363 lines
10 KiB
Lua
363 lines
10 KiB
Lua
-- ============================================================================
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-- MoonWell
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-- ============================================================================
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function GlueScrollFrameTemplate_OnMouseWheel(self, value, scrollBar)
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scrollBar = scrollBar or _G[self:GetName() .. "ScrollBar"];
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if ( value > 0 ) then
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scrollBar:SetValue(scrollBar:GetValue() - (scrollBar:GetHeight() / 2));
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else
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scrollBar:SetValue(scrollBar:GetValue() + (scrollBar:GetHeight() / 2));
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end
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end
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-- Function to handle the update of manually calculated scrollframes. Used mostly for listings with an indeterminate number of items
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function GlueScrollFrame_Update(frame, numItems, numToDisplay, valueStep, highlightFrame, smallHighlightWidth, bigHighlightWidth )
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-- If more than one screen full of skills then show the scrollbar
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local frameName = frame:GetName();
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local scrollBar = _G[ frameName.."ScrollBar" ];
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if ( numItems > numToDisplay ) then
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frame:Show();
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else
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scrollBar:SetValue(0);
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frame:Hide();
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end
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if ( frame:IsShown() ) then
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local scrollChildFrame = _G[ frameName.."ScrollChildFrame" ];
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local scrollUpButton = _G[ frameName.."ScrollBarScrollUpButton" ];
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local scrollDownButton = _G[ frameName.."ScrollBarScrollDownButton" ];
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local scrollFrameHeight = 0;
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local scrollChildHeight = 0;
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if ( numItems > 0 ) then
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scrollFrameHeight = (numItems - numToDisplay) * valueStep;
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scrollChildHeight = numItems * valueStep;
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if ( scrollFrameHeight < 0 ) then
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scrollFrameHeight = 0;
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end
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scrollChildFrame:Show();
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else
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scrollChildFrame:Hide();
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end
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scrollBar:SetMinMaxValues(0, scrollFrameHeight);
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scrollBar:SetValueStep(valueStep);
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scrollChildFrame:SetHeight(scrollChildHeight);
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-- Arrow button handling
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if ( scrollBar:GetValue() == 0 ) then
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scrollUpButton:Disable();
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else
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scrollUpButton:Enable();
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end
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if ((scrollBar:GetValue() - scrollFrameHeight) == 0) then
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scrollDownButton:Disable();
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else
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scrollDownButton:Enable();
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end
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-- Shrink because scrollbar is shown
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if ( highlightFrame ) then
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highlightFrame:SetWidth(smallHighlightWidth);
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end
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else
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-- Widen because scrollbar is hidden
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if ( highlightFrame ) then
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highlightFrame:SetWidth(bigHighlightWidth);
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end
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end
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end
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function GlueScrollFrame_OnScrollRangeChanged(self, yrange)
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local scrollbar = _G[self:GetName().."ScrollBar"];
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if ( not yrange ) then
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yrange = self:GetVerticalScrollRange();
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end
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local value = scrollbar:GetValue();
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if ( value > yrange ) then
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value = yrange;
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end
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scrollbar:SetMinMaxValues(0, yrange);
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scrollbar:SetValue(value);
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if ( floor(yrange) == 0 ) then
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if (self.scrollBarHideable) then
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_G[self:GetName().."ScrollBar"]:Hide();
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_G[scrollbar:GetName().."ScrollDownButton"]:Hide();
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_G[scrollbar:GetName().."ScrollUpButton"]:Hide();
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else
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_G[scrollbar:GetName().."ScrollDownButton"]:Disable();
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_G[scrollbar:GetName().."ScrollUpButton"]:Disable();
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_G[scrollbar:GetName().."ScrollDownButton"]:Show();
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_G[scrollbar:GetName().."ScrollUpButton"]:Show();
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end
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else
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_G[scrollbar:GetName().."ScrollDownButton"]:Show();
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_G[scrollbar:GetName().."ScrollUpButton"]:Show();
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_G[self:GetName().."ScrollBar"]:Show();
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_G[scrollbar:GetName().."ScrollDownButton"]:Enable();
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end
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end
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function GlueScrollFrame_OnVerticalScroll(self, value)
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local scrollbar = _G[self:GetName().."ScrollBar"];
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scrollbar:SetValue(value);
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local min;
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local max;
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min, max = scrollbar:GetMinMaxValues();
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if ( value == 0 ) then
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_G[scrollbar:GetName().."ScrollUpButton"]:Disable();
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else
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_G[scrollbar:GetName().."ScrollUpButton"]:Enable();
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end
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if ((scrollbar:GetValue() - max) == 0) then
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_G[scrollbar:GetName().."ScrollDownButton"]:Disable();
