--- **AceGUI-3.0** provides access to numerous widgets which can be used to create GUIs.
-- AceGUI is used by AceConfigDialog to create the option GUIs, but you can use it by itself
-- to create any custom GUI. There are more extensive examples in the test suite in the Ace3
-- stand-alone distribution.
--
-- **Note**: When using AceGUI-3.0 directly, please do not modify the frames of the widgets directly,
-- as any "unknown" change to the widgets will cause addons that get your widget out of the widget pool
-- to misbehave. If you think some part of a widget should be modifiable, please open a ticket, and we"ll
-- implement a proper API to modify it.
-- @usage
-- local AceGUI = LibStub("AceGUI-3.0")
-- -- Create a container frame
-- local f = AceGUI:Create("Frame")
-- f:SetCallback("OnClose",function(widget) AceGUI:Release(widget) end)
-- f:SetTitle("AceGUI-3.0 Example")
-- f:SetStatusText("Status Bar")
-- f:SetLayout("Flow")
-- -- Create a button
-- local btn = AceGUI:Create("Button")
-- btn:SetWidth(170)
-- btn:SetText("Button !")
-- btn:SetCallback("OnClick", function() print("Click!") end)
-- -- Add the button to the container
-- f:AddChild(btn)
-- @class file
-- @name AceGUI-3.0
-- @release $Id$
local ACEGUI_MAJOR , ACEGUI_MINOR = " AceGUI-3.0 " , 41
local AceGUI , oldminor = LibStub : NewLibrary ( ACEGUI_MAJOR , ACEGUI_MINOR )
if not AceGUI then return end -- No upgrade needed
-- Lua APIs
local tinsert , wipe = table.insert , table.wipe
local select , pairs , next , type = select , pairs , next , type
local error , assert = error , assert
local setmetatable , rawget = setmetatable , rawget
local math_max , math_min , math_ceil = math.max , math.min , math.ceil
-- WoW APIs
local UIParent = UIParent
AceGUI.WidgetRegistry = AceGUI.WidgetRegistry or { }
AceGUI.LayoutRegistry = AceGUI.LayoutRegistry or { }
AceGUI.WidgetBase = AceGUI.WidgetBase or { }
AceGUI.WidgetContainerBase = AceGUI.WidgetContainerBase or { }
AceGUI.WidgetVersions = AceGUI.WidgetVersions or { }
AceGUI.tooltip = AceGUI.tooltip or CreateFrame ( " GameTooltip " , " AceGUITooltip " , UIParent , " GameTooltipTemplate " )
-- local upvalues
local WidgetRegistry = AceGUI.WidgetRegistry
local LayoutRegistry = AceGUI.LayoutRegistry
local WidgetVersions = AceGUI.WidgetVersions
--[[
xpcall safecall implementation
] ]
local xpcall = xpcall
local function errorhandler ( err )
return geterrorhandler ( ) ( err )
end
local function safecall ( func , ... )
if func then
return xpcall ( func , errorhandler , ... )
end
end
-- Recycling functions
local newWidget , delWidget
do
-- Version Upgrade in Minor 29
-- Internal Storage of the objects changed, from an array table
-- to a hash table, and additionally we introduced versioning on
-- the widgets which would discard all widgets from a pre-29 version
-- anyway, so we just clear the storage now, and don't try to
-- convert the storage tables to the new format.
-- This should generally not cause *many* widgets to end up in trash,
-- since once dialogs are opened, all addons should be loaded already
-- and AceGUI should be on the latest version available on the users
-- setup.
-- -- nevcairiel - Nov 2nd, 2009
if oldminor and oldminor < 29 and AceGUI.objPools then
AceGUI.objPools = nil
end
AceGUI.objPools = AceGUI.objPools or { }
local objPools = AceGUI.objPools
--Returns a new instance, if none are available either returns a new table or calls the given contructor
function newWidget ( widgetType )
if not WidgetRegistry [ widgetType ] then
error ( " Attempt to instantiate unknown widget type " , 2 )
end
if not objPools [ widgetType ] then
objPools [ widgetType ] = { }
end
local newObj = next ( objPools [ widgetType ] )
if not newObj then
newObj = WidgetRegistry [ widgetType ] ( )
newObj.AceGUIWidgetVersion = WidgetVersions [ widgetType ]
else
objPools [ widgetType ] [ newObj ] = nil
-- if the widget is older then the latest, don't even try to reuse it
-- just forget about it, and grab a new one.
