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1007 lines
30 KiB
Lua
1007 lines
30 KiB
Lua
--- **AceGUI-3.0** provides access to numerous widgets which can be used to create GUIs.
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-- AceGUI is used by AceConfigDialog to create the option GUIs, but you can use it by itself
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-- to create any custom GUI. There are more extensive examples in the test suite in the Ace3
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-- stand-alone distribution.
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--
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-- **Note**: When using AceGUI-3.0 directly, please do not modify the frames of the widgets directly,
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-- as any "unknown" change to the widgets will cause addons that get your widget out of the widget pool
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-- to misbehave. If you think some part of a widget should be modifiable, please open a ticket, and we"ll
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-- implement a proper API to modify it.
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-- @usage
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-- local AceGUI = LibStub("AceGUI-3.0")
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-- -- Create a container frame
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-- local f = AceGUI:Create("Frame")
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-- f:SetCallback("OnClose",function(widget) AceGUI:Release(widget) end)
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-- f:SetTitle("AceGUI-3.0 Example")
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-- f:SetStatusText("Status Bar")
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-- f:SetLayout("Flow")
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-- -- Create a button
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-- local btn = AceGUI:Create("Button")
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-- btn:SetWidth(170)
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-- btn:SetText("Button !")
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-- btn:SetCallback("OnClick", function() print("Click!") end)
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-- -- Add the button to the container
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-- f:AddChild(btn)
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-- @class file
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-- @name AceGUI-3.0
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-- @release $Id: AceGUI-3.0.lua 1228 2019-09-06 08:51:17Z nevcairiel $
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local ACEGUI_MAJOR, ACEGUI_MINOR = "AceGUI-3.0", 40
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local AceGUI, oldminor = LibStub:NewLibrary(ACEGUI_MAJOR, ACEGUI_MINOR)
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if not AceGUI then return end -- No upgrade needed
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-- Lua APIs
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local tinsert = table.insert
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local select, pairs, next, type = select, pairs, next, type
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local error, assert = error, assert
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local setmetatable, rawget = setmetatable, rawget
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local math_max = math.max
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-- WoW APIs
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local UIParent = UIParent
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-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
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-- List them here for Mikk's FindGlobals script
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-- GLOBALS: geterrorhandler, LibStub
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--local con = LibStub("AceConsole-3.0",true)
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AceGUI.WidgetRegistry = AceGUI.WidgetRegistry or {}
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AceGUI.LayoutRegistry = AceGUI.LayoutRegistry or {}
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AceGUI.WidgetBase = AceGUI.WidgetBase or {}
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AceGUI.WidgetContainerBase = AceGUI.WidgetContainerBase or {}
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AceGUI.WidgetVersions = AceGUI.WidgetVersions or {}
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AceGUI.tooltip = AceGUI.tooltip or CreateFrame("GameTooltip", "AceGUITooltip", UIParent, "GameTooltipTemplate")
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-- local upvalues
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local WidgetRegistry = AceGUI.WidgetRegistry
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local LayoutRegistry = AceGUI.LayoutRegistry
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local WidgetVersions = AceGUI.WidgetVersions
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--[[
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xpcall safecall implementation
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]]
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local xpcall = xpcall
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local function errorhandler(err)
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return geterrorhandler()(err)
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end
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local function safecall(func, ...)
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if func then
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return xpcall(func, errorhandler, ...)
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end
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end
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-- Recycling functions
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local newWidget, delWidget
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do
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-- Version Upgrade in Minor 29
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-- Internal Storage of the objects changed, from an array table
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-- to a hash table, and additionally we introduced versioning on
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-- the widgets which would discard all widgets from a pre-29 version
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-- anyway, so we just clear the storage now, and don't try to
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-- convert the storage tables to the new format.
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-- This should generally not cause *many* widgets to end up in trash,
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-- since once dialogs are opened, all addons should be loaded already
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-- and AceGUI should be on the latest version available on the users
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-- setup.
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-- -- nevcairiel - Nov 2nd, 2009
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if oldminor and oldminor < 29 and AceGUI.objPools then
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AceGUI.objPools = nil
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end
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AceGUI.objPools = AceGUI.objPools or {}
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local objPools = AceGUI.objPools
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--Returns a new instance, if none are available either returns a new table or calls the given contructor
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function newWidget(type)
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if not WidgetRegistry[type] then
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error("Attempt to instantiate unknown widget type", 2)
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end
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if not objPools[type] then
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objPools[type] = {}
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end
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local newObj = next(objPools[type])
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if not newObj then
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newObj = WidgetRegistry[type]()
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newObj.AceGUIWidgetVersion = WidgetVersions[type]
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else
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objPools[type][newObj] = nil
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-- if the widget is older then the latest, don't even try to reuse it
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-- just forget about it, and grab a new one.
