Files
coa-details/Libs/DF/panel.lua
T
Tercio c8bac60626 - Fixed damage on low level training dummies where it was showing 1 damage for each ability.
- Added a line in the tooltip shown when hovering over the spec icon to show non-formated DPS, example: "12.0K" DPS shows "11,985.8".
- Developers: command /run Details:DumpTable() should now show the correct table names with quotation marks if string.
- Framework update.
2018-10-19 21:11:32 -03:00

6479 lines
202 KiB
Lua

local DF = _G ["DetailsFramework"]
if (not DF or not DetailsFrameworkCanLoad) then
return
end
local _
--> lua locals
local _rawset = rawset --> lua local
local _rawget = rawget --> lua local
local _setmetatable = setmetatable --> lua local
local _unpack = unpack --> lua local
local _type = type --> lua local
local _math_floor = math.floor --> lua local
local loadstring = loadstring --> lua local
local cleanfunction = function() end
local APIFrameFunctions
do
local metaPrototype = {
WidgetType = "panel",
SetHook = DF.SetHook,
RunHooksForWidget = DF.RunHooksForWidget,
}
_G [DF.GlobalWidgetControlNames ["panel"]] = _G [DF.GlobalWidgetControlNames ["panel"]] or metaPrototype
end
local PanelMetaFunctions = _G [DF.GlobalWidgetControlNames ["panel"]]
--> mixin for options functions
DF.OptionsFunctions = {
SetOption = function (self, optionName, optionValue)
if (self.options) then
self.options [optionName] = optionValue
else
self.options = {}
self.options [optionName] = optionValue
end
if (self.OnOptionChanged) then
DF:Dispatch (self.OnOptionChanged, self, optionName, optionValue)
end
end,
GetOption = function (self, optionName)
return self.options and self.options [optionName]
end,
GetAllOptions = function (self)
if (self.options) then
local optionsTable = {}
for key, _ in pairs (self.options) do
optionsTable [#optionsTable + 1] = key
end
return optionsTable
else
return {}
end
end,
BuildOptionsTable = function (self, defaultOptions, userOptions)
self.options = self.options or {}
DF.table.deploy (self.options, userOptions or {})
DF.table.deploy (self.options, defaultOptions or {})
end
}
--> default options for the frame layout
local default_framelayout_options = {
amount_per_line = 4,
start_x = 2,
start_y = -2,
is_vertical = false,
grow_right = true, --on vertical (if not grow next line left)
grow_down = true, --on horizontal (if not grow next line up)
anchor_to_child = false, --if true set the point to the previous frame instead of coordinate
anchor_point = "topleft",
anchor_relative = "topleft",
offset_x = 100,
offset_y = 20,
width = 0, --if bigger than 0, it will set the value
height = 0,
break_if_hidden = true, --stop if encounters a hidden frame
}
--> mixin for frame layout
DF.LayoutFrame = {
AnchorTo = function (self, anchor, point, x, y)
if (point == "top") then
self:ClearAllPoints()
self:SetPoint ("bottom", anchor, "top", x or 0, y or 0)
elseif (point == "bottom") then
self:ClearAllPoints()
self:SetPoint ("top", anchor, "bottom", x or 0, y or 0)
elseif (point == "left") then
self:ClearAllPoints()
self:SetPoint ("right", anchor, "left", x or 0, y or 0)
elseif (point == "right") then
self:ClearAllPoints()
self:SetPoint ("left", anchor, "right", x or 0, y or 0)
end
end,
ArrangeFrames = function (self, frameList, options)
if (not frameList) then
frameList = {self:GetChildren()}
end
options = options or {}
DF.table.deploy (options, default_framelayout_options)
local breakLine = options.amount_per_line + 1
local currentX, currentY = options.start_x, options.start_y
local offsetX, offsetY = options.offset_x, options.offset_y
local anchorPoint = options.anchor_point
local anchorAt = options.anchor_relative
local latestFrame = self
local firstRowFrame = frameList [1]
if (options.is_vertical) then
for i = 1, #frameList do
local thisFrame = frameList [i]
if (options.break_if_hidden and not thisFrame:IsShown()) then
break
end
thisFrame:ClearAllPoints()
if (options.anchor_to_child) then
if (i == breakLine) then
if (options.grow_right) then
thisFrame:SetPoint ("topleft", firstRowFrame, "topright", offsetX, 0)
else
thisFrame:SetPoint ("topright", firstRowFrame, "topleft", -offsetX, 0)
end
firstRowFrame = thisFrame
latestFrame = thisFrame
breakLine = breakLine + options.amount_per_line
else
thisFrame:SetPoint (anchorPoint, latestFrame, i == 1 and "topleft" or anchorAt, offsetX, i == 1 and 0 or offsetY)
latestFrame = thisFrame
end
else
if (i == breakLine) then
if (options.grow_right) then
currentX = currentX + offsetX
else
currentX = currentX - offsetX
end
currentY = options.start_y
firstRowFrame = thisFrame
breakLine = breakLine + options.amount_per_line
end
thisFrame:SetPoint (anchorPoint, self, anchorAt, currentX, currentY)
currentY = currentY - offsetY
end
end
else
for i = 1, #frameList do
local thisFrame = frameList [i]
if (options.break_if_hidden and not thisFrame:IsShown()) then
break
end
thisFrame:ClearAllPoints()
if (options.anchor_to_child) then
if (i == breakLine) then
if (options.grow_down) then
thisFrame:SetPoint ("topleft", firstRowFrame, "bottomleft", 0, -offsetY)
else
thisFrame:SetPoint ("bottomleft", firstRowFrame, "topleft", 0, offsetY)
end
firstRowFrame = thisFrame
latestFrame = thisFrame
breakLine = breakLine + options.amount_per_line
else
thisFrame:SetPoint (anchorPoint, latestFrame, i == 1 and "topleft" or anchorAt, i == 1 and 0 or offsetX, offsetY)
latestFrame = thisFrame
end
else
if (i == breakLine) then
if (options.grow_down) then
currentY = currentY - offsetY
else
currentY = currentY + offsetY
end
currentX = options.start_x
firstRowFrame = thisFrame
breakLine = breakLine + options.amount_per_line
end
thisFrame:SetPoint (anchorPoint, self, anchorAt, currentX, currentY)
currentX = currentX + offsetX
end
end
end
end
}
------------------------------------------------------------------------------------------------------------
--> metatables
PanelMetaFunctions.__call = function (_table, value)
--> nothing to do
return true
end
------------------------------------------------------------------------------------------------------------
--> members
--> tooltip
local gmember_tooltip = function (_object)
return _object:GetTooltip()
end
--> shown
local gmember_shown = function (_object)
return _object:IsShown()
end
--> backdrop color
local gmember_color = function (_object)
return _object.frame:GetBackdropColor()
end
--> backdrop table
local gmember_backdrop = function (_object)
return _object.frame:GetBackdrop()
end
--> frame width
local gmember_width = function (_object)
return _object.frame:GetWidth()
end
--> frame height
local gmember_height = function (_object)
return _object.frame:GetHeight()
end
--> locked
local gmember_locked = function (_object)
return _rawget (_object, "is_locked")
end
PanelMetaFunctions.GetMembers = PanelMetaFunctions.GetMembers or {}
PanelMetaFunctions.GetMembers ["tooltip"] = gmember_tooltip
PanelMetaFunctions.GetMembers ["shown"] = gmember_shown
PanelMetaFunctions.GetMembers ["color"] = gmember_color
PanelMetaFunctions.GetMembers ["backdrop"] = gmember_backdrop
PanelMetaFunctions.GetMembers ["width"] = gmember_width
PanelMetaFunctions.GetMembers ["height"] = gmember_height
PanelMetaFunctions.GetMembers ["locked"] = gmember_locked
PanelMetaFunctions.__index = function (_table, _member_requested)
local func = PanelMetaFunctions.GetMembers [_member_requested]
if (func) then
return func (_table, _member_requested)
end
local fromMe = _rawget (_table, _member_requested)
if (fromMe) then
return fromMe
end
return PanelMetaFunctions [_member_requested]
end
--> tooltip
local smember_tooltip = function (_object, _value)
return _object:SetTooltip (_value)
end
--> show
local smember_show = function (_object, _value)
if (_value) then
return _object:Show()
else
return _object:Hide()
end
end
--> hide
local smember_hide = function (_object, _value)
if (not _value) then
return _object:Show()
else
return _object:Hide()
end
end
--> backdrop color
local smember_color = function (_object, _value)
local _value1, _value2, _value3, _value4 = DF:ParseColors (_value)
return _object:SetBackdropColor (_value1, _value2, _value3, _value4)
end
--> frame width
local smember_width = function (_object, _value)
return _object.frame:SetWidth (_value)
end
--> frame height
local smember_height = function (_object, _value)
return _object.frame:SetHeight (_value)
end
--> locked
local smember_locked = function (_object, _value)
if (_value) then
_object.frame:SetMovable (false)
return _rawset (_object, "is_locked", true)
else
_object.frame:SetMovable (true)
_rawset (_object, "is_locked", false)
return
end
end
--> backdrop
local smember_backdrop = function (_object, _value)
return _object.frame:SetBackdrop (_value)
end
--> close with right button
local smember_right_close = function (_object, _value)
return _rawset (_object, "rightButtonClose", _value)
end
PanelMetaFunctions.SetMembers = PanelMetaFunctions.SetMembers or {}
PanelMetaFunctions.SetMembers["tooltip"] = smember_tooltip
PanelMetaFunctions.SetMembers["show"] = smember_show
PanelMetaFunctions.SetMembers["hide"] = smember_hide
PanelMetaFunctions.SetMembers["color"] = smember_color
PanelMetaFunctions.SetMembers["backdrop"] = smember_backdrop
PanelMetaFunctions.SetMembers["width"] = smember_width
PanelMetaFunctions.SetMembers["height"] = smember_height
PanelMetaFunctions.SetMembers["locked"] = smember_locked
PanelMetaFunctions.SetMembers["close_with_right"] = smember_right_close
PanelMetaFunctions.__newindex = function (_table, _key, _value)
local func = PanelMetaFunctions.SetMembers [_key]
if (func) then
return func (_table, _value)
else
return _rawset (_table, _key, _value)
end
end
------------------------------------------------------------------------------------------------------------
--> methods
--> right click to close
function PanelMetaFunctions:CreateRightClickLabel (textType, w, h, close_text)
local text
w = w or 20
h = h or 20
if (close_text) then
text = close_text
else
if (textType) then
textType = string.lower (textType)
if (textType == "short") then
text = "close window"
elseif (textType == "medium") then
text = "close window"
elseif (textType == "large") then
text = "close window"
end
else
text = "close window"
end
end
return DF:NewLabel (self, _, "$parentRightMouseToClose", nil, "|TInterface\\TUTORIALFRAME\\UI-TUTORIAL-FRAME:"..w..":"..h..":0:1:512:512:8:70:328:409|t " .. text)
end
--> show & hide
function PanelMetaFunctions:Show()
self.frame:Show()
end
function PanelMetaFunctions:Hide()
self.frame:Hide()
end
-- setpoint
function PanelMetaFunctions:SetPoint (v1, v2, v3, v4, v5)
v1, v2, v3, v4, v5 = DF:CheckPoints (v1, v2, v3, v4, v5, self)
if (not v1) then
print ("Invalid parameter for SetPoint")
return
end
return self.widget:SetPoint (v1, v2, v3, v4, v5)
end
-- sizes
function PanelMetaFunctions:SetSize (w, h)
if (w) then
self.frame:SetWidth (w)
end
if (h) then
self.frame:SetHeight (h)
end
end
-- clear
function PanelMetaFunctions:HideWidgets()
for widgetName, widgetSelf in pairs (self) do
if (type (widgetSelf) == "table" and widgetSelf.dframework) then
widgetSelf:Hide()
end
end
end
-- backdrop
function PanelMetaFunctions:SetBackdrop (background, edge, tilesize, edgesize, tile, left, right, top, bottom)
if (_type (background) == "boolean" and not background) then
return self.frame:SetBackdrop (nil)
elseif (_type (background) == "table") then
self.frame:SetBackdrop (background)
else
local currentBackdrop = self.frame:GetBackdrop() or {edgeFile="Interface\\DialogFrame\\UI-DialogBox-Border", bgFile="Interface\\DialogFrame\\UI-DialogBox-Background", tile=true, tileSize=16, edgeSize=16, insets={left=1, right=0, top=0, bottom=0}}
currentBackdrop.bgFile = background or currentBackdrop.bgFile
currentBackdrop.edgeFile = edgeFile or currentBackdrop.edgeFile
currentBackdrop.tileSize = tilesize or currentBackdrop.tileSize
currentBackdrop.edgeSize = edgesize or currentBackdrop.edgeSize
currentBackdrop.tile = tile or currentBackdrop.tile
currentBackdrop.insets.left = left or currentBackdrop.insets.left
currentBackdrop.insets.right = left or currentBackdrop.insets.right
currentBackdrop.insets.top = left or currentBackdrop.insets.top
currentBackdrop.insets.bottom = left or currentBackdrop.insets.bottom
self.frame:SetBackdrop (currentBackdrop)
end
end
-- backdropcolor
function PanelMetaFunctions:SetBackdropColor (color, arg2, arg3, arg4)
if (arg2) then
self.frame:SetBackdropColor (color, arg2, arg3, arg4 or 1)
else
local _value1, _value2, _value3, _value4 = DF:ParseColors (color)
self.frame:SetBackdropColor (_value1, _value2, _value3, _value4)
end
end
-- border color
function PanelMetaFunctions:SetBackdropBorderColor (color, arg2, arg3, arg4)
if (arg2) then
return self.frame:SetBackdropBorderColor (color, arg2, arg3, arg4)
end
local _value1, _value2, _value3, _value4 = DF:ParseColors (color)
self.frame:SetBackdropBorderColor (_value1, _value2, _value3, _value4)
end
-- tooltip
function PanelMetaFunctions:SetTooltip (tooltip)
if (tooltip) then
return _rawset (self, "have_tooltip", tooltip)
else
return _rawset (self, "have_tooltip", nil)
end
end
function PanelMetaFunctions:GetTooltip()
return _rawget (self, "have_tooltip")
end
-- frame levels
function PanelMetaFunctions:GetFrameLevel()
return self.widget:GetFrameLevel()
end
function PanelMetaFunctions:SetFrameLevel (level, frame)
if (not frame) then
return self.widget:SetFrameLevel (level)
else
local framelevel = frame:GetFrameLevel (frame) + level
return self.widget:SetFrameLevel (framelevel)
end
end
-- frame stratas
function PanelMetaFunctions:SetFrameStrata()
return self.widget:GetFrameStrata()
end
function PanelMetaFunctions:SetFrameStrata (strata)
if (_type (strata) == "table") then
self.widget:SetFrameStrata (strata:GetFrameStrata())
else
self.widget:SetFrameStrata (strata)
end
end
------------------------------------------------------------------------------------------------------------
--> scripts
local OnEnter = function (frame)
local capsule = frame.MyObject
local kill = capsule:RunHooksForWidget ("OnEnter", frame, capsule)
if (kill) then
return
end
if (frame.MyObject.have_tooltip) then
GameCooltip2:Reset()
GameCooltip2:SetType ("tooltip")
GameCooltip2:SetColor ("main", "transparent")
GameCooltip2:AddLine (frame.MyObject.have_tooltip)
GameCooltip2:SetOwner (frame)
GameCooltip2:ShowCooltip()
end
end
local OnLeave = function (frame)
local capsule = frame.MyObject
local kill = capsule:RunHooksForWidget ("OnLeave", frame, capsule)
if (kill) then
return
end
if (frame.MyObject.have_tooltip) then
GameCooltip2:ShowMe (false)
end
end
local OnHide = function (frame)
local capsule = frame.MyObject
local kill = capsule:RunHooksForWidget ("OnHide", frame, capsule)
if (kill) then
return
end
end
local OnShow = function (frame)
local capsule = frame.MyObject
local kill = capsule:RunHooksForWidget ("OnShow", frame, capsule)
if (kill) then
return
end
end
local OnMouseDown = function (frame, button)
local capsule = frame.MyObject
local kill = capsule:RunHooksForWidget ("OnMouseDown", frame, button, capsule)
if (kill) then
return
end
if (frame.MyObject.container == UIParent) then
if (not frame.isLocked and frame:IsMovable()) then
frame.isMoving = true
frame:StartMoving()
end
elseif (not frame.MyObject.container.isLocked and frame.MyObject.container:IsMovable()) then
if (not frame.isLocked and frame:IsMovable()) then
frame.MyObject.container.isMoving = true
frame.MyObject.container:StartMoving()
end
end
end
local OnMouseUp = function (frame, button)
local capsule = frame.MyObject
local kill = capsule:RunHooksForWidget ("OnMouseUp", frame, button, capsule)
if (kill) then
return
end
if (button == "RightButton" and frame.MyObject.rightButtonClose) then
frame.MyObject:Hide()
end
if (frame.MyObject.container == UIParent) then
if (frame.isMoving) then
frame:StopMovingOrSizing()
frame.isMoving = false
end
else
if (frame.MyObject.container.isMoving) then
frame.MyObject.container:StopMovingOrSizing()
frame.MyObject.container.isMoving = false
end
end
end
------------------------------------------------------------------------------------------------------------
--> object constructor
function DF:CreatePanel (parent, w, h, backdrop, backdropcolor, bordercolor, member, name)
return DF:NewPanel (parent, parent, name, member, w, h, backdrop, backdropcolor, bordercolor)
end
function DF:NewPanel (parent, container, name, member, w, h, backdrop, backdropcolor, bordercolor)
if (not name) then
name = "DetailsFrameworkPanelNumber" .. DF.PanelCounter
DF.PanelCounter = DF.PanelCounter + 1
elseif (not parent) then
parent = UIParent
end
if (not container) then
container = parent
end
if (name:find ("$parent")) then
name = name:gsub ("$parent", parent:GetName())
end
local PanelObject = {type = "panel", dframework = true}
if (member) then
parent [member] = PanelObject
end
if (parent.dframework) then
parent = parent.widget
end
if (container.dframework) then
container = container.widget
end
--> default members:
--> misc
PanelObject.is_locked = true
PanelObject.container = container
PanelObject.rightButtonClose = false
PanelObject.frame = CreateFrame ("frame", name, parent)
PanelObject.frame:SetSize (100, 100)
PanelObject.frame.Gradient = {
["OnEnter"] = {0.3, 0.3, 0.3, 0.5},
["OnLeave"] = {0.9, 0.7, 0.7, 1}
}
PanelObject.frame:SetBackdrop ({bgFile = [[Interface\DialogFrame\UI-DialogBox-Background]], edgeFile = "Interface\DialogFrame\UI-DialogBox-Border", edgeSize = 10, tileSize = 64, tile = true})
PanelObject.widget = PanelObject.frame
if (not APIFrameFunctions) then
APIFrameFunctions = {}
local idx = getmetatable (PanelObject.frame).__index
for funcName, funcAddress in pairs (idx) do
if (not PanelMetaFunctions [funcName]) then
PanelMetaFunctions [funcName] = function (object, ...)
local x = loadstring ( "return _G['"..object.frame:GetName().."']:"..funcName.."(...)")
return x (...)