if not newObj.AceGUIWidgetVersion or newObj.AceGUIWidgetVersion < WidgetVersions [ widgetType ] then
return newWidget ( widgetType )
end
end
return newObj
end
-- Releases an instance to the Pool
function delWidget ( obj , widgetType )
if not objPools [ widgetType ] then
objPools [ widgetType ] = { }
end
if objPools [ widgetType ] [ obj ] then
error ( " Attempt to Release Widget that is already released " , 2 )
end
objPools [ widgetType ] [ obj ] = true
end
end
-------------------
-- API Functions --
-------------------
-- Gets a widget Object
--- Create a new Widget of the given type.
-- This function will instantiate a new widget (or use one from the widget pool), and call the
-- OnAcquire function on it, before returning.
-- @param type The type of the widget.
-- @return The newly created widget.
function AceGUI : Create ( widgetType )
if WidgetRegistry [ widgetType ] then
local widget = newWidget ( widgetType )
if rawget ( widget , " Acquire " ) then
widget.OnAcquire = widget.Acquire
widget.Acquire = nil
elseif rawget ( widget , " Aquire " ) then
widget.OnAcquire = widget.Aquire
widget.Aquire = nil
end
if rawget ( widget , " Release " ) then
widget.OnRelease = rawget ( widget , " Release " )
widget.Release = nil
end
if widget.OnAcquire then
widget : OnAcquire ( )
else
error ( ( " Widget type %s doesn't supply an OnAcquire Function " ) : format ( widgetType ) )
end
-- Set the default Layout ("List")
safecall ( widget.SetLayout , widget , " List " )
safecall ( widget.ResumeLayout , widget )
return widget
end
end
--- Releases a widget Object.
-- This function calls OnRelease on the widget and places it back in the widget pool.
-- Any data on the widget is being erased, and the widget will be hidden.\\
-- If this widget is a Container-Widget, all of its Child-Widgets will be releases as well.
-- @param widget The widget to release
function AceGUI : Release ( widget )
if widget.isQueuedForRelease then return end
widget.isQueuedForRelease = true
safecall ( widget.PauseLayout , widget )
widget.frame : Hide ( )
widget : Fire ( " OnRelease " )
safecall ( widget.ReleaseChildren , widget )
if widget.OnRelease then
widget : OnRelease ( )
-- else
-- error(("Widget type %s doesn't supply an OnRelease Function"):format(widget.type))
end
for k in pairs ( widget.userdata ) do
widget.userdata [ k ] = nil
end
for k in pairs ( widget.events ) do
widget.events [ k ] = nil
end
widget.width = nil
widget.relWidth = nil
widget.height = nil
widget.relHeight = nil
widget.noAutoHeight = nil
widget.frame : ClearAllPoints ( )
widget.frame : Hide ( )
widget.frame : SetParent ( UIParent )
widget.frame . width = nil
widget.frame . height = nil
if widget.content then
widget.content . width = nil
widget.content . height = nil
end
widget.isQueuedForRelease = nil
delWidget ( widget , widget.type )
end
--- Check if a widget is currently in the process of being released
-- This function check if this widget, or any of its parents (in which case it'll be released shortly as well)
-- are currently being released. This allows addon to handle any callbacks accordingly.
-- @param widget The widget to check
function AceGUI : IsReleasing ( widget )
if widget.isQueuedForRelease then
return true
end
if widget.parent and widget.parent . AceGUIWidgetVersion then
return AceGUI : IsReleasing ( widget.parent )
end
return false
end
-----------
-- Focus --
-----------
--- Called when a widget has taken focus.