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if not newObj.AceGUIWidgetVersion or newObj.AceGUIWidgetVersion < WidgetVersions[type] then
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return newWidget(type)
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end
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end
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return newObj
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end
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-- Releases an instance to the Pool
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function delWidget(obj,type)
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if not objPools[type] then
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objPools[type] = {}
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end
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if objPools[type][obj] then
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error("Attempt to Release Widget that is already released", 2)
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end
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objPools[type][obj] = true
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end
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end
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-------------------
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-- API Functions --
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-------------------
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-- Gets a widget Object
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--- Create a new Widget of the given type.
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-- This function will instantiate a new widget (or use one from the widget pool), and call the
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-- OnAcquire function on it, before returning.
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-- @param type The type of the widget.
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-- @return The newly created widget.
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function AceGUI:Create(type)
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if WidgetRegistry[type] then
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local widget = newWidget(type)
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if rawget(widget, "Acquire") then
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widget.OnAcquire = widget.Acquire
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widget.Acquire = nil
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elseif rawget(widget, "Aquire") then
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widget.OnAcquire = widget.Aquire
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widget.Aquire = nil
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end
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if rawget(widget, "Release") then
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widget.OnRelease = rawget(widget, "Release")
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widget.Release = nil
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end
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if widget.OnAcquire then
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widget:OnAcquire()
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else
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error(("Widget type %s doesn't supply an OnAcquire Function"):format(type))
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end
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-- Set the default Layout ("List")
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safecall(widget.SetLayout, widget, "List")
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safecall(widget.ResumeLayout, widget)
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return widget
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end
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end
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--- Releases a widget Object.
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-- This function calls OnRelease on the widget and places it back in the widget pool.
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-- Any data on the widget is being erased, and the widget will be hidden.\\
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-- If this widget is a Container-Widget, all of its Child-Widgets will be releases as well.
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-- @param widget The widget to release
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function AceGUI:Release(widget)
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if widget.isQueuedForRelease then return end
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widget.isQueuedForRelease = true
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safecall(widget.PauseLayout, widget)
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widget.frame:Hide()
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widget:Fire("OnRelease")
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safecall(widget.ReleaseChildren, widget)
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if widget.OnRelease then
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widget:OnRelease()
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-- else
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-- error(("Widget type %s doesn't supply an OnRelease Function"):format(widget.type))
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end
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for k in pairs(widget.userdata) do
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widget.userdata[k] = nil
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end
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for k in pairs(widget.events) do
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widget.events[k] = nil
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end
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widget.width = nil
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widget.relWidth = nil
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widget.height = nil
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widget.relHeight = nil
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widget.noAutoHeight = nil
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widget.frame:ClearAllPoints()
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widget.frame:Hide()
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widget.frame:SetParent(UIParent)
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widget.frame.width = nil
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widget.frame.height = nil
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if widget.content then
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widget.content.width = nil
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widget.content.height = nil
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end
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widget.isQueuedForRelease = nil
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delWidget(widget, widget.type)
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end
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-----------
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-- Focus --
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-----------
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--- Called when a widget has taken focus.
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-- e.g. Dropdowns opening, Editboxes gaining kb focus
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-- @param widget The widget that should be focused
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function AceGUI:SetFocus(widget)
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if self.FocusedWidget and self.FocusedWidget ~= widget then
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safecall(self.FocusedWidget.ClearFocus, self.FocusedWidget)
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end
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self.FocusedWidget = widget
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end
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--- Called when something has happened that could cause widgets with focus to drop it
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-- e.g. titlebar of a frame being clicked
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function AceGUI:ClearFocus()
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if self.FocusedWidget then
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safecall(self.FocusedWidget.ClearFocus, self.FocusedWidget)
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self.FocusedWidget = nil
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end
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end
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-------------
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-- Widgets --
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-------------
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--[[
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Widgets must provide the following functions
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OnAcquire() - Called when the object is acquired, should set everything to a default hidden state
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And the following members
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frame - the frame or derivitive object that will be treated as the widget for size and anchoring purposes
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type - the type of the object, same as the name given to :RegisterWidget()
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Widgets contain a table called userdata, this is a safe place to store data associated with the wigdet
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It will be cleared automatically when a widget is released
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Placing values directly into a widget object should be avoided
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If the Widget can act as a container for other Widgets the following
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content - frame or derivitive that children will be anchored to
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The Widget can supply the following Optional Members
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:OnRelease() - Called when the object is Released, should remove any additional anchors and clear any data
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:OnWidthSet(width) - Called when the width of the widget is changed
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:OnHeightSet(height) - Called when the height of the widget is changed
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Widgets should not use the OnSizeChanged events of thier frame or content members, use these methods instead
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AceGUI already sets a handler to the event
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:LayoutFinished(width, height) - called after a layout has finished, the width and height will be the width and height of the
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area used for controls. These can be nil if the layout used the existing size to layout the controls.