end
end
end
end
PanelObject.frame:SetWidth (w or 100)
PanelObject.frame:SetHeight (h or 100)
PanelObject.frame.MyObject = PanelObject
PanelObject.HookList = {
OnEnter = {},
OnLeave = {},
OnHide = {},
OnShow = {},
OnMouseDown = {},
OnMouseUp = {},
}
--> hooks
PanelObject.frame:SetScript ("OnEnter", OnEnter)
PanelObject.frame:SetScript ("OnLeave", OnLeave)
PanelObject.frame:SetScript ("OnHide", OnHide)
PanelObject.frame:SetScript ("OnShow", OnShow)
PanelObject.frame:SetScript ("OnMouseDown", OnMouseDown)
PanelObject.frame:SetScript ("OnMouseUp", OnMouseUp)
_setmetatable (PanelObject, PanelMetaFunctions)
if (backdrop) then
PanelObject:SetBackdrop (backdrop)
elseif (_type (backdrop) == "boolean") then
PanelObject.frame:SetBackdrop (nil)
end
if (backdropcolor) then
PanelObject:SetBackdropColor (backdropcolor)
end
if (bordercolor) then
PanelObject:SetBackdropBorderColor (bordercolor)
end
return PanelObject
end
------------fill panel
local button_on_enter = function (self)
self.MyObject._icon:SetBlendMode ("ADD")
if (self.MyObject.onenter_func) then
pcall (self.MyObject.onenter_func, self.MyObject)
end
end
local button_on_leave = function (self)
self.MyObject._icon:SetBlendMode ("BLEND")
if (self.MyObject.onleave_func) then
pcall (self.MyObject.onleave_func, self.MyObject)
end
end
local add_row = function (self, t, need_update)
local index = #self.rows+1
local thisrow = DF:NewPanel (self, self, "$parentHeader_" .. self._name .. index, nil, 1, 20)
thisrow.backdrop = {bgFile = [[Interface\DialogFrame\UI-DialogBox-Gold-Background]]}
thisrow.color = "silver"
thisrow.type = t.type
thisrow.func = t.func
thisrow.name = t.name
thisrow.notext = t.notext
thisrow.icon = t.icon
thisrow.iconalign = t.iconalign
thisrow.hidden = t.hidden or false
thisrow.onenter = t.onenter
thisrow.onleave = t.onleave
local text = DF:NewLabel (thisrow, nil, self._name .. "$parentLabel" .. index, "text")
text:SetPoint ("left", thisrow, "left", 2, 0)
text:SetText (t.name)
tinsert (self._raw_rows, t)
tinsert (self.rows, thisrow)
if (need_update) then
self:AlignRows()
end
end
local align_rows = function (self)
local rows_shown = 0
for index, row in ipairs (self.rows) do
if (not row.hidden) then
rows_shown = rows_shown + 1
end
end
local cur_width = 0
local row_width = self._width / rows_shown
local sindex = 1
wipe (self._anchors)
for index, row in ipairs (self.rows) do
if (not row.hidden) then
if (self._autowidth) then
if (self._raw_rows [index].width) then
row.width = self._raw_rows [index].width
else
row.width = row_width
end
row:SetPoint ("topleft", self, "topleft", cur_width, 0)
tinsert (self._anchors, cur_width)
cur_width = cur_width + row_width + 1
else
row:SetPoint ("topleft", self, "topleft", cur_width, 0)
row.width = self._raw_rows [index].width
tinsert (self._anchors, cur_width)
cur_width = cur_width + self._raw_rows [index].width + 1
end
row:Show()
local type = row.type
if (type == "text") then
for i = 1, #self.scrollframe.lines do
local line = self.scrollframe.lines [i]
local text = tremove (line.text_available)
if (not text) then
self:CreateRowText (line)
text = tremove (line.text_available)
end
tinsert (line.text_inuse, text)
text:SetPoint ("left", line, "left", self._anchors [#self._anchors], 0)
text:SetWidth (row.width)
DF:SetFontSize (text, row.textsize or 10)
text:SetJustifyH (row.textalign or "left")
end
elseif (type == "entry") then
for i = 1, #self.scrollframe.lines do
local line = self.scrollframe.lines [i]
local entry = tremove (line.entry_available)
if (not entry) then
self:CreateRowEntry (line)
entry = tremove (line.entry_available)
end
tinsert (line.entry_inuse, entry)
entry:SetPoint ("left", line, "left", self._anchors [#self._anchors], 0)
if (sindex == rows_shown) then
entry:SetWidth (row.width - 25)
else
entry:SetWidth (row.width)
end
entry.func = row.func
entry.onenter_func = nil
entry.onleave_func = nil
if (row.onenter) then
entry.onenter_func = row.onenter
end
if (row.onleave) then
entry.onleave_func = row.onleave
end
end
elseif (type == "button") then
for i = 1, #self.scrollframe.lines do
local line = self.scrollframe.lines [i]
local button = tremove (line.button_available)
if (not button) then
self:CreateRowButton (line)
button = tremove (line.button_available)
end
tinsert (line.button_inuse, button)
button:SetPoint ("left", line, "left", self._anchors [#self._anchors], 0)
if (sindex == rows_shown) then
button:SetWidth (row.width - 25)
else
button:SetWidth (row.width)
end
if (row.icon) then
button._icon.texture = row.icon
button._icon:ClearAllPoints()
if (row.iconalign) then
if (row.iconalign == "center") then
button._icon:SetPoint ("center", button, "center")
elseif (row.iconalign == "right") then
button._icon:SetPoint ("right", button, "right")
end
else
button._icon:SetPoint ("left", button, "left")
end
end
if (row.name and not row.notext) then
button._text:SetPoint ("left", button._icon, "right", 2, 0)
button._text.text = row.name
end
button.onenter_func = nil
button.onleave_func = nil
if (row.onenter) then
button.onenter_func = row.onenter
end
if (row.onleave) then
button.onleave_func = row.onleave
end
end
elseif (type == "icon") then
for i = 1, #self.scrollframe.lines do
local line = self.scrollframe.lines [i]
local icon = tremove (line.icon_available)
if (not icon) then
self:CreateRowIcon (line)
icon = tremove (line.icon_available)
end
tinsert (line.icon_inuse, icon)
icon:SetPoint ("left", line, "left", self._anchors [#self._anchors] + ( ((row.width or 22) - 22) / 2), 0)
icon.func = row.func
end
elseif (type == "texture") then
for i = 1, #self.scrollframe.lines do
local line = self.scrollframe.lines [i]
local texture = tremove (line.texture_available)
if (not texture) then
self:CreateRowTexture (line)
texture = tremove (line.texture_available)
end
tinsert (line.texture_inuse, texture)
texture:SetPoint ("left", line, "left", self._anchors [#self._anchors] + ( ((row.width or 22) - 22) / 2), 0)
end
end
sindex = sindex + 1
else
row:Hide()
end
end
if (#self.rows > 0) then
if (self._autowidth) then
self.rows [#self.rows]:SetWidth (row_width - rows_shown + 1)
else
self.rows [#self.rows]:SetWidth (self._raw_rows [rows_shown].width - rows_shown + 1)
end
end
self.showing_amt = rows_shown
end
local update_rows = function (self, updated_rows)
for i = 1, #updated_rows do
local t = updated_rows [i]
local raw = self._raw_rows [i]
if (not raw) then
self:AddRow (t)
else
raw.name = t.name
raw.hidden = t.hidden or false
raw.textsize = t.textsize
raw.textalign = t.textalign
local widget = self.rows [i]
widget.name = t.name
widget.textsize = t.textsize
widget.textalign = t.textalign
widget.hidden = t.hidden or false
--
widget.onenter = t.onenter
widget.onleave = t.onleave
--
widget.text:SetText (t.name)
DF:SetFontSize (widget.text, raw.textsize or 10)
widget.text:SetJustifyH (raw.textalign or "left")
end
end
for i = #updated_rows+1, #self._raw_rows do
local raw = self._raw_rows [i]
local widget = self.rows [i]
raw.hidden = true
widget.hidden = true
end
for index, row in ipairs (self.scrollframe.lines) do
for i = #row.text_inuse, 1, -1 do
tinsert (row.text_available, tremove (row.text_inuse, i))
end
for i = 1, #row.text_available do
row.text_available[i]:Hide()
end
for i = #row.entry_inuse, 1, -1 do
tinsert (row.entry_available, tremove (row.entry_inuse, i))
end
for i = 1, #row.entry_available do
row.entry_available[i]:Hide()
end
for i = #row.button_inuse, 1, -1 do
tinsert (row.button_available, tremove (row.button_inuse, i))
end
for i = 1, #row.button_available do
row.button_available[i]:Hide()
end
for i = #row.icon_inuse, 1, -1 do
tinsert (row.icon_available, tremove (row.icon_inuse, i))
end
for i = 1, #row.icon_available do
row.icon_available[i]:Hide()
end
for i = #row.texture_inuse, 1, -1 do
tinsert (row.texture_available, tremove (row.texture_inuse, i))
end
for i = 1, #row.texture_available do
row.texture_available[i]:Hide()
end
end
self.current_header = updated_rows
self:AlignRows()
end
local create_panel_text = function (self, row)
row.text_total = row.text_total + 1
local text = DF:NewLabel (row, nil, self._name .. "$parentLabel" .. row.text_total, "text" .. row.text_total)
tinsert (row.text_available, text)
end
local create_panel_entry = function (self, row)
row.entry_total = row.entry_total + 1
local editbox = DF:NewTextEntry (row, nil, "$parentEntry" .. row.entry_total, "entry", 120, 20)
editbox.align = "left"
editbox:SetHook ("OnEnterPressed", function()
editbox.widget.focuslost = true
editbox:ClearFocus()
editbox.func (editbox.index, editbox.text)
return true
end)
editbox:SetHook ("OnEnter", function()
if (editbox.onenter_func) then
pcall (editbox.onenter_func, editbox)
end
end)
editbox:SetHook ("OnLeave", function()
if (editbox.onleave_func) then
pcall (editbox.onleave_func, editbox)
end
end)
editbox:SetBackdrop ({bgFile = [[Interface\DialogFrame\UI-DialogBox-Background]], edgeFile = "Interface\\ChatFrame\\ChatFrameBackground", edgeSize = 1})
editbox:SetBackdropColor (1, 1, 1, 0.1)
editbox:SetBackdropBorderColor (1, 1, 1, 0.1)
editbox.editbox.current_bordercolor = {1, 1, 1, 0.1}
tinsert (row.entry_available, editbox)
end
local create_panel_button = function (self, row)
row.button_total = row.button_total + 1
local button = DF:NewButton (row, nil, "$parentButton" .. row.button_total, "button" .. row.button_total, 120, 20)
--> create icon and the text
local icon = DF:NewImage (button, nil, 20, 20)
local text = DF:NewLabel (button)
button._icon = icon
button._text = text
button:SetHook ("OnEnter", button_on_enter)
button:SetHook ("OnLeave", button_on_leave)
tinsert (row.button_available, button)
end
local icon_onclick = function (texture, iconbutton)
iconbutton._icon.texture = texture
iconbutton.func (iconbutton.index, texture)
end
local create_panel_icon = function (self, row)
row.icon_total = row.icon_total + 1
local iconbutton = DF:NewButton (row, nil, "$parentIconButton" .. row.icon_total, "iconbutton", 22, 20)
iconbutton:InstallCustomTexture()
iconbutton:SetHook ("OnEnter", button_on_enter)
iconbutton:SetHook ("OnLeave", button_on_leave)
iconbutton:SetHook ("OnMouseUp", function()
DF:IconPick (icon_onclick, true, iconbutton)
return true
end)
local icon = DF:NewImage (iconbutton, nil, 20, 20, "artwork", nil, "_icon", "$parentIcon" .. row.icon_total)
iconbutton._icon = icon
icon:SetPoint ("center", iconbutton, "center", 0, 0)
tinsert (row.icon_available, iconbutton)
end
local create_panel_texture = function (self, row)
row.texture_total = row.texture_total + 1
local texture = DF:NewImage (row, nil, 20, 20, "artwork", nil, "_icon" .. row.texture_total, "$parentIcon" .. row.texture_total)
tinsert (row.texture_available, texture)
end
local set_fill_function = function (self, func)
self._fillfunc = func
end
local set_total_function = function (self, func)
self._totalfunc = func
end
local drop_header_function = function (self)
wipe (self.rows)
end
local fillpanel_update_size = function (self, elapsed)
local panel = self.MyObject
panel._width = panel:GetWidth()
panel._height = panel:GetHeight()
panel:UpdateRowAmount()
if (panel.current_header) then
update_rows (panel, panel.current_header)
end
panel:Refresh()
self:SetScript ("OnUpdate", nil)
end
-- ~fillpanel
--alias
function DF:CreateFillPanel (parent, rows, w, h, total_lines, fill_row, autowidth, options, member, name)
return DF:NewFillPanel (parent, rows, name, member, w, h, total_lines, fill_row, autowidth, options)
end
function DF:NewFillPanel (parent, rows, name, member, w, h, total_lines, fill_row, autowidth, options)
local panel = DF:NewPanel (parent, parent, name, member, w, h)
panel.backdrop = nil
options = options or {rowheight = 20}
panel.rows = {}
panel.AddRow = add_row
panel.AlignRows = align_rows
panel.UpdateRows = update_rows
panel.CreateRowText = create_panel_text
panel.CreateRowEntry = create_panel_entry
panel.CreateRowButton = create_panel_button
panel.CreateRowIcon = create_panel_icon
panel.CreateRowTexture = create_panel_texture
panel.SetFillFunction = set_fill_function
panel.SetTotalFunction = set_total_function
panel.DropHeader = drop_header_function
panel._name = name
panel._width = w
panel._height = h
panel._raw_rows = {}
panel._anchors = {}
panel._fillfunc = fill_row
panel._totalfunc = total_lines
panel._autowidth = autowidth
panel:SetScript ("OnSizeChanged", function()
panel:SetScript ("OnUpdate", fillpanel_update_size)
end)
for index, t in ipairs (rows) do
panel.AddRow (panel, t)
end
local refresh_fillbox = function (self)
local offset = FauxScrollFrame_GetOffset (self)
local filled_lines = panel._totalfunc (panel)
for index = 1, #self.lines do
local row = self.lines [index]
if (index <= filled_lines) then
local real_index = index + offset
local results = panel._fillfunc (real_index, panel)
if (results and results [1]) then
row:Show()
local text, entry, button, icon, texture = 1, 1, 1, 1, 1
for index, t in ipairs (panel.rows) do
if (not t.hidden) then
if (t.type == "text") then
local fontstring = row.text_inuse [text]
text = text + 1
fontstring:SetText (results [index])
fontstring.index = real_index
fontstring:Show()
elseif (t.type == "entry") then
local entrywidget = row.entry_inuse [entry]
entry = entry + 1
entrywidget.index = real_index
if (type (results [index]) == "table") then
entrywidget:SetText (results [index].text)
entrywidget.id = results [index].id
entrywidget.data1 = results [index].data1
entrywidget.data2 = results [index].data2
else
entrywidget:SetText (results [index])
end
entrywidget:SetCursorPosition(0)
entrywidget:Show()
elseif (t.type == "button") then
local buttonwidget = row.button_inuse [button]
button = button + 1
buttonwidget.index = real_index
if (type (results [index]) == "table") then
if (results [index].text) then
buttonwidget:SetText (results [index].text)
end
if (results [index].icon) then
buttonwidget._icon:SetTexture (results [index].icon)
end
if (results [index].func) then
local func = function()
t.func (real_index, results [index].value)
panel:Refresh()
end
buttonwidget:SetClickFunction (func)
else
local func = function()
t.func (real_index, index)
panel:Refresh()
end
buttonwidget:SetClickFunction (func)
end
buttonwidget.id = results [index].id
buttonwidget.data1 = results [index].data1
buttonwidget.data2 = results [index].data2
else
local func = function()
t.func (real_index, index)
panel:Refresh()
end
buttonwidget:SetClickFunction (func)
buttonwidget:SetText (results [index])
end
buttonwidget:Show()
elseif (t.type == "icon") then
local iconwidget = row.icon_inuse [icon]
icon = icon + 1
iconwidget.line = index
iconwidget.index = real_index
--print (index, results [index])
if (type (results [index]) == "string") then
local result = results [index]:gsub (".-%\\", "")
iconwidget._icon.texture = results [index]
else
iconwidget._icon:SetTexture (results [index])
end
iconwidget:Show()
elseif (t.type == "texture") then
local texturewidget = row.texture_inuse [texture]
texture = texture + 1
texturewidget.line = index
texturewidget.index = real_index
if (type (results [index]) == "string") then
local result = results [index]:gsub (".-%\\", "")
texturewidget.texture = results [index]
else
texturewidget:SetTexture (results [index])
end
texturewidget:Show()
end
end
end
else
row:Hide()
end
else
row:Hide()
end
end
end
function panel:Refresh()
if (type (panel._totalfunc) == "boolean") then
--> not yet initialized
return
end
local filled_lines = panel._totalfunc (panel)
local scroll_total_lines = #panel.scrollframe.lines
local line_height = options.rowheight
refresh_fillbox (panel.scrollframe)
FauxScrollFrame_Update (panel.scrollframe, filled_lines, scroll_total_lines, line_height)
panel.scrollframe:Show()
end
local scrollframe = CreateFrame ("scrollframe", name .. "Scroll", panel.widget, "FauxScrollFrameTemplate")
scrollframe:SetScript ("OnVerticalScroll", function (self, offset) FauxScrollFrame_OnVerticalScroll (self, offset, 20, panel.Refresh) end)
scrollframe:SetPoint ("topleft", panel.widget, "topleft", 0, -21)
scrollframe:SetPoint ("topright", panel.widget, "topright", -23, -21)
scrollframe:SetPoint ("bottomleft", panel.widget, "bottomleft")
scrollframe:SetPoint ("bottomright", panel.widget, "bottomright", -23, 0)
scrollframe:SetSize (w, h)
panel.scrollframe = scrollframe
scrollframe.lines = {}
DF:ReskinSlider (scrollframe)
--create lines
function panel:UpdateRowAmount()
local size = options.rowheight
local amount = math.floor (((panel._height-21) / size))
for i = #scrollframe.lines+1, amount do
local row = CreateFrame ("frame", panel:GetName() .. "Row_" .. i, panel.widget)
row:SetSize (1, size)
row.color = {1, 1, 1, .2}
row:SetBackdrop ({bgFile = [[Interface\Tooltips\UI-Tooltip-Background]]})
if (i%2 == 0) then
row:SetBackdropColor (.5, .5, .5, 0.2)
else
row:SetBackdropColor (1, 1, 1, 0.00)
end
row:SetPoint ("topleft", scrollframe, "topleft", 0, (i-1) * size * -1)
row:SetPoint ("topright", scrollframe, "topright", 0, (i-1) * size * -1)
tinsert (scrollframe.lines, row)
row.text_available = {}
row.text_inuse = {}
row.text_total = 0
row.entry_available = {}
row.entry_inuse = {}
row.entry_total = 0
row.button_available = {}
row.button_inuse = {}
row.button_total = 0
row.icon_available = {}
row.icon_inuse = {}
row.icon_total = 0
row.texture_available = {}
row.texture_inuse = {}
row.texture_total = 0
end
end
panel:UpdateRowAmount()
panel.AlignRows (panel)
return panel
end
------------color pick
local color_pick_func = function()
local r, g, b = ColorPickerFrame:GetColorRGB()
local a = OpacitySliderFrame:GetValue()
ColorPickerFrame:dcallback (r, g, b, a, ColorPickerFrame.dframe)
end
local color_pick_func_cancel = function()
ColorPickerFrame:SetColorRGB (unpack (ColorPickerFrame.previousValues))
local r, g, b = ColorPickerFrame:GetColorRGB()
local a = OpacitySliderFrame:GetValue()
ColorPickerFrame:dcallback (r, g, b, a, ColorPickerFrame.dframe)
end
function DF:ColorPick (frame, r, g, b, alpha, callback)
ColorPickerFrame:ClearAllPoints()
ColorPickerFrame:SetPoint ("bottomleft", frame, "topright", 0, 0)
ColorPickerFrame.dcallback = callback
ColorPickerFrame.dframe = frame
ColorPickerFrame.func = color_pick_func
ColorPickerFrame.opacityFunc = color_pick_func
ColorPickerFrame.cancelFunc = color_pick_func_cancel
ColorPickerFrame.opacity = alpha
ColorPickerFrame.hasOpacity = alpha and true
ColorPickerFrame.previousValues = {r, g, b}
ColorPickerFrame:SetParent (UIParent)
ColorPickerFrame:SetFrameStrata ("tooltip")
ColorPickerFrame:SetColorRGB (r, g, b)
ColorPickerFrame:Show()
end
------------icon pick
function DF:IconPick (callback, close_when_select, param1, param2)
if (not DF.IconPickFrame) then
local string_lower = string.lower
DF.IconPickFrame = CreateFrame ("frame", "DetailsFrameworkIconPickFrame", UIParent)
tinsert (UISpecialFrames, "DetailsFrameworkIconPickFrame")
DF.IconPickFrame:SetFrameStrata ("TOOLTIP")
DF.IconPickFrame:SetPoint ("center", UIParent, "center")
DF.IconPickFrame:SetWidth (350)
DF.IconPickFrame:SetHeight (277)
DF.IconPickFrame:EnableMouse (true)
DF.IconPickFrame:SetMovable (true)
DF:CreateTitleBar (DF.IconPickFrame, "Icon Picker")
DF.IconPickFrame:SetBackdrop ({edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true})
DF.IconPickFrame:SetBackdropBorderColor (0, 0, 0)
DF.IconPickFrame:SetBackdropColor (24/255, 24/255, 24/255, .8)
DF.IconPickFrame:SetFrameLevel (5000)
DF.IconPickFrame:SetScript ("OnMouseDown", function (self)
if (not self.isMoving) then
DF.IconPickFrame:StartMoving()
self.isMoving = true
end
end)
DF.IconPickFrame:SetScript ("OnMouseUp", function (self)
if (self.isMoving) then
DF.IconPickFrame:StopMovingOrSizing()
self.isMoving = nil
end
end)
DF.IconPickFrame.emptyFunction = function() end
DF.IconPickFrame.callback = DF.IconPickFrame.emptyFunction
DF.IconPickFrame.preview = CreateFrame ("frame", nil, UIParent)
DF.IconPickFrame.preview:SetFrameStrata ("tooltip")
DF.IconPickFrame.preview:SetFrameLevel (6001)
DF.IconPickFrame.preview:SetSize (76, 76)
local preview_image_bg = DF:NewImage (DF.IconPickFrame.preview, nil, 76, 76)
preview_image_bg:SetDrawLayer ("background", 0)
preview_image_bg:SetAllPoints (DF.IconPickFrame.preview)
preview_image_bg:SetColorTexture (0, 0, 0)
local preview_image = DF:NewImage (DF.IconPickFrame.preview, nil, 76, 76)
preview_image:SetAllPoints (DF.IconPickFrame.preview)
DF.IconPickFrame.preview.icon = preview_image
DF.IconPickFrame.preview:Hide()
--serach
DF.IconPickFrame.searchLabel = DF:NewLabel (DF.IconPickFrame, nil, "$parentSearchBoxLabel", nil, "search:", font, size, color)
DF.IconPickFrame.searchLabel:SetPoint ("topleft", DF.IconPickFrame, "topleft", 12, -36)
DF.IconPickFrame.searchLabel:SetTemplate (DF:GetTemplate ("font", "ORANGE_FONT_TEMPLATE"))
DF.IconPickFrame.search = DF:NewTextEntry (DF.IconPickFrame, nil, "$parentSearchBox", nil, 140, 20)
DF.IconPickFrame.search:SetPoint ("left", DF.IconPickFrame.searchLabel, "right", 2, 0)
DF.IconPickFrame.search:SetTemplate (DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE"))
DF.IconPickFrame.search:SetHook ("OnTextChanged", function()
DF.IconPickFrame.searching = DF.IconPickFrame.search:GetText()
if (DF.IconPickFrame.searching == "") then
DF.IconPickFrameScroll:Show()
DF.IconPickFrame.searching = nil
DF.IconPickFrame.updateFunc()
else
DF.IconPickFrameScroll:Hide()
FauxScrollFrame_SetOffset (DF.IconPickFrame, 1)
DF.IconPickFrame.last_filter_index = 1
DF.IconPickFrame.updateFunc()
end
end)
--manually enter the icon path
DF.IconPickFrame.customIcon = DF:CreateLabel (DF.IconPickFrame, "Icon Path:", DF:GetTemplate ("font", "ORANGE_FONT_TEMPLATE"))
DF.IconPickFrame.customIcon:SetPoint ("bottomleft", DF.IconPickFrame, "bottomleft", 12, 16)
DF.IconPickFrame.customIconEntry = DF:CreateTextEntry (DF.IconPickFrame, function()end, 200, 20, "CustomIconEntry", _, _, DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE"))
DF.IconPickFrame.customIconEntry:SetPoint ("left", DF.IconPickFrame.customIcon, "right", 2, 0)
DF.IconPickFrame.customIconEntry:SetHook ("OnTextChanged", function()
DF.IconPickFrame.preview:SetPoint ("bottom", DF.IconPickFrame.customIconEntry.widget, "top", 0, 2)
DF.IconPickFrame.preview.icon:SetTexture (DF.IconPickFrame.customIconEntry:GetText())
DF.IconPickFrame.preview:Show()
end)
DF.IconPickFrame.customIconEntry:SetHook ("OnEnter", function()
DF.IconPickFrame.preview:SetPoint ("bottom", DF.IconPickFrame.customIconEntry.widget, "top", 0, 2)
DF.IconPickFrame.preview.icon:SetTexture (DF.IconPickFrame.customIconEntry:GetText())
DF.IconPickFrame.preview:Show()
end)
--> close button
local close_button = CreateFrame ("button", nil, DF.IconPickFrame, "UIPanelCloseButton")
close_button:SetWidth (32)
close_button:SetHeight (32)
close_button:SetPoint ("TOPRIGHT", DF.IconPickFrame, "TOPRIGHT", -8, -7)
close_button:SetFrameLevel (close_button:GetFrameLevel()+2)
close_button:SetAlpha (0) --just hide, it is used below
--> accept custom icon button
local accept_custom_icon = function()
local path = DF.IconPickFrame.customIconEntry:GetText()
DF:QuickDispatch (DF.IconPickFrame.callback, path, DF.IconPickFrame.param1, DF.IconPickFrame.param2)