-- e.g. Dropdowns opening, Editboxes gaining kb focus
-- @param widget The widget that should be focused
function AceGUI : SetFocus ( widget )
if self.FocusedWidget and self.FocusedWidget ~= widget then
safecall ( self.FocusedWidget . ClearFocus , self.FocusedWidget )
end
self.FocusedWidget = widget
end
--- Called when something has happened that could cause widgets with focus to drop it
-- e.g. titlebar of a frame being clicked
function AceGUI : ClearFocus ( )
if self.FocusedWidget then
safecall ( self.FocusedWidget . ClearFocus , self.FocusedWidget )
self.FocusedWidget = nil
end
end
-------------
-- Widgets --
-------------
--[[
Widgets must provide the following functions
OnAcquire ( ) - Called when the object is acquired , should set everything to a default hidden state
And the following members
frame - the frame or derivitive object that will be treated as the widget for size and anchoring purposes
type - the type of the object , same as the name given to : RegisterWidget ( )
Widgets contain a table called userdata , this is a safe place to store data associated with the wigdet
It will be cleared automatically when a widget is released
Placing values directly into a widget object should be avoided
If the Widget can act as a container for other Widgets the following
content - frame or derivitive that children will be anchored to
The Widget can supply the following Optional Members
: OnRelease ( ) - Called when the object is Released , should remove any additional anchors and clear any data
: OnWidthSet ( width ) - Called when the width of the widget is changed
: OnHeightSet ( height ) - Called when the height of the widget is changed
Widgets should not use the OnSizeChanged events of thier frame or content members , use these methods instead
AceGUI already sets a handler to the event
: LayoutFinished ( width , height ) - called after a layout has finished , the width and height will be the width and height of the
area used for controls . These can be nil if the layout used the existing size to layout the controls .
] ]
--------------------------
-- Widget Base Template --
--------------------------
do
local WidgetBase = AceGUI.WidgetBase
WidgetBase.SetParent = function ( self , parent )
local frame = self.frame
frame : SetParent ( nil )
frame : SetParent ( parent.content )
self.parent = parent
end
WidgetBase.SetCallback = function ( self , name , func )
if type ( func ) == " function " then
self.events [ name ] = func
end
end
WidgetBase.Fire = function ( self , name , ... )
if self.events [ name ] then
local success , ret = safecall ( self.events [ name ] , self , name , ... )
if success then
return ret
end
end
end
WidgetBase.SetWidth = function ( self , width )
self.frame : SetWidth ( width )
self.frame . width = width
if self.OnWidthSet then
self : OnWidthSet ( width )
end
end
WidgetBase.SetRelativeWidth = function ( self , width )
if width <= 0 or width > 1 then
error ( " :SetRelativeWidth(width): Invalid relative width. " , 2 )
end
self.relWidth = width
self.width = " relative "
end
WidgetBase.SetHeight = function ( self , height )
self.frame : SetHeight ( height )
self.frame . height = height
if self.OnHeightSet then
self : OnHeightSet ( height )
end
end
--[[ WidgetBase.SetRelativeHeight = function(self, height)
if height <= 0 or height > 1 then
error ( " :SetRelativeHeight(height): Invalid relative height. " , 2 )
end
self.relHeight = height
self.height = " relative "
end ] ]
WidgetBase.IsVisible = function ( self )
return self.frame : IsVisible ( )
end
WidgetBase.IsShown = function ( self )
return self.frame : IsShown ( )
end
WidgetBase.Release = function ( self )
AceGUI : Release ( self )
end
WidgetBase.IsReleasing = function ( self )
return AceGUI : IsReleasing ( self )
end
WidgetBase.SetPoint = function ( self , ... )
return self.frame : SetPoint ( ... )
end
WidgetBase.ClearAllPoints = function ( self )