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]]
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--------------------------
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-- Widget Base Template --
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--------------------------
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do
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local WidgetBase = AceGUI.WidgetBase
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WidgetBase.SetParent = function(self, parent)
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local frame = self.frame
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frame:SetParent(nil)
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frame:SetParent(parent.content)
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self.parent = parent
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end
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WidgetBase.SetCallback = function(self, name, func)
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if type(func) == "function" then
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self.events[name] = func
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end
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end
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WidgetBase.Fire = function(self, name, ...)
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if self.events[name] then
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local success, ret = safecall(self.events[name], self, name, ...)
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if success then
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return ret
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end
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end
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end
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WidgetBase.SetWidth = function(self, width)
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self.frame:SetWidth(width)
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self.frame.width = width
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if self.OnWidthSet then
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self:OnWidthSet(width)
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end
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end
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WidgetBase.SetRelativeWidth = function(self, width)
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if width <= 0 or width > 1 then
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error(":SetRelativeWidth(width): Invalid relative width.", 2)
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end
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self.relWidth = width
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self.width = "relative"
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end
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WidgetBase.SetHeight = function(self, height)
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self.frame:SetHeight(height)
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self.frame.height = height
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if self.OnHeightSet then
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self:OnHeightSet(height)
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end
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end
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--[[ WidgetBase.SetRelativeHeight = function(self, height)
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if height <= 0 or height > 1 then
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error(":SetRelativeHeight(height): Invalid relative height.", 2)
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end
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self.relHeight = height
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self.height = "relative"
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end ]]
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WidgetBase.IsVisible = function(self)
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return self.frame:IsVisible()
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end
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WidgetBase.IsShown= function(self)
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return self.frame:IsShown()
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end
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WidgetBase.Release = function(self)
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AceGUI:Release(self)
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end
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WidgetBase.SetPoint = function(self, ...)
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return self.frame:SetPoint(...)
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end
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WidgetBase.ClearAllPoints = function(self)
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return self.frame:ClearAllPoints()
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end
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WidgetBase.GetNumPoints = function(self)
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return self.frame:GetNumPoints()
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end
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WidgetBase.GetPoint = function(self, ...)
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return self.frame:GetPoint(...)
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end
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WidgetBase.GetUserDataTable = function(self)
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return self.userdata
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end
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WidgetBase.SetUserData = function(self, key, value)
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self.userdata[key] = value
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end
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WidgetBase.GetUserData = function(self, key)
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return self.userdata[key]
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end
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WidgetBase.IsFullHeight = function(self)
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return self.height == "fill"
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end
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WidgetBase.SetFullHeight = function(self, isFull)
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if isFull then
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self.height = "fill"
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else
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self.height = nil
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end
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end
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WidgetBase.IsFullWidth = function(self)
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return self.width == "fill"
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end
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WidgetBase.SetFullWidth = function(self, isFull)
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if isFull then
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self.width = "fill"
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else
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self.width = nil
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end
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end
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-- local function LayoutOnUpdate(this)
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-- this:SetScript("OnUpdate",nil)
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-- this.obj:PerformLayout()
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-- end
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local WidgetContainerBase = AceGUI.WidgetContainerBase
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WidgetContainerBase.PauseLayout = function(self)
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self.LayoutPaused = true
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end
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WidgetContainerBase.ResumeLayout = function(self)
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self.LayoutPaused = nil
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end
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WidgetContainerBase.PerformLayout = function(self)
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if self.LayoutPaused then
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return
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end
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safecall(self.LayoutFunc, self.content, self.children)
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end
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--call this function to layout, makes sure layed out objects get a frame to get sizes etc
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WidgetContainerBase.DoLayout = function(self)
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self:PerformLayout()
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-- if not self.parent then
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-- self.frame:SetScript("OnUpdate", LayoutOnUpdate)
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-- end
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end
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WidgetContainerBase.AddChild = function(self, child, beforeWidget)
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if beforeWidget then
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local siblingIndex = 1
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for _, widget in pairs(self.children) do
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if widget == beforeWidget then
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break
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end
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siblingIndex = siblingIndex + 1
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end
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tinsert(self.children, siblingIndex, child)
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else
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tinsert(self.children, child)
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end
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child:SetParent(self)
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child.frame:Show()
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self:DoLayout()
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end
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WidgetContainerBase.AddChildren = function(self, ...)
