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461 lines (349 loc) · 10.5 KB
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--[[
====================================================
LibPrime
Author: Ivan Leben
====================================================
--]]
--List that allows custom item frames
--=====================================================================
function PrimeGui.List_New( name )
--Frame
local f = CreateFrame( "Frame", name, nil );
f:SetHeight( 200 );
--Scroll
local s = CreateFrame( "Slider", name.."Scroll", f, "MinimalScrollBarTemplate" );
s:SetPoint( "TOPRIGHT", f, "TOPRIGHT", 0, -18 );
s:SetPoint( "BOTTOMRIGHT", f, "BOTTOMRIGHT", 0, 18 );
s:SetScript( "OnMinMaxChanged", PrimeGui.List_Scroll_OnMinMaxChanged );
s:SetScript( "OnValueChanged", PrimeGui.List_Scroll_OnValueChanged );
s.btnUp = _G[s:GetName().."ScrollUpButton"];
s.btnUp:SetScript( "OnClick", PrimeGui.List_Scroll_Up_OnClick );
s.btnUp.scroll = s;
s.btnDown = _G[s:GetName().."ScrollDownButton"];
s.btnDown:SetScript( "OnClick", PrimeGui.List_Scroll_Down_OnClick );
s.btnDown.scroll = s;
s.frame = f;
f.scroll = s;
--Internal vars
f.items = {};
f.data = {};
f.numData = 0;
f.numItems = 0;
f.selection = 0;
f.listHeight = nil;
f.itemHeight = nil;
f.scrollValue = 0;
--Functions
PrimeGui.Object_New( f );
f.Init = PrimeGui.List_Init;
f.Free = PrimeGui.List_Free;
f.AddItem = PrimeGui.List_AddItem;
f.InsertItem = PrimeGui.List_InsertItem;
f.RemoveItem = PrimeGui.List_RemoveItem;
f.RemoveAllItems = PrimeGui.List_RemoveAllItems;
f.SelectIndex = PrimeGui.List_SelectIndex;
f.SelectValue = PrimeGui.List_SelectValue;
f.GetSelectedIndex = PrimeGui.List_GetSelectedIndex;
f.GetSelectedValue = PrimeGui.List_GetSelectedValue;
f.SetScrollOffset = PrimeGui.List_SetScrollOffset;
f.GetScrollOffset = PrimeGui.List_GetScrollOffset;
--Internal Functions
f.CreateItem = PrimeGui.List_CreateItem;
f.UpdateItem = PrimeGui.List_UpdateItem;
f.UpdateAllItems = PrimeGui.List_UpdateAllItems;
f.UpdateSelection = PrimeGui.List_UpdateSelection;
f:RegisterScript( "OnSizeChanged", PrimeGui.List_OnSizeChanged );
f:RegisterScript( "OnMouseWheel", PrimeGui.List_OnMouseWheel );
return f;
end
function PrimeGui.List_Init( frame )
PrimeGui.Object_Init( frame );
--Reset data list
frame.numData = 0;
frame.numItems = 0;
frame.selection = 0;
--Reset cached height
frame.listHeight = nil;
frame.itemHeight = nil;
--Create dummy item to get its height
frame.dummyItem = frame:CreateItem();
frame.itemHeight = frame.dummyItem:GetHeight();
--Reset scroll position
frame.scrollValue = 0;
frame.scroll:SetMinMaxValues(1,1);
frame.scroll:SetValueStep( 1 );
frame.scroll:SetValue(1);
end
function PrimeGui.List_Free( frame )
--Superclass
PrimeGui.Object_Free( frame );
end
function PrimeGui.List_UpdateAllItems( frame )
--Get frame height if set directly
if (frame:GetHeight() and frame:GetHeight() > 0) then
frame.listHeight = frame:GetHeight();
end
--Bail if we don't have a valid height
if (frame.listHeight == nil) then
return;
end
--Update scroll range
frame.numItems = floor(frame.listHeight / frame.itemHeight);
if (frame.numData > frame.numItems) then
frame.scroll:SetMinMaxValues( 1, frame.numData - frame.numItems + 1 );
frame.scroll:Show();
else
frame.scroll:SetValue( 1 );
frame.scroll:Hide();
end
--Update visible items
local prevItem = nil;
for i=1,frame.numItems do
--Create new item if missing
if (i > table.getn(frame.items)) then
--Create item frame and add to list of items
local item = frame:CreateItem();
table.insert( frame.items, item );
item.frame = frame;
--Cache item height
if (frame.itemHeight == nil) then
frame.itemHeight = item:GetHeight();
end
--Attach to previous item or top of the frame
item:SetParent( frame );
item:ClearAllPoints();
if (prevItem) then
item:SetPoint( "TOPLEFT", prevItem, "BOTTOMLEFT", 0,0 );
item:SetPoint( "TOPRIGHT", prevItem, "BOTTOMRIGHT", 0,0 );
else
item:SetPoint( "TOPLEFT", frame, "TOPLEFT", 0,0 );
item:SetPoint( "TOPRIGHT", frame, "TOPRIGHT", 0,0 );
end
--Create item hover highlight
local h = item:CreateTexture(nil, "OVERLAY");
h:SetTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight");
h:SetBlendMode("ADD");
h:SetAllPoints( item );
h:Hide()
h:SetGradientAlpha( "HORIZONTAL",
1,1,1, 0.5,
1,1,1, 0.5 );
item.highlight = h;
--Create item selection highlight
local s = item:CreateTexture(nil, "OVERLAY");
s:SetTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight");
s:SetBlendMode("ADD");
s:SetAllPoints( item );
s:Hide()
s:SetGradientAlpha( "HORIZONTAL",
1,1,1, 1.0,