return self.frame : ClearAllPoints ( )
end
WidgetBase.GetNumPoints = function ( self )
return self.frame : GetNumPoints ( )
end
WidgetBase.GetPoint = function ( self , ... )
return self.frame : GetPoint ( ... )
end
WidgetBase.GetUserDataTable = function ( self )
return self.userdata
end
WidgetBase.SetUserData = function ( self , key , value )
self.userdata [ key ] = value
end
WidgetBase.GetUserData = function ( self , key )
return self.userdata [ key ]
end
WidgetBase.IsFullHeight = function ( self )
return self.height == " fill "
end
WidgetBase.SetFullHeight = function ( self , isFull )
if isFull then
self.height = " fill "
else
self.height = nil
end
end
WidgetBase.IsFullWidth = function ( self )
return self.width == " fill "
end
WidgetBase.SetFullWidth = function ( self , isFull )
if isFull then
self.width = " fill "
else
self.width = nil
end
end
-- local function LayoutOnUpdate(this)
-- this:SetScript("OnUpdate",nil)
-- this.obj:PerformLayout()
-- end
local WidgetContainerBase = AceGUI.WidgetContainerBase
WidgetContainerBase.PauseLayout = function ( self )
self.LayoutPaused = true
end
WidgetContainerBase.ResumeLayout = function ( self )
self.LayoutPaused = nil
end
WidgetContainerBase.PerformLayout = function ( self )
if self.LayoutPaused then
return
end
safecall ( self.LayoutFunc , self.content , self.children )
end
--call this function to layout, makes sure layed out objects get a frame to get sizes etc
WidgetContainerBase.DoLayout = function ( self )
self : PerformLayout ( )
-- if not self.parent then
-- self.frame:SetScript("OnUpdate", LayoutOnUpdate)
-- end
end
WidgetContainerBase.AddChild = function ( self , child , beforeWidget )
if beforeWidget then
local siblingIndex = 1
for _ , widget in pairs ( self.children ) do
if widget == beforeWidget then
break
end
siblingIndex = siblingIndex + 1
end
tinsert ( self.children , siblingIndex , child )
else
tinsert ( self.children , child )
end
child : SetParent ( self )
child.frame : Show ( )
self : DoLayout ( )
end
WidgetContainerBase.AddChildren = function ( self , ... )
for i = 1 , select ( " # " , ... ) do
local child = select ( i , ... )
tinsert ( self.children , child )
child : SetParent ( self )
child.frame : Show ( )
end
self : DoLayout ( )
end
WidgetContainerBase.ReleaseChildren = function ( self )
local children = self.children
for i = 1 , # children do
AceGUI : Release ( children [ i ] )
children [ i ] = nil
end
end
WidgetContainerBase.SetLayout = function ( self , Layout )
self.LayoutFunc = AceGUI : GetLayout ( Layout )
end
WidgetContainerBase.SetAutoAdjustHeight = function ( self , adjust )
if adjust then
self.noAutoHeight = nil
else
self.noAutoHeight = true
end
end
local function FrameResize ( this )
local self = this.obj
if this : GetWidth ( ) and this : GetHeight ( ) then
if self.OnWidthSet then
self : OnWidthSet ( this : GetWidth ( ) )
end
if self.OnHeightSet then
self : OnHeightSet ( this : GetHeight ( ) )
end
end
end
local function ContentResize ( this )
if this : GetWidth ( ) and this : GetHeight ( ) then
this.width = this : GetWidth ( )
this.height = this : GetHeight ( )
this.obj : DoLayout ( )
end
end
setmetatable ( WidgetContainerBase , { __index = WidgetBase } )
--One of these function should be called on each Widget Instance as part of its creation process
--- Register a widget-class as a container for newly created widgets.
-- @param widget The widget class
function AceGUI : RegisterAsContainer ( widget )
widget.children = { }
widget.userdata = { }
widget.events = { }
widget.base = WidgetContainerBase
widget.content . obj = widget
widget.frame . obj = widget
widget.content : SetScript ( " OnSizeChanged " , ContentResize )
widget.frame : SetScript ( " OnSizeChanged " , FrameResize )
setmetatable ( widget , { __index = WidgetContainerBase } )
widget : SetLayout ( " List " )
return widget
end
--- Register a widget-class as a widget.