if (DF.IconPickFrame.click_close) then
close_button:Click()
end
end
DF.IconPickFrame.customIconAccept = DF:CreateButton (DF.IconPickFrame, accept_custom_icon, 82, 20, "Accept", nil, nil, nil, nil, nil, nil, DF:GetTemplate ("button", "OPTIONS_BUTTON_TEMPLATE"), DF:GetTemplate ("font", "ORANGE_FONT_TEMPLATE"))
DF.IconPickFrame.customIconAccept:SetPoint ("left", DF.IconPickFrame.customIconEntry, "right", 2, 0)
--fill with icons
local MACRO_ICON_FILENAMES = {}
local SPELLNAMES_CACHE = {}
DF.IconPickFrame:SetScript ("OnShow", function()
MACRO_ICON_FILENAMES [1] = "INV_MISC_QUESTIONMARK";
local index = 2;
for i = 1, GetNumSpellTabs() do
local tab, tabTex, offset, numSpells, _ = GetSpellTabInfo (i)
offset = offset + 1
local tabEnd = offset + numSpells
for j = offset, tabEnd - 1 do
--to get spell info by slot, you have to pass in a pet argument
local spellType, ID = GetSpellBookItemInfo (j, "player")
if (spellType ~= "FUTURESPELL") then
MACRO_ICON_FILENAMES [index] = GetSpellBookItemTexture (j, "player") or 0
index = index + 1;
elseif (spellType == "FLYOUT") then
local _, _, numSlots, isKnown = GetFlyoutInfo (ID)
if (isKnown and numSlots > 0) then
for k = 1, numSlots do
local spellID, overrideSpellID, isKnown = GetFlyoutSlotInfo (ID, k)
if (isKnown) then
MACRO_ICON_FILENAMES [index] = GetSpellTexture (spellID) or 0
index = index + 1;
end
end
end
end
end
end
GetLooseMacroItemIcons (MACRO_ICON_FILENAMES)
GetLooseMacroIcons (MACRO_ICON_FILENAMES)
GetMacroIcons (MACRO_ICON_FILENAMES)
GetMacroItemIcons (MACRO_ICON_FILENAMES)
--reset the custom icon text entry
DF.IconPickFrame.customIconEntry:SetText ("")
--reset the search text entry
DF.IconPickFrame.search:SetText ("")
end)
DF.IconPickFrame:SetScript ("OnHide", function()
wipe (MACRO_ICON_FILENAMES)
DF.IconPickFrame.preview:Hide()
collectgarbage()
end)
DF.IconPickFrame.buttons = {}
local OnClickFunction = function (self)
DF:QuickDispatch (DF.IconPickFrame.callback, self.icon:GetTexture(), DF.IconPickFrame.param1, DF.IconPickFrame.param2)
if (DF.IconPickFrame.click_close) then
close_button:Click()
end
end
local onenter = function (self)
DF.IconPickFrame.preview:SetPoint ("bottom", self, "top", 0, 2)
DF.IconPickFrame.preview.icon:SetTexture (self.icon:GetTexture())
DF.IconPickFrame.preview:Show()
self.icon:SetBlendMode ("ADD")
end
local onleave = function (self)
DF.IconPickFrame.preview:Hide()
self.icon:SetBlendMode ("BLEND")
end
local backdrop = {bgFile = DF.folder .. "background", tile = true, tileSize = 16,
insets = {left = 0, right = 0, top = 0, bottom = 0}, edgeFile = [[Interface\DialogFrame\UI-DialogBox-Border]], edgeSize = 10}
for i = 0, 9 do
local newcheck = CreateFrame ("Button", "DetailsFrameworkIconPickFrameButton"..(i+1), DF.IconPickFrame)
local image = newcheck:CreateTexture ("DetailsFrameworkIconPickFrameButton"..(i+1).."Icon", "overlay")
newcheck.icon = image
image:SetPoint ("topleft", newcheck, "topleft", 2, -2); image:SetPoint ("bottomright", newcheck, "bottomright", -2, 2)
newcheck:SetSize (30, 28)
newcheck:SetBackdrop (backdrop)
newcheck:SetScript ("OnClick", OnClickFunction)
newcheck.param1 = i+1
newcheck:SetPoint ("topleft", DF.IconPickFrame, "topleft", 12 + (i*30), -60)
newcheck:SetID (i+1)
DF.IconPickFrame.buttons [#DF.IconPickFrame.buttons+1] = newcheck
newcheck:SetScript ("OnEnter", onenter)
newcheck:SetScript ("OnLeave", onleave)
end
for i = 11, 20 do
local newcheck = CreateFrame ("Button", "DetailsFrameworkIconPickFrameButton"..i, DF.IconPickFrame)
local image = newcheck:CreateTexture ("DetailsFrameworkIconPickFrameButton"..i.."Icon", "overlay")
newcheck.icon = image
image:SetPoint ("topleft", newcheck, "topleft", 2, -2); image:SetPoint ("bottomright", newcheck, "bottomright", -2, 2)
newcheck:SetSize (30, 28)
newcheck:SetBackdrop (backdrop)
newcheck:SetScript ("OnClick", OnClickFunction)
newcheck.param1 = i
newcheck:SetPoint ("topleft", "DetailsFrameworkIconPickFrameButton"..(i-10), "bottomleft", 0, -1)
newcheck:SetID (i)
DF.IconPickFrame.buttons [#DF.IconPickFrame.buttons+1] = newcheck
newcheck:SetScript ("OnEnter", onenter)
newcheck:SetScript ("OnLeave", onleave)
end
for i = 21, 30 do
local newcheck = CreateFrame ("Button", "DetailsFrameworkIconPickFrameButton"..i, DF.IconPickFrame)
local image = newcheck:CreateTexture ("DetailsFrameworkIconPickFrameButton"..i.."Icon", "overlay")
newcheck.icon = image
image:SetPoint ("topleft", newcheck, "topleft", 2, -2); image:SetPoint ("bottomright", newcheck, "bottomright", -2, 2)
newcheck:SetSize (30, 28)
newcheck:SetBackdrop (backdrop)
newcheck:SetScript ("OnClick", OnClickFunction)
newcheck.param1 = i
newcheck:SetPoint ("topleft", "DetailsFrameworkIconPickFrameButton"..(i-10), "bottomleft", 0, -1)
newcheck:SetID (i)
DF.IconPickFrame.buttons [#DF.IconPickFrame.buttons+1] = newcheck
newcheck:SetScript ("OnEnter", onenter)
newcheck:SetScript ("OnLeave", onleave)
end
for i = 31, 40 do
local newcheck = CreateFrame ("Button", "DetailsFrameworkIconPickFrameButton"..i, DF.IconPickFrame)
local image = newcheck:CreateTexture ("DetailsFrameworkIconPickFrameButton"..i.."Icon", "overlay")
newcheck.icon = image
image:SetPoint ("topleft", newcheck, "topleft", 2, -2); image:SetPoint ("bottomright", newcheck, "bottomright", -2, 2)
newcheck:SetSize (30, 28)
newcheck:SetBackdrop (backdrop)
newcheck:SetScript ("OnClick", OnClickFunction)
newcheck.param1 = i
newcheck:SetPoint ("topleft", "DetailsFrameworkIconPickFrameButton"..(i-10), "bottomleft", 0, -1)
newcheck:SetID (i)
DF.IconPickFrame.buttons [#DF.IconPickFrame.buttons+1] = newcheck
newcheck:SetScript ("OnEnter", onenter)
newcheck:SetScript ("OnLeave", onleave)
end
for i = 41, 50 do
local newcheck = CreateFrame ("Button", "DetailsFrameworkIconPickFrameButton"..i, DF.IconPickFrame)
local image = newcheck:CreateTexture ("DetailsFrameworkIconPickFrameButton"..i.."Icon", "overlay")
newcheck.icon = image
image:SetPoint ("topleft", newcheck, "topleft", 2, -2); image:SetPoint ("bottomright", newcheck, "bottomright", -2, 2)
newcheck:SetSize (30, 28)
newcheck:SetBackdrop (backdrop)
newcheck:SetScript ("OnClick", OnClickFunction)
newcheck.param1 = i
newcheck:SetPoint ("topleft", "DetailsFrameworkIconPickFrameButton"..(i-10), "bottomleft", 0, -1)
newcheck:SetID (i)
DF.IconPickFrame.buttons [#DF.IconPickFrame.buttons+1] = newcheck
newcheck:SetScript ("OnEnter", onenter)
newcheck:SetScript ("OnLeave", onleave)
end
for i = 51, 60 do
local newcheck = CreateFrame ("Button", "DetailsFrameworkIconPickFrameButton"..i, DF.IconPickFrame)
local image = newcheck:CreateTexture ("DetailsFrameworkIconPickFrameButton"..i.."Icon", "overlay")
newcheck.icon = image
image:SetPoint ("topleft", newcheck, "topleft", 2, -2); image:SetPoint ("bottomright", newcheck, "bottomright", -2, 2)
newcheck:SetSize (30, 28)
newcheck:SetBackdrop (backdrop)
newcheck:SetScript ("OnClick", OnClickFunction)
newcheck.param1 = i
newcheck:SetPoint ("topleft", "DetailsFrameworkIconPickFrameButton"..(i-10), "bottomleft", 0, -1)
newcheck:SetID (i)
DF.IconPickFrame.buttons [#DF.IconPickFrame.buttons+1] = newcheck
newcheck:SetScript ("OnEnter", onenter)
newcheck:SetScript ("OnLeave", onleave)
end
local scroll = CreateFrame ("ScrollFrame", "DetailsFrameworkIconPickFrameScroll", DF.IconPickFrame, "ListScrollFrameTemplate")
DF:ReskinSlider (scroll)
local ChecksFrame_Update = function (self)
local numMacroIcons = #MACRO_ICON_FILENAMES
local macroPopupIcon, macroPopupButton
local macroPopupOffset = FauxScrollFrame_GetOffset (scroll)
local index
local texture
local filter
if (DF.IconPickFrame.searching) then
filter = string_lower (DF.IconPickFrame.searching)
end
local pool
local shown = 0
if (filter and filter ~= "") then
if (#SPELLNAMES_CACHE == 0) then
--build name cache
local GetSpellInfo = GetSpellInfo
for i = 1, #MACRO_ICON_FILENAMES do
local spellName = GetSpellInfo (MACRO_ICON_FILENAMES [i])
SPELLNAMES_CACHE [i] = spellName or "NULL"
end
end
--do the filter
pool = {}
for i = 1, #SPELLNAMES_CACHE do
if (SPELLNAMES_CACHE [i]:find (filter)) then
pool [#pool+1] = MACRO_ICON_FILENAMES [i]
shown = shown + 1
end
end
else
shown = nil
end
if (not pool) then
pool = MACRO_ICON_FILENAMES
end
for i = 1, 60 do
macroPopupIcon = _G ["DetailsFrameworkIconPickFrameButton"..i.."Icon"]
macroPopupButton = _G ["DetailsFrameworkIconPickFrameButton"..i]
index = (macroPopupOffset * 10) + i
texture = pool [index]
if ( index <= numMacroIcons and texture ) then
if (type (texture) == "number") then
macroPopupIcon:SetTexture (texture)
else
macroPopupIcon:SetTexture ("INTERFACE\\ICONS\\" .. texture)
end
macroPopupIcon:SetTexCoord (4/64, 60/64, 4/64, 60/64)
macroPopupButton.IconID = index
macroPopupButton:Show()
else
macroPopupButton:Hide()
end
end
pool = nil
-- Scrollbar stuff
FauxScrollFrame_Update (scroll, ceil ((shown or numMacroIcons) / 10) , 5, 20 )
end
DF.IconPickFrame.updateFunc = ChecksFrame_Update
scroll:SetPoint ("topleft", DF.IconPickFrame, "topleft", -18, -58)
scroll:SetWidth (330)
scroll:SetHeight (178)
scroll:SetScript ("OnVerticalScroll", function (self, offset) FauxScrollFrame_OnVerticalScroll (scroll, offset, 20, ChecksFrame_Update) end)
scroll.update = ChecksFrame_Update
DF.IconPickFrameScroll = scroll
DF.IconPickFrame:Hide()
end
DF.IconPickFrame.param1, DF.IconPickFrame.param2 = param1, param2
DF.IconPickFrame:Show()
DF.IconPickFrameScroll.update (DF.IconPickFrameScroll)
DF.IconPickFrame.callback = callback or DF.IconPickFrame.emptyFunction
DF.IconPickFrame.click_close = close_when_select
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
function DF:ShowPanicWarning (text)
if (not DF.PanicWarningWindow) then
DF.PanicWarningWindow = CreateFrame ("frame", "DetailsFrameworkPanicWarningWindow", UIParent)
DF.PanicWarningWindow:SetHeight (80)
DF.PanicWarningWindow:SetBackdrop ({bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true})
DF.PanicWarningWindow:SetBackdropColor (1, 0, 0, 0.2)
DF.PanicWarningWindow:SetPoint ("topleft", UIParent, "topleft", 0, -250)
DF.PanicWarningWindow:SetPoint ("topright", UIParent, "topright", 0, -250)
DF.PanicWarningWindow.text = DF.PanicWarningWindow:CreateFontString (nil, "overlay", "GameFontNormal")
DF.PanicWarningWindow.text:SetPoint ("center", DF.PanicWarningWindow, "center")
DF.PanicWarningWindow.text:SetTextColor (1, 0.6, 0)
end
DF.PanicWarningWindow.text:SetText (text)
DF.PanicWarningWindow:Show()
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
local simple_panel_mouse_down = function (self, button)
if (button == "RightButton") then
if (self.IsMoving) then
self.IsMoving = false
self:StopMovingOrSizing()
if (self.db and self.db.position) then
DF:SavePositionOnScreen (self)
end
end
if (not self.DontRightClickClose) then
self:Hide()
end
return
end
if (not self.IsMoving and not self.IsLocked) then
self.IsMoving = true
self:StartMoving()
end
end
local simple_panel_mouse_up = function (self, button)
if (self.IsMoving) then
self.IsMoving = false
self:StopMovingOrSizing()
if (self.db and self.db.position) then
DF:SavePositionOnScreen (self)
end
end
end
local simple_panel_settitle = function (self, title)
self.Title:SetText (title)
end
local simple_panel_close_click = function (self)
self:GetParent():GetParent():Hide()
end
local SimplePanel_frame_backdrop = {edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true}
local SimplePanel_frame_backdrop_color = {0, 0, 0, 0.9}
local SimplePanel_frame_backdrop_border_color = {0, 0, 0, 1}
--with_label was making the frame stay in place while its parent moves
--the slider was anchoring to with_label and here here were anchoring the slider again
function DF:CreateScaleBar (frame, config)
local scaleBar, text = DF:CreateSlider (frame, 120, 14, 0.6, 1.6, 0.1, config.scale, true, "ScaleBar", nil, "Scale:", DF:GetTemplate ("slider", "OPTIONS_SLIDER_TEMPLATE"), DF:GetTemplate ("font", "ORANGE_FONT_TEMPLATE"))
--scaleBar:SetPoint ("right", frame.Close, "left", -26, 0)
text:SetPoint ("topleft", frame, "topleft", 12, -7)
scaleBar:SetFrameLevel (DF.FRAMELEVEL_OVERLAY)
scaleBar.OnValueChanged = function (_, _, value)
config.scale = value
if (not scaleBar.IsValueChanging) then
frame:SetScale (config.scale)
end
end
scaleBar:SetHook ("OnMouseUp", function()
frame:SetScale (config.scale)
end)
scaleBar:SetAlpha (0.2)
return scaleBar
end
local no_options = {}
function DF:CreateSimplePanel (parent, w, h, title, name, panel_options, db)
if (db and name and not db [name]) then
db [name] = {scale = 1}
end
if (not name) then
name = "DetailsFrameworkSimplePanel" .. DF.SimplePanelCounter
DF.SimplePanelCounter = DF.SimplePanelCounter + 1
end
if (not parent) then
parent = UIParent
end
panel_options = panel_options or no_options
local f = CreateFrame ("frame", name, UIParent)
f:SetSize (w or 400, h or 250)
f:SetPoint ("center", UIParent, "center", 0, 0)
f:SetFrameStrata ("FULLSCREEN")
f:EnableMouse()
f:SetMovable (true)
f:SetBackdrop (SimplePanel_frame_backdrop)
f:SetBackdropColor (unpack (SimplePanel_frame_backdrop_color))
f:SetBackdropBorderColor (unpack (SimplePanel_frame_backdrop_border_color))
f.DontRightClickClose = panel_options.DontRightClickClose
if (not panel_options.NoTUISpecialFrame) then
tinsert (UISpecialFrames, name)
end
local title_bar = CreateFrame ("frame", name .. "TitleBar", f)
title_bar:SetPoint ("topleft", f, "topleft", 2, -3)
title_bar:SetPoint ("topright", f, "topright", -2, -3)
title_bar:SetHeight (20)
title_bar:SetBackdrop (SimplePanel_frame_backdrop)
title_bar:SetBackdropColor (.2, .2, .2, 1)
title_bar:SetBackdropBorderColor (0, 0, 0, 1)
f.TitleBar = title_bar
local close = CreateFrame ("button", name and name .. "CloseButton", title_bar)
close:SetFrameLevel (DF.FRAMELEVEL_OVERLAY)
close:SetSize (16, 16)
close:SetNormalTexture (DF.folder .. "icons")
close:SetHighlightTexture (DF.folder .. "icons")
close:SetPushedTexture (DF.folder .. "icons")
close:GetNormalTexture():SetTexCoord (0, 16/128, 0, 1)
close:GetHighlightTexture():SetTexCoord (0, 16/128, 0, 1)
close:GetPushedTexture():SetTexCoord (0, 16/128, 0, 1)
close:SetAlpha (0.7)
close:SetScript ("OnClick", simple_panel_close_click)
f.Close = close
local title_string = title_bar:CreateFontString (name and name .. "Title", "overlay", "GameFontNormal")
title_string:SetTextColor (.8, .8, .8, 1)
title_string:SetText (title or "")
f.Title = title_string
if (panel_options.UseScaleBar and db [name]) then
DF:CreateScaleBar (f, db [name])
f:SetScale (db [name].scale)
end
f.Title:SetPoint ("center", title_bar, "center")
f.Close:SetPoint ("right", title_bar, "right", -2, 0)
f:SetScript ("OnMouseDown", simple_panel_mouse_down)
f:SetScript ("OnMouseUp", simple_panel_mouse_up)
f.SetTitle = simple_panel_settitle
return f
end
local Panel1PxBackdrop = {bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = true, tileSize = 64,
edgeFile = DF.folder .. "border_3", edgeSize = 9, insets = {left = 2, right = 2, top = 3, bottom = 3}}
local Panel1PxOnClickClose = function (self)
self:GetParent():Hide()
end
local Panel1PxOnToggleLock = function (self)
if (self.IsLocked) then
self.IsLocked = false
self:SetMovable (true)
self:EnableMouse (true)
self.Lock:GetNormalTexture():SetTexCoord (32/128, 48/128, 0, 1)
self.Lock:GetHighlightTexture():SetTexCoord (32/128, 48/128, 0, 1)
self.Lock:GetPushedTexture():SetTexCoord (32/128, 48/128, 0, 1)
if (self.OnUnlock) then
self:OnUnlock()
end
if (self.db) then
self.db.IsLocked = self.IsLocked
end
else
self.IsLocked = true
self:SetMovable (false)
self:EnableMouse (false)
self.Lock:GetNormalTexture():SetTexCoord (16/128, 32/128, 0, 1)
self.Lock:GetHighlightTexture():SetTexCoord (16/128, 32/128, 0, 1)
self.Lock:GetPushedTexture():SetTexCoord (16/128, 32/128, 0, 1)
if (self.OnLock) then
self:OnLock()
end
if (self.db) then
self.db.IsLocked = self.IsLocked
end
end
end
local Panel1PxOnClickLock = function (self)
local f = self:GetParent()
Panel1PxOnToggleLock (f)
end
local Panel1PxSetTitle = function (self, text)
self.Title:SetText (text or "")
end
local Panel1PxSetLocked= function (self, lock_state)
if (type (lock_state) ~= "boolean") then
return
end
if (lock_state) then
-- lock it
self.IsLocked = false
Panel1PxOnClickLock (self.Lock)
else
-- unlockit
self.IsLocked = true
Panel1PxOnClickLock (self.Lock)
end
end
local Panel1PxReadConfig = function (self)
local db = self.db
if (db) then
db.IsLocked = db.IsLocked or false
self.IsLocked = db.IsLocked
db.position = db.position or {x = 0, y = 0}
db.position.x = db.position.x or 0
db.position.y = db.position.y or 0
DF:RestoreFramePosition (self)
end
end
function DF:SavePositionOnScreen (frame)
if (frame.db and frame.db.position) then
local x, y = DF:GetPositionOnScreen (frame)
--print ("saving...", x, y, frame:GetName())
if (x and y) then
frame.db.position.x, frame.db.position.y = x, y
end
end
end
function DF:GetPositionOnScreen (frame)
local xOfs, yOfs = frame:GetCenter()
if (not xOfs) then
return
end
local scale = frame:GetEffectiveScale()
local UIscale = UIParent:GetScale()
xOfs = xOfs*scale - GetScreenWidth()*UIscale/2
yOfs = yOfs*scale - GetScreenHeight()*UIscale/2
return xOfs/UIscale, yOfs/UIscale
end
function DF:RestoreFramePosition (frame)
if (frame.db and frame.db.position) then
local scale, UIscale = frame:GetEffectiveScale(), UIParent:GetScale()
frame:ClearAllPoints()
frame.db.position.x = frame.db.position.x or 0
frame.db.position.y = frame.db.position.y or 0
frame:SetPoint ("center", UIParent, "center", frame.db.position.x * UIscale / scale, frame.db.position.y * UIscale / scale)
end
end
local Panel1PxSavePosition= function (self)
DF:SavePositionOnScreen (self)
end
local Panel1PxHasPosition = function (self)
local db = self.db
if (db) then
if (db.position and db.position.x and (db.position.x ~= 0 or db.position.y ~= 0)) then
return true
end
end
end
function DF:Create1PxPanel (parent, w, h, title, name, config, title_anchor, no_special_frame)
local f = CreateFrame ("frame", name, parent or UIParent)
f:SetSize (w or 100, h or 75)
f:SetPoint ("center", UIParent, "center")
if (name and not no_special_frame) then
tinsert (UISpecialFrames, name)
end
f:SetScript ("OnMouseDown", simple_panel_mouse_down)
f:SetScript ("OnMouseUp", simple_panel_mouse_up)
f:SetBackdrop (Panel1PxBackdrop)
f:SetBackdropColor (0, 0, 0, 0.5)
f.IsLocked = (config and config.IsLocked ~= nil and config.IsLocked) or false
f:SetMovable (true)
f:EnableMouse (true)
f:SetUserPlaced (true)
f.db = config
--print (config.position.x, config.position.x)
Panel1PxReadConfig (f)
local close = CreateFrame ("button", name and name .. "CloseButton", f)
close:SetSize (16, 16)
close:SetNormalTexture (DF.folder .. "icons")
close:SetHighlightTexture (DF.folder .. "icons")
close:SetPushedTexture (DF.folder .. "icons")
close:GetNormalTexture():SetTexCoord (0, 16/128, 0, 1)
close:GetHighlightTexture():SetTexCoord (0, 16/128, 0, 1)
close:GetPushedTexture():SetTexCoord (0, 16/128, 0, 1)
close:SetAlpha (0.7)
local lock = CreateFrame ("button", name and name .. "LockButton", f)
lock:SetSize (16, 16)
lock:SetNormalTexture (DF.folder .. "icons")
lock:SetHighlightTexture (DF.folder .. "icons")
lock:SetPushedTexture (DF.folder .. "icons")
lock:GetNormalTexture():SetTexCoord (32/128, 48/128, 0, 1)
lock:GetHighlightTexture():SetTexCoord (32/128, 48/128, 0, 1)
lock:GetPushedTexture():SetTexCoord (32/128, 48/128, 0, 1)
lock:SetAlpha (0.7)
close:SetPoint ("topright", f, "topright", -3, -3)
lock:SetPoint ("right", close, "left", 3, 0)
close:SetScript ("OnClick", Panel1PxOnClickClose)
lock:SetScript ("OnClick", Panel1PxOnClickLock)
local title_string = f:CreateFontString (name and name .. "Title", "overlay", "GameFontNormal")
title_string:SetPoint ("topleft", f, "topleft", 5, -5)
title_string:SetText (title or "")
if (title_anchor) then
if (title_anchor == "top") then
title_string:ClearAllPoints()
title_string:SetPoint ("bottomleft", f, "topleft", 0, 0)
close:ClearAllPoints()
close:SetPoint ("bottomright", f, "topright", 0, 0)
end
f.title_anchor = title_anchor
end
f.SetTitle = Panel1PxSetTitle
f.Title = title_string
f.Lock = lock
f.Close = close
f.HasPosition = Panel1PxHasPosition
f.SavePosition = Panel1PxSavePosition
f.IsLocked = not f.IsLocked
f.SetLocked = Panel1PxSetLocked
Panel1PxOnToggleLock (f)
return f
end
------------------------------------------------------------------------------------------------------------------------------------------------
-- ~prompt
function DF:ShowPromptPanel (message, func_true, func_false)
if (not DF.prompt_panel) then
local f = CreateFrame ("frame", "DetailsFrameworkPromptSimple", UIParent)
f:SetSize (400, 80)
f:SetFrameStrata ("DIALOG")
f:SetPoint ("center", UIParent, "center", 0, 300)
f:SetBackdrop ({edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true})
f:SetBackdropColor (0, 0, 0, 0.8)
f:SetBackdropBorderColor (0, 0, 0, 1)
tinsert (UISpecialFrames, "DetailsFrameworkPromptSimple")
DF:CreateTitleBar (f, "Prompt!")
DF:ApplyStandardBackdrop (f)
local prompt = f:CreateFontString (nil, "overlay", "GameFontNormal")
prompt:SetPoint ("top", f, "top", 0, -28)
prompt:SetJustifyH ("center")
f.prompt = prompt
local button_text_template = DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE")
local options_dropdown_template = DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE")
local button_true = DF:CreateButton (f, nil, 60, 20, "Yes", nil, nil, nil, nil, nil, nil, options_dropdown_template)
button_true:SetPoint ("bottomright", f, "bottomright", -5, 5)
f.button_true = button_true
local button_false = DF:CreateButton (f, nil, 60, 20, "No", nil, nil, nil, nil, nil, nil, options_dropdown_template)
button_false:SetPoint ("bottomleft", f, "bottomleft", 5, 5)
f.button_false = button_false
button_true:SetClickFunction (function()
local my_func = button_true.true_function
if (my_func) then
local okey, errormessage = pcall (my_func, true)
if (not okey) then
print ("error:", errormessage)
end
f:Hide()
end
end)
button_false:SetClickFunction (function()
local my_func = button_false.false_function
if (my_func) then
local okey, errormessage = pcall (my_func, true)
if (not okey) then
print ("error:", errormessage)
end
f:Hide()
end
end)
f:Hide()
DF.promtp_panel = f
end
assert (type (func_true) == "function" and type (func_false) == "function", "ShowPromptPanel expects two functions.")
DF.promtp_panel.prompt:SetText (message)
DF.promtp_panel.button_true.true_function = func_true
DF.promtp_panel.button_false.false_function = func_false
DF.promtp_panel:Show()
end
function DF:ShowTextPromptPanel (message, callback)
if (not DF.text_prompt_panel) then
local f = CreateFrame ("frame", "DetailsFrameworkPrompt", UIParent)
f:SetSize (400, 120)
f:SetFrameStrata ("FULLSCREEN")
f:SetPoint ("center", UIParent, "center", 0, 100)
f:EnableMouse (true)
f:SetMovable (true)
f:RegisterForDrag ("LeftButton")
f:SetScript ("OnDragStart", function() f:StartMoving() end)
f:SetScript ("OnDragStop", function() f:StopMovingOrSizing() end)
f:SetScript ("OnMouseDown", function (self, button) if (button == "RightButton") then f.EntryBox:ClearFocus() f:Hide() end end)
tinsert (UISpecialFrames, "DetailsFrameworkPrompt")
DF:CreateTitleBar (f, "Prompt!")
