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[/] [trunk/] [Libs/] [AceGUI-3.0/] [AceGUI-3.0.lua] - Rev 3

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--[[ $Id: AceGUI-3.0.lua 74633 2008-05-21 08:20:50Z nevcairiel $ ]]
local ACEGUI_MAJOR, ACEGUI_MINOR = "AceGUI-3.0", 13
local AceGUI, oldminor = LibStub:NewLibrary(ACEGUI_MAJOR, ACEGUI_MINOR)

if not AceGUI then return end -- No upgrade needed

local con = LibStub("AceConsole-3.0",true)

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 {}
 
-- local upvalues
local WidgetRegistry = AceGUI.WidgetRegistry
local LayoutRegistry = AceGUI.LayoutRegistry
local WidgetVersions = AceGUI.WidgetVersions

local pcall = pcall
local select = select
local pairs = pairs
local ipairs = ipairs
local type = type
local assert = assert
local tinsert = tinsert
local tremove = tremove
local CreateFrame = CreateFrame
local UIParent = UIParent

--[[
         xpcall safecall implementation
]]
local xpcall = xpcall

local function errorhandler(err)
        return geterrorhandler()(err)
end

local function CreateDispatcher(argCount)
        local code = [[
                local xpcall, eh = ...
                local method, ARGS
                local function call() return method(ARGS) end
        
                local function dispatch(func, ...)
                        method = func
                        if not method then return end
                        ARGS = ...
                        return xpcall(call, eh)
                end
        
                return dispatch
        ]]
        
        local ARGS = {}
        for i = 1, argCount do ARGS[i] = "arg"..i end
        code = code:gsub("ARGS", table.concat(ARGS, ", "))
        return assert(loadstring(code, "safecall Dispatcher["..argCount.."]"))(xpcall, errorhandler)
end

local Dispatchers = setmetatable({}, {__index=function(self, argCount)
        local dispatcher = CreateDispatcher(argCount)
        rawset(self, argCount, dispatcher)
        return dispatcher
end})
Dispatchers[0] = function(func)
        return xpcall(func, errorhandler)
end
 
local function safecall(func, ...)
        return Dispatchers[select('#', ...)](func, ...)
end

-- Recycling functions
local new, del
do
        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 new(type,constructor,...)
                if not type then
                        type = "table"
                end
                if not objPools[type] then
                        objPools[type] = {}
                end
                local newObj = tremove(objPools[type])
                if not newObj then
                        newObj = constructor and constructor(...) or {}
                end
                return newObj
        end
        -- Releases an instance to the Pool
        function del(obj,type)
                if not type then
                        type = "table"
                end
                if not objPools[type] then
                        objPools[type] = {}
                end
                tinsert(objPools[type],obj)
        end
end


-------------------
-- API Functions --
-------------------

-- Gets a widget Object

function AceGUI:Create(type)
        local reg = WidgetRegistry
        if reg[type] then
                local widget = new(type,reg[type])

                if widget.Acquire then
                        widget.OnAcquire = widget.Acquire
                        widget.Acquire = nil
                elseif widget.Aquire then
                        widget.OnAcquire = widget.Aquire
                        widget.Aquire = nil
                end
                
                if widget.OnAcquire then
                        widget:OnAcquire()
                else
                        error(("Widget type %s doesn't supply an OnAcquire Function"):format(type))
                end             
                safecall(widget.ResumeLayout, widget)
                return widget
        end
end

-- Releases a widget Object
function AceGUI:Release(widget)
        safecall( widget.PauseLayout, widget )
        widget:Fire("OnRelease")
        safecall( widget.ReleaseChildren, widget )
        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
        if widget.Release then
                widget.OnRelease = widget.Release
                widget.Release = nil
        end
        if widget.OnRelease then
                widget:OnRelease()
        else
                error(("Widget type %s doesn't supply an OnRelease Function"):format(type))
        end
        
        --widget.frame:SetParent(nil)
        widget.frame:ClearAllPoints()
        widget.frame:Hide()
        widget.frame:SetParent(nil)
        if widget.content then
                widget.content.width = nil
                widget.content.height = nil
        end
        del(widget,widget.type)
end

-----------
-- Focus --
-----------

-----
-- Called when a widget has taken focus
-- e.g. Dropdowns opening, Editboxes gaining kb focus
-----
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
                OnRelease() - Called when the object is Released, should remove any anchors and hide the Widget
                