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for i = 1, select("#", ...) do
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local child = select(i, ...)
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tinsert(self.children, child)
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child:SetParent(self)
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child.frame:Show()
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end
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self:DoLayout()
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end
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WidgetContainerBase.ReleaseChildren = function(self)
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local children = self.children
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for i = 1,#children do
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AceGUI:Release(children[i])
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children[i] = nil
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end
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end
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WidgetContainerBase.SetLayout = function(self, Layout)
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self.LayoutFunc = AceGUI:GetLayout(Layout)
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end
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WidgetContainerBase.SetAutoAdjustHeight = function(self, adjust)
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if adjust then
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self.noAutoHeight = nil
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else
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self.noAutoHeight = true
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end
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end
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local function FrameResize(this)
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local self = this.obj
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if this:GetWidth() and this:GetHeight() then
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if self.OnWidthSet then
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self:OnWidthSet(this:GetWidth())
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end
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if self.OnHeightSet then
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self:OnHeightSet(this:GetHeight())
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end
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end
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end
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local function ContentResize(this)
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if this:GetWidth() and this:GetHeight() then
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this.width = this:GetWidth()
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this.height = this:GetHeight()
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this.obj:DoLayout()
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end
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end
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setmetatable(WidgetContainerBase, {__index=WidgetBase})
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--One of these function should be called on each Widget Instance as part of its creation process
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--- Register a widget-class as a container for newly created widgets.
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-- @param widget The widget class
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function AceGUI:RegisterAsContainer(widget)
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widget.children = {}
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widget.userdata = {}
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widget.events = {}
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widget.base = WidgetContainerBase
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widget.content.obj = widget
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widget.frame.obj = widget
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widget.content:SetScript("OnSizeChanged", ContentResize)
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widget.frame:SetScript("OnSizeChanged", FrameResize)
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setmetatable(widget, {__index = WidgetContainerBase})
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widget:SetLayout("List")
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return widget
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end
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--- Register a widget-class as a widget.
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-- @param widget The widget class
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function AceGUI:RegisterAsWidget(widget)
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widget.userdata = {}
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widget.events = {}
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widget.base = WidgetBase
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widget.frame.obj = widget
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widget.frame:SetScript("OnSizeChanged", FrameResize)
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setmetatable(widget, {__index = WidgetBase})
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return widget
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end
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end
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------------------
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-- Widget API --
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------------------
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--- Registers a widget Constructor, this function returns a new instance of the Widget
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-- @param Name The name of the widget
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-- @param Constructor The widget constructor function
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-- @param Version The version of the widget
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function AceGUI:RegisterWidgetType(Name, Constructor, Version)
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assert(type(Constructor) == "function")
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assert(type(Version) == "number")
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local oldVersion = WidgetVersions[Name]
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if oldVersion and oldVersion >= Version then return end
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WidgetVersions[Name] = Version
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WidgetRegistry[Name] = Constructor
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end
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--- Registers a Layout Function
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-- @param Name The name of the layout
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-- @param LayoutFunc Reference to the layout function
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function AceGUI:RegisterLayout(Name, LayoutFunc)
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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(type)
|
|
if not self.counts[type] then
|
|
self.counts[type] = 0
|
|
end
|
|
self.counts[type] = self.counts[type] + 1
|
|
return self.counts[type]
|
|
end
|
|
|
|
--- Return the number of created widgets for this type.
|
|
-- In contrast to GetNextWidgetNum, the number is not incremented.
|
|
-- @param type The widget type
|
|
function AceGUI:GetWidgetCount(type)
|
|
return self.counts[type] or 0
|
|
end
|
|
|
|
--- Return the version of the currently registered widget type.
|
|
-- @param type The widget type
|
|
function AceGUI:GetWidgetVersion(type)
|
|
return WidgetVersions[type]
|
|
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
|
|
rowstartoffset = frameoffset
|
|
|
|
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 child, cell, val = child or 0, cell or 0, nil
|
|
|
|
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, max(0, 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 + 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 = 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 = max(0, 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 = 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] = max(laneH[col], childH - GetCellDimension("H", laneH, colStart[child], col - 1, spaceH))
|
|
end
|
|
end
|
|
|
|
laneH[col] = max(colObj.min or colObj[1] or 0, 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 = 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 = 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)
|