DF:ApplyStandardBackdrop (f)
local prompt = f:CreateFontString (nil, "overlay", "GameFontNormal")
prompt:SetPoint ("top", f, "top", 0, -25)
prompt:SetJustifyH ("center")
prompt:SetSize (360, 36)
f.prompt = prompt
local button_text_template = DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE")
local options_dropdown_template = DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE")
local textbox = DF:CreateTextEntry (f, function()end, 380, 20, "textbox", nil, nil, options_dropdown_template)
textbox:SetPoint ("topleft", f, "topleft", 10, -60)
f.EntryBox = textbox
local button_true = DF:CreateButton (f, nil, 60, 20, "Okey", nil, nil, nil, nil, nil, nil, options_dropdown_template)
button_true:SetPoint ("bottomright", f, "bottomright", -10, 5)
f.button_true = button_true
local button_false = DF:CreateButton (f, function() f.textbox:ClearFocus(); f:Hide() end, 60, 20, "Cancel", nil, nil, nil, nil, nil, nil, options_dropdown_template)
button_false:SetPoint ("bottomleft", f, "bottomleft", 10, 5)
f.button_false = button_false
local executeCallback = function()
local my_func = button_true.true_function
if (my_func) then
local okey, errormessage = pcall (my_func, textbox:GetText())
textbox:ClearFocus()
if (not okey) then
print ("error:", errormessage)
end
f:Hide()
end
end
button_true:SetClickFunction (function()
executeCallback()
end)
textbox:SetHook ("OnEnterPressed", function()
executeCallback()
end)
f:Hide()
DF.text_prompt_panel = f
end
DF.text_prompt_panel:Show()
DetailsFrameworkPrompt.EntryBox:SetText ("")
DF.text_prompt_panel.prompt:SetText (message)
DF.text_prompt_panel.button_true.true_function = callback
DF.text_prompt_panel.textbox:SetFocus (true)
end
------------------------------------------------------------------------------------------------------------------------------------------------
--> options button -- ~options
function DF:CreateOptionsButton (parent, callback, name)
local b = CreateFrame ("button", name, parent)
b:SetSize (14, 14)
b:SetNormalTexture (DF.folder .. "icons")
b:SetHighlightTexture (DF.folder .. "icons")
b:SetPushedTexture (DF.folder .. "icons")
b:GetNormalTexture():SetTexCoord (48/128, 64/128, 0, 1)
b:GetHighlightTexture():SetTexCoord (48/128, 64/128, 0, 1)
b:GetPushedTexture():SetTexCoord (48/128, 64/128, 0, 1)
b:SetAlpha (0.7)
b:SetScript ("OnClick", callback)
b:SetScript ("OnEnter", function (self)
GameCooltip2:Reset()
GameCooltip2:AddLine ("Options")
GameCooltip2:ShowCooltip (self, "tooltip")
end)
b:SetScript ("OnLeave", function (self)
GameCooltip2:Hide()
end)
return b
end
------------------------------------------------------------------------------------------------------------------------------------------------
--> feedback panel -- ~feedback
function DF:CreateFeedbackButton (parent, callback, name)
local b = CreateFrame ("button", name, parent)
b:SetSize (12, 13)
b:SetNormalTexture (DF.folder .. "mail")
b:SetPushedTexture (DF.folder .. "mail")
b:SetHighlightTexture (DF.folder .. "mail")
b:SetScript ("OnClick", callback)
b:SetScript ("OnEnter", function (self)
GameCooltip2:Reset()
GameCooltip2:AddLine ("Send Feedback")
GameCooltip2:ShowCooltip (self, "tooltip")
end)
b:SetScript ("OnLeave", function (self)
GameCooltip2:Hide()
end)
return b
end
local backdrop_fb_line = {bgFile = DF.folder .. "background", edgeFile = DF.folder .. "border_3",
tile = true, tileSize = 64, edgeSize = 8, insets = {left = 2, right = 2, top = 2, bottom = 2}}
local on_enter_feedback = function (self)
self:SetBackdropColor (1, 1, 0, 0.5)
end
local on_leave_feedback = function (self)
self:SetBackdropColor (0, 0, 0, 0.3)
end
local on_click_feedback = function (self)
local feedback_link_textbox = DF.feedback_link_textbox
if (not feedback_link_textbox) then
local editbox = DF:CreateTextEntry (AddonFeedbackPanel, _, 275, 34)
editbox:SetAutoFocus (false)
editbox:SetHook ("OnEditFocusGained", function()
editbox.text = editbox.link
editbox:HighlightText()
end)
editbox:SetHook ("OnEditFocusLost", function()
editbox:Hide()
end)
editbox:SetHook ("OnChar", function()
editbox.text = editbox.link
editbox:HighlightText()
end)
editbox.text = ""
DF.feedback_link_textbox = editbox
feedback_link_textbox = editbox
end
feedback_link_textbox.link = self.link
feedback_link_textbox.text = self.link
feedback_link_textbox:Show()
feedback_link_textbox:SetPoint ("topleft", self.icon, "topright", 3, 0)
feedback_link_textbox:HighlightText()
feedback_link_textbox:SetFocus()
feedback_link_textbox:SetFrameLevel (self:GetFrameLevel()+2)
end
local feedback_get_fb_line = function (self)
local line = self.feedback_lines [self.next_feedback]
if (not line) then
line = CreateFrame ("frame", "AddonFeedbackPanelFB" .. self.next_feedback, self)
line:SetBackdrop (backdrop_fb_line)
line:SetBackdropColor (0, 0, 0, 0.3)
line:SetSize (390, 42)
line:SetPoint ("topleft", self.feedback_anchor, "bottomleft", 0, -5 + ((self.next_feedback-1) * 46 * -1))
line:SetScript ("OnEnter", on_enter_feedback)
line:SetScript ("OnLeave", on_leave_feedback)
line:SetScript ("OnMouseUp", on_click_feedback)
line.icon = line:CreateTexture (nil, "overlay")
line.icon:SetSize (90, 36)
line.desc = line:CreateFontString (nil, "overlay", "GameFontHighlightSmall")
line.icon:SetPoint ("left", line, "left", 5, 0)
line.desc:SetPoint ("left", line.icon, "right", 5, 0)
local arrow = line:CreateTexture (nil, "overlay")
arrow:SetTexture ([[Interface\Buttons\JumpUpArrow]])
arrow:SetRotation (-1.55)
arrow:SetPoint ("right", line, "right", -5, 0)
self.feedback_lines [self.next_feedback] = line
end
self.next_feedback = self.next_feedback + 1
return line
end
local on_click_feedback = function (self)
local feedback_link_textbox = DF.feedback_link_textbox
if (not feedback_link_textbox) then
local editbox = DF:CreateTextEntry (AddonFeedbackPanel, _, 275, 34)
editbox:SetAutoFocus (false)
editbox:SetHook ("OnEditFocusGained", function()
editbox.text = editbox.link
editbox:HighlightText()
end)
editbox:SetHook ("OnEditFocusLost", function()
editbox:Hide()
end)
editbox:SetHook ("OnChar", function()
editbox.text = editbox.link
editbox:HighlightText()
end)
editbox.text = ""
DF.feedback_link_textbox = editbox
feedback_link_textbox = editbox
end
feedback_link_textbox.link = self.link
feedback_link_textbox.text = self.link
feedback_link_textbox:Show()
feedback_link_textbox:SetPoint ("topleft", self.icon, "topright", 3, 0)
feedback_link_textbox:HighlightText()
feedback_link_textbox:SetFocus()
feedback_link_textbox:SetFrameLevel (self:GetFrameLevel()+2)
end
local on_enter_addon = function (self)
if (self.tooltip) then
GameCooltip2:Preset (2)
GameCooltip2:AddLine ("|cFFFFFF00" .. self.name .. "|r")
GameCooltip2:AddLine ("")
GameCooltip2:AddLine (self.tooltip)
GameCooltip2:ShowCooltip (self, "tooltip")
end
self.icon:SetBlendMode ("ADD")
end
local on_leave_addon = function (self)
if (self.tooltip) then
GameCooltip2:Hide()
end
self.icon:SetBlendMode ("BLEND")
end
local on_click_addon = function (self)
local addon_link_textbox = DF.addon_link_textbox
if (not addon_link_textbox) then
local editbox = DF:CreateTextEntry (AddonFeedbackPanel, _, 128, 64)
editbox:SetAutoFocus (false)
editbox:SetHook ("OnEditFocusGained", function()
editbox.text = editbox.link
editbox:HighlightText()
end)
editbox:SetHook ("OnEditFocusLost", function()
editbox:Hide()
end)
editbox:SetHook ("OnChar", function()
editbox.text = editbox.link
editbox:HighlightText()
end)
editbox.text = ""
DF.addon_link_textbox = editbox
addon_link_textbox = editbox
end
addon_link_textbox.link = self.link
addon_link_textbox.text = self.link
addon_link_textbox:Show()
addon_link_textbox:SetPoint ("topleft", self.icon, "topleft", 0, 0)
addon_link_textbox:HighlightText()
addon_link_textbox:SetFocus()
addon_link_textbox:SetFrameLevel (self:GetFrameLevel()+2)
end
local feedback_get_addons_line = function (self)
local line = self.addons_lines [self.next_addons]
if (not line) then
line = CreateFrame ("frame", "AddonFeedbackPanelSA" .. self.next_addons, self)
line:SetSize (128, 64)
if (self.next_addons == 1) then
line:SetPoint ("topleft", self.addons_anchor, "bottomleft", 0, -5)
elseif (self.next_addons_line_break == self.next_addons) then
line:SetPoint ("topleft", self.addons_anchor, "bottomleft", 0, -5 + floor (self.next_addons_line_break/3) * 66 * -1)
self.next_addons_line_break = self.next_addons_line_break + 3
else
local previous = self.addons_lines [self.next_addons - 1]
line:SetPoint ("topleft", previous, "topright", 2, 0)
end
line:SetScript ("OnEnter", on_enter_addon)
line:SetScript ("OnLeave", on_leave_addon)
line:SetScript ("OnMouseUp", on_click_addon)
line.icon = line:CreateTexture (nil, "overlay")
line.icon:SetSize (128, 64)
line.icon:SetPoint ("topleft", line, "topleft", 0, 0)
self.addons_lines [self.next_addons] = line
end
self.next_addons = self.next_addons + 1
return line
end
local default_coords = {0, 1, 0, 1}
local feedback_add_fb = function (self, table)
local line = self:GetFeedbackLine()
line.icon:SetTexture (table.icon)
line.icon:SetTexCoord (unpack (table.coords or default_coords))
line.desc:SetText (table.desc)
line.link = table.link
line:Show()
end
local feedback_add_addon = function (self, table)
local block = self:GetAddonsLine()
block.icon:SetTexture (table.icon)
block.icon:SetTexCoord (unpack (table.coords or default_coords))
block.link = table.link
block.tooltip = table.desc
block.name = table.name
block:Show()
end
local feedback_hide_all = function (self)
self.next_feedback = 1
self.next_addons = 1
for index, line in ipairs (self.feedback_lines) do
line:Hide()
end
for index, line in ipairs (self.addons_lines) do
line:Hide()
end
end
-- feedback_methods = { { icon = icon path, desc = description, link = url}}
function DF:ShowFeedbackPanel (addon_name, version, feedback_methods, more_addons)
local f = _G.AddonFeedbackPanel
if (not f) then
f = DF:Create1PxPanel (UIParent, 400, 100, addon_name .. " Feedback", "AddonFeedbackPanel", nil)
f:SetFrameStrata ("FULLSCREEN")
f:SetPoint ("center", UIParent, "center")
f:SetBackdropColor (0, 0, 0, 0.8)
f.feedback_lines = {}
f.addons_lines = {}
f.next_feedback = 1
f.next_addons = 1
f.next_addons_line_break = 4
local feedback_anchor = f:CreateFontString (nil, "overlay", "GameFontNormal")
feedback_anchor:SetText ("Feedback:")
feedback_anchor:SetPoint ("topleft", f, "topleft", 5, -30)
f.feedback_anchor = feedback_anchor
local excla_text = f:CreateFontString (nil, "overlay", "GameFontNormal")
excla_text:SetText ("click and copy the link")
excla_text:SetPoint ("topright", f, "topright", -5, -30)
excla_text:SetTextColor (1, 0.8, 0.2, 0.6)
local addons_anchor = f:CreateFontString (nil, "overlay", "GameFontNormal")
addons_anchor:SetText ("AddOns From the Same Author:")
f.addons_anchor = addons_anchor
local excla_text2 = f:CreateFontString (nil, "overlay", "GameFontNormal")
excla_text2:SetText ("click and copy the link")
excla_text2:SetTextColor (1, 0.8, 0.2, 0.6)
f.excla_text2 = excla_text2
f.GetFeedbackLine = feedback_get_fb_line
f.GetAddonsLine = feedback_get_addons_line
f.AddFeedbackMethod = feedback_add_fb
f.AddOtherAddon = feedback_add_addon
f.HideAll = feedback_hide_all
DF:SetFontSize (f.Title, 14)
end
f:HideAll()
f:SetTitle (addon_name)
for index, feedback in ipairs (feedback_methods) do
f:AddFeedbackMethod (feedback)
end
f.addons_anchor:SetPoint ("topleft", f, "topleft", 5, f.next_feedback * 50 * -1)
f.excla_text2:SetPoint ("topright", f, "topright", -5, f.next_feedback * 50 * -1)
for index, addon in ipairs (more_addons) do
f:AddOtherAddon (addon)
end
f:SetHeight (80 + ((f.next_feedback-1) * 50) + (ceil ((f.next_addons-1)/3) * 66))
f:Show()
return true
end
------------------------------------------------------------------------------------------------------------------------------------------------
--> chart panel -- ~chart
local chart_panel_backdrop = {bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = true, tileSize = 16,
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border", edgeSize = 32, insets = {left = 5, right = 5, top = 5, bottom = 5}}
local chart_panel_align_timelabels = function (self, elapsed_time)
self.TimeScale = elapsed_time
local linha = self.TimeLabels [17]
local minutos, segundos = math.floor (elapsed_time / 60), math.floor (elapsed_time % 60)
if (segundos < 10) then
segundos = "0" .. segundos
end
if (minutos > 0) then
if (minutos < 10) then
minutos = "0" .. minutos
end
linha:SetText (minutos .. ":" .. segundos)
else
linha:SetText ("00:" .. segundos)
end
local time_div = elapsed_time / 16 --786 -- 49.125
for i = 2, 16 do
local linha = self.TimeLabels [i]
local this_time = time_div * (i-1)
local minutos, segundos = math.floor (this_time / 60), math.floor (this_time % 60)
if (segundos < 10) then
segundos = "0" .. segundos
end
if (minutos > 0) then
if (minutos < 10) then
minutos = "0" .. minutos
end
linha:SetText (minutos .. ":" .. segundos)
else
linha:SetText ("00:" .. segundos)
end
end
end
local chart_panel_set_scale = function (self, amt, func, text)
if (type (amt) ~= "number") then
return
end
--each line amount, then multiply the line index by this number
local piece = amt / 8
for i = 1, 8 do
if (func) then
self ["dpsamt" .. math.abs (i-9)]:SetText (func (piece*i))
else
if (piece*i > 1) then
self ["dpsamt" .. math.abs (i-9)]:SetText (DF.FormatNumber (piece*i))
else
self ["dpsamt" .. math.abs (i-9)]:SetText (format ("%.3f", piece*i))
end
end
end
end
local chart_panel_can_move = function (self, can)
self.can_move = can
end
local chart_panel_overlay_reset = function (self)
self.OverlaysAmount = 1
for index, pack in ipairs (self.Overlays) do
for index2, texture in ipairs (pack) do
texture:Hide()
end
end
end
local chart_panel_reset = function (self)
self.Graphic:ResetData()
self.Graphic.max_value = 0
self.TimeScale = nil
self.BoxLabelsAmount = 1
table.wipe (self.GData)
table.wipe (self.OData)
for index, box in ipairs (self.BoxLabels) do
box.check:Hide()
box.button:Hide()
box.box:Hide()
box.text:Hide()
box.border:Hide()
box.showing = false
end
chart_panel_overlay_reset (self)
end
local chart_panel_enable_line = function (f, thisbox)
local index = thisbox.index
local type = thisbox.type
if (thisbox.enabled) then
--disable
thisbox.check:Hide()
thisbox.enabled = false
else
--enable
thisbox.check:Show()
thisbox.enabled = true
end
if (type == "graphic") then
f.Graphic:ResetData()
f.Graphic.max_value = 0
local max = 0
local max_time = 0
for index, box in ipairs (f.BoxLabels) do
if (box.type == type and box.showing and box.enabled) then
local data = f.GData [index]
f.Graphic:AddDataSeries (data[1], data[2], nil, data[3])
if (data[4] > max) then
max = data[4]
end
if (data [5] > max_time) then
max_time = data [5]
end
end
end
f:SetScale (max)
f:SetTime (max_time)
elseif (type == "overlay") then
chart_panel_overlay_reset (f)
for index, box in ipairs (f.BoxLabels) do
if (box.type == type and box.showing and box.enabled) then
f:AddOverlay (box.index)
end
end
end
end
local create_box = function (self, next_box)
local thisbox = {}
self.BoxLabels [next_box] = thisbox
local box = DF:NewImage (self.Graphic, nil, 16, 16, "border")
local text = DF:NewLabel (self.Graphic)
local border = DF:NewImage (self.Graphic, [[Interface\DialogFrame\UI-DialogBox-Gold-Corner]], 30, 30, "artwork")
border:SetPoint ("center", box, "center", -3, -4)
border:SetTexture ([[Interface\DialogFrame\UI-DialogBox-Gold-Corner]])
local checktexture = DF:NewImage (self.Graphic, [[Interface\Buttons\UI-CheckBox-Check]], 18, 18, "overlay")
checktexture:SetPoint ("center", box, "center", 0, -1)
checktexture:SetTexture ([[Interface\Buttons\UI-CheckBox-Check]])
thisbox.box = box
thisbox.text = text
thisbox.border = border
thisbox.check = checktexture
thisbox.enabled = true
local button = CreateFrame ("button", nil, self.Graphic)
button:SetSize (20, 20)
button:SetScript ("OnClick", function()
chart_panel_enable_line (self, thisbox)
end)
button:SetPoint ("topleft", box.widget or box, "topleft", 0, 0)
button:SetPoint ("bottomright", box.widget or box, "bottomright", 0, 0)
button:SetBackdrop ({edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true})
button:SetBackdropColor (0, 0, 0, 0.0)
button:SetBackdropBorderColor (0, 0, 0, 1)
thisbox.button = button
thisbox.box:SetPoint ("right", text, "left", -4, 0)
if (next_box == 1) then
thisbox.text:SetPoint ("topright", self, "topright", -35, -16)
else
thisbox.text:SetPoint ("right", self.BoxLabels [next_box-1].box, "left", -17, 0)
end
return thisbox
end
local realign_labels = function (self)
if (not self.ShowHeader) then
for _, box in ipairs (self.BoxLabels) do
box.check:Hide()
box.button:Hide()
box.border:Hide()
box.box:Hide()
box.text:Hide()
end
return
end
local width = self:GetWidth() - 108
local first_box = self.BoxLabels [1]
first_box.text:SetPoint ("topright", self, "topright", -35, -16)
local line_width = first_box.text:GetStringWidth() + 26
for i = 2, #self.BoxLabels do
local box = self.BoxLabels [i]
if (box.box:IsShown()) then
line_width = line_width + box.text:GetStringWidth() + 26
if (line_width > width) then
line_width = box.text:GetStringWidth() + 26
box.text:SetPoint ("topright", self, "topright", -35, -40)
else
box.text:SetPoint ("right", self.BoxLabels [i-1].box, "left", -27, 0)
end
else
break
end
end
if (self.HeaderOnlyIndicator) then
for _, box in ipairs (self.BoxLabels) do
box.check:Hide()
box.button:Hide()
end
return
end
end
local chart_panel_add_label = function (self, color, name, type, number)
local next_box = self.BoxLabelsAmount
local thisbox = self.BoxLabels [next_box]
if (not thisbox) then
thisbox = create_box (self, next_box)
end
self.BoxLabelsAmount = self.BoxLabelsAmount + 1
thisbox.type = type
thisbox.index = number
thisbox.box:SetColorTexture (unpack (color))
thisbox.text:SetText (name)
thisbox.check:Show()
thisbox.button:Show()
thisbox.border:Hide()
thisbox.box:Show()
thisbox.text:Show()
thisbox.showing = true
thisbox.enabled = true
realign_labels (self)
end
local line_default_color = {1, 1, 1}
local draw_overlay = function (self, this_overlay, overlayData, color)
local pixel = self.Graphic:GetWidth() / self.TimeScale
local index = 1
local r, g, b, a = unpack (color or line_default_color)
for i = 1, #overlayData, 2 do
local aura_start = overlayData [i]
local aura_end = overlayData [i+1]
local this_block = this_overlay [index]
if (not this_block) then
this_block = self.Graphic:CreateTexture (nil, "border")
tinsert (this_overlay, this_block)
end
this_block:SetHeight (self.Graphic:GetHeight())
this_block:SetPoint ("left", self.Graphic, "left", pixel * aura_start, 0)
if (aura_end) then
this_block:SetWidth ((aura_end-aura_start)*pixel)
else
--malformed table
this_block:SetWidth (pixel*5)
end
this_block:SetColorTexture (r, g, b, a or 0.25)
this_block:Show()
index = index + 1
end
end
local chart_panel_add_overlay = function (self, overlayData, color, name, icon)
if (not self.TimeScale) then
error ("Use SetTime (time) before adding an overlay.")
end
if (type (overlayData) == "number") then
local overlay_index = overlayData
draw_overlay (self, self.Overlays [self.OverlaysAmount], self.OData [overlay_index][1], self.OData [overlay_index][2])
else
local this_overlay = self.Overlays [self.OverlaysAmount]
if (not this_overlay) then
this_overlay = {}
tinsert (self.Overlays, this_overlay)
end
draw_overlay (self, this_overlay, overlayData, color)
tinsert (self.OData, {overlayData, color or line_default_color})
if (name and self.HeaderShowOverlays) then
self:AddLabel (color or line_default_color, name, "overlay", #self.OData)
end
end
self.OverlaysAmount = self.OverlaysAmount + 1
end
-- Define the tricube weight function
function calc_cubeweight (i, j, d)
local w = ( 1 - math.abs ((j-i)/d)^3)^3
if w < 0 then
w = 0;
end
return w
end
local calc_lowess_smoothing = function (self, data, bandwidth)
local length = #data
local newData = {}
for i = 1, length do
local A = 0
local B = 0
local C = 0
local D = 0
local E = 0
-- Calculate span of values to be included in the regression
local jmin = floor (i-bandwidth/2)
local jmax = ceil (i+bandwidth/2)
if jmin < 1 then
jmin = 1
end
if jmax > length then
jmax = length
end
-- For all the values in the span, compute the weight and then the linear fit
for j = jmin, jmax do
w = calc_cubeweight (i, j, bandwidth/2)
x = j
y = data [j]
A = A + w*x
B = B + w*y
C = C + w*x^2
D = D + w*x*y
E = E + w
end
-- Calculate a (slope) and b (offset) for the linear fit
local a = (A*B-D*E)/(A^2 - C*E);
local b = (A*D-B*C)/(A^2 - C*E);
-- Calculate the smoothed value by the formula y=a*x+b (x <- i)
newData [i] = a*i+b;
end
return newData
end
local calc_stddev = function (self, data)
local total = 0
for i = 1, #data do
total = total + data[i]
end
local mean = total / #data
local totalDistance = 0
for i = 1, #data do
totalDistance = totalDistance + ((data[i] - mean) ^ 2)
end
local deviation = math.sqrt (totalDistance / #data)
return deviation
end
local SMA_table = {}
local SMA_max = 0
local reset_SMA = function()
table.wipe (SMA_table)
SMA_max = 0
end
local calc_SMA
calc_SMA = function (a, b, ...)
if (b) then
return calc_SMA (a + b, ...)
else
return a
end
end
local do_SMA = function (value, max_value)
if (#SMA_table == 10) then
tremove (SMA_table, 1)
end
SMA_table [#SMA_table + 1] = value
local new_value = calc_SMA (unpack (SMA_table)) / #SMA_table
if (new_value > SMA_max) then
SMA_max = new_value
return new_value, SMA_max
else
return new_value
end
end
local chart_panel_onresize = function (self)
local width, height = self:GetSize()
local spacement = width - 78 - 60
spacement = spacement / 16
for i = 1, 17 do
local label = self.TimeLabels [i]
label:SetPoint ("bottomleft", self, "bottomleft", 78 + ((i-1)*spacement), self.TimeLabelsHeight)
label.line:SetHeight (height - 45)
end
local spacement = (self.Graphic:GetHeight()) / 8
for i = 1, 8 do
self ["dpsamt"..i]:SetPoint ("TOPLEFT", self, "TOPLEFT", 27, -25 + (-(spacement* (i-1))) )
self ["dpsamt"..i].line:SetWidth (width-20)
end
self.Graphic:SetSize (width - 135, height - 67)
self.Graphic:SetPoint ("topleft", self, "topleft", 108, -35)
end
local chart_panel_add_data = function (self, graphicData, color, name, elapsed_time, lineTexture, smoothLevel, firstIndex)
local f = self
self = self.Graphic
local _data = {}
local max_value = graphicData.max_value
local amount = #graphicData
local scaleW = 1/self:GetWidth()
local content = graphicData
tinsert (content, 1, 0)
tinsert (content, 1, 0)
tinsert (content, #content+1, 0)
tinsert (content, #content+1, 0)
local _i = 3
local graphMaxDps = math.max (self.max_value, max_value)
if (not smoothLevel) then
while (_i <= #content-2) do
local v = (content[_i-2]+content[_i-1]+content[_i]+content[_i+1]+content[_i+2])/5 --> normalize
_data [#_data+1] = {scaleW*(_i-2), v/graphMaxDps} --> x and y coords
_i = _i + 1
end
elseif (smoothLevel == "SHORT") then
while (_i <= #content-2) do
local value = (content[_i] + content[_i+1]) / 2
_data [#_data+1] = {scaleW*(_i-2), value}
_data [#_data+1] = {scaleW*(_i-2), value}
_i = _i + 2
end
elseif (smoothLevel == "SMA") then
reset_SMA()
while (_i <= #content-2) do
local value, is_new_max_value = do_SMA (content[_i], max_value)
if (is_new_max_value) then
max_value = is_new_max_value
end
_data [#_data+1] = {scaleW*(_i-2), value} --> x and y coords
_i = _i + 1
end
elseif (smoothLevel == -1) then
while (_i <= #content-2) do
local current = content[_i]
local minus_2 = content[_i-2] * 0.6