-- @param widget The widget class
function AceGUI : RegisterAsWidget ( widget )
widget.userdata = { }
widget.events = { }
widget.base = WidgetBase
widget.frame . obj = widget
widget.frame : SetScript ( " OnSizeChanged " , FrameResize )
setmetatable ( widget , { __index = WidgetBase } )
return widget
end
end
------------------
-- Widget API --
------------------
--- Registers a widget Constructor, this function returns a new instance of the Widget
-- @param Name The name of the widget
-- @param Constructor The widget constructor function
-- @param Version The version of the widget
function AceGUI : RegisterWidgetType ( Name , Constructor , Version )
assert ( type ( Constructor ) == " function " )
assert ( type ( Version ) == " number " )
local oldVersion = WidgetVersions [ Name ]
if oldVersion and oldVersion >= Version then return end
WidgetVersions [ Name ] = Version
WidgetRegistry [ Name ] = Constructor
end
--- Registers a Layout Function
-- @param Name The name of the layout
-- @param LayoutFunc Reference to the layout function
function AceGUI : RegisterLayout ( Name , LayoutFunc )
assert ( type ( LayoutFunc ) == " function " )
if type ( Name ) == " string " then
Name = Name : upper ( )
end
LayoutRegistry [ Name ] = LayoutFunc
end
--- Get a Layout Function from the registry
-- @param Name The name of the layout
function AceGUI : GetLayout ( Name )
if type ( Name ) == " string " then
Name = Name : upper ( )
end
return LayoutRegistry [ Name ]
end
AceGUI.counts = AceGUI.counts or { }
--- A type-based counter to count the number of widgets created.
-- This is used by widgets that require a named frame, e.g. when a Blizzard
-- Template requires it.
-- @param type The widget type
function AceGUI : GetNextWidgetNum ( widgetType )
if not self.counts [ widgetType ] then
self.counts [ widgetType ] = 0
end
self.counts [ widgetType ] = self.counts [ widgetType ] + 1
return self.counts [ widgetType ]
end
--- Return the number of created widgets for this type.
-- In contrast to GetNextWidgetNum, the number is not incremented.
-- @param widgetType The widget type
function AceGUI : GetWidgetCount ( widgetType )
return self.counts [ widgetType ] or 0
end
--- Return the version of the currently registered widget type.
-- @param widgetType The widget type
function AceGUI : GetWidgetVersion ( widgetType )
return WidgetVersions [ widgetType ]
end
-------------
-- Layouts --
-------------
--[[
A Layout is a func that takes 2 parameters
content - the frame that widgets will be placed inside
children - a table containing the widgets to layout
] ]
-- Very simple Layout, Children are stacked on top of each other down the left side
AceGUI : RegisterLayout ( " List " ,
function ( content , children )
local height = 0
local width = content.width or content : GetWidth ( ) or 0
for i = 1 , # children do
local child = children [ i ]
local frame = child.frame
frame : ClearAllPoints ( )
frame : Show ( )
if i == 1 then
frame : SetPoint ( " TOPLEFT " , content )
else
frame : SetPoint ( " TOPLEFT " , children [ i - 1 ] . frame , " BOTTOMLEFT " )
end
if child.width == " fill " then
child : SetWidth ( width )
frame : SetPoint ( " RIGHT " , content )
if child.DoLayout then
child : DoLayout ( )
end
elseif child.width == " relative " then
child : SetWidth ( width * child.relWidth )
if child.DoLayout then
child : DoLayout ( )
end
end
height = height + ( frame.height or frame : GetHeight ( ) or 0 )
end
safecall ( content.obj . LayoutFinished , content.obj , nil , height )
end )
-- A single control fills the whole content area
AceGUI : RegisterLayout ( " Fill " ,
function ( content , children )
if children [ 1 ] then
children [ 1 ] : SetWidth ( content : GetWidth ( ) or 0 )
children [ 1 ] : SetHeight ( content : GetHeight ( ) or 0 )
children [ 1 ] . frame : ClearAllPoints ( )
children [ 1 ] . frame : SetAllPoints ( content )
children [ 1 ] . frame : Show ( )
safecall ( content.obj . LayoutFinished , content.obj , nil , children [ 1 ] . frame : GetHeight ( ) )
end
end )
local layoutrecursionblock = nil
local function safelayoutcall ( object , func , ... )
layoutrecursionblock = true
object [ func ] ( object , ... )
layoutrecursionblock = nil
end
AceGUI : RegisterLayout ( " Flow " ,
function ( content , children )
if layoutrecursionblock then return end
--used height so far
local height = 0
--width used in the current row
local usedwidth = 0
--height of the current row
local rowheight = 0
local rowoffset = 0
local width = content.width or content : GetWidth ( ) or 0
--control at the start of the row
local rowstart
local rowstartoffset
local isfullheight
local frameoffset
local lastframeoffset
local oversize
for i = 1 , # children do
local child = children [ i ]
oversize = nil
local frame = child.frame
local frameheight = frame.height or frame : GetHeight ( ) or 0
local framewidth = frame.width or frame : GetWidth ( ) or 0
lastframeoffset = frameoffset
-- HACK: Why did we set a frameoffset of (frameheight / 2) ?