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else
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_G[scrollbar:GetName().."ScrollDownButton"]:Enable();
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end
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end
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function GlueScrollFrame_OnLoad(self)
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_G[self:GetName().."ScrollBarScrollDownButton"]:Disable();
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_G[self:GetName().."ScrollBarScrollUpButton"]:Disable();
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local scrollbar = _G[self:GetName().."ScrollBar"];
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scrollbar:SetMinMaxValues(0, 0);
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scrollbar:SetValue(0);
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self.offset = 0;
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end
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-- Function to handle the update of manually calculated scrollframes. Used mostly for listings with an indeterminate number of items
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function FauxScrollFrame_Update(frame, numItems, numToDisplay, valueStep, button, smallWidth, bigWidth, highlightFrame, smallHighlightWidth, bigHighlightWidth, alwaysShowScrollBar )
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-- If more than one screen full of skills then show the scrollbar
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local frameName = frame:GetName();
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local scrollBar = _G[ frameName.."ScrollBar" ];
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local showScrollBar;
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if ( numItems > numToDisplay or alwaysShowScrollBar ) then
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frame:Show();
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showScrollBar = 1;
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else
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scrollBar:SetValue(0);
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frame:Hide();
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end
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if ( frame:IsShown() ) then
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local scrollChildFrame = _G[ frameName.."ScrollChildFrame" ];
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local scrollUpButton = _G[ frameName.."ScrollBarScrollUpButton" ];
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local scrollDownButton = _G[ frameName.."ScrollBarScrollDownButton" ];
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local scrollFrameHeight = 0;
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local scrollChildHeight = 0;
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if ( numItems > 0 ) then
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scrollFrameHeight = (numItems - numToDisplay) * valueStep;
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scrollChildHeight = numItems * valueStep;
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if ( scrollFrameHeight < 0 ) then
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scrollFrameHeight = 0;
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end
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scrollChildFrame:Show();
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else
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scrollChildFrame:Hide();
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end
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scrollBar:SetMinMaxValues(0, scrollFrameHeight);
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scrollBar:SetValueStep(valueStep);
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scrollChildFrame:SetHeight(scrollChildHeight);
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-- Arrow button handling
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if ( scrollBar:GetValue() == 0 ) then
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scrollUpButton:Disable();
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else
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scrollUpButton:Enable();
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end
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if ((scrollBar:GetValue() - scrollFrameHeight) == 0) then
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scrollDownButton:Disable();
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else
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scrollDownButton:Enable();
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end
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-- Shrink because scrollbar is shown
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if ( highlightFrame ) then
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highlightFrame:SetWidth(smallHighlightWidth);
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end
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if ( button ) then
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for i=1, numToDisplay do
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_G[button..i]:SetWidth(smallWidth);
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end
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end
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else
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-- Widen because scrollbar is hidden
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if ( highlightFrame ) then
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highlightFrame:SetWidth(bigHighlightWidth);
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end
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if ( button ) then
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for i=1, numToDisplay do
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_G[button..i]:SetWidth(bigWidth);
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end
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end
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end
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return showScrollBar;
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end
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function FauxScrollFrame_OnVerticalScroll(self, value, itemHeight, updateFunction)
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local scrollbar = _G[self:GetName().."ScrollBar"];
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scrollbar:SetValue(value);
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self.offset = floor((value / itemHeight) + 0.5);
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updateFunction(self);
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end
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function FauxScrollFrame_GetOffset(frame)
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return frame.offset;
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end
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function FauxScrollFrame_SetOffset(frame, offset)
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frame.offset = offset;
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end
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--Tab stuffs
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function GlueTemplates_TabResize(padding, tab, absoluteSize)
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local tabName;
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if ( tab ) then
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tabName = tab:GetName();
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end
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local buttonMiddle = _G[tabName.."Middle"];
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local buttonMiddleDisabled = _G[tabName.."MiddleDisabled"];
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local sideWidths = 2 * _G[tabName.."Left"]:GetWidth();
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local tabText = _G[tab:GetName().."Text"];
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local width, tabWidth;
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-- If there's an absolute size specified then use it
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if ( absoluteSize ) then
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if ( absoluteSize < sideWidths) then
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width = 1;
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tabWidth = sideWidths
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else
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width = absoluteSize - sideWidths;
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tabWidth = absoluteSize
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end
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tabText:SetWidth(width);