local minus_1 = content[_i-1] * 0.8
local plus_1 = content[_i+1] * 0.8
local plus_2 = content[_i+2] * 0.6
local v = (current + minus_2 + minus_1 + plus_1 + plus_2)/5 --> normalize
_data [#_data+1] = {scaleW*(_i-2), v/graphMaxDps} --> x and y coords
_i = _i + 1
end
elseif (smoothLevel == 1) then
_i = 2
while (_i <= #content-1) do
local v = (content[_i-1]+content[_i]+content[_i+1])/3 --> normalize
_data [#_data+1] = {scaleW*(_i-1), v/graphMaxDps} --> x and y coords
_i = _i + 1
end
elseif (smoothLevel == 2) then
_i = 1
while (_i <= #content) do
local v = content[_i] --> do not normalize
_data [#_data+1] = {scaleW*(_i), v/graphMaxDps} --> x and y coords
_i = _i + 1
end
end
tremove (content, 1)
tremove (content, 1)
tremove (content, #graphicData)
tremove (content, #graphicData)
if (max_value > self.max_value) then
--> normalize previous data
if (self.max_value > 0) then
local normalizePercent = self.max_value / max_value
for dataIndex, Data in ipairs (self.Data) do
local Points = Data.Points
for i = 1, #Points do
Points[i][2] = Points[i][2]*normalizePercent
end
end
end
self.max_value = max_value
f:SetScale (max_value)
end
tinsert (f.GData, {_data, color or line_default_color, lineTexture, max_value, elapsed_time})
if (name) then
f:AddLabel (color or line_default_color, name, "graphic", #f.GData)
end
if (firstIndex) then
if (lineTexture) then
if (not lineTexture:find ("\\") and not lineTexture:find ("//")) then
local path = string.match (debugstack (1, 1, 0), "AddOns\\(.+)LibGraph%-2%.0%.lua")
if path then
lineTexture = "Interface\\AddOns\\" .. path .. lineTexture
else
lineTexture = nil
end
end
end
table.insert (self.Data, 1, {Points = _data, Color = color or line_default_color, lineTexture = lineTexture, ElapsedTime = elapsed_time})
self.NeedsUpdate = true
else
self:AddDataSeries (_data, color or line_default_color, nil, lineTexture)
self.Data [#self.Data].ElapsedTime = elapsed_time
end
local max_time = 0
for _, data in ipairs (self.Data) do
if (data.ElapsedTime > max_time) then
max_time = data.ElapsedTime
end
end
f:SetTime (max_time)
chart_panel_onresize (f)
end
local chart_panel_vlines_on = function (self)
for i = 1, 17 do
local label = self.TimeLabels [i]
label.line:Show()
end
end
local chart_panel_vlines_off = function (self)
for i = 1, 17 do
local label = self.TimeLabels [i]
label.line:Hide()
end
end
local chart_panel_set_title = function (self, title)
self.chart_title.text = title
end
local chart_panel_mousedown = function (self, button)
if (button == "LeftButton" and self.can_move) then
if (not self.isMoving) then
self:StartMoving()
self.isMoving = true
end
elseif (button == "RightButton" and not self.no_right_click_close) then
if (not self.isMoving) then
self:Hide()
end
end
end
local chart_panel_mouseup = function (self, button)
if (button == "LeftButton" and self.isMoving) then
self:StopMovingOrSizing()
self.isMoving = nil
end
end
local chart_panel_hide_close_button = function (self)
self.CloseButton:Hide()
end
local chart_panel_right_click_close = function (self, value)
if (type (value) == "boolean") then
if (value) then
self.no_right_click_close = nil
else
self.no_right_click_close = true
end
end
end
function DF:CreateChartPanel (parent, w, h, name)
if (not name) then
name = "DFPanel" .. DF.PanelCounter
DF.PanelCounter = DF.PanelCounter + 1
end
parent = parent or UIParent
w = w or 800
h = h or 500
local f = CreateFrame ("frame", name, parent)
f:SetSize (w or 500, h or 400)
f:EnableMouse (true)
f:SetMovable (true)
f:SetScript ("OnMouseDown", chart_panel_mousedown)
f:SetScript ("OnMouseUp", chart_panel_mouseup)
f:SetBackdrop (chart_panel_backdrop)
f:SetBackdropColor (.3, .3, .3, .3)
local c = CreateFrame ("Button", nil, f, "UIPanelCloseButton")
c:SetWidth (32)
c:SetHeight (32)
c:SetPoint ("TOPRIGHT", f, "TOPRIGHT", -3, -7)
c:SetFrameLevel (f:GetFrameLevel()+1)
c:SetAlpha (0.9)
f.CloseButton = c
local title = DF:NewLabel (f, nil, "$parentTitle", "chart_title", "Chart!", nil, 20, {1, 1, 0})
title:SetPoint ("topleft", f, "topleft", 110, -13)
f.Overlays = {}
f.OverlaysAmount = 1
f.BoxLabels = {}
f.BoxLabelsAmount = 1
f.ShowHeader = true
f.HeaderOnlyIndicator = false
f.HeaderShowOverlays = true
--graphic
local g = LibStub:GetLibrary("LibGraph-2.0"):CreateGraphLine (name .. "Graphic", f, "topleft","topleft", 108, -35, w - 120, h - 67)
g:SetXAxis (-1,1)
g:SetYAxis (-1,1)
g:SetGridSpacing (false, false)
g:SetGridColor ({0.5,0.5,0.5,0.3})
g:SetAxisDrawing (false,false)
g:SetAxisColor({1.0,1.0,1.0,1.0})
g:SetAutoScale (true)
g:SetLineTexture ("smallline")
g:SetBorderSize ("right", 0.001)
g:SetBorderSize ("left", 0.000)
g:SetBorderSize ("top", 0.002)
g:SetBorderSize ("bottom", 0.001)
g.VerticalLines = {}
g.max_value = 0
g:SetLineTexture ("line")
f.Graphic = g
f.GData = {}
f.OData = {}
f.ChartFrames = {}
--div lines
for i = 1, 8, 1 do
local line = g:CreateTexture (nil, "overlay")
line:SetColorTexture (1, 1, 1, .05)
line:SetWidth (670)
line:SetHeight (1.1)
local s = f:CreateFontString (nil, "overlay", "GameFontHighlightSmall")
f ["dpsamt"..i] = s
s:SetText ("100k")
s:SetPoint ("topleft", f, "topleft", 27, -61 + (-(24.6*i)))
line:SetPoint ("topleft", s, "bottom", -27, 0)
line:SetPoint ("topright", g, "right", 0, 0)
s.line = line
end
--create time labels and the bottom texture to use as a background to these labels
f.TimeLabels = {}
f.TimeLabelsHeight = 16
for i = 1, 17 do
local time = f:CreateFontString (nil, "overlay", "GameFontHighlightSmall")
time:SetText ("00:00")
time:SetPoint ("bottomleft", f, "bottomleft", 78 + ((i-1)*36), f.TimeLabelsHeight)
f.TimeLabels [i] = time
local line = f:CreateTexture (nil, "border")
line:SetSize (1, h-45)
line:SetColorTexture (1, 1, 1, .1)
line:SetPoint ("bottomleft", time, "topright", 0, -10)
line:Hide()
time.line = line
end
local bottom_texture = DF:NewImage (f, nil, 702, 25, "background", nil, nil, "$parentBottomTexture")
bottom_texture:SetColorTexture (.1, .1, .1, .7)
bottom_texture:SetPoint ("topright", g, "bottomright", 0, 0)
bottom_texture:SetPoint ("bottomleft", f, "bottomleft", 8, 12)
f.SetTime = chart_panel_align_timelabels
f.EnableVerticalLines = chart_panel_vlines_on
f.DisableVerticalLines = chart_panel_vlines_off
f.SetTitle = chart_panel_set_title
f.SetScale = chart_panel_set_scale
f.Reset = chart_panel_reset
f.AddLine = chart_panel_add_data
f.CanMove = chart_panel_can_move
f.AddLabel = chart_panel_add_label
f.AddOverlay = chart_panel_add_overlay
f.HideCloseButton = chart_panel_hide_close_button
f.RightClickClose = chart_panel_right_click_close
f.CalcStdDev = calc_stddev
f.CalcLowessSmoothing = calc_lowess_smoothing
f:SetScript ("OnSizeChanged", chart_panel_onresize)
chart_panel_onresize (f)
return f
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ~gframe
local gframe_on_enter_line = function (self)
self:SetBackdropColor (0, 0, 0, 0)
local parent = self:GetParent()
local ball = self.ball
ball:SetBlendMode ("ADD")
local on_enter = parent._onenter_line
if (on_enter) then
return on_enter (self, parent)
end
end
local gframe_on_leave_line = function (self)
self:SetBackdropColor (0, 0, 0, .6)
local parent = self:GetParent()
local ball = self.ball
ball:SetBlendMode ("BLEND")
local on_leave = parent._onleave_line
if (on_leave) then
return on_leave (self, parent)
end
end
local gframe_create_line = function (self)
local index = #self._lines+1
local f = CreateFrame ("frame", nil, self)
self._lines [index] = f
f.id = index
f:SetScript ("OnEnter", gframe_on_enter_line)
f:SetScript ("OnLeave", gframe_on_leave_line)
f:SetWidth (self._linewidth)
if (index == 1) then
f:SetPoint ("topleft", self, "topleft")
f:SetPoint ("bottomleft", self, "bottomleft")
else
local previous_line = self._lines [index-1]
f:SetPoint ("topleft", previous_line, "topright")
f:SetPoint ("bottomleft", previous_line, "bottomright")
end
local t = f:CreateTexture (nil, "background")
t:SetWidth (1)
t:SetPoint ("topright", f, "topright")
t:SetPoint ("bottomright", f, "bottomright")
t:SetColorTexture (1, 1, 1, .1)
f.grid = t
local b = f:CreateTexture (nil, "overlay")
b:SetTexture ([[Interface\COMMON\Indicator-Yellow]])
b:SetSize (16, 16)
f.ball = b
local anchor = CreateFrame ("frame", nil, f)
anchor:SetAllPoints (b)
b.tooltip_anchor = anchor
local spellicon = f:CreateTexture (nil, "artwork")
spellicon:SetPoint ("bottom", b, "bottom", 0, 10)
spellicon:SetSize (16, 16)
f.spellicon = spellicon
local text = f:CreateFontString (nil, "overlay", "GameFontNormal")
local textBackground = f:CreateTexture (nil, "artwork")
textBackground:SetSize (30, 16)
textBackground:SetColorTexture (0, 0, 0, 0.5)
textBackground:SetPoint ("bottom", f.ball, "top", 0, -6)
text:SetPoint ("center", textBackground, "center")
DF:SetFontSize (text, 10)
f.text = text
f.textBackground = textBackground
local timeline = f:CreateFontString (nil, "overlay", "GameFontNormal")
timeline:SetPoint ("bottomright", f, "bottomright", -2, 0)
DF:SetFontSize (timeline, 8)
f.timeline = timeline
return f
end
local gframe_getline = function (self, index)
local line = self._lines [index]
if (not line) then
line = gframe_create_line (self)
end
return line
end
local gframe_reset = function (self)
for i, line in ipairs (self._lines) do
line:Hide()
end
if (self.GraphLib_Lines_Used) then
for i = #self.GraphLib_Lines_Used, 1, -1 do
local line = tremove (self.GraphLib_Lines_Used)
tinsert (self.GraphLib_Lines, line)
line:Hide()
end
end
end
local gframe_update = function (self, lines)
local g = LibStub:GetLibrary ("LibGraph-2.0")
local h = self:GetHeight()/100
local amtlines = #lines
local linewidth = self._linewidth
local max_value = 0
for i = 1, amtlines do
if (lines [i].value > max_value) then
max_value = lines [i].value
end
end
self.MaxValue = max_value
local o = 1
local lastvalue = self:GetHeight()/2
max_value = math.max (max_value, 0.0000001)
for i = 1, min (amtlines, self._maxlines) do
local data = lines [i]
local pvalue = data.value / max_value * 100
if (pvalue > 98) then
pvalue = 98
end
pvalue = pvalue * h
g:DrawLine (self, (o-1)*linewidth, lastvalue, o*linewidth, pvalue, linewidth, {1, 1, 1, 1}, "overlay")
lastvalue = pvalue
local line = self:GetLine (i)
line:Show()
line.ball:Show()
line.ball:SetPoint ("bottomleft", self, "bottomleft", (o*linewidth)-8, pvalue-8)
line.spellicon:SetTexture (nil)
line.timeline:SetText (data.text)
line.timeline:Show()
if (data.utext) then
line.text:Show()
line.textBackground:Show()
line.text:SetText (data.utext)
else
line.text:Hide()
line.textBackground:Hide()
end
line.data = data
o = o + 1
end
end
function DF:CreateGFrame (parent, w, h, linewidth, onenter, onleave, member, name)
local f = CreateFrame ("frame", name, parent)
f:SetSize (w or 450, h or 150)
--f.CustomLine = [[Interface\AddOns\Details\Libs\LibGraph-2.0\line]]
if (member) then
parent [member] = f
end
f.CreateLine = gframe_create_line
f.GetLine = gframe_getline
f.Reset = gframe_reset
f.UpdateLines = gframe_update
f.MaxValue = 0
f._lines = {}
f._onenter_line = onenter
f._onleave_line = onleave
f._linewidth = linewidth or 50
f._maxlines = floor (f:GetWidth() / f._linewidth)
return f
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ~buttoncontainer
function DF:CreateButtonContainer (parent, name)
local f = CreateFrame ("frame", name, parent)
-- f.
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> options tabs and buttons -dot
function DF:FindHighestParent (self)
local f
if (self:GetParent() == UIParent) then
f = self
end
if (not f) then
f = self
for i = 1, 6 do
local parent = f:GetParent()
if (parent == UIParent) then
break
else
f = parent
end
end
end
return f
end
DF.TabContainerFunctions = {}
local button_tab_template = DF.table.copy ({}, DF:GetTemplate ("button", "OPTIONS_BUTTON_TEMPLATE"))
button_tab_template.backdropbordercolor = nil
DF.TabContainerFunctions.CreateUnderlineGlow = function (button)
local selectedGlow = button:CreateTexture (nil, "background", -4)
selectedGlow:SetPoint ("topleft", button.widget, "bottomleft", -7, 0)
selectedGlow:SetPoint ("topright", button.widget, "bottomright", 7, 0)
selectedGlow:SetTexture ([[Interface\BUTTONS\UI-Panel-Button-Glow]])
selectedGlow:SetTexCoord (0, 95/128, 30/64, 38/64)
selectedGlow:SetBlendMode ("ADD")
selectedGlow:SetHeight (8)
selectedGlow:SetAlpha (.75)
selectedGlow:Hide()
button.selectedUnderlineGlow = selectedGlow
end
DF.TabContainerFunctions.OnMouseDown = function (self, button)
--> search for UIParent
local f = DF:FindHighestParent (self)
local container = self:GetParent()
if (button == "LeftButton") then
if (not f.IsMoving and f:IsMovable()) then
f:StartMoving()
f.IsMoving = true
end
elseif (button == "RightButton") then
if (not f.IsMoving and container.IsContainer) then
if (self.IsFrontPage) then
if (container.CanCloseWithRightClick) then
if (f.CloseFunction) then
f:CloseFunction()
else
f:Hide()
end
end
else
--goes back to front page
DF.TabContainerFunctions.SelectIndex (self, _, 1)
end
end
end
end
DF.TabContainerFunctions.OnMouseUp = function (self, button)
local f = DF:FindHighestParent (self)
if (f.IsMoving) then
f:StopMovingOrSizing()
f.IsMoving = false
end
end
DF.TabContainerFunctions.SelectIndex = function (self, fixedParam, menuIndex)
local mainFrame = self.AllFrames and self or self.mainFrame or self:GetParent()
for i = 1, #mainFrame.AllFrames do
mainFrame.AllFrames[i]:Hide()
if (mainFrame.ButtonNotSelectedBorderColor) then
mainFrame.AllButtons[i]:SetBackdropBorderColor (unpack (mainFrame.ButtonNotSelectedBorderColor))
end
if (mainFrame.AllButtons[i].selectedUnderlineGlow) then
mainFrame.AllButtons[i].selectedUnderlineGlow:Hide()
end
end
mainFrame.AllFrames[menuIndex]:Show()
if (mainFrame.ButtonSelectedBorderColor) then
mainFrame.AllButtons[menuIndex]:SetBackdropBorderColor (unpack (mainFrame.ButtonSelectedBorderColor))
end
if (mainFrame.AllButtons[menuIndex].selectedUnderlineGlow) then
mainFrame.AllButtons[menuIndex].selectedUnderlineGlow:Show()
end
mainFrame.CurrentIndex = menuIndex
end
DF.TabContainerFunctions.SetIndex = function (self, index)
self.CurrentIndex = index
end
local tab_container_on_show = function (self)
local index = self.CurrentIndex
self.SelectIndex (self.AllButtons[index], nil, index)
end
function DF:CreateTabContainer (parent, title, frame_name, frame_list, options_table)
local options_text_template = DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE")
local options_dropdown_template = DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE")
local options_switch_template = DF:GetTemplate ("switch", "OPTIONS_CHECKBOX_TEMPLATE")
local options_slider_template = DF:GetTemplate ("slider", "OPTIONS_SLIDER_TEMPLATE")
local options_button_template = DF:GetTemplate ("button", "OPTIONS_BUTTON_TEMPLATE")
options_table = options_table or {}
local frame_width = parent:GetWidth()
local frame_height = parent:GetHeight()
local y_offset = options_table.y_offset or 0
local button_width = options_table.button_width or 160
local button_height = options_table.button_height or 20
local button_anchor_x = options_table.button_x or 230
local button_anchor_y = options_table.button_y or -32
local button_text_size = options_table.button_text_size or 10
local mainFrame = CreateFrame ("frame", frame_name, parent.widget or parent)
mainFrame:SetAllPoints()
DF:Mixin (mainFrame, DF.TabContainerFunctions)
local mainTitle = DF:CreateLabel (mainFrame, title, 24, "white")
mainTitle:SetPoint ("topleft", mainFrame, "topleft", 10, -30 + y_offset)
mainFrame:SetFrameLevel (200)
mainFrame.AllFrames = {}
mainFrame.AllButtons = {}
mainFrame.CurrentIndex = 1
mainFrame.IsContainer = true
mainFrame.ButtonSelectedBorderColor = options_table.button_selected_border_color or {1, 1, 0, 1}
mainFrame.ButtonNotSelectedBorderColor = options_table.button_border_color or {0, 0, 0, 0}
if (options_table.right_click_interact ~= nil) then
mainFrame.CanCloseWithRightClick = options_table.right_click_interact
else
mainFrame.CanCloseWithRightClick = true
end
for i, frame in ipairs (frame_list) do
local f = CreateFrame ("frame", "$parent" .. frame.name, mainFrame)
f:SetAllPoints()
f:SetFrameLevel (210)
f:Hide()
local title = DF:CreateLabel (f, frame.title, 16, "silver")
title:SetPoint ("topleft", mainTitle, "bottomleft", 0, 0)
local tabButton = DF:CreateButton (mainFrame, DF.TabContainerFunctions.SelectIndex, button_width, button_height, frame.title, i, nil, nil, nil, nil, false, button_tab_template)
tabButton:SetFrameLevel (220)
tabButton.textsize = button_text_size
tabButton.mainFrame = mainFrame
DF.TabContainerFunctions.CreateUnderlineGlow (tabButton)
local right_click_to_back
if (i == 1) then
right_click_to_back = DF:CreateLabel (f, "right click to close", 10, "gray")
right_click_to_back:SetPoint ("bottomright", f, "bottomright", -1, options_table.right_click_y or 0)
f.IsFrontPage = true
else
right_click_to_back = DF:CreateLabel (f, "right click to go back to main menu", 10, "gray")
right_click_to_back:SetPoint ("bottomright", f, "bottomright", -1, options_table.right_click_y or 0)
end
if (options_table.hide_click_label) then
right_click_to_back:Hide()
end
f:SetScript ("OnMouseDown", DF.TabContainerFunctions.OnMouseDown)
f:SetScript ("OnMouseUp", DF.TabContainerFunctions.OnMouseUp)
tinsert (mainFrame.AllFrames, f)
tinsert (mainFrame.AllButtons, tabButton)
end
--order buttons
local x = button_anchor_x
local y = button_anchor_y
local space_for_buttons = frame_width - (#frame_list*3) - button_anchor_x
local amount_buttons_per_row = floor (space_for_buttons / button_width)
local last_button = mainFrame.AllButtons[1]
mainFrame.AllButtons[1]:SetPoint ("topleft", mainTitle, "topleft", x, y)
x = x + button_width + 2
for i = 2, #mainFrame.AllButtons do
local button = mainFrame.AllButtons [i]
button:SetPoint ("topleft", mainTitle, "topleft", x, y)
x = x + button_width + 2
if (i % amount_buttons_per_row == 0) then
x = button_anchor_x
y = y - button_height - 1
end
end
--> when show the frame, reset to the current internal index
mainFrame:SetScript ("OnShow", tab_container_on_show)
--> select the first frame
mainFrame.SelectIndex (mainFrame.AllButtons[1], nil, 1)
return mainFrame
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ~listbox
local simple_list_box_ResetWidgets = function (self)
for _, widget in ipairs (self.widgets) do
widget:Hide()
end
self.nextWidget = 1
end
local simple_list_box_onenter = function (self, capsule)
self:GetParent().options.onenter (self, capsule, capsule.value)
end
local simple_list_box_onleave = function (self, capsule)
self:GetParent().options.onleave (self, capsule, capsule.value)
GameTooltip:Hide()
end
local simple_list_box_GetOrCreateWidget = function (self)
local index = self.nextWidget
local widget = self.widgets [index]
if (not widget) then
widget = DF:CreateButton (self, function()end, self.options.width, self.options.row_height, "", nil, nil, nil, nil, nil, nil, DF:GetTemplate ("button", "OPTIONS_BUTTON_TEMPLATE"))
widget:SetHook ("OnEnter", simple_list_box_onenter)
widget:SetHook ("OnLeave", simple_list_box_onleave)
widget.textcolor = self.options.textcolor
widget.textsize = self.options.text_size
widget.onleave_backdrop = self.options.backdrop_color
widget.XButton = DF:CreateButton (widget, function()end, 16, 16)
widget.XButton:SetPoint ("topright", widget.widget, "topright")
widget.XButton:SetIcon ([[Interface\BUTTONS\UI-Panel-MinimizeButton-Up]], 16, 16, "overlay", nil, nil, 0, -4, 0, false)
widget.XButton.icon:SetDesaturated (true)
if (not self.options.show_x_button) then
widget.XButton:Hide()
end
tinsert (self.widgets, widget)
end
self.nextWidget = self.nextWidget + 1
return widget
end
local simple_list_box_RefreshWidgets = function (self)
self:ResetWidgets()
local amt = 0
for value, _ in pairs (self.list_table) do
local widget = self:GetOrCreateWidget()
widget:SetPoint ("topleft", self, "topleft", 1, -self.options.row_height * (self.nextWidget-2) - 4)
widget:SetPoint ("topright", self, "topright", -1, -self.options.row_height * (self.nextWidget-2) - 4)
widget:SetClickFunction (self.func, value)
if (self.options.show_x_button) then
widget.XButton:SetClickFunction (self.options.x_button_func, value)
widget.XButton.value = value
widget.XButton:Show()
else
widget.XButton:Hide()
end
widget.value = value
if (self.options.icon) then
if (type (self.options.icon) == "string" or type (self.options.icon) == "number") then
local coords = type (self.options.iconcoords) == "table" and self.options.iconcoords or {0, 1, 0, 1}
widget:SetIcon (self.options.icon, self.options.row_height - 2, self.options.row_height - 2, "overlay", coords)
elseif (type (self.options.icon) == "function") then
local icon = self.options.icon (value)
if (icon) then
local coords = type (self.options.iconcoords) == "table" and self.options.iconcoords or {0, 1, 0, 1}
widget:SetIcon (icon, self.options.row_height - 2, self.options.row_height - 2, "overlay", coords)
end
end
else
widget:SetIcon ("", self.options.row_height, self.options.row_height)
end
if (self.options.text) then
if (type (self.options.text) == "function") then
local text = self.options.text (value)
if (text) then
widget:SetText (text)
else
widget:SetText ("")
end
else
widget:SetText (self.options.text or "")
end
else
widget:SetText ("")
end
widget.value = value
local r, g, b, a = DF:ParseColors (self.options.backdrop_color)
widget:SetBackdropColor (r, g, b, a)
widget:Show()
amt = amt + 1
end
if (amt == 0) then
self.EmptyLabel:Show()
else
self.EmptyLabel:Hide()
end
end
local backdrop = {bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = true, tileSize = 16, edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1}
local default_options = {
height = 400,
row_height = 16,
width = 230,
icon = false,
text = "",
text_size = 10,
textcolor = "wheat",
backdrop_color = {1, 1, 1, .5},
panel_border_color = {0, 0, 0, 0.5},
onenter = function (self, capsule)
if (capsule) then
capsule.textcolor = "white"
end
end,
onleave = function (self, capsule)
if (capsule) then
capsule.textcolor = self:GetParent().options.textcolor
end
GameTooltip:Hide()
end,
}
local simple_list_box_SetData = function (self, t)
self.list_table = t
end
function DF:CreateSimpleListBox (parent, name, title, empty_text, list_table, onclick, options)
local f = CreateFrame ("frame", name, parent)
f.ResetWidgets = simple_list_box_ResetWidgets
f.GetOrCreateWidget = simple_list_box_GetOrCreateWidget
f.Refresh = simple_list_box_RefreshWidgets
f.SetData = simple_list_box_SetData
f.nextWidget = 1
f.list_table = list_table
f.func = function (self, button, value)
--onclick (value)
DF:QuickDispatch (onclick, value)
f:Refresh()
end
f.widgets = {}
DF:ApplyStandardBackdrop (f)
f.options = options or {}
self.table.deploy (f.options, default_options)
if (f.options.x_button_func) then
local original_X_function = f.options.x_button_func
f.options.x_button_func = function (self, button, value)
DF:QuickDispatch (original_X_function, value)
f:Refresh()
end
end
f:SetBackdropBorderColor (unpack (f.options.panel_border_color))
f:SetSize (f.options.width + 2, f.options.height)
local name = DF:CreateLabel (f, title, 12, "silver")
name:SetTemplate (DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE"))
name:SetPoint ("bottomleft", f, "topleft", 0, 2)
f.Title = name
local emptyLabel = DF:CreateLabel (f, empty_text, 12, "gray")
emptyLabel:SetAlpha (.6)
emptyLabel:SetSize (f.options.width-10, f.options.height)
emptyLabel:SetPoint ("center", 0, 0)
emptyLabel:Hide()
