chore: move Omen addon files into Omen/ subfolder

Match the layout convention used by every other multi-addon-shape fork
in Exiles/ (Bagnon/, Kui_Nameplates/, ShadowedUnitFrames/, etc.) — the
addon's own files live in a subfolder named after the addon, with only
the repo-level README files at the root.

All moves are pure git renames (history preserved). Toc references are
relative to the toc location so nothing inside the addon changes.
This commit is contained in:
2026-05-24 23:00:48 +02:00
parent 5de0660c7f
commit 038931fcfb
79 changed files with 0 additions and 0 deletions
@@ -0,0 +1,292 @@
--[[-----------------------------------------------------------------------------
Checkbox Widget
-------------------------------------------------------------------------------]]
local Type, Version = "CheckBox", 26
local AceGUI = LibStub and LibStub("AceGUI-3.0", true)
if not AceGUI or (AceGUI:GetWidgetVersion(Type) or 0) >= Version then return end
-- Lua APIs
local select, pairs = select, pairs
-- WoW APIs
local PlaySound = PlaySound
local CreateFrame, UIParent = CreateFrame, UIParent
--[[-----------------------------------------------------------------------------
Support functions
-------------------------------------------------------------------------------]]
local function AlignImage(self)
local img = self.image:GetTexture()
self.text:ClearAllPoints()
if not img then
self.text:SetPoint("LEFT", self.checkbg, "RIGHT")
self.text:SetPoint("RIGHT")
else
self.text:SetPoint("LEFT", self.image, "RIGHT", 1, 0)
self.text:SetPoint("RIGHT")
end
end
--[[-----------------------------------------------------------------------------
Scripts
-------------------------------------------------------------------------------]]
local function Control_OnEnter(frame)
frame.obj:Fire("OnEnter")
end
local function Control_OnLeave(frame)
frame.obj:Fire("OnLeave")
end
local function CheckBox_OnMouseDown(frame)
local self = frame.obj
if not self.disabled then
if self.image:GetTexture() then
self.text:SetPoint("LEFT", self.image,"RIGHT", 2, -1)
else
self.text:SetPoint("LEFT", self.checkbg, "RIGHT", 1, -1)
end
end
AceGUI:ClearFocus()
end
local function CheckBox_OnMouseUp(frame)
local self = frame.obj
if not self.disabled then
self:ToggleChecked()
if self.checked then
PlaySound(856) -- SOUNDKIT.IG_MAINMENU_OPTION_CHECKBOX_ON
else -- for both nil and false (tristate)
PlaySound(857) -- SOUNDKIT.IG_MAINMENU_OPTION_CHECKBOX_OFF
end
self:Fire("OnValueChanged", self.checked)
AlignImage(self)
end
end
--[[-----------------------------------------------------------------------------
Methods
-------------------------------------------------------------------------------]]
local methods = {
["OnAcquire"] = function(self)
self:SetType()
self:SetValue(false)
self:SetTriState(nil)
-- height is calculated from the width and required space for the description
self:SetWidth(200)
self:SetImage()
self:SetDisabled(nil)
self:SetDescription(nil)
end,
-- ["OnRelease"] = nil,
["OnWidthSet"] = function(self, width)
if self.desc then
self.desc:SetWidth(width - 30)
if self.desc:GetText() and self.desc:GetText() ~= "" then
self:SetHeight(28 + self.desc:GetStringHeight())
end
end
end,
["SetDisabled"] = function(self, disabled)
self.disabled = disabled
if disabled then
self.frame:Disable()
self.text:SetTextColor(0.5, 0.5, 0.5)
SetDesaturation(self.check, true)
if self.desc then
self.desc:SetTextColor(0.5, 0.5, 0.5)
end
else
self.frame:Enable()
self.text:SetTextColor(1, 1, 1)
if self.tristate and self.checked == nil then
SetDesaturation(self.check, true)
else
SetDesaturation(self.check, false)
end
if self.desc then
self.desc:SetTextColor(1, 1, 1)
end
end
end,
["SetValue"] = function(self, value)
local check = self.check
self.checked = value
if value then
SetDesaturation(check, false)
check:Show()
else
--Nil is the unknown tristate value
if self.tristate and value == nil then
SetDesaturation(check, true)
check:Show()
else
