Files
mod-worgoblin/data/patch-hd/Interface/FrameXML/UIPanelTemplates.lua
2024-03-11 22:55:23 -04:00

466 lines
12 KiB
Lua

-- functions to manage tab interfaces where only one tab of a group may be selected
function PanelTemplates_Tab_OnClick(self, frame)
PanelTemplates_SetTab(frame, self:GetID())
end
function PanelTemplates_SetTab(frame, id)
frame.selectedTab = id;
PanelTemplates_UpdateTabs(frame);
end
function PanelTemplates_GetSelectedTab(frame)
return frame.selectedTab;
end
function PanelTemplates_UpdateTabs(frame)
if ( frame.selectedTab ) then
local tab;
for i=1, frame.numTabs, 1 do
tab = _G[frame:GetName().."Tab"..i];
if ( tab.isDisabled ) then
PanelTemplates_SetDisabledTabState(tab);
elseif ( i == frame.selectedTab ) then
PanelTemplates_SelectTab(tab);
else
PanelTemplates_DeselectTab(tab);
end
end
end
end
function PanelTemplates_GetTabWidth(tab)
local tabName = tab:GetName();
local sideWidths = 2 * _G[tabName.."Left"]:GetWidth();
return tab:GetTextWidth() + sideWidths;
end
function PanelTemplates_TabResize(tab, padding, absoluteSize, maxWidth, absoluteTextSize)
local tabName = tab:GetName();
local buttonMiddle = _G[tabName.."Middle"];
local buttonMiddleDisabled = _G[tabName.."MiddleDisabled"];
local sideWidths = 2 * _G[tabName.."Left"]:GetWidth();
local tabText = _G[tab:GetName().."Text"];
local width, tabWidth;
local textWidth;
if ( absoluteTextSize ) then
textWidth = absoluteTextSize;
else
textWidth = tabText:GetWidth();
end
-- If there's an absolute size specified then use it
if ( absoluteSize ) then
if ( absoluteSize < sideWidths) then
width = 1;
tabWidth = sideWidths
else
width = absoluteSize - sideWidths;
tabWidth = absoluteSize
end
tabText:SetWidth(width);
else
-- Otherwise try to use padding
if ( padding ) then
width = textWidth + padding;
else
width = textWidth + 24;
end
-- If greater than the maxWidth then cap it
if ( maxWidth and width > maxWidth ) then
if ( padding ) then
width = maxWidth + padding;
else
width = maxWidth + 24;
end
tabText:SetWidth(width);
else
tabText:SetWidth(0);
end
tabWidth = width + sideWidths;
end
if ( buttonMiddle ) then
buttonMiddle:SetWidth(width);
end
if ( buttonMiddleDisabled ) then
buttonMiddleDisabled:SetWidth(width);
end
tab:SetWidth(tabWidth);
local highlightTexture = _G[tabName.."HighlightTexture"];
if ( highlightTexture ) then
highlightTexture:SetWidth(tabWidth);
end
end
function PanelTemplates_SetNumTabs(frame, numTabs)
frame.numTabs = numTabs;
end
function PanelTemplates_DisableTab(frame, index)
_G[frame:GetName().."Tab"..index].isDisabled = 1;
PanelTemplates_UpdateTabs(frame);
end
function PanelTemplates_EnableTab(frame, index)
local tab = _G[frame:GetName().."Tab"..index];
tab.isDisabled = nil;
-- Reset text color
tab:SetDisabledFontObject(GameFontHighlightSmall);
PanelTemplates_UpdateTabs(frame);
end
function PanelTemplates_DeselectTab(tab)
local name = tab:GetName();
_G[name.."Left"]:Show();
_G[name.."Middle"]:Show();
_G[name.."Right"]:Show();
--tab:UnlockHighlight();
tab:Enable();
_G[name.."LeftDisabled"]:Hide();
_G[name.."MiddleDisabled"]:Hide();
_G[name.."RightDisabled"]:Hide();
end
function PanelTemplates_SelectTab(tab)
local name = tab:GetName();
_G[name.."Left"]:Hide();
_G[name.."Middle"]:Hide();
_G[name.."Right"]:Hide();
--tab:LockHighlight();
tab:Disable();
tab:SetDisabledFontObject(GameFontHighlightSmall);
_G[name.."LeftDisabled"]:Show();
_G[name.."MiddleDisabled"]:Show();
_G[name.."RightDisabled"]:Show();
if ( GameTooltip:IsOwned(tab) ) then
GameTooltip:Hide();
end
end
function PanelTemplates_SetDisabledTabState(tab)
local name = tab:GetName();
_G[name.."Left"]:Show();
_G[name.."Middle"]:Show();
_G[name.."Right"]:Show();
--tab:UnlockHighlight();
tab:Disable();
tab.text = tab:GetText();
-- Gray out text
tab:SetDisabledFontObject(GameFontDisableSmall);
_G[name.."LeftDisabled"]:Hide();
_G[name.."MiddleDisabled"]:Hide();
_G[name.."RightDisabled"]:Hide();
end
function ScrollFrameTemplate_OnMouseWheel(self, value, scrollBar)