emptyLabel.align = "center"
f.EmptyLabel = emptyLabel
return f
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ~scrollbox
DF.SortFunctions = {}
local SortMember = ""
local SortByMember = function (t1, t2)
return t1[SortMember] > t2[SortMember]
end
local SortByMemberReverse = function (t1, t2)
return t1[SortMember] < t2[SortMember]
end
DF.SortFunctions.Sort = function (self, t, by, is_reverse)
SortMember = by
if (not is_reverse) then
table.sort (t, SortByMember)
else
table.sort (t, SortByMemberReverse)
end
end
DF.ScrollBoxFunctions = {}
DF.ScrollBoxFunctions.Refresh = function (self)
for _, frame in ipairs (self.Frames) do
frame:Hide()
frame._InUse = nil
end
local offset = 0
if (self.IsFauxScroll) then
FauxScrollFrame_Update (self, #self.data, self.LineAmount, self.LineHeight+1)
offset = FauxScrollFrame_GetOffset (self)
end
DF:CoreDispatch ((self:GetName() or "ScrollBox") .. ":Refresh()", self.refresh_func, self, self.data, offset, self.LineAmount)
for _, frame in ipairs (self.Frames) do
if (not frame._InUse) then
frame:Hide()
else
frame:Show()
end
end
self:Show()
if (self.HideScrollBar) then
local frameName = self:GetName()
if (frameName) then
local scrollBar = _G [frameName .. "ScrollBar"]
if (scrollBar) then
scrollBar:Hide()
end
else
end
end
return self.Frames
end
DF.ScrollBoxFunctions.OnVerticalScroll = function (self, offset)
FauxScrollFrame_OnVerticalScroll (self, offset, self.LineHeight, self.Refresh)
return true
end
DF.ScrollBoxFunctions.CreateLine = function (self, func)
if (not func) then
func = self.CreateLineFunc
end
local okay, newLine = pcall (func, self, #self.Frames+1)
if (okay) then
tinsert (self.Frames, newLine)
newLine.Index = #self.Frames
return newLine
else
error ("Details! FrameWork: CreateLine(): " .. newLine)
end
end
DF.ScrollBoxFunctions.GetLine = function (self, line_index)
local line = self.Frames [line_index]
if (line) then
line._InUse = true
end
return line
end
DF.ScrollBoxFunctions.SetData = function (self, data)
self.data = data
end
DF.ScrollBoxFunctions.GetData = function (self)
return self.data
end
DF.ScrollBoxFunctions.GetFrames = function (self)
return self.Frames
end
DF.ScrollBoxFunctions.GetNumFramesCreated = function (self)
return #self.Frames
end
DF.ScrollBoxFunctions.GetNumFramesShown = function (self)
return self.LineAmount
end
DF.ScrollBoxFunctions.SetNumFramesShown = function (self, new_amount)
--> hide frames which won't be used
if (new_amount < #self.Frames) then
for i = new_amount+1, #self.Frames do
self.Frames [i]:Hide()
end
end
--> set the new amount
self.LineAmount = new_amount
end
DF.ScrollBoxFunctions.SetFramesHeight = function (self, new_height)
self.LineHeight = new_height
self:OnSizeChanged()
self:Refresh()
end
DF.ScrollBoxFunctions.OnSizeChanged = function (self)
if (self.ReajustNumFrames) then
--> how many lines the scroll can show
local amountOfFramesToShow = floor (self:GetHeight() / self.LineHeight)
--> how many lines the scroll already have
local totalFramesCreated = self:GetNumFramesCreated()
--> how many lines are current shown
local totalFramesShown = self:GetNumFramesShown()
--> the amount of frames increased
if (amountOfFramesToShow > totalFramesShown) then
for i = totalFramesShown+1, amountOfFramesToShow do
--> check if need to create a new line
if (i > totalFramesCreated) then
self:CreateLine (self.CreateLineFunc)
end
end
--> the amount of frames decreased
elseif (amountOfFramesToShow < totalFramesShown) then
--> hide all frames above the new amount to show
for i = totalFramesCreated, amountOfFramesToShow, -1 do
if (self.Frames [i]) then
self.Frames [i]:Hide()
end
end
end
--> set the new amount of frames
self:SetNumFramesShown (amountOfFramesToShow)
--> refresh lines
self:Refresh()
end
end
function DF:CreateScrollBox (parent, name, refresh_func, data, width, height, line_amount, line_height, create_line_func, auto_amount, no_scroll)
local scroll = CreateFrame ("scrollframe", name, parent, "FauxScrollFrameTemplate")
DF:ApplyStandardBackdrop (scroll)
scroll:SetSize (width, height)
scroll.LineAmount = line_amount
scroll.LineHeight = line_height
scroll.IsFauxScroll = true
scroll.HideScrollBar = no_scroll
scroll.Frames = {}
scroll.ReajustNumFrames = auto_amount
scroll.CreateLineFunc = create_line_func
DF:Mixin (scroll, DF.SortFunctions)
DF:Mixin (scroll, DF.ScrollBoxFunctions)
scroll.refresh_func = refresh_func
scroll.data = data
scroll:SetScript ("OnVerticalScroll", scroll.OnVerticalScroll)
scroll:SetScript ("OnSizeChanged", DF.ScrollBoxFunctions.OnSizeChanged)
return scroll
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ~resizers
function DF:CreateResizeGrips (parent)
if (parent) then
local parentName = parent:GetName()
local leftResizer = CreateFrame ("button", parentName and parentName .. "LeftResizer" or nil, parent)
local rightResizer = CreateFrame ("button", parentName and parentName .. "RightResizer" or nil, parent)
leftResizer:SetPoint ("bottomleft", parent, "bottomleft")
rightResizer:SetPoint ("bottomright", parent, "bottomright")
leftResizer:SetSize (16, 16)
rightResizer:SetSize (16, 16)
rightResizer:SetNormalTexture ([[Interface\CHATFRAME\UI-ChatIM-SizeGrabber-Up]])
rightResizer:SetHighlightTexture ([[Interface\CHATFRAME\UI-ChatIM-SizeGrabber-Highlight]])
rightResizer:SetPushedTexture ([[Interface\CHATFRAME\UI-ChatIM-SizeGrabber-Down]])
leftResizer:SetNormalTexture ([[Interface\CHATFRAME\UI-ChatIM-SizeGrabber-Up]])
leftResizer:SetHighlightTexture ([[Interface\CHATFRAME\UI-ChatIM-SizeGrabber-Highlight]])
leftResizer:SetPushedTexture ([[Interface\CHATFRAME\UI-ChatIM-SizeGrabber-Down]])
leftResizer:GetNormalTexture():SetTexCoord (1, 0, 0, 1)
leftResizer:GetHighlightTexture():SetTexCoord (1, 0, 0, 1)
leftResizer:GetPushedTexture():SetTexCoord (1, 0, 0, 1)
return leftResizer, rightResizer
end
end
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ~keybind
--------------------------------
--> keybind frame ~key
local ignoredKeys = {
["LSHIFT"] = true,
["RSHIFT"] = true,
["LCTRL"] = true,
["RCTRL"] = true,
["LALT"] = true,
["RALT"] = true,
["UNKNOWN"] = true,
}
local mouseKeys = {
["LeftButton"] = "type1",
["RightButton"] = "type2",
["MiddleButton"] = "type3",
["Button4"] = "type4",
["Button5"] = "type5",
["Button6"] = "type6",
["Button7"] = "type7",
["Button8"] = "type8",
["Button9"] = "type9",
["Button10"] = "type10",
["Button11"] = "type11",
["Button12"] = "type12",
["Button13"] = "type13",
["Button14"] = "type14",
["Button15"] = "type15",
["Button16"] = "type16",
}
local keysToMouse = {
["type1"] = "LeftButton",
["type2"] = "RightButton",
["type3"] = "MiddleButton",
["type4"] = "Button4",
["type5"] = "Button5",
["type6"] = "Button6",
["type7"] = "Button7",
["type8"] = "Button8",
["type9"] = "Button9",
["type10"] = "Button10",
["type11"] = "Button11",
["type12"] = "Button12",
["type13"] = "Button13",
["type14"] = "Button14",
["type15"] = "Button15",
["type16"] = "Button16",
}
local keybind_set_data = function (self, new_data_table)
self.Data = new_data_table
self.keybindScroll:UpdateScroll()
end
function DF:CreateKeybindBox (parent, name, data, callback, width, height, line_amount, line_height)
local options_text_template = DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE")
local options_dropdown_template = DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE")
local options_switch_template = DF:GetTemplate ("switch", "OPTIONS_CHECKBOX_TEMPLATE")
local options_slider_template = DF:GetTemplate ("slider", "OPTIONS_SLIDER_TEMPLATE")
local options_button_template = DF:GetTemplate ("button", "OPTIONS_BUTTON_TEMPLATE")
local SCROLL_ROLL_AMOUNT = line_amount
--keybind set frame
local new_keybind_frame = CreateFrame ("frame", name, parent)
new_keybind_frame:SetSize (width, height)
-- keybind scrollframe
local keybindScroll = CreateFrame ("scrollframe", "$parentScrollFrame", new_keybind_frame, "FauxScrollFrameTemplate")
keybindScroll:SetSize (1019, 348)
keybindScroll.Frames = {}
new_keybind_frame.keybindScroll = keybindScroll
--waiting the player to press a key
new_keybind_frame.IsListening = false
--check for valid data table
if (type (data) ~= "table") then
print ("error: data must be a table. DF > CreateKeybindBox()")
return
end
if (not next (data)) then
--> build data table for the character class
local _, unitClass = UnitClass ("player")
if (unitClass) then
local specIds = DF:GetClassSpecIDs (unitClass)
if (specIds) then
for _, specId in ipairs (specIds) do
data [specId] = {}
end
end
end
end
new_keybind_frame.Data = data
new_keybind_frame.SetData = keybind_set_data
new_keybind_frame.EditingSpec = DF:GetCurrentSpec()
new_keybind_frame.CurrentKeybindEditingSet = new_keybind_frame.Data [new_keybind_frame.EditingSpec]
local allSpecButtons = {}
local switch_spec = function (self, button, specID)
new_keybind_frame.EditingSpec = specID
new_keybind_frame.CurrentKeybindEditingSet = new_keybind_frame.Data [specID]
for _, button in ipairs (allSpecButtons) do
button.selectedTexture:Hide()
end
self.MyObject.selectedTexture:Show()
--feedback ao jogador uma vez que as keybinds podem ter o mesmo valor
C_Timer.After (.04, function() new_keybind_frame:Hide() end)
C_Timer.After (.06, function() new_keybind_frame:Show() end)
--atualiza a scroll
keybindScroll:UpdateScroll()
end
--choose which spec to use
local spec1 = DF:CreateButton (new_keybind_frame, switch_spec, 160, 20, "Spec1 Placeholder Text", 1, _, _, "SpecButton1", _, 0, options_button_template, options_text_template)
local spec2 = DF:CreateButton (new_keybind_frame, switch_spec, 160, 20, "Spec2 Placeholder Text", 1, _, _, "SpecButton2", _, 0, options_button_template, options_text_template)
local spec3 = DF:CreateButton (new_keybind_frame, switch_spec, 160, 20, "Spec3 Placeholder Text", 1, _, _, "SpecButton3", _, 0, options_button_template, options_text_template)
local spec4 = DF:CreateButton (new_keybind_frame, switch_spec, 160, 20, "Spec4 Placeholder Text", 1, _, _, "SpecButton4", _, 0, options_button_template, options_text_template)
--format the button label and icon with the spec information
local className, class = UnitClass ("player")
local i = 1
local specIds = DF:GetClassSpecIDs (class)
for index, specId in ipairs (specIds) do
local button = new_keybind_frame ["SpecButton" .. index]
local spec_id, spec_name, spec_description, spec_icon, spec_background, spec_role, spec_class = GetSpecializationInfoByID (specId)
button.text = spec_name
button:SetClickFunction (switch_spec, specId)
button:SetIcon (spec_icon)
button.specID = specId
local selectedTexture = button:CreateTexture (nil, "background")
selectedTexture:SetAllPoints()
selectedTexture:SetColorTexture (1, 1, 1, 0.5)
if (specId ~= new_keybind_frame.EditingSpec) then
selectedTexture:Hide()
end
button.selectedTexture = selectedTexture
tinsert (allSpecButtons, button)
i = i + 1
end
local specsTitle = DF:CreateLabel (new_keybind_frame, "Config keys for spec:", 12, "silver")
specsTitle:SetPoint ("topleft", new_keybind_frame, "topleft", 10, mainStartY)
keybindScroll:SetPoint ("topleft", specsTitle.widget, "bottomleft", 0, -120)
spec1:SetPoint ("topleft", specsTitle, "bottomleft", 0, -10)
spec2:SetPoint ("topleft", specsTitle, "bottomleft", 0, -30)
spec3:SetPoint ("topleft", specsTitle, "bottomleft", 0, -50)
if (class == "DRUID") then
spec4:SetPoint ("topleft", specsTitle, "bottomleft", 0, -70)
end
local enter_the_key = CreateFrame ("frame", nil, new_keybind_frame)
enter_the_key:SetFrameStrata ("tooltip")
enter_the_key:SetSize (200, 60)
enter_the_key:SetBackdrop ({bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = true, tileSize = 16, edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1})
enter_the_key:SetBackdropColor (0, 0, 0, 1)
enter_the_key:SetBackdropBorderColor (1, 1, 1, 1)
enter_the_key.text = DF:CreateLabel (enter_the_key, "- Press a keyboard key to bind.\n- Click to bind a mouse button.\n- Press escape to cancel.", 11, "orange")
enter_the_key.text:SetPoint ("center", enter_the_key, "center")
enter_the_key:Hide()
local registerKeybind = function (self, key)
if (ignoredKeys [key]) then
return
end
if (key == "ESCAPE") then
enter_the_key:Hide()
new_keybind_frame.IsListening = false
new_keybind_frame:SetScript ("OnKeyDown", nil)
return
end
local bind = (IsShiftKeyDown() and "SHIFT-" or "") .. (IsControlKeyDown() and "CTRL-" or "") .. (IsAltKeyDown() and "ALT-" or "")
bind = bind .. key
--adiciona para a tabela de keybinds
local keybind = new_keybind_frame.CurrentKeybindEditingSet [self.keybindIndex]
keybind.key = bind
new_keybind_frame.IsListening = false
new_keybind_frame:SetScript ("OnKeyDown", nil)
enter_the_key:Hide()
new_keybind_frame.keybindScroll:UpdateScroll()
DF:QuickDispatch (callback)
end
local set_keybind_key = function (self, button, keybindIndex)
if (new_keybind_frame.IsListening) then
key = mouseKeys [button] or button
return registerKeybind (new_keybind_frame, key)
end
new_keybind_frame.IsListening = true
new_keybind_frame.keybindIndex = keybindIndex
new_keybind_frame:SetScript ("OnKeyDown", registerKeybind)
enter_the_key:Show()
enter_the_key:SetPoint ("bottom", self, "top")
end
local new_key_bind = function (self, button, specID)
tinsert (new_keybind_frame.CurrentKeybindEditingSet, {key = "-none-", action = "_target", actiontext = ""})
FauxScrollFrame_SetOffset (new_keybind_frame.keybindScroll, max (#new_keybind_frame.CurrentKeybindEditingSet-SCROLL_ROLL_AMOUNT, 0))
new_keybind_frame.keybindScroll:UpdateScroll()
end
local set_action_text = function (keybindIndex, _, text)
local keybind = new_keybind_frame.CurrentKeybindEditingSet [keybindIndex]
keybind.actiontext = text
DF:QuickDispatch (callback)
end
local set_action_on_espace_press = function (textentry, capsule)
capsule = capsule or textentry.MyObject
local keybind = new_keybind_frame.CurrentKeybindEditingSet [capsule.CurIndex]
textentry:SetText (keybind.actiontext)
DF:QuickDispatch (callback)
end
local lock_textentry = {
["_target"] = true,
["_taunt"] = true,
["_interrupt"] = true,
["_dispel"] = true,
["_spell"] = false,
["_macro"] = false,
}
local change_key_action = function (self, keybindIndex, value)
local keybind = new_keybind_frame.CurrentKeybindEditingSet [keybindIndex]
keybind.action = value
new_keybind_frame.keybindScroll:UpdateScroll()
DF:QuickDispatch (callback)
end
local fill_action_dropdown = function()
local locClass, class = UnitClass ("player")
local taunt = ""
local interrupt = ""
local dispel = ""
if (type (dispel) == "table") then
local dispelString = "\n"
for specID, spellid in pairs (dispel) do
local specid, specName = GetSpecializationInfoByID (specID)
local spellName = GetSpellInfo (spellid)
dispelString = dispelString .. "|cFFE5E5E5" .. specName .. "|r: |cFFFFFFFF" .. spellName .. "\n"
end
dispel = dispelString
else
dispel = ""
end
return {
--{value = "_target", label = "Target", onclick = change_key_action, desc = "Target the unit"},
--{value = "_taunt", label = "Taunt", onclick = change_key_action, desc = "Cast the taunt spell for your class\n\n|cFFFFFFFFSpell: " .. taunt},
--{value = "_interrupt", label = "Interrupt", onclick = change_key_action, desc = "Cast the interrupt spell for your class\n\n|cFFFFFFFFSpell: " .. interrupt},
--{value = "_dispel", label = "Dispel", onclick = change_key_action, desc = "Cast the interrupt spell for your class\n\n|cFFFFFFFFSpell: " .. dispel},
{value = "_spell", label = "Cast Spell", onclick = change_key_action, desc = "Type the spell name in the text box"},
{value = "_macro", label = "Run Macro", onclick = change_key_action, desc = "Type your macro in the text box"},
}
end
local copy_keybind = function (self, button, keybindIndex)
local keybind = new_keybind_frame.CurrentKeybindEditingSet [keybindIndex]
for specID, t in pairs (new_keybind_frame.Data) do
if (specID ~= new_keybind_frame.EditingSpec) then
local key = CopyTable (keybind)
local specid, specName = GetSpecializationInfoByID (specID)
tinsert (new_keybind_frame.Data [specID], key)
DF:Msg ("Keybind copied to " .. specName)
end
end
DF:QuickDispatch (callback)
end
local delete_keybind = function (self, button, keybindIndex)
tremove (new_keybind_frame.CurrentKeybindEditingSet, keybindIndex)
new_keybind_frame.keybindScroll:UpdateScroll()
DF:QuickDispatch (callback)
end
local newTitle = DF:CreateLabel (new_keybind_frame, "Create a new Keybind:", 12, "silver")
newTitle:SetPoint ("topleft", new_keybind_frame, "topleft", 200, mainStartY)
local createNewKeybind = DF:CreateButton (new_keybind_frame, new_key_bind, 160, 20, "New Key Bind", 1, _, _, "NewKeybindButton", _, 0, options_button_template, options_text_template)
createNewKeybind:SetPoint ("topleft", newTitle, "bottomleft", 0, -10)
--createNewKeybind:SetIcon ([[Interface\Buttons\UI-GuildButton-PublicNote-Up]])
local update_keybind_list = function (self)
local keybinds = new_keybind_frame.CurrentKeybindEditingSet
FauxScrollFrame_Update (self, #keybinds, SCROLL_ROLL_AMOUNT, 21)
local offset = FauxScrollFrame_GetOffset (self)
for i = 1, SCROLL_ROLL_AMOUNT do
local index = i + offset
local f = self.Frames [i]
local data = keybinds [index]
if (data) then
--index
f.Index.text = index
--keybind
local keyBindText = keysToMouse [data.key] or data.key
keyBindText = keyBindText:gsub ("type1", "LeftButton")
keyBindText = keyBindText:gsub ("type2", "RightButton")
keyBindText = keyBindText:gsub ("type3", "MiddleButton")
f.KeyBind.text = keyBindText
f.KeyBind:SetClickFunction (set_keybind_key, index, nil, "left")
f.KeyBind:SetClickFunction (set_keybind_key, index, nil, "right")
--action
f.ActionDrop:SetFixedParameter (index)
f.ActionDrop:Select (data.action)
--action text
f.ActionText.text = data.actiontext
f.ActionText:SetEnterFunction (set_action_text, index)
f.ActionText.CurIndex = index
if (lock_textentry [data.action]) then
f.ActionText:Disable()
else
f.ActionText:Enable()
end
--copy
f.Copy:SetClickFunction (copy_keybind, index)
--delete
f.Delete:SetClickFunction (delete_keybind, index)
f:Show()
else
f:Hide()
end
end
self:Show()
end
keybindScroll:SetScript ("OnVerticalScroll", function (self, offset)
FauxScrollFrame_OnVerticalScroll (self, offset, 21, update_keybind_list)
end)
keybindScroll.UpdateScroll = update_keybind_list
local backdropColor = {.3, .3, .3, .3}
local backdropColorOnEnter = {.6, .6, .6, .6}
local on_enter = function (self)
self:SetBackdropColor (unpack (backdropColorOnEnter))
end
local on_leave = function (self)
self:SetBackdropColor (unpack (backdropColor))
end
local font = "GameFontHighlightSmall"
for i = 1, SCROLL_ROLL_AMOUNT do
local f = CreateFrame ("frame", "$KeyBindFrame" .. i, keybindScroll)
f:SetSize (1009, 20)
f:SetPoint ("topleft", keybindScroll, "topleft", 0, -(i-1)*29)
f:SetBackdrop ({bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true})
f:SetBackdropColor (unpack (backdropColor))
f:SetScript ("OnEnter", on_enter)
f:SetScript ("OnLeave", on_leave)
tinsert (keybindScroll.Frames, f)
f.Index = DF:CreateLabel (f, "1")
f.KeyBind = DF:CreateButton (f, set_key_bind, 100, 20, "", _, _, _, "SetNewKeybindButton", _, 0, options_button_template, options_text_template)
f.ActionDrop = DF:CreateDropDown (f, fill_action_dropdown, 0, 120, 20, "ActionDropdown", _, options_dropdown_template)
f.ActionText = DF:CreateTextEntry (f, function()end, 660, 20, "TextBox", _, _, options_dropdown_template)
f.Copy = DF:CreateButton (f, copy_keybind, 20, 20, "", _, _, _, "CopyKeybindButton", _, 0, options_button_template, options_text_template)
f.Delete = DF:CreateButton (f, delete_keybind, 16, 20, "", _, _, _, "DeleteKeybindButton", _, 2, options_button_template, options_text_template)
f.Index:SetPoint ("left", f, "left", 10, 0)
f.KeyBind:SetPoint ("left", f, "left", 43, 0)
f.ActionDrop:SetPoint ("left", f, "left", 150, 0)
f.ActionText:SetPoint ("left", f, "left", 276, 0)
f.Copy:SetPoint ("left", f, "left", 950, 0)
f.Delete:SetPoint ("left", f, "left", 990, 0)
f.Copy:SetIcon ([[Interface\Buttons\UI-GuildButton-PublicNote-Up]], nil, nil, nil, nil, nil, nil, 4)
f.Delete:SetIcon ([[Interface\Buttons\UI-StopButton]], nil, nil, nil, nil, nil, nil, 4)
f.Copy.tooltip = "copy this keybind to other specs"
f.Delete.tooltip = "erase this keybind"
--editbox
f.ActionText:SetJustifyH ("left")
f.ActionText:SetHook ("OnEscapePressed", set_action_on_espace_press)
f.ActionText:SetHook ("OnEditFocusGained", function()
local playerSpells = {}
local tab, tabTex, offset, numSpells = GetSpellTabInfo (2)
for i = 1, numSpells do
local index = offset + i
local spellType, spellId = GetSpellBookItemInfo (index, "player")
if (spellType == "SPELL") then
local spellName = GetSpellInfo (spellId)
tinsert (playerSpells, spellName)
end
end
f.ActionText.WordList = playerSpells
end)
f.ActionText:SetAsAutoComplete ("WordList")
end
local header = CreateFrame ("frame", "$parentOptionsPanelFrameHeader", keybindScroll)
header:SetPoint ("bottomleft", keybindScroll, "topleft", 0, 2)
header:SetPoint ("bottomright", keybindScroll, "topright", 0, 2)
header:SetHeight (16)
header.Index = DF:CreateLabel (header, "Index", DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE"))
header.Key = DF:CreateLabel (header, "Key", DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE"))
header.Action = DF:CreateLabel (header, "Action", DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE"))
header.Macro = DF:CreateLabel (header, "Spell Name / Macro", DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE"))
header.Copy = DF:CreateLabel (header, "Copy", DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE"))
header.Delete = DF:CreateLabel (header, "Delete", DF:GetTemplate ("font", "OPTIONS_FONT_TEMPLATE"))
header.Index:SetPoint ("left", header, "left", 10, 0)
header.Key:SetPoint ("left", header, "left", 43, 0)
header.Action:SetPoint ("left", header, "left", 150, 0)
header.Macro:SetPoint ("left", header, "left", 276, 0)
header.Copy:SetPoint ("left", header, "left", 950, 0)
header.Delete:SetPoint ("left", header, "left", 990, 0)
new_keybind_frame:SetScript ("OnShow", function()
--new_keybind_frame.EditingSpec = EnemyGrid.CurrentSpec
--new_keybind_frame.CurrentKeybindEditingSet = EnemyGrid.CurrentKeybindSet
for _, button in ipairs (allSpecButtons) do
if (new_keybind_frame.EditingSpec ~= button.specID) then
button.selectedTexture:Hide()
else
button.selectedTexture:Show()
end
end
keybindScroll:UpdateScroll()
end)
new_keybind_frame:SetScript ("OnHide", function()
if (new_keybind_frame.IsListening) then
new_keybind_frame.IsListening = false
new_keybind_frame:SetScript ("OnKeyDown", nil)
end
end)
return new_keybind_frame
end
function DF:BuildKeybindFunctions (data, prefix)
--~keybind
local classLoc, class = UnitClass ("player")
local bindingList = data
local bindString = "self:ClearBindings();"
local bindKeyBindTypeFunc = [[local unitFrame = ...;]]
local bindMacroTextFunc = [[local unitFrame = ...;]]
local isMouseBinding
for i = 1, #bindingList do
local bind = bindingList [i]
local bindType
--which button to press
if (bind.key:find ("type")) then
local keyNumber = tonumber (bind.key:match ("%d"))
bindType = keyNumber
isMouseBinding = true
else
bindType = prefix .. "" .. i
bindString = bindString .. "self:SetBindingClick (0, '" .. bind.key .. "', self:GetName(), '" .. bindType .. "');"
bindType = "-" .. prefix .. "" .. i
isMouseBinding = nil
end
--keybind type
local shift, alt, ctrl = bind.key:match ("SHIFT"), bind.key:match ("ALT"), bind.key:match ("CTRL")