        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
                :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
                :OnLayoutFinished(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 function fixlevels(parent,...)
                local i = 1
                local child = select(i, ...)
                while child do
                        child:SetFrameLevel(parent:GetFrameLevel()+1)
                        fixlevels(child, child:GetChildren())
                        i = i + 1
                        child = select(i, ...)
                end
        end
        
        local WidgetBase = AceGUI.WidgetBase 
        
        WidgetBase.SetParent = function(self, parent)
                local frame = self.frame
                frame:SetParent(nil)
                frame:SetParent(parent.content)
                self.parent = parent
                fixlevels(parent.frame,parent.frame:GetChildren())
        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.SetHeight = function(self, height)
                self.frame:SetHeight(height)
                self.frame.height = height
                if self.OnHeightSet then
                        self:OnHeightSet(height)
                end
        end

        WidgetBase.IsVisible = function(self)
                return self.frame:IsVisible()
        end
        
        WidgetBase.IsShown= function(self)
                return self.frame:IsShown()
        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)
                tinsert(self.children,child)
                child:SetParent(self)
                child.frame:Show()
                self:DoLayout()
        end
        
        WidgetContainerBase.ReleaseChildren = function(self)
                local children = self.children
                for i in ipairs(children) do
                        AceGUI:Release(children[i])
                        children[i] = nil
                end
        end
        
        WidgetContainerBase.SetLayout = function(self, Layout)
                self.LayoutFunc = AceGUI:GetLayout(Layout)
        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
        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")
        end
        
        function AceGUI:RegisterAsWidget(widget)
                widget.userdata = {}
                widget.events = {}
                widget.base = WidgetBase
                widget.frame.obj = widget
                widget.frame:SetScript("OnSizeChanged",FrameResize)
                setmetatable(widget,{__index=WidgetBase})
        end
end




------------------
-- Widget API   --
------------------
-- Registers a widget Constructor, this function returns a new instance 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
function AceGUI:RegisterLayout(Name, LayoutFunc)
        assert(type(LayoutFunc) == "function")
        if type(Name) == "string" then
                Name = Name:upper()
        end
        LayoutRegistry[Name] = LayoutFunc
end

function AceGUI:GetLayout(Name)
        if type(Name) == "string" then
                Name = Name:upper()
        end
        return LayoutRegistry[Name]
end

AceGUI.counts = AceGUI.counts or {}

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

--[[ Widget Template

--------------------------
-- Widget Name            --
--------------------------
do
        local Type = "Type"
        
        local function OnAcquire(self)

        end
        
        local function OnRelease(self)
                self.frame:ClearAllPoints()
                self.frame:Hide()
        end
        

        local function Constructor()
                local frame = CreateFrame("Frame",nil,UIParent)
                local self = {}
                self.type = Type

                self.OnRelease = OnRelease
                self.OnAcquire = OnAcquire
                
                self.frame = frame
                frame.obj = self

                --Container Support
                --local content = CreateFrame("Frame",nil,frame)
                --self.content = content
                
                --AceGUI:RegisterAsContainer(self)
                AceGUI:RegisterAsWidget(self)
                return self
        end
        
        AceGUI:RegisterWidgetType(Type,Constructor)
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, child in ipairs(children) do
                        
                        
                        local frame = child.frame
                        frame:ClearAllPoints()
                        frame:Show()
                        if i == 1 then
                                frame:SetPoint("TOPLEFT",content,"TOPLEFT",0,0)
                        else
                                frame:SetPoint("TOPLEFT",children[i-1].frame,"BOTTOMLEFT",0,0)
                        end
                        
                        if child.width == "fill" then
                                child:SetWidth(width)
                                frame:SetPoint("RIGHT",content,"RIGHT")
                                if child.OnWidthSet then
                                        child:OnWidthSet(content.width or content:GetWidth())
                                end
                                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:SetAllPoints(content)
                        children[1].frame:Show()
                        safecall( content.obj.LayoutFinished, content.obj, nil, children[1].frame:GetHeight() )
                end
         end
        )
        
AceGUI:RegisterLayout("Flow",
         function(content, children)
                --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 lastrowoffset

                local width = content.width or content:GetWidth() or 0
                
                --control at the start of the row
                local rowstart
                local rowstartoffset
                local lastrowstart
                local isfullheight
                
                local frameoffset
                local lastframeoffset
                local oversize 
                for i, child in ipairs(children) do
                        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
                        frameoffset = child.alignoffset or (frameheight / 2)
                        
                        frame:Show()
                        frame:ClearAllPoints()
                        if i == 1 then
                                -- anchor the first control to the top left
                                --frame:SetPoint("TOPLEFT",content,"TOPLEFT",0,0)
                                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
                                        --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 = frame.width or frame:GetWidth()
                                        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
                                child:SetWidth(width)
                                frame:SetPoint("RIGHT",content,"RIGHT",0,0)
                                
                                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 oversize then
                                if width > 1 then
                                        frame:SetPoint("RIGHT",content,"RIGHT",0,0)
                                end
                        end
                        
                        if child.height == "fill" then
                                frame:SetPoint("BOTTOM",content,"BOTTOM")
                                isfullheight = true
                                break
                        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
        )

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