, ColorA2
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if (type(ColorR1) == "boolean" or not ColorR1) then
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@@ -3602,7 +3598,7 @@ function DF:CreateCoolTip()
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end
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gameCooltip:SetOption("StatusBarTexture", [[Interface\WorldStateFrame\WORLDSTATEFINALSCORE-HIGHLIGHT]])
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self:SetOption("TextFont", DF:GetBestFontForLanguage())
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--self:SetOption("TextFont", DF.Language.GetFontForLanguageID(GetLocale()))
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self:SetOption("TextColor", "orange")
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self:SetOption("TextSize", 11)
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self:SetOption("ButtonsYMod", -4)
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