local CommandKeys = alt and alt .. "-" or ""
CommandKeys = ctrl and CommandKeys .. ctrl .. "-" or CommandKeys
CommandKeys = shift and CommandKeys .. shift .. "-" or CommandKeys
local keyBindType
if (isMouseBinding) then
keyBindType = [[unitFrame:SetAttribute ("@COMMANDtype@BINDTYPE", "macro");]]
else
keyBindType = [[unitFrame:SetAttribute ("type@BINDTYPE", "macro");]]
end
keyBindType = keyBindType:gsub ("@BINDTYPE", bindType)
keyBindType = keyBindType:gsub ("@COMMAND", CommandKeys)
bindKeyBindTypeFunc = bindKeyBindTypeFunc .. keyBindType
--spell or macro
if (bind.action == "_spell") then
local macroTextLine
if (isMouseBinding) then
macroTextLine = [[unitFrame:SetAttribute ("@COMMANDmacrotext@BINDTYPE", "/cast [@mouseover] @SPELL");]]
else
macroTextLine = [[unitFrame:SetAttribute ("macrotext@BINDTYPE", "/cast [@mouseover] @SPELL");]]
end
macroTextLine = macroTextLine:gsub ("@BINDTYPE", bindType)
macroTextLine = macroTextLine:gsub ("@SPELL", bind.actiontext)
macroTextLine = macroTextLine:gsub ("@COMMAND", CommandKeys)
bindMacroTextFunc = bindMacroTextFunc .. macroTextLine
elseif (bind.action == "_macro") then
local macroTextLine
if (isMouseBinding) then
macroTextLine = [[unitFrame:SetAttribute ("@COMMANDmacrotext@BINDTYPE", "@MACRO");]]
else
macroTextLine = [[unitFrame:SetAttribute ("macrotext@BINDTYPE", "@MACRO");]]
end
macroTextLine = macroTextLine:gsub ("@BINDTYPE", bindType)
macroTextLine = macroTextLine:gsub ("@MACRO", bind.actiontext)
macroTextLine = macroTextLine:gsub ("@COMMAND", CommandKeys)
bindMacroTextFunc = bindMacroTextFunc .. macroTextLine
end
end
--~key
local bindTypeFuncLoaded = loadstring (bindKeyBindTypeFunc)
local bindMacroFuncLoaded = loadstring (bindMacroTextFunc)
if (not bindMacroFuncLoaded or not bindTypeFuncLoaded) then
return
end
return bindString, bindTypeFuncLoaded, bindMacroFuncLoaded
end
function DF:SetKeybindsOnProtectedFrame (frame, bind_string, bind_type_func, bind_macro_func)
bind_type_func (frame)
bind_macro_func (frame)
frame:SetAttribute ("_onenter", bind_string)
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ~standard backdrop
function DF:ApplyStandardBackdrop (f, darkTheme, alphaScale)
alphaScale = alphaScale or 1.0
if (darkTheme) then
f:SetBackdrop ({edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Cooldown\cooldown2]], tileSize = 32, tile = true})
f:SetBackdropBorderColor (0, 0, 0, 1)
f:SetBackdropColor (.54, .54, .54, .54 * alphaScale)
else
f:SetBackdrop ({edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true})
f:SetBackdropBorderColor (0, 0, 0, 1)
f:SetBackdropColor (0, 0, 0, 0.2 * alphaScale)
end
if (not f.__background) then
f.__background = f:CreateTexture (nil, "background")
end
f.__background:SetColorTexture (0.2317647, 0.2317647, 0.2317647)
f.__background:SetVertexColor (0.27, 0.27, 0.27)
f.__background:SetAlpha (0.8 * alphaScale)
f.__background:SetVertTile (true)
f.__background:SetHorizTile (true)
f.__background:SetAllPoints()
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ~title bar
DF.TitleFunctions = {
SetTitle = function (self, titleText, titleColor, font, size)
self.TitleLabel:SetText (titleText or self.TitleLabel:GetText())
if (titleColor) then
local r, g, b, a = DF:ParseColors (titleColor)
self.TitleLabel:SetTextColor (r, g, b, a)
end
if (font) then
DF:SetFontFace (self.TitleLabel, font)
end
if (size) then
DF:SetFontSize (self.TitleLabel, size)
end
end
}
function DF:CreateTitleBar (f, titleText)
local titleBar = CreateFrame ("frame", f:GetName() and f:GetName() .. "TitleBar" or nil, f)
titleBar:SetPoint ("topleft", f, "topleft", 2, -3)
titleBar:SetPoint ("topright", f, "topright", -2, -3)
titleBar:SetHeight (20)
titleBar:SetBackdrop (SimplePanel_frame_backdrop) --it's an upload from this file
titleBar:SetBackdropColor (.2, .2, .2, 1)
titleBar:SetBackdropBorderColor (0, 0, 0, 1)
local closeButton = CreateFrame ("button", titleBar:GetName() and titleBar:GetName() .. "CloseButton" or nil, titleBar)
closeButton:SetSize (16, 16)
closeButton:SetNormalTexture (DF.folder .. "icons")
closeButton:SetHighlightTexture (DF.folder .. "icons")
closeButton:SetPushedTexture (DF.folder .. "icons")
closeButton:GetNormalTexture():SetTexCoord (0, 16/128, 0, 1)
closeButton:GetHighlightTexture():SetTexCoord (0, 16/128, 0, 1)
closeButton:GetPushedTexture():SetTexCoord (0, 16/128, 0, 1)
closeButton:SetAlpha (0.7)
closeButton:SetScript ("OnClick", simple_panel_close_click) --upvalue from this file
local titleLabel = titleBar:CreateFontString (titleBar:GetName() and titleBar:GetName() .. "TitleText" or nil, "overlay", "GameFontNormal")
titleLabel:SetTextColor (.8, .8, .8, 1)
titleLabel:SetText (titleText or "")
--anchors
closeButton:SetPoint ("right", titleBar, "right", -2, 0)
titleLabel:SetPoint ("center", titleBar, "center")
--members
f.TitleBar = titleBar
f.CloseButton = closeButton
f.TitleLabel = titleLabel
DF:Mixin (f, DF.TitleFunctions)
return titleBar
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ~icon row
DF.IconRowFunctions = {
GetIcon = function (self)
local iconFrame = self.IconPool [self.NextIcon]
if (not iconFrame) then
local newIconFrame = CreateFrame ("frame", "$parentIcon" .. self.NextIcon, self)
newIconFrame:SetSize (self.options.icon_width, self.options.icon_height)
newIconFrame.Texture = newIconFrame:CreateTexture (nil, "background")
newIconFrame.Texture:SetAllPoints()
newIconFrame:SetBackdrop ({edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1})
newIconFrame:SetBackdropBorderColor (0, 0, 0, 0)
newIconFrame:EnableMouse (false)
local cooldownFrame = CreateFrame ("cooldown", "$parentIconCooldown" .. self.NextIcon, newIconFrame, "CooldownFrameTemplate")
cooldownFrame:SetAllPoints()
cooldownFrame:EnableMouse (false)
cooldownFrame:SetFrameLevel (newIconFrame:GetFrameLevel()+1)
newIconFrame.CountdownText = cooldownFrame:CreateFontString (nil, "overlay", "GameFontNormal")
newIconFrame.CountdownText:SetPoint ("center")
newIconFrame.CountdownText:Hide()
newIconFrame.Desc = newIconFrame:CreateFontString (nil, "overlay", "GameFontNormal")
newIconFrame.Desc:SetPoint ("bottom", newIconFrame, "top", 0, 2)
newIconFrame.Desc:Hide()
newIconFrame.Cooldown = cooldownFrame
self.IconPool [self.NextIcon] = newIconFrame
iconFrame = newIconFrame
end
iconFrame:ClearAllPoints()
local anchor = self.options.anchor
local anchorTo = self.NextIcon == 1 and self or self.IconPool [self.NextIcon - 1]
local xPadding = self.NextIcon == 1 and self.options.left_padding or self.options.icon_padding
local growDirection = self.options.grow_direction
if (growDirection == 1) then --grow to right
if (self.NextIcon == 1) then
iconFrame:SetPoint ("left", anchorTo, "left", xPadding, 0)
else
iconFrame:SetPoint ("left", anchorTo, "right", xPadding, 0)
end
elseif (growDirection == 2) then --grow to left
if (self.NextIcon == 1) then
iconFrame:SetPoint ("right", anchorTo, "right", xPadding, 0)
else
iconFrame:SetPoint ("right", anchorTo, "left", xPadding, 0)
end
end
DF:SetFontColor (iconFrame.CountdownText, self.options.text_color)
self.NextIcon = self.NextIcon + 1
return iconFrame
end,
SetIcon = function (self, spellId, borderColor, startTime, duration, forceTexture, descText)
local spellName, _, spellIcon
if (not forceTexture) then
spellName, _, spellIcon = GetSpellInfo (spellId)
else
spellIcon = forceTexture
end
if (spellIcon) then
local iconFrame = self:GetIcon()
iconFrame.Texture:SetTexture (spellIcon)
iconFrame.Texture:SetTexCoord (unpack (self.options.texcoord))
if (borderColor) then
iconFrame:SetBackdropBorderColor (Plater:ParseColors (borderColor))
else
iconFrame:SetBackdropBorderColor (0, 0, 0 ,0)
end
if (startTime) then
CooldownFrame_Set (iconFrame.Cooldown, startTime, duration, true, true)
if (self.options.show_text) then
iconFrame.CountdownText:Show()
iconFrame.CountdownText:SetText (floor (startTime + duration - GetTime()))
iconFrame.Cooldown:SetHideCountdownNumbers (true)
else
iconFrame.CountdownText:Hide()
iconFrame.Cooldown:SetHideCountdownNumbers (false)
end
else
iconFrame.CountdownText:Hide()
end
if (descText and self.options.desc_text) then
iconFrame.Desc:Show()
iconFrame.Desc:SetText (descText.text)
iconFrame.Desc:SetTextColor (DF:ParseColors (descText.text_color or self.options.desc_text_color))
DF:SetFontSize (iconFrame.Desc, descText.text_size or self.options.desc_text_size)
else
iconFrame.Desc:Hide()
end
iconFrame:SetSize (self.options.icon_width, self.options.icon_height)
iconFrame:Show()
--> update the size of the frame
self:SetWidth ((self.options.left_padding * 2) + (self.options.icon_padding * (self.NextIcon-2)) + (self.options.icon_width * (self.NextIcon - 1)))
self:SetHeight (self.options.icon_height + (self.options.top_padding * 2))
--> show the frame
self:Show()
return iconFrame
end
end,
ClearIcons = function (self)
for i = 1, self.NextIcon -1 do
self.IconPool [i]:Hide()
end
self.NextIcon = 1
self:Hide()
end,
GetIconGrowDirection = function (self)
local side = self.options.anchor.side
if (side == 1) then
return 1
elseif (side == 2) then
return 2
elseif (side == 3) then
return 1
elseif (side == 4) then
return 1
elseif (side == 5) then
return 2
elseif (side == 6) then
return 1
elseif (side == 7) then
return 2
elseif (side == 8) then
return 1
elseif (side == 9) then
return 1
elseif (side == 10) then
return 1
elseif (side == 11) then
return 2
elseif (side == 12) then
return 1
elseif (side == 13) then
return 1
end
end,
OnOptionChanged = function (self, optionName)
self:SetBackdropColor (unpack (self.options.backdrop_color))
self:SetBackdropBorderColor (unpack (self.options.backdrop_border_color))
end,
}
local default_icon_row_options = {
icon_width = 20,
icon_height = 20,
texcoord = {.1, .9, .1, .9},
show_text = true,
text_color = {1, 1, 1, 1},
desc_text = true,
desc_text_color = {1, 1, 1, 1},
desc_text_size = 7,
left_padding = 1, --distance between right and left
top_padding = 1, --distance between top and bottom
icon_padding = 1, --distance between each icon
backdrop = {},
backdrop_color = {0, 0, 0, 0.5},
backdrop_border_color = {0, 0, 0, 1},
anchor = {side = 6, x = 2, y = 0},
grow_direction = 1, --1 = to right 2 = to left
}
function DF:CreateIconRow (parent, name, options)
local f = CreateFrame ("frame", name, parent)
f.IconPool = {}
f.NextIcon = 1
DF:Mixin (f, DF.IconRowFunctions)
DF:Mixin (f, DF.OptionsFunctions)
f:BuildOptionsTable (default_icon_row_options, options)
f:SetSize (f.options.icon_width, f.options.icon_height + (f.options.top_padding * 2))
f:SetBackdrop (f.options.backdrop)
f:SetBackdropColor (unpack (f.options.backdrop_color))
f:SetBackdropBorderColor (unpack (f.options.backdrop_border_color))
return f
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> ~header
DF.HeaderFunctions = {
AddFrameToHeaderAlignment = function (self, frame)
self.FramesToAlign = self.FramesToAlign or {}
tinsert (self.FramesToAlign, frame)
end,
AlignWithHeader = function (self, headerFrame, anchor)
local headerFrames = headerFrame.HeadersCreated
anchor = anchor or "topleft"
for i = 1, #self.FramesToAlign do
local frame = self.FramesToAlign [i]
frame:ClearAllPoints()
local headerFrame = headerFrames [i]
frame:SetPoint (anchor, self, anchor, headerFrame.XPosition, 0)
end
end,
}
DF.HeaderCoreFunctions = {
SetHeaderTable = function (self, newTable)
self.HeadersCreated = self.HeadersCreated or {}
self.HeaderTable = newTable
self.NextHeader = 1
self.HeaderWidth = 0
self.HeaderHeight = 0
self:Refresh()
end,
Refresh = function (self)
--> refresh background frame
self:SetBackdrop (self.options.backdrop)
self:SetBackdropColor (unpack (self.options.backdrop_color))
self:SetBackdropBorderColor (unpack (self.options.backdrop_border_color))
--> reset all header frames
for i = 1, #self.HeadersCreated do
self.HeadersCreated [i].InUse = false
self.HeadersCreated [i]:Hide()
end
local previousHeaderFrame
local growDirection = string.lower (self.options.grow_direction)
--> update header frames
local headerSize = #self.HeaderTable
for i = 1, headerSize do
local headerFrame = self:GetNextHeader()
self:UpdateHeaderFrame (headerFrame, i)
--> grow direction
if (not previousHeaderFrame) then
headerFrame:SetPoint ("topleft", self, "topleft", 0, 0)
else
if (growDirection == "right") then
headerFrame:SetPoint ("topleft", previousHeaderFrame, "topright", self.options.padding, 0)
elseif (growDirection == "left") then
headerFrame:SetPoint ("topright", previousHeaderFrame, "topleft", -self.options.padding, 0)
elseif (growDirection == "bottom") then
headerFrame:SetPoint ("topleft", previousHeaderFrame, "bottomleft", 0, -self.options.padding)
elseif (growDirection == "top") then
headerFrame:SetPoint ("bottomleft", previousHeaderFrame, "topleft", 0, self.options.padding)
end
end
previousHeaderFrame = headerFrame
end
self:SetSize (self.HeaderWidth, self.HeaderHeight)
end,
UpdateHeaderFrame = function (self, headerFrame, headerIndex)
local headerData = self.HeaderTable [headerIndex]
if (headerData.icon) then
headerFrame.Icon:SetTexture (headerData.icon)
if (headerData.texcoord) then
headerFrame.Icon:SetTexCoord (unpack (headerData.texcoord))
else
headerFrame.Icon:SetTexCoord (0, 1, 0, 1)
end
headerFrame.Icon:SetPoint ("left", headerFrame, "left", self.options.padding, 0)
headerFrame.Icon:Show()
end
if (headerData.text) then
headerFrame.Text:SetText (headerData.text)
--> text options
DF:SetFontColor (headerFrame.Text, self.options.text_color)
DF:SetFontSize (headerFrame.Text, self.options.text_size)
DF:SetFontOutline (headerFrame.Text, self.options.text_shadow)
--> point
if (not headerData.icon) then
headerFrame.Text:SetPoint ("left", headerFrame, "left", self.options.padding, 0)
else
headerFrame.Text:SetPoint ("left", headerFrame.Icon, "right", self.options.padding, 0)
end
headerFrame.Text:Show()
end
--> size
if (headerData.width) then
headerFrame:SetWidth (headerData.width)
end
if (headerData.height) then
headerFrame:SetHeight (headerData.height)
end
headerFrame.XPosition = self.HeaderWidth-- + self.options.padding
headerFrame.YPosition = self.HeaderHeight-- + self.options.padding
--> add the header piece size to the total header size
local growDirection = string.lower (self.options.grow_direction)
if (growDirection == "right" or growDirection == "left") then
self.HeaderWidth = self.HeaderWidth + headerFrame:GetWidth() + self.options.padding
self.HeaderHeight = math.max (self.HeaderHeight, headerFrame:GetHeight())
elseif (growDirection == "top" or growDirection == "bottom") then
self.HeaderWidth = math.max (self.HeaderWidth, headerFrame:GetWidth())
self.HeaderHeight = self.HeaderHeight + headerFrame:GetHeight() + self.options.padding
end
headerFrame:Show()
headerFrame.InUse = true
end,
RefreshHeader = function (self, headerFrame)
headerFrame:SetSize (self.options.header_width, self.options.header_height)
headerFrame:SetBackdrop (self.options.header_backdrop)
headerFrame:SetBackdropColor (unpack (self.options.header_backdrop_color))
headerFrame:SetBackdropBorderColor (unpack (self.options.header_backdrop_border_color))
headerFrame:ClearAllPoints()
headerFrame.Icon:SetTexture ("")
headerFrame.Icon:Hide()
headerFrame.Text:SetText ("")
headerFrame.Text:Hide()
end,
GetNextHeader = function (self)
local nextHeader = self.NextHeader
local headerFrame = self.HeadersCreated [nextHeader]
if (not headerFrame) then
local newHeader = CreateFrame ("frame", "$parentHeaderIndex" .. nextHeader, self)
DF:CreateImage (newHeader, "", self.options.header_height, self.options.header_height, "ARTWORK", nil, "Icon", "$parentIcon")
DF:CreateLabel (newHeader, "", self.options.text_size, self.options.text_color, "GameFontNormal", "Text", "$parentText", "ARTWORK")
tinsert (self.HeadersCreated, newHeader)
headerFrame = newHeader
end
self:RefreshHeader (headerFrame)
self.NextHeader = self.NextHeader + 1
return headerFrame
end,
NextHeader = 1,
HeaderWidth = 0,
HeaderHeight = 0,
}
local default_header_options = {
backdrop = {edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true},
backdrop_color = {0, 0, 0, 0.2},
backdrop_border_color = {0.1, 0.1, 0.1, .2},
text_color = {1, 1, 1, 1},
text_size = 10,
text_shadow = false,
grow_direction = "RIGHT",
padding = 2,
--each piece of the header
header_backdrop = {bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true},
header_backdrop_color = {0, 0, 0, 0.5},
header_backdrop_border_color = {0, 0, 0, 0},
header_width = 120,
header_height = 20,
}
function DF:CreateHeader (parent, headerTable, options)
local f = CreateFrame ("frame", "$parentHeaderLine", parent)
DF:Mixin (f, DF.OptionsFunctions)
DF:Mixin (f, DF.HeaderCoreFunctions)
f:BuildOptionsTable (default_header_options, options)
f:SetBackdrop (f.options.backdrop)
f:SetBackdropColor (unpack (f.options.backdrop_color))
f:SetBackdropBorderColor (unpack (f.options.backdrop_border_color))
f:SetHeaderTable (headerTable)
return f
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> radio group
local default_radiogroup_options = {
width = 1,
height = 1,
backdrop = {edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true},
backdrop_color = {0, 0, 0, 0.2},
backdrop_border_color = {0.1, 0.1, 0.1, .2},
is_radio = false,
}
DF.RadioGroupCoreFunctions = {
RadioOnClick = function (self, fixedParam, value)
--turn off all checkboxes
local frameList = {self:GetParent():GetChildren()}
for _, checkbox in ipairs (frameList) do
checkbox = checkbox.GetCapsule and checkbox:GetCapsule() or checkbox
checkbox:SetValue (false)
end
--turn on the clicked checkbox
self:SetValue (true)
--callback
DF:QuickDispatch (self._set, fixedParam)
end,
Disable = function (self)
local frameList = {self:GetChildren()}
for _, checkbox in ipairs (frameList) do
checkbox = checkbox.GetCapsule and checkbox:GetCapsule() or checkbox
checkbox:Disable()
end
end,
Enable = function (self)
local frameList = {self:GetChildren()}
for _, checkbox in ipairs (frameList) do
checkbox = checkbox.GetCapsule and checkbox:GetCapsule() or checkbox
checkbox:Enable()
end
end,
DeselectAll = function (self)
local frameList = {self:GetChildren()}
for _, checkbox in ipairs (frameList) do
checkbox = checkbox.GetCapsule and checkbox:GetCapsule() or checkbox
checkbox:SetValue (false)
end
end,
FadeIn = function (self)
local frameList = {self:GetChildren()}
for _, checkbox in ipairs (frameList) do
checkbox:SetAlpha (1)
end
end,
FadeOut = function (self)
local frameList = {self:GetChildren()}
for _, checkbox in ipairs (frameList) do
checkbox:SetAlpha (.7)
end
end,
SetFadeState = function (self, state)
if (state) then
self:FadeIn()
else
self:FadeOut()
end
end,
CreateCheckbox = function (self)
local checkbox = DF:CreateSwitch (self, function()end, false, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, DF:GetTemplate ("switch", "OPTIONS_CHECKBOX_BRIGHT_TEMPLATE"))
checkbox:SetAsCheckBox()
checkbox.Icon = DF:CreateImage (checkbox, "", 16, 16)
checkbox.Label = DF:CreateLabel (checkbox, "")
return checkbox
end,
RefreshCheckbox = function (self, checkbox, optionTable)
checkbox = checkbox.GetCapsule and checkbox:GetCapsule() or checkbox
local setFunc = self.options.is_radio and self.RadioOnClick or optionTable.set
checkbox:SetSwitchFunction (setFunc)
checkbox._set = setFunc
checkbox:SetFixedParameter (optionTable.param)
local isChecked = DF:Dispatch (optionTable.get)
checkbox:SetValue (isChecked)
checkbox.Label:SetText (optionTable.name)
if (optionTable.texture) then
checkbox.Icon:SetTexture (optionTable.texture)
checkbox.Icon:SetPoint ("left", checkbox, "right", 2, 0)
checkbox.Label:SetPoint ("left", checkbox.Icon, "right", 2, 0)
if (optionTable.texcoord) then
checkbox.Icon:SetTexCoord (unpack (optionTable.texcoord))
else
checkbox.Icon:SetTexCoord (0, 1, 0, 1)
end
else
checkbox.Icon:SetTexture ("")
checkbox.Label:SetPoint ("left", checkbox, "right", 2, 0)
end
end,
Refresh = function (self)
local radioOptions = self.RadioOptionsTable
local radioCheckboxes = {self:GetChildren()}
for _, checkbox in ipairs (radioCheckboxes) do
checkbox:Hide()
end
for radioIndex, optionsTable in ipairs (radioOptions) do
local checkbox = radioCheckboxes [radioIndex]
if (not checkbox) then
checkbox = self:CreateCheckbox()
end
checkbox.OptionID = radioIndex
checkbox:Show()
self:RefreshCheckbox (checkbox, optionsTable)
end
--sending false to automatically use the radio group children
self:ArrangeFrames (false, self.AnchorOptions)
end,
SetOptions = function (self, radioOptions)
self.RadioOptionsTable = radioOptions
self:Refresh()
end,
}
--[=[
radionOptions: an index table with options for the radio group {name = "", set = func (self, param, value), param = value, get = func, texture = "", texcoord = {}}
set function receives as self the checkbox, use :GetParent() to get the radion group frame
if get function return nil or false the checkbox isn't checked
name: the name of the frame
options: override options for default_radiogroup_options table
anchorOptions: override options for default_framelayout_options table
--]=]
function DF:CreateRadionGroup (parent, radioOptions, name, options, anchorOptions)
local f = CreateFrame ("frame", name, parent)
DF:Mixin (f, DF.OptionsFunctions)
DF:Mixin (f, DF.RadioGroupCoreFunctions)
DF:Mixin (f, DF.LayoutFrame)
f:BuildOptionsTable (default_radiogroup_options, options)
f:SetSize (f.options.width, f.options.height)
f:SetBackdrop (f.options.backdrop)
f:SetBackdropColor (unpack (f.options.backdrop_color))
f:SetBackdropBorderColor (unpack (f.options.backdrop_border_color))
f.AnchorOptions = anchorOptions or {}
if (f.options.title) then
local titleLabel = DF:CreateLabel (f, f.options.title, DF:GetTemplate ("font", "ORANGE_FONT_TEMPLATE"))
titleLabel:SetPoint ("bottomleft", f, "topleft", 0, 2)
f.Title = titleLabel
end
f:SetOptions (radioOptions)
return f
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> load conditions panel
--this is the table prototype to hold load conditions settings
local default_load_conditions = {
class = {},
spec = {},
race = {},
talent = {},
pvptalent = {},
group = {},
role = {},
affix = {},
encounter_ids = {},
map_ids = {},
}
local default_load_conditions_frame_options = {
title = "Details! Framework: Load Conditions",
name = "Object",
}
function DF:CreateLoadFilterParser (callback)
local f = CreateFrame ("frame")
f:RegisterEvent ("PLAYER_ENTERING_WORLD")
f:RegisterEvent ("PLAYER_SPECIALIZATION_CHANGED")
f:RegisterEvent ("PLAYER_TALENT_UPDATE")
f:RegisterEvent ("PLAYER_ROLES_ASSIGNED")
f:RegisterEvent ("ZONE_CHANGED_NEW_AREA")
f:RegisterEvent ("CHALLENGE_MODE_START")
f:RegisterEvent ("ENCOUNTER_START")
f:RegisterEvent ("PLAYER_REGEN_ENABLED")
f:SetScript ("OnEvent", function (self, event, ...)
if (event == "ENCOUNTER_START") then
local encounterID = ...
f.EncounterIDCached = encounterID
elseif (event == "PLAYER_REGEN_ENABLED") then
f.EncounterIDCached = nil
elseif (event == "PLAYER_SPECIALIZATION_CHANGED") then
if (DetailsFrameworkLoadConditionsPanel and DetailsFrameworkLoadConditionsPanel:IsShown()) then
DetailsFrameworkLoadConditionsPanel:Refresh()
end
local unit = ...
if (not unit or not UnitIsUnit ("player", unit)) then
return
end
elseif (event == "PLAYER_ROLES_ASSIGNED") then
local assignedRole = UnitGroupRolesAssigned ("player")
if (assignedRole == "NONE") then
local spec = GetSpecialization()
if (spec) then
assignedRole = GetSpecializationRole (spec)
end
end
if (DF.CurrentPlayerRole == assignedRole) then
return
end
DF.CurrentPlayerRole = assignedRole
end
--print ("Plater Script Update:", event, ...)
