--- **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)