scrollBar = scrollBar or _G[self:GetName() .. "ScrollBar"];
if ( value > 0 ) then
scrollBar:SetValue(scrollBar:GetValue() - (scrollBar:GetHeight() / 2));
else
scrollBar:SetValue(scrollBar:GetValue() + (scrollBar:GetHeight() / 2));
end
end
-- Function to handle the update of manually calculated scrollframes. Used mostly for listings with an indeterminate number of items
function FauxScrollFrame_Update(frame, numItems, numToDisplay, valueStep, button, smallWidth, bigWidth, highlightFrame, smallHighlightWidth, bigHighlightWidth, alwaysShowScrollBar )
-- If more than one screen full of skills then show the scrollbar
local frameName = frame:GetName();
local scrollBar = _G[ frameName.."ScrollBar" ];
local showScrollBar;
if ( numItems > numToDisplay or alwaysShowScrollBar ) then
frame:Show();
showScrollBar = 1;
else
scrollBar:SetValue(0);
frame:Hide();
end
if ( frame:IsShown() ) then
local scrollChildFrame = _G[ frameName.."ScrollChildFrame" ];
local scrollUpButton = _G[ frameName.."ScrollBarScrollUpButton" ];
local scrollDownButton = _G[ frameName.."ScrollBarScrollDownButton" ];
local scrollFrameHeight = 0;
local scrollChildHeight = 0;
if ( numItems > 0 ) then
scrollFrameHeight = (numItems - numToDisplay) * valueStep;
scrollChildHeight = numItems * valueStep;
if ( scrollFrameHeight < 0 ) then
scrollFrameHeight = 0;
end
scrollChildFrame:Show();
else
scrollChildFrame:Hide();
end
scrollBar:SetMinMaxValues(0, scrollFrameHeight);
scrollBar:SetValueStep(valueStep);
scrollChildFrame:SetHeight(scrollChildHeight);
-- Arrow button handling
if ( scrollBar:GetValue() == 0 ) then
scrollUpButton:Disable();
else
scrollUpButton:Enable();
end
if ((scrollBar:GetValue() - scrollFrameHeight) == 0) then
scrollDownButton:Disable();
else
scrollDownButton:Enable();
end
-- Shrink because scrollbar is shown
if ( highlightFrame ) then
highlightFrame:SetWidth(smallHighlightWidth);
end
if ( button ) then
for i=1, numToDisplay do
_G[button..i]:SetWidth(smallWidth);
end
end
else
-- Widen because scrollbar is hidden
if ( highlightFrame ) then
highlightFrame:SetWidth(bigHighlightWidth);
end
if ( button ) then
for i=1, numToDisplay do
_G[button..i]:SetWidth(bigWidth);
end
end
end
return showScrollBar;
end
function FauxScrollFrame_OnVerticalScroll(self, value, itemHeight, updateFunction)
local scrollbar = _G[self:GetName().."ScrollBar"];
scrollbar:SetValue(value);
self.offset = floor((value / itemHeight) + 0.5);
if ( updateFunction ) then
updateFunction(self);
end
end
function FauxScrollFrame_GetOffset(frame)
return frame.offset;
end
function FauxScrollFrame_SetOffset(frame, offset)
frame.offset = offset;
end
-- Scrollframe functions
function ScrollFrame_OnLoad(self)
_G[self:GetName().."ScrollBarScrollDownButton"]:Disable();
_G[self:GetName().."ScrollBarScrollUpButton"]:Disable();
local scrollbar = _G[self:GetName().."ScrollBar"];
scrollbar:SetMinMaxValues(0, 0);
scrollbar:SetValue(0);
self.offset = 0;
end
function ScrollFrame_OnScrollRangeChanged(self, xrange, yrange)
local scrollbar = _G[self:GetName().."ScrollBar"];
if ( not yrange ) then
yrange = self:GetVerticalScrollRange();
end
local value = scrollbar:GetValue();
if ( value > yrange ) then
value = yrange;
end
scrollbar:SetMinMaxValues(0, yrange);
scrollbar:SetValue(value);
if ( floor(yrange) == 0 ) then
if ( self.scrollBarHideable ) then
_G[self:GetName().."ScrollBar"]:Hide();
_G[scrollbar:GetName().."ScrollDownButton"]:Hide();
_G[scrollbar:GetName().."ScrollUpButton"]:Hide();
else
_G[scrollbar:GetName().."ScrollDownButton"]:Disable();
_G[scrollbar:GetName().."ScrollUpButton"]:Disable();
_G[scrollbar:GetName().."ScrollDownButton"]:Show();
_G[scrollbar:GetName().."ScrollUpButton"]:Show();
end
_G[scrollbar:GetName().."ThumbTexture"]:Hide();
else
_G[scrollbar:GetName().."ScrollDownButton"]:Show();
_G[scrollbar:GetName().."ScrollUpButton"]:Show();
_G[self:GetName().."ScrollBar"]:Show();
_G[scrollbar:GetName().."ScrollDownButton"]:Enable();