DF:QuickDispatch (callback, f.EncounterIDCached)
end)
end
function DF:PassLoadFilters (loadTable, encounterID)
--class
if (loadTable.class.Enabled) then
local _, classFileName = UnitClass ("player")
if (not loadTable.class [classFileName]) then
return false
end
end
--spec
if (loadTable.spec.Enabled) then
local specIndex = GetSpecialization()
if (specIndex) then
local specID = GetSpecializationInfo (specIndex)
if (not loadTable.spec [specID]) then
return false
end
else
return false
end
end
--race
if (loadTable.race.Enabled) then
local raceName, raceFileName, raceID = UnitRace ("player")
if (not loadTable.race [raceFileName]) then
return false
end
end
--talents
if (loadTable.talent.Enabled) then
local talentsInUse = DF:GetCharacterTalents (false, true)
local hasTalent
for talentID, _ in pairs (talentsInUse) do
if (loadTable.talent [talentID]) then
hasTalent = true
break
end
end
if (not hasTalent) then
return false
end
end
--pvptalent
if (loadTable.pvptalent.Enabled) then
local talentsInUse = DF:GetCharacterPvPTalents (false, true)
local hasTalent
for talentID, _ in pairs (talentsInUse) do
if (loadTable.pvptalent [talentID]) then
hasTalent = true
break
end
end
if (not hasTalent) then
return false
end
end
--group
if (loadTable.group.Enabled) then
local _, zoneType = GetInstanceInfo()
if (not loadTable.group [zoneType]) then
return
end
end
--role
if (loadTable.role.Enabled) then
local assignedRole = UnitGroupRolesAssigned ("player")
if (assignedRole == "NONE") then
local spec = GetSpecialization()
if (spec) then
assignedRole = GetSpecializationRole (spec)
end
end
if (not loadTable.role [assignedRole]) then
return false
end
end
--affix
if (loadTable.affix.Enabled) then
local isInMythicDungeon = C_ChallengeMode.IsChallengeModeActive()
if (not isInMythicDungeon) then
return false
end
local level, affixes, wasEnergized = C_ChallengeMode.GetActiveKeystoneInfo()
local hasAffix = false
for _, affixID in ipairs (affixes) do
if (loadTable.affix [affixID]) then
hasAffix = true
break
end
end
if (not hasAffix) then
return false
end
end
--encounter id
if (loadTable.encounter_ids.Enabled) then
if (not encounterID) then
return
end
local hasEncounter
for _, ID in ipairs (loadTable.encounter_ids) do
if (ID == encounterID) then
hasEncounter = true
break
end
if (not hasEncounter) then
return false
end
end
end
--map id
if (loadTable.map_ids.Enabled) then
local _, _, _, _, _, _, _, zoneMapID = GetInstanceInfo()
local uiMapID = C_Map.GetBestMapForUnit ("player")
local hasMapID
for _, ID in ipairs (loadTable.map_ids) do
if (ID == zoneMapID or ID == uiMapID) then
hasMapID = true
break
end
if (not hasMapID) then
return false
end
end
end
return true
end
--this func will deploy the default values from the prototype into the config table
function DF:UpdateLoadConditionsTable (configTable)
configTable = configTable or {}
DF.table.deploy (configTable, default_load_conditions)
return configTable
end
--/run Plater.OpenOptionsPanel();PlaterOptionsPanelContainer:SelectIndex (Plater, 14);
function DF:OpenLoadConditionsPanel (optionsTable, callback, frameOptions)
frameOptions = frameOptions or {}
DF.table.deploy (frameOptions, default_load_conditions_frame_options)
DF:UpdateLoadConditionsTable (optionsTable)
if (not DetailsFrameworkLoadConditionsPanel) then
local f = DF:CreateSimplePanel (UIParent, 970, 505, "Load Conditions", "DetailsFrameworkLoadConditionsPanel")
f:SetBackdropColor (0, 0, 0, 1)
f.AllRadioGroups = {}
f.AllTextEntries = {}
f.OptionsTable = optionsTable
DF:ApplyStandardBackdrop (f, false, 1.1)
local xStartAt = 10
local x2StartAt = 500
local anchorPositions = {
class = {xStartAt, -70},
spec = {xStartAt, -170},
race = {xStartAt, -210},
role = {xStartAt, -310},
talent = {xStartAt, -350},
pvptalent = {x2StartAt, -70},
group = {x2StartAt, -210},
affix = {x2StartAt, -270},
encounter_ids = {x2StartAt, -360},
map_ids = {x2StartAt, -400},
}
local editingLabel = DF:CreateLabel (f, "Load Conditions For:")
local editingWhatLabel = DF:CreateLabel (f, "")
editingLabel:SetPoint ("topleft", f, "topleft", 10, -35)
editingWhatLabel:SetPoint ("left", editingLabel, "right", 2, 0)
--this label store the name of what is being edited
f.EditingLabel = editingWhatLabel
--when the user click on an option, run the callback
f.RunCallback = function()
DF:Dispatch (f.CallbackFunc)
end
--when the user click on an option or when the panel is opened
--check if there's an option enabled and fadein all options, fadeout otherwise
f.OnRadioStateChanged = function (radioGroup, subConfigTable)
subConfigTable.Enabled = nil
subConfigTable.Enabled = next (subConfigTable) and true or nil
radioGroup:SetFadeState (subConfigTable.Enabled)
end
--create the radio group for character class
f.OnRadioCheckboxClick = function (self, key, value)
--hierarchy: DBKey ["class"] key ["HUNTER"] value TRUE
local DBKey = self:GetParent().DBKey
f.OptionsTable [DBKey] [key] = value and true or nil
f.OnRadioStateChanged (self:GetParent(), f.OptionsTable [DBKey])
f.RunCallback()
end
--create the radio group for classes
local classes = {}
for _, classTable in pairs (DF:GetClassList()) do
tinsert (classes, {
name = classTable.Name,
set = f.OnRadioCheckboxClick,
param = classTable.FileString,
get = function() return f.OptionsTable.class [classTable.FileString] end,
texture = classTable.Texture,
texcoord = classTable.TexCoord,
})
end
local classGroup = DF:CreateRadionGroup (f, classes, name, {width = 200, height = 200, title = "Character Class"}, {offset_x = 130, amount_per_line = 3})
classGroup:SetPoint ("topleft", f, "topleft", anchorPositions.class [1], anchorPositions.class [2])
classGroup.DBKey = "class"
tinsert (f.AllRadioGroups, classGroup)
--create the radio group for character spec
local specs = {}
for _, specID in ipairs (DF:GetClassSpecIDs (select (2, UnitClass ("player")))) do
local specID, specName, specDescription, specIcon, specBackground, specRole, specClass = GetSpecializationInfoByID (specID)
tinsert (specs, {
name = specName,
set = f.OnRadioCheckboxClick,
param = specID,
get = function() return f.OptionsTable.spec [specID] end,
texture = specIcon,
})
end
local specGroup = DF:CreateRadionGroup (f, specs, name, {width = 200, height = 200, title = "Character Spec"}, {offset_x = 130, amount_per_line = 4})
specGroup:SetPoint ("topleft", f, "topleft", anchorPositions.spec [1], anchorPositions.spec [2])
specGroup.DBKey = "spec"
tinsert (f.AllRadioGroups, specGroup)
--create radio group for character races
local raceList = {}
for _, raceTable in ipairs (DF:GetCharacterRaceList()) do
tinsert (raceList, {
name = raceTable.Name,
set = f.OnRadioCheckboxClick,
param = raceTable.FileString,
get = function() return f.OptionsTable.race [raceTable.FileString] end,
})
end
local raceGroup = DF:CreateRadionGroup (f, raceList, name, {width = 200, height = 200, title = "Character Race"})
raceGroup:SetPoint ("topleft", f, "topleft", anchorPositions.race [1], anchorPositions.race [2])
raceGroup.DBKey = "race"
tinsert (f.AllRadioGroups, raceGroup)
--create radio group for talents
local talentList = {}
for _, talentTable in ipairs (DF:GetCharacterTalents()) do
tinsert (talentList, {
name = talentTable.Name,
set = f.OnRadioCheckboxClick,
param = talentTable.ID,
get = function() return f.OptionsTable.talent [talentTable.ID] end,
texture = talentTable.Texture,
})
end
local talentGroup = DF:CreateRadionGroup (f, talentList, name, {width = 200, height = 200, title = "Characer Talents"}, {offset_x = 150, amount_per_line = 3})
talentGroup:SetPoint ("topleft", f, "topleft", anchorPositions.talent [1], anchorPositions.talent [2])
talentGroup.DBKey = "talent"
tinsert (f.AllRadioGroups, talentGroup)
f.TalentGroup = talentGroup
do
--create a frame to show talents selected in other specs or characters
local otherTalents = CreateFrame ("frame", nil, f)
otherTalents:SetSize (26, 26)
otherTalents:SetPoint ("left", talentGroup.Title.widget, "right", 10, -2)
otherTalents.Texture = DF:CreateImage (otherTalents, [[Interface\BUTTONS\AdventureGuideMicrobuttonAlert]], 24, 24)
otherTalents.Texture:SetAllPoints()
local removeTalent = function (_, _, talentID)
f.OptionsTable.talent [talentID] = nil
GameCooltip2:Hide()
f.OnRadioStateChanged (talentGroup, f.OptionsTable [talentGroup.DBKey])
f.CanShowTalentWarning()
end
local buildTalentMenu = function()
local playerTalents = DF:GetCharacterTalents()
local indexedTalents = {}
for _, talentTable in ipairs (playerTalents) do
tinsert (indexedTalents, talentTable.ID)
end
--talents selected to load
GameCooltip2:AddLine ("select a talent to remove it (added from a different spec or character)", "", 1, "orange", "orange", 9)
GameCooltip2:AddLine ("$div", nil, nil, -1, -1)
for talentID, _ in pairs (f.OptionsTable.talent) do
if (type (talentID) == "number" and not DF.table.find (indexedTalents, talentID)) then
local talentID, name, texture, selected, available = GetTalentInfoByID (talentID)
if (name) then
GameCooltip2:AddLine (name)
GameCooltip2:AddIcon (texture, 1, 1, 16, 16, .1, .9, .1, .9)
GameCooltip2:AddMenu (1, removeTalent, talentID)
end
end
end
end
otherTalents.CoolTip = {
Type = "menu",
BuildFunc = buildTalentMenu,
OnEnterFunc = function (self) end,
OnLeaveFunc = function (self) end,
FixedValue = "none",
ShowSpeed = 0.05,
Options = function()
GameCooltip2:SetOption ("TextFont", "Friz Quadrata TT")
GameCooltip2:SetOption ("TextColor", "orange")
GameCooltip2:SetOption ("TextSize", 12)
GameCooltip2:SetOption ("FixedWidth", 220)
GameCooltip2:SetOption ("ButtonsYMod", -4)
GameCooltip2:SetOption ("YSpacingMod", -4)
GameCooltip2:SetOption ("IgnoreButtonAutoHeight", true)
GameCooltip2:SetColor (1, 0.5, 0.5, 0.5, 0)
local preset2_backdrop = {bgFile = DF.folder .. "background", edgeFile = [[Interface\Buttons\WHITE8X8]], tile = true, edgeSize = 1, tileSize = 16, insets = {left = 0, right = 0, top = 0, bottom = 0}}
local gray_table = {0.37, 0.37, 0.37, 0.95}
local black_table = {0.2, 0.2, 0.2, 1}
GameCooltip2:SetBackdrop (1, preset2_backdrop, gray_table, black_table)
GameCooltip2:SetBackdrop (2, preset2_backdrop, gray_table, black_table)
end,
}
GameCooltip2:CoolTipInject (otherTalents)
function f.CanShowTalentWarning()
local playerTalents = DF:GetCharacterTalents()
local indexedTalents = {}
for _, talentTable in ipairs (playerTalents) do
tinsert (indexedTalents, talentTable.ID)
end
for talentID, _ in pairs (f.OptionsTable.talent) do
if (type (talentID) == "number" and not DF.table.find (indexedTalents, talentID)) then
otherTalents:Show()
return
end
end
otherTalents:Hide()
end
end
--create radio group for pvp talents
local pvpTalentList = {}
for _, talentTable in ipairs (DF:GetCharacterPvPTalents()) do
tinsert (pvpTalentList, {
name = talentTable.Name,
set = f.OnRadioCheckboxClick,
param = talentTable.ID,
get = function() return f.OptionsTable.pvptalent [talentTable.ID] end,
texture = talentTable.Texture,
})
end
local pvpTalentGroup = DF:CreateRadionGroup (f, pvpTalentList, name, {width = 200, height = 200, title = "Characer PvP Talents"}, {offset_x = 150, amount_per_line = 3})
pvpTalentGroup:SetPoint ("topleft", f, "topleft", anchorPositions.pvptalent [1], anchorPositions.pvptalent [2])
pvpTalentGroup.DBKey = "pvptalent"
tinsert (f.AllRadioGroups, pvpTalentGroup)
f.PvPTalentGroup = pvpTalentGroup
do
--create a frame to show talents selected in other specs or characters
local otherTalents = CreateFrame ("frame", nil, f)
otherTalents:SetSize (26, 26)
otherTalents:SetPoint ("left", pvpTalentGroup.Title.widget, "right", 10, -2)
otherTalents.Texture = DF:CreateImage (otherTalents, [[Interface\BUTTONS\AdventureGuideMicrobuttonAlert]], 24, 24)
otherTalents.Texture:SetAllPoints()
local removeTalent = function (_, _, talentID)
f.OptionsTable.pvptalent [talentID] = nil
GameCooltip2:Hide()
f.OnRadioStateChanged (pvpTalentGroup, f.OptionsTable [pvpTalentGroup.DBKey])
f.CanShowPvPTalentWarning()
end
local buildTalentMenu = function()
local playerTalents = DF:GetCharacterPvPTalents()
local indexedTalents = {}
for _, talentTable in ipairs (playerTalents) do
tinsert (indexedTalents, talentTable.ID)
end
--talents selected to load
GameCooltip2:AddLine ("select a talent to remove it (added from a different spec or character)", "", 1, "orange", "orange", 9)
GameCooltip2:AddLine ("$div", nil, nil, -1, -1)
for talentID, _ in pairs (f.OptionsTable.pvptalent) do
if (type (talentID) == "number" and not DF.table.find (indexedTalents, talentID)) then
local _, name, texture = GetPvpTalentInfoByID (talentID)
if (name) then
GameCooltip2:AddLine (name)
GameCooltip2:AddIcon (texture, 1, 1, 16, 16, .1, .9, .1, .9)
GameCooltip2:AddMenu (1, removeTalent, talentID)
end
end
end
end
otherTalents.CoolTip = {
Type = "menu",
BuildFunc = buildTalentMenu,
OnEnterFunc = function (self) end,
OnLeaveFunc = function (self) end,
FixedValue = "none",
ShowSpeed = 0.05,
Options = function()
GameCooltip2:SetOption ("TextFont", "Friz Quadrata TT")
GameCooltip2:SetOption ("TextColor", "orange")
GameCooltip2:SetOption ("TextSize", 12)
GameCooltip2:SetOption ("FixedWidth", 220)
GameCooltip2:SetOption ("ButtonsYMod", -4)
GameCooltip2:SetOption ("YSpacingMod", -4)
GameCooltip2:SetOption ("IgnoreButtonAutoHeight", true)
GameCooltip2:SetColor (1, 0.5, 0.5, 0.5, 0)
local preset2_backdrop = {bgFile = DF.folder .. "background", edgeFile = [[Interface\Buttons\WHITE8X8]], tile = true, edgeSize = 1, tileSize = 16, insets = {left = 0, right = 0, top = 0, bottom = 0}}
local gray_table = {0.37, 0.37, 0.37, 0.95}
local black_table = {0.2, 0.2, 0.2, 1}
GameCooltip2:SetBackdrop (1, preset2_backdrop, gray_table, black_table)
GameCooltip2:SetBackdrop (2, preset2_backdrop, gray_table, black_table)
end,
}
GameCooltip2:CoolTipInject (otherTalents)
function f.CanShowPvPTalentWarning()
local playerTalents = DF:GetCharacterPvPTalents()
local indexedTalents = {}
for _, talentTable in ipairs (playerTalents) do
tinsert (indexedTalents, talentTable.ID)
end
for talentID, _ in pairs (f.OptionsTable.pvptalent) do
if (type (talentID) == "number" and not DF.table.find (indexedTalents, talentID)) then
otherTalents:Show()
return
end
end
otherTalents:Hide()
end
end
--create radio for group types
local groupTypes = {}
for _, groupTable in ipairs (DF:GetGroupTypes()) do
tinsert (groupTypes, {
name = groupTable.Name,
set = f.OnRadioCheckboxClick,
param = groupTable.ID,
get = function() return f.OptionsTable.group [groupTable.ID] end,
})
end
local groupTypesGroup = DF:CreateRadionGroup (f, groupTypes, name, {width = 200, height = 200, title = "Group Types"})
groupTypesGroup:SetPoint ("topleft", f, "topleft", anchorPositions.group [1], anchorPositions.group [2])
groupTypesGroup.DBKey = "group"
tinsert (f.AllRadioGroups, groupTypesGroup)
--create radio for character roles
local roleTypes = {}
for _, roleTable in ipairs (DF:GetRoleTypes()) do
tinsert (roleTypes, {
name = roleTable.Texture .. " " .. roleTable.Name,
set = f.OnRadioCheckboxClick,
param = roleTable.ID,
get = function() return f.OptionsTable.role [roleTable.ID] end,
})
end
local roleTypesGroup = DF:CreateRadionGroup (f, roleTypes, name, {width = 200, height = 200, title = "Role Types"})
roleTypesGroup:SetPoint ("topleft", f, "topleft", anchorPositions.role [1], anchorPositions.role [2])
roleTypesGroup.DBKey = "role"
tinsert (f.AllRadioGroups, roleTypesGroup)
--create radio group for mythic+ affixes
local affixes = {}
for i = 2, 50 do
local affixName, desc, texture = C_ChallengeMode.GetAffixInfo (i)
if (affixName) then
tinsert (affixes, {
name = affixName,
set = f.OnRadioCheckboxClick,
param = i,
get = function() return f.OptionsTable.affix [i] end,
texture = texture,
})
end
end
local affixTypesGroup = DF:CreateRadionGroup (f, affixes, name, {width = 200, height = 200, title = "M+ Affixes"})
affixTypesGroup:SetPoint ("topleft", f, "topleft", anchorPositions.affix [1], anchorPositions.affix [2])
affixTypesGroup.DBKey = "affix"
tinsert (f.AllRadioGroups, affixTypesGroup)
--text entries functions
local textEntryRefresh = function (self)
local idList = f.OptionsTable [self.DBKey]
self:SetText ("")
for i = 1, #idList do
self:SetText (self:GetText() .. "; " .. idList [i])
end
self:SetText (self:GetText():gsub ("^; ", ""))
end
local textEntryOnEnterPressed = function (_, self)
wipe (f.OptionsTable [self.DBKey])
local text = self:GetText()
for _, ID in ipairs ({strsplit (";", text)}) do
ID = DF:trim (ID)
ID = tonumber (ID)
if (ID) then
tinsert (f.OptionsTable [self.DBKey], ID)
f.OptionsTable [self.DBKey].Enabled = true
end
end
end
--create the text entry to type the encounter ID
local encounterIDLabel = DF:CreateLabel (f, "Encounter ID", DF:GetTemplate ("font", "ORANGE_FONT_TEMPLATE"))
local encounterIDEditbox = DF:CreateTextEntry (f, function()end, 200, 20, "EncounterEditbox", _, _, DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE"))
encounterIDLabel:SetPoint ("topleft", f, "topleft", anchorPositions.encounter_ids [1], anchorPositions.encounter_ids [2])
encounterIDEditbox:SetPoint ("topleft", encounterIDLabel, "bottomleft", 0, -2)
encounterIDEditbox.DBKey = "encounter_ids"
encounterIDEditbox.Refresh = textEntryRefresh
encounterIDEditbox.tooltip = "Enter multiple IDs separating with a semicolon (;)\nExample: 35; 45; 95\n\nUldir:\n"
for _, encounterTable in ipairs (DF:GetCLEncounterIDs()) do
encounterIDEditbox.tooltip = encounterIDEditbox.tooltip .. encounterTable.ID .. " - " .. encounterTable.Name .. "\n"
end
encounterIDEditbox:SetHook ("OnEnterPressed", textEntryOnEnterPressed)
tinsert (f.AllTextEntries, encounterIDEditbox)
--create the text entry for map ID
local mapIDLabel = DF:CreateLabel (f, "Map ID", DF:GetTemplate ("font", "ORANGE_FONT_TEMPLATE"))
local mapIDEditbox = DF:CreateTextEntry (f, function()end, 200, 20, "MapEditbox", _, _, DF:GetTemplate ("dropdown", "OPTIONS_DROPDOWN_TEMPLATE"))
mapIDLabel:SetPoint ("topleft", f, "topleft", anchorPositions.map_ids [1], anchorPositions.map_ids [2])
mapIDEditbox:SetPoint ("topleft", mapIDLabel, "bottomleft", 0, -2)
mapIDEditbox.DBKey = "map_ids"
mapIDEditbox.Refresh = textEntryRefresh
mapIDEditbox.tooltip = "Enter multiple IDs separating with a semicolon (;)\nExample: 35; 45; 95"
mapIDEditbox:SetHook ("OnEnterPressed", textEntryOnEnterPressed)
tinsert (f.AllTextEntries, mapIDEditbox)
function f.Refresh (self)
do
--update the talents (might have changed if the player changed its specialization)
local talentList = {}
for _, talentTable in ipairs (DF:GetCharacterTalents()) do
tinsert (talentList, {
name = talentTable.Name,
set = DetailsFrameworkLoadConditionsPanel.OnRadioCheckboxClick,
param = talentTable.ID,
get = function() return DetailsFrameworkLoadConditionsPanel.OptionsTable.talent [talentTable.ID] end,
texture = talentTable.Texture,
})
end
DetailsFrameworkLoadConditionsPanel.TalentGroup:SetOptions (talentList)
end
do
local pvpTalentList = {}
for _, talentTable in ipairs (DF:GetCharacterPvPTalents()) do
tinsert (pvpTalentList, {
name = talentTable.Name,
set = DetailsFrameworkLoadConditionsPanel.OnRadioCheckboxClick,
param = talentTable.ID,
get = function() return DetailsFrameworkLoadConditionsPanel.OptionsTable.pvptalent [talentTable.ID] end,
texture = talentTable.Texture,
})
end
DetailsFrameworkLoadConditionsPanel.PvPTalentGroup:SetOptions (pvpTalentList)
end
--refresh the radio group
for _, radioGroup in ipairs (DetailsFrameworkLoadConditionsPanel.AllRadioGroups) do
radioGroup:Refresh()
DetailsFrameworkLoadConditionsPanel.OnRadioStateChanged (radioGroup, DetailsFrameworkLoadConditionsPanel.OptionsTable [radioGroup.DBKey])
end
--refresh text entries
for _, textEntry in ipairs (DetailsFrameworkLoadConditionsPanel.AllTextEntries) do
textEntry:Refresh()
end
DetailsFrameworkLoadConditionsPanel.CanShowTalentWarning()
DetailsFrameworkLoadConditionsPanel.CanShowPvPTalentWarning()
end
end
--set the options table
DetailsFrameworkLoadConditionsPanel.OptionsTable = optionsTable
--set the callback func
DetailsFrameworkLoadConditionsPanel.CallbackFunc = callback
DetailsFrameworkLoadConditionsPanel.OptionsTable = optionsTable
--set title
DetailsFrameworkLoadConditionsPanel.EditingLabel:SetText (frameOptions.name)
DetailsFrameworkLoadConditionsPanel.Title:SetText (frameOptions.title)
--show the panel to the user
DetailsFrameworkLoadConditionsPanel:Show()
DetailsFrameworkLoadConditionsPanel:Refresh()
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> simple data scroll
DF.DataScrollFunctions = {
RefreshScroll = function (self, data, offset, totalLines)
local filter = self.Filter
local currentData = {}
if (type (filter) == "string" and filter ~= "") then
for i = 1, #data do
for o = 1, #data[i] do
if (data[i][o]:find (filter)) then
tinsert (currentData, data[i])
break
end
end
end
else
currentData = data
end
if (self.SortAlphabetical) then
table.sort (currentData, function(t1, t2) return t1[1] < t2[1] end)
end
--update the scroll
for i = 1, totalLines do
local index = i + offset
local thisData = currentData [index]
if (thisData) then
local line = self:GetLine (i)
line:Update (index, thisData)
end
end
end,
CreateLine = function (self, index)
--create a new line
local line = CreateFrame ("button", "$parentLine" .. index, self)
line.Update = self.options.update_line_func
--set its parameters
line:SetPoint ("topleft", self, "topleft", 1, -((index-1) * (self.options.line_height+1)) - 1)
line:SetSize (self.options.width - 2, self.options.line_height)
line:RegisterForClicks ("LeftButtonDown", "RightButtonDown")
line:SetScript ("OnEnter", self.options.on_enter)
line:SetScript ("OnLeave", self.options.on_leave)
line:SetScript ("OnClick", self.options.on_click)
line:SetBackdrop (self.options.backdrop)
line:SetBackdropColor (unpack (self.options.backdrop_color))
line:SetBackdropBorderColor (unpack (self.options.backdrop_border_color))
local title = DF:CreateLabel (line, "", DF:GetTemplate ("font", self.options.title_template))
local date = DF:CreateLabel (line, "", DF:GetTemplate ("font", self.options.title_template))
local text = DF:CreateLabel (line, "", DF:GetTemplate ("font", self.options.text_tempate))
title.textsize = 14
date.textsize = 14
text:SetSize (self.options.width - 20, self.options.line_height)
text:SetJustifyV ("top")
--setup anchors
if (self.options.show_title) then
title:SetPoint ("topleft", line, "topleft", 2, 0)
date:SetPoint ("topright", line, "topright", -2, 0)
text:SetPoint ("topleft", title, "bottomleft", 0, -4)
else
text:SetPoint ("topleft", line, "topleft", 2, 0)
end
line.Title = title
line.Date = date
line.Text = text
return line
end,
LineOnEnter = function (self)
local parent = self:GetParent()
self:SetBackdropColor (unpack (parent.options.backdrop_color_highlight))
end,
LineOnLeave = function (self)
local parent = self:GetParent()
self:SetBackdropColor (unpack (parent.options.backdrop_color))
end,
OnClick = function (self)
end,
UpdateLine = function (line, lineIndex, data)
local parent = line:GetParent()
if (parent.options.show_title) then
line.Title.text = data [1] or ""
line.Date.text = data [2] or ""
line.Text.text = data [3] or ""
else
line.Text.text = data [1] or ""
end
end,
}
local default_datascroll_options = {
width = 400,
height = 700,
line_amount = 10,
line_height = 20,
show_title = true,
backdrop = {edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true},
backdrop_color = {0, 0, 0, 0.2},
backdrop_color_highlight = {.2, .2, .2, 0.4},
backdrop_border_color = {0.1, 0.1, 0.1, .2},
title_template = "ORANGE_FONT_TEMPLATE",
text_tempate = "OPTIONS_FONT_TEMPLATE",
create_line_func = DF.DataScrollFunctions.CreateLine,
update_line_func = DF.DataScrollFunctions.UpdateLine,
refresh_func = DF.DataScrollFunctions.RefreshScroll,
on_enter = DF.DataScrollFunctions.LineOnEnter,
on_leave = DF.DataScrollFunctions.LineOnLeave,
on_click = DF.DataScrollFunctions.OnClick,
data = {},
}
--[=[
Create a scroll frame to show text in an organized way
Functions in the options table can be overritten to customize the layout
@parent = the parent of the frame
@name = the frame name to use in the CreateFrame call
@options = options table to override default values from the table above
--]=]
function DF:CreateDataScrollFrame (parent, name, options)
--call the mixin with a dummy table to built the default options before the frame creation
--this is done because CreateScrollBox needs parameters at creation time
local optionsTable = {}
DF.OptionsFunctions.BuildOptionsTable (optionsTable, default_datascroll_options, options)
optionsTable = optionsTable.options
--scroll frame
local newScroll = DF:CreateScrollBox (parent, name, optionsTable.refresh_func, optionsTable.data, optionsTable.width, optionsTable.height, optionsTable.line_amount, optionsTable.line_height)
DF:ReskinSlider (newScroll)
DF:Mixin (newScroll, DF.OptionsFunctions)
DF:Mixin (newScroll, DF.LayoutFrame)
newScroll:BuildOptionsTable (default_datascroll_options, options)
--create the scrollbox lines
for i = 1, newScroll.options.line_amount do
newScroll:CreateLine (newScroll.options.create_line_func)
end
newScroll:Refresh()
return newScroll
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--> what's new window
local default_newsframe_options = {
width = 400,
height = 700,
line_amount = 16,
line_height = 40,
backdrop = {edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1, bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], tileSize = 64, tile = true},
backdrop_color = {0, 0, 0, 0.2},
backdrop_border_color = {0.1, 0.1, 0.1, .2},
title = "What's New?",
show_title = true,
}
DF.NewsFrameFunctions = {
}
--[=[
Creates a panel with a scroll to show texts organized in separated lines
@parent = the parent of the frame
@name = the frame name to use in the CreateFrame call
@options = options table to override default values from the table above
@newsTable = an indexed table of tables
@db = (optional) an empty table from the addon database to store the position of the frame between game sessions
--]=]
function DF:CreateNewsFrame (parent, name, options, newsTable, db)
local f = DF:CreateSimplePanel (parent, 400, 700, options and options.title or default_newsframe_options.title, name, {UseScaleBar = db and true}, db)
f:SetFrameStrata ("MEDIUM")
DF:ApplyStandardBackdrop (f)
DF:Mixin (f, DF.OptionsFunctions)
DF:Mixin (f, DF.LayoutFrame)
f:BuildOptionsTable (default_newsframe_options, options)
f:SetSize (f.options.width, f.options.height)
f:SetBackdrop (f.options.backdrop)
f:SetBackdropColor (unpack (f.options.backdrop_color))
f:SetBackdropBorderColor (unpack (f.options.backdrop_border_color))
local scrollOptions = {
data = newsTable,
width = f.options.width - 32, --frame distance from walls and scroll bar space
height = f.options.height - 40 + (not f.options.show_title and 20 or 0),
line_amount = f.options.line_amount,
line_height = f.options.line_height,
}
local newsScroll = DF:CreateDataScrollFrame (f, "$parentScroll", scrollOptions)
if (not f.options.show_title) then
f.TitleBar:Hide()
newsScroll:SetPoint ("topleft", f, "topleft", 5, -10)
else
newsScroll:SetPoint ("topleft", f, "topleft", 5, -30)
end
return f
end
--functionn falsee truee breakk elsea