-- That was moving all widgets half the widgets size down, is that intended?
-- Actually, it seems to be neccessary for many cases, we'll leave it in for now.
-- If widgets seem to anchor weirdly with this, provide a valid alignoffset for them.
-- TODO: Investigate moar!
frameoffset = child.alignoffset or ( frameheight / 2 )
if child.width == " relative " then
framewidth = width * child.relWidth
end
frame : Show ( )
frame : ClearAllPoints ( )
if i == 1 then
-- anchor the first control to the top left
frame : SetPoint ( " TOPLEFT " , content )
rowheight = frameheight
rowoffset = frameoffset
rowstart = frame
rowstartoffset = frameoffset
usedwidth = framewidth
if usedwidth > width then
oversize = true
end
else
-- if there isn't available width for the control start a new row
-- if a control is "fill" it will be on a row of its own full width
if usedwidth == 0 or ( ( framewidth ) + usedwidth > width ) or child.width == " fill " then
if isfullheight then
-- a previous row has already filled the entire height, there's nothing we can usefully do anymore
-- (maybe error/warn about this?)
break
end
--anchor the previous row, we will now know its height and offset
rowstart : SetPoint ( " TOPLEFT " , content , " TOPLEFT " , 0 , - ( height + ( rowoffset - rowstartoffset ) + 3 ) )
height = height + rowheight + 3
--save this as the rowstart so we can anchor it after the row is complete and we have the max height and offset of controls in it
rowstart = frame
rowstartoffset = frameoffset
rowheight = frameheight
rowoffset = frameoffset
usedwidth = framewidth
if usedwidth > width then
oversize = true
end
-- put the control on the current row, adding it to the width and checking if the height needs to be increased
else
--handles cases where the new height is higher than either control because of the offsets
--math.max(rowheight-rowoffset+frameoffset, frameheight-frameoffset+rowoffset)
--offset is always the larger of the two offsets
rowoffset = math_max ( rowoffset , frameoffset )
rowheight = math_max ( rowheight , rowoffset + ( frameheight / 2 ) )
frame : SetPoint ( " TOPLEFT " , children [ i - 1 ] . frame , " TOPRIGHT " , 0 , frameoffset - lastframeoffset )
usedwidth = framewidth + usedwidth
end
end
if child.width == " fill " then
safelayoutcall ( child , " SetWidth " , width )
frame : SetPoint ( " RIGHT " , content )
usedwidth = 0
rowstart = frame
if child.DoLayout then
child : DoLayout ( )
end
rowheight = frame.height or frame : GetHeight ( ) or 0
rowoffset = child.alignoffset or ( rowheight / 2 )
rowstartoffset = rowoffset
elseif child.width == " relative " then
safelayoutcall ( child , " SetWidth " , width * child.relWidth )
if child.DoLayout then
child : DoLayout ( )
end
elseif oversize then
if width > 1 then
frame : SetPoint ( " RIGHT " , content )
end
end
if child.height == " fill " then
frame : SetPoint ( " BOTTOM " , content )
isfullheight = true
end
end
--anchor the last row, if its full height needs a special case since its height has just been changed by the anchor
if isfullheight then
rowstart : SetPoint ( " TOPLEFT " , content , " TOPLEFT " , 0 , - height )
elseif rowstart then
rowstart : SetPoint ( " TOPLEFT " , content , " TOPLEFT " , 0 , - ( height + ( rowoffset - rowstartoffset ) + 3 ) )
end
height = height + rowheight + 3
safecall ( content.obj . LayoutFinished , content.obj , nil , height )
end )
-- Get alignment method and value. Possible alignment methods are a callback, a number, "start", "middle", "end", "fill" or "TOPLEFT", "BOTTOMRIGHT" etc.