SetDesaturation(check, false)
check:Hide()
end
end
self:SetDisabled(self.disabled)
end,
["GetValue"] = function(self)
return self.checked
end,
["SetTriState"] = function(self, enabled)
self.tristate = enabled
self:SetValue(self:GetValue())
end,
["SetType"] = function(self, type)
local checkbg = self.checkbg
local check = self.check
local highlight = self.highlight
local size
if type == "radio" then
size = 16
checkbg:SetTexture("Interface\\Buttons\\UI-RadioButton")
checkbg:SetTexCoord(0, 0.25, 0, 1)
check:SetTexture("Interface\\Buttons\\UI-RadioButton")
check:SetTexCoord(0.25, 0.5, 0, 1)
check:SetBlendMode("ADD")
highlight:SetTexture("Interface\\Buttons\\UI-RadioButton")
highlight:SetTexCoord(0.5, 0.75, 0, 1)
else
size = 24
checkbg:SetTexture("Interface\\Buttons\\UI-CheckBox-Up")
checkbg:SetTexCoord(0, 1, 0, 1)
check:SetTexture("Interface\\Buttons\\UI-CheckBox-Check")
check:SetTexCoord(0, 1, 0, 1)
check:SetBlendMode("BLEND")
highlight:SetTexture("Interface\\Buttons\\UI-CheckBox-Highlight")
highlight:SetTexCoord(0, 1, 0, 1)
end
checkbg:SetHeight(size)
checkbg:SetWidth(size)
end,
["ToggleChecked"] = function(self)
local value = self:GetValue()
if self.tristate then
--cycle in true, nil, false order
if value then
self:SetValue(nil)
elseif value == nil then
self:SetValue(false)
else
self:SetValue(true)
end
else
self:SetValue(not self:GetValue())
end
end,
["SetLabel"] = function(self, label)
self.text:SetText(label)
end,
["SetDescription"] = function(self, desc)
if desc then
if not self.desc then
local f = self.frame:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall")
f:ClearAllPoints()
f:SetPoint("TOPLEFT", self.checkbg, "TOPRIGHT", 5, -21)
f:SetWidth(self.frame.width - 30)
f:SetPoint("RIGHT", self.frame, "RIGHT", -30, 0)
f:SetJustifyH("LEFT")
f:SetJustifyV("TOP")
self.desc = f
end
self.desc:Show()
--self.text:SetFontObject(GameFontNormal)
self.desc:SetText(desc)
self:SetHeight(28 + self.desc:GetStringHeight())
else
if self.desc then
self.desc:SetText("")
self.desc:Hide()
end
--self.text:SetFontObject(GameFontHighlight)
self:SetHeight(24)
end
end,
["SetImage"] = function(self, path, ...)
local image = self.image
image:SetTexture(path)
if image:GetTexture() then
local n = select("#", ...)
if n == 4 or n == 8 then
image:SetTexCoord(...)
else
image:SetTexCoord(0, 1, 0, 1)
end
end
AlignImage(self)
end
}
--[[-----------------------------------------------------------------------------
Constructor
-------------------------------------------------------------------------------]]
local function Constructor()
local frame = CreateFrame("Button", nil, UIParent)
frame:Hide()
frame:EnableMouse(true)
frame:SetScript("OnEnter", Control_OnEnter)
frame:SetScript("OnLeave", Control_OnLeave)
frame:SetScript("OnMouseDown", CheckBox_OnMouseDown)
frame:SetScript("OnMouseUp", CheckBox_OnMouseUp)
local checkbg = frame:CreateTexture(nil, "ARTWORK")
checkbg:SetWidth(24)
checkbg:SetHeight(24)
checkbg:SetPoint("TOPLEFT")
checkbg:SetTexture("Interface\\Buttons\\UI-CheckBox-Up")
local check = frame:CreateTexture(nil, "OVERLAY")
check:SetAllPoints(checkbg)
check:SetTexture("Interface\\Buttons\\UI-CheckBox-Check")
local text = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlight")
text:SetJustifyH("LEFT")
text:SetHeight(18)
text:SetPoint("LEFT", checkbg, "RIGHT")
text:SetPoint("RIGHT")
local highlight = frame:CreateTexture(nil, "HIGHLIGHT")
highlight:SetTexture("Interface\\Buttons\\UI-CheckBox-Highlight")
highlight:SetBlendMode("ADD")
highlight:SetAllPoints(checkbg)
local image = frame:CreateTexture(nil, "OVERLAY")
image:SetHeight(16)
image:SetWidth(16)
image:SetPoint("LEFT", checkbg, "RIGHT", 1, 0)
local widget = {
checkbg = checkbg,
check = check,
text = text,
highlight = highlight,
image = image,
frame = frame,
type = Type
}
for method, func in pairs(methods) do
widget[method] = func
end
return AceGUI:RegisterAsWidget(widget)
end
AceGUI:RegisterWidgetType(Type, Constructor, Version)