_G[scrollbar:GetName().."ThumbTexture"]:Show();
end
-- Hide/show scrollframe borders
local top = _G[self:GetName().."Top"];
local bottom = _G[self:GetName().."Bottom"];
local middle = _G[self:GetName().."Middle"];
if ( top and bottom and self.scrollBarHideable ) then
if ( self:GetVerticalScrollRange() == 0 ) then
top:Hide();
bottom:Hide();
else
top:Show();
bottom:Show();
end
end
if ( middle and self.scrollBarHideable ) then
if ( self:GetVerticalScrollRange() == 0 ) then
middle:Hide();
else
middle:Show();
end
end
end
function ScrollingEdit_OnTextChanged(self, scrollFrame)
-- force an update when the text changes
self.handleCursorChange = true;
ScrollingEdit_OnUpdate(self, 0, scrollFrame);
end
function ScrollingEdit_OnCursorChanged(self, x, y, w, h)
self.cursorOffset = y;
self.cursorHeight = h;
self.handleCursorChange = true;
end
-- NOTE: If your edit box never shows partial lines of text, then this function will not work when you use
-- your mouse to move the edit cursor. You need the edit box to cut lines of text so that you can use your
-- mouse to highlight those partially-seen lines; otherwise you won't be able to use the mouse to move the
-- cursor above or below the current scroll area of the edit box.
function ScrollingEdit_OnUpdate(self, elapsed, scrollFrame)
local height, range, scroll, size, cursorOffset;
if ( self.handleCursorChange ) then
if ( not scrollFrame ) then
scrollFrame = self:GetParent();
end
height = scrollFrame:GetHeight();
range = scrollFrame:GetVerticalScrollRange();
scroll = scrollFrame:GetVerticalScroll();
size = height + range;
cursorOffset = -self.cursorOffset;
if ( math.floor(height) <= 0 or math.floor(range) <= 0 ) then
--Frame has no area, nothing to calculate.
return;
end
while ( cursorOffset < scroll ) do
scroll = (scroll - (height / 2));
if ( scroll < 0 ) then
scroll = 0;
end
scrollFrame:SetVerticalScroll(scroll);
end
while ( (cursorOffset + self.cursorHeight) > (scroll + height) and scroll < range ) do
scroll = (scroll + (height / 2));
if ( scroll > range ) then
scroll = range;
end
scrollFrame:SetVerticalScroll(scroll);
end
self.handleCursorChange = false;
end
end
function EditBox_HandleTabbing(self, tabList)
local editboxName = self:GetName();
local index;
for i=1, #tabList do
if ( editboxName == tabList[i] ) then
index = i;
break;
end
end
if ( IsShiftKeyDown() ) then
index = index - 1;
else
index = index + 1;
end
if ( index == 0 ) then
index = #tabList;
elseif ( index > #tabList ) then
index = 1;
end
local target = tabList[index];
_G[target]:SetFocus();
end
function EditBox_ClearFocus (self)
self:ClearFocus();
end
function EditBox_SetFocus (self)
self:SetFocus();
end
function EditBox_HighlightText (self)
self:HighlightText();
end
function EditBox_ClearHighlight (self)
self:HighlightText(0, 0);
end
UIFrameCache = CreateFrame("FRAME");
local caches = {};
function UIFrameCache:New (frameType, baseName, parent, template)
if ( self ~= UIFrameCache ) then
error("Attempt to run factory method on class member");
end
local frameCache = {};
setmetatable(frameCache, self);
self.__index = self;
frameCache.frameType = frameType;
frameCache.baseName = baseName;
frameCache.parent = parent;
frameCache.template = template;
frameCache.frames = {};
frameCache.usedFrames = {};
frameCache.numFrames = 0;
tinsert(caches, frameCache);
return frameCache;
end
function UIFrameCache:GetFrame ()
local frame = self.frames[1];
if ( frame ) then
tremove(self.frames, 1);
tinsert(self.usedFrames, frame);
return frame;
end
frame = CreateFrame(self.frameType, self.baseName .. self.numFrames + 1, self.parent, self.template);
frame.frameCache = self;
self.numFrames = self.numFrames + 1;
tinsert(self.usedFrames, frame);
return frame;
end
function UIFrameCache:ReleaseFrame (frame)
for k, v in next, self.frames do
if ( v == frame ) then
return;
end
end
for k, v in next, self.usedFrames do
if ( v == frame ) then
tinsert(self.frames, frame);
tremove(self.usedFrames, k);
break;
end
end
end