local GetCellAlign = function ( dir , tableObj , colObj , cellObj , cell , child )
local fn = cellObj and ( cellObj [ " align " .. dir ] or cellObj.align )
or colObj and ( colObj [ " align " .. dir ] or colObj.align )
or tableObj [ " align " .. dir ] or tableObj.align
or " CENTERLEFT "
local val
child , cell = child or 0 , cell or 0
if type ( fn ) == " string " then
fn = fn : lower ( )
fn = dir == " V " and ( fn : sub ( 1 , 3 ) == " top " and " start " or fn : sub ( 1 , 6 ) == " bottom " and " end " or fn : sub ( 1 , 6 ) == " center " and " middle " )
or dir == " H " and ( fn : sub ( - 4 ) == " left " and " start " or fn : sub ( - 5 ) == " right " and " end " or fn : sub ( - 6 ) == " center " and " middle " )
or fn
val = ( fn == " start " or fn == " fill " ) and 0 or fn == " end " and cell - child or ( cell - child ) / 2
elseif type ( fn ) == " function " then
val = fn ( child or 0 , cell , dir )
else
val = fn
end
return fn , math_max ( 0 , math_min ( val , cell ) )
end
-- Get width or height for multiple cells combined
local GetCellDimension = function ( dir , laneDim , from , to , space )
local dim = 0
for cell = from , to do
dim = dim + ( laneDim [ cell ] or 0 )
end
return dim + math_max ( 0 , to - from ) * ( space or 0 )
end
--[[ Options
============
Container :
- columns ( { col , col , ... } ) : Column settings . " col " can be a number ( <= 0 : content width , < 1 : rel . width , < 10 : weight , >= 10 : abs . width ) or a table with column setting .
- space , spaceH , spaceV : Overall , horizontal and vertical spacing between cells .
- align , alignH , alignV : Overall , horizontal and vertical cell alignment . See GetCellAlign ( ) for possible values .
Columns :
- width : Fixed column width ( nil or <= 0 : content width , < 1 : rel . width , >= 1 : abs . width ) .
- min or 1 : Min width for content based width
- max or 2 : Max width for content based width
- weight : Flexible column width . The leftover width after accounting for fixed - width columns is distributed to weighted columns according to their weights .
- align , alignH , alignV : Overwrites the container setting for alignment .
Cell :
- colspan : Makes a cell span multiple columns .
- rowspan : Makes a cell span multiple rows .
- align , alignH , alignV : Overwrites the container and column setting for alignment .
] ]
AceGUI : RegisterLayout ( " Table " ,
function ( content , children )
local obj = content.obj
obj : PauseLayout ( )
local tableObj = obj : GetUserData ( " table " )
local cols = tableObj.columns
local spaceH = tableObj.spaceH or tableObj.space or 0
local spaceV = tableObj.spaceV or tableObj.space or 0
local totalH = ( content : GetWidth ( ) or content.width or 0 ) - spaceH * ( # cols - 1 )
-- We need to reuse these because layout events can come in very frequently
local layoutCache = obj : GetUserData ( " layoutCache " )
if not layoutCache then
layoutCache = { { } , { } , { } , { } , { } , { } }
obj : SetUserData ( " layoutCache " , layoutCache )
end
local t , laneH , laneV , rowspans , rowStart , colStart = unpack ( layoutCache )
-- Create the grid
local n , slotFound = 0
for i , child in ipairs ( children ) do
if child : IsShown ( ) then
repeat
n = n + 1
local col = ( n - 1 ) % # cols + 1
local row = math_ceil ( n / # cols )
local rowspan = rowspans [ col ]
local cell = rowspan and rowspan.child or child
local cellObj = cell : GetUserData ( " cell " )
slotFound = not rowspan
-- Rowspan
if not rowspan and cellObj and cellObj.rowspan then
rowspan = { child = child , from = row , to = row + cellObj.rowspan - 1 }
rowspans [ col ] = rowspan
end
if rowspan and i == # children then
rowspan.to = row
end
-- Colspan