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else
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-- Otherwise try to use padding
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if ( padding ) then
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width = tabText:GetStringWidth() + padding;
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else
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width = tabText:GetStringWidth() + 24;
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end
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tabWidth = width + sideWidths;
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tabText:SetWidth(0);
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end
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if ( buttonMiddle ) then
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buttonMiddle:SetWidth(width);
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end
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if ( buttonMiddleDisabled ) then
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buttonMiddleDisabled:SetWidth(width);
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end
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tab:SetWidth(tabWidth);
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local highlightTexture = _G[tabName.."HighlightTexture"];
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if ( highlightTexture ) then
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highlightTexture:SetWidth(tabWidth);
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end
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end
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function GlueTemplates_SetTab(frame, id)
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frame.selectedTab = id;
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GlueTemplates_UpdateTabs(frame);
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end
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function GlueTemplates_GetSelectedTab(frame)
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return frame.selectedTab;
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end
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function GlueTemplates_UpdateTabs(frame)
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if ( frame.selectedTab ) then
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local tab;
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for i=1, frame.numTabs, 1 do
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tab = _G[frame:GetName().."Tab"..i];
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if ( tab.isDisabled ) then
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GlueTemplates_SetDisabledTabState(tab);
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elseif ( i == frame.selectedTab ) then
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GlueTemplates_SelectTab(tab);
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else
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GlueTemplates_DeselectTab(tab);
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end
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end
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end
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end
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function GlueTemplates_SetNumTabs(frame, numTabs)
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frame.numTabs = numTabs;
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end
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function GlueTemplates_DisableTab(frame, index)
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_G[frame:GetName().."Tab"..index].isDisabled = 1;
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GlueTemplates_UpdateTabs(frame);
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end
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function GlueTemplates_EnableTab(frame, index)
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local tab = _G[frame:GetName().."Tab"..index];
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tab.isDisabled = nil;
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-- Reset text color
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tab:SetDisabledTextColor(HIGHLIGHT_FONT_COLOR.r, HIGHLIGHT_FONT_COLOR.g, HIGHLIGHT_FONT_COLOR.b);
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GlueTemplates_UpdateTabs(frame);
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end
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function GlueTemplates_DeselectTab(tab)
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local name = tab:GetName();
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_G[name.."Left"]:Show();
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_G[name.."Middle"]:Show();
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_G[name.."Right"]:Show();
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--tab:UnlockHighlight();
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tab:Enable();
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_G[name.."LeftDisabled"]:Hide();
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_G[name.."MiddleDisabled"]:Hide();
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_G[name.."RightDisabled"]:Hide();
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end
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function GlueTemplates_SelectTab(tab)
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local name = tab:GetName();
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_G[name.."Left"]:Hide();
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_G[name.."Middle"]:Hide();
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_G[name.."Right"]:Hide();
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--tab:LockHighlight();
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tab:Disable();
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_G[name.."LeftDisabled"]:Show();
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_G[name.."MiddleDisabled"]:Show();
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_G[name.."RightDisabled"]:Show();
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end
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function GlueTemplates_SetDisabledTabState(tab)
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local name = tab:GetName();
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_G[name.."Left"]:Show();
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_G[name.."Middle"]:Show();
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_G[name.."Right"]:Show();
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--tab:UnlockHighlight();
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tab:Disable();
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tab.text = tab:GetText();
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-- Gray out text
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tab:SetDisabledTextColor(GRAY_FONT_COLOR.r, GRAY_FONT_COLOR.g, GRAY_FONT_COLOR.b);
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_G[name.."LeftDisabled"]:Hide();
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_G[name.."MiddleDisabled"]:Hide();
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_G[name.."RightDisabled"]:Hide();
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end
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function EditBox_HandleTabbing(self, tabList)
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local editboxName = self:GetName();
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local index;
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for i=1, #tabList do
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if ( editboxName == tabList[i] ) then
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index = i;
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break;
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end
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end
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if ( IsShiftKeyDown() ) then
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index = index - 1;
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else
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index = index + 1;
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end
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if ( index == 0 ) then
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index = #tabList;
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elseif ( index > #tabList ) then
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index = 1;
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end
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local target = tabList[index];
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_G[target]:SetFocus();
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end
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