local colspan = math_max ( 0 , math_min ( ( cellObj and cellObj.colspan or 1 ) - 1 , # cols - col ) )
n = n + colspan
-- Place the cell
if not rowspan or rowspan.to == row then
t [ n ] = cell
rowStart [ cell ] = rowspan and rowspan.from or row
colStart [ cell ] = col
if rowspan then
rowspans [ col ] = nil
end
end
until slotFound
end
end
local rows = math_ceil ( n / # cols )
-- Determine fixed size cols and collect weights
local extantH , totalWeight = totalH , 0
for col , colObj in ipairs ( cols ) do
laneH [ col ] = 0
if type ( colObj ) == " number " then
colObj = { [ colObj >= 1 and colObj < 10 and " weight " or " width " ] = colObj }
cols [ col ] = colObj
end
if colObj.weight then
-- Weight
totalWeight = totalWeight + ( colObj.weight or 1 )
else
if not colObj.width or colObj.width <= 0 then
-- Content width
for row = 1 , rows do
local child = t [ ( row - 1 ) * # cols + col ]
if child then
local f = child.frame
f : ClearAllPoints ( )
local childH = f : GetWidth ( ) or 0
laneH [ col ] = math_max ( laneH [ col ] , childH - GetCellDimension ( " H " , laneH , colStart [ child ] , col - 1 , spaceH ) )
end
end
laneH [ col ] = math_max ( colObj.min or colObj [ 1 ] or 0 , math_min ( laneH [ col ] , colObj.max or colObj [ 2 ] or laneH [ col ] ) )
else
-- Rel./Abs. width
laneH [ col ] = colObj.width < 1 and colObj.width * totalH or colObj.width
end
extantH = math_max ( 0 , extantH - laneH [ col ] )
end
end
-- Determine sizes based on weight
local scale = totalWeight > 0 and extantH / totalWeight or 0
for col , colObj in pairs ( cols ) do
if colObj.weight then
laneH [ col ] = scale * colObj.weight
end
end
-- Arrange children
for row = 1 , rows do
local rowV = 0
-- Horizontal placement and sizing
for col = 1 , # cols do
local child = t [ ( row - 1 ) * # cols + col ]
if child then
local colObj = cols [ colStart [ child ] ]
local cellObj = child : GetUserData ( " cell " )
local offsetH = GetCellDimension ( " H " , laneH , 1 , colStart [ child ] - 1 , spaceH ) + ( colStart [ child ] == 1 and 0 or spaceH )
local cellH = GetCellDimension ( " H " , laneH , colStart [ child ] , col , spaceH )
local f = child.frame
f : ClearAllPoints ( )
local childH = f : GetWidth ( ) or 0
local alignFn , align = GetCellAlign ( " H " , tableObj , colObj , cellObj , cellH , childH )
f : SetPoint ( " LEFT " , content , offsetH + align , 0 )
if child : IsFullWidth ( ) or alignFn == " fill " or childH > cellH then
f : SetPoint ( " RIGHT " , content , " LEFT " , offsetH + align + cellH , 0 )
end
if child.DoLayout then
child : DoLayout ( )
end
rowV = math_max ( rowV , ( f : GetHeight ( ) or 0 ) - GetCellDimension ( " V " , laneV , rowStart [ child ] , row - 1 , spaceV ) )
end
end
laneV [ row ] = rowV
-- Vertical placement and sizing
for col = 1 , # cols do
local child = t [ ( row - 1 ) * # cols + col ]
if child then
local colObj = cols [ colStart [ child ] ]
local cellObj = child : GetUserData ( " cell " )
local offsetV = GetCellDimension ( " V " , laneV , 1 , rowStart [ child ] - 1 , spaceV ) + ( rowStart [ child ] == 1 and 0 or spaceV )
local cellV = GetCellDimension ( " V " , laneV , rowStart [ child ] , row , spaceV )
local f = child.frame
local childV = f : GetHeight ( ) or 0
local alignFn , align = GetCellAlign ( " V " , tableObj , colObj , cellObj , cellV , childV )
if child : IsFullHeight ( ) or alignFn == " fill " then
f : SetHeight ( cellV )
end
f : SetPoint ( " TOP " , content , 0 , - ( offsetV + align ) )
end
end
end
-- Calculate total height
local totalV = GetCellDimension ( " V " , laneV , 1 , # laneV , spaceV )
-- Cleanup
for _ , v in pairs ( layoutCache ) do wipe ( v ) end
safecall ( obj.LayoutFinished , obj , nil , totalV )
obj : ResumeLayout ( )
end )