1,1,1, 1.0 );
item.selection = s;
--Register scripts
item:SetScript( "OnEnter", PrimeGui.List_Item_OnEnter );
item:SetScript( "OnLeave", PrimeGui.List_Item_OnLeave );
item:SetScript( "OnMouseUp", PrimeGui.List_Item_OnClick );
end
--Get data offset
local d = frame.scroll:GetValue() + i - 1;
if (d <= frame.numData) then
--Update and show items with data
local item = frame.items[i];
item.index = d;
item:Show();
frame:UpdateItem( item, frame.data[d].value, (d == frame.selection) );
else
--Hide items with no data
local item = frame.items[i];
item.highlight:Hide();
item:Hide();
end
--Next item
prevItem = frame.items[i];
end
--Hide invisible items
for i = frame.numItems+1, table.getn(frame.items) do
frame.items[i].highlight:Hide();
frame.items[i]:Hide();
end
--Make space for scroller if visible
if (frame.items[1]) then
if (frame.scroll:IsShown())
then frame.items[1]:SetPoint( "TOPRIGHT", frame, "TOPRIGHT", -20, 0 );
else frame.items[1]:SetPoint( "TOPRIGHT", frame, "TOPRIGHT", 0, 0 );
end
end
end
function PrimeGui.List_AddItem( frame, value )
--Insert at the back
frame:InsertItem( value, frame.numData+1 );
end
function PrimeGui.List_InsertItem( frame, value, index )
--Ensure valid index
if (index < 1) then
index = 1;
end
if (index > frame.numData+1) then
index = frame.numData+1;
end
--Create new data table if missing (wrap value in a table so that inserting nil is possible)
if (frame.numData == table.getn(frame.data)) then
table.insert( frame.data, { value = nil } );
end
--Shift values above
for i = frame.numData, index, -1 do
frame.data[i+1].value = frame.data[i].value;
end
--Store value
frame.numData = frame.numData + 1;
frame.data[ index ].value = value;
--Select first item
if (frame.numData == 1) then
frame:SelectIndex(1);
end
frame:UpdateAllItems();
end
function PrimeGui.List_RemoveItem( frame, index )
--Check for valid index
if (index < 1 or index > frame.numData) then
return;
end
--Shift values above
for i=1, i<numData-1 do
frame.data[i].value = frame.data[i+1].value;
end
--Remove value
frame.numData = frame.numData - 1;
--Deselect if selection removed
if (frame.selection == index) then
frame.selection = 0;
end
frame:UpdateAllItems();
end
function PrimeGui.List_RemoveAllItems( frame )
--Clear data and deselect
frame.numData = 0;
frame.selection = 0;
frame:UpdateAllItems();
end
function PrimeGui.List_SelectIndex( frame, index )
if (index >= 1 and index <= frame.numData) then
frame.selection = index;
frame:UpdateAllItems();
frame:UpdateSelection( index );
end
end
function PrimeGui.List_SelectValue( frame, value )
for i,data in ipairs( frame.data ) do
if (data.value == value) then
frame:SelectIndex( i );
break;
end
end
end
function PrimeGui.List_GetSelectedIndex( frame )
return frame.selection;
end
function PrimeGui.List_GetSelectedValue( frame )
if (frame.selection > 0)
then return frame.data[ frame.selection ].value;
else return nil;
end
end
function PrimeGui.List_Item_OnEnter( item )
item.highlight:Show();
end
function PrimeGui.List_Item_OnLeave( item )
item.highlight:Hide();
end
function PrimeGui.List_Item_OnClick( item )
local frame = item.frame;
--Select clicked item
frame:SelectIndex( item.index );
--Execute script if registered
local script = frame.OnValueChanged;
if (script) then script( frame ); end
end
function PrimeGui.List_OnSizeChanged( frame, width, height )
local oldHeight = frame.listHeight;
frame.listHeight = height;
if (oldHeight ~= height) then
frame:UpdateAllItems();
end
end
function PrimeGui.List_OnMouseWheel( frame, value )
local scroll = frame.scroll;
if (not scroll:IsShown()) then return end;
if (value > 0)
then scroll:SetValue( scroll:GetValue() - scroll:GetValueStep() );
else scroll:SetValue( scroll:GetValue() + scroll:GetValueStep() );
end
end
function PrimeGui.List_Scroll_Up_OnClick( btn )
btn.scroll:SetValue( btn.scroll:GetValue() - btn.scroll:GetValueStep() );
end
function PrimeGui.List_Scroll_Down_OnClick( btn )
btn.scroll:SetValue( btn.scroll:GetValue() + btn.scroll:GetValueStep() );
end
function PrimeGui.List_Scroll_OnMinMaxChanged( scroll, minValue, maxValue )
if (scroll:GetValue() == minValue)
then scroll.btnUp:Disable();
else scroll.btnUp:Enable();
end
if (scroll:GetValue() == maxValue)
then scroll.btnDown:Disable();
else scroll.btnDown:Enable();
end
end
function PrimeGui.List_Scroll_OnValueChanged( scroll, value )
local minValue,maxValue = scroll:GetMinMaxValues();
if (value == minValue)
then scroll.btnUp:Disable();
else scroll.btnUp:Enable();
end
if (value == maxValue)
then scroll.btnDown:Disable();
else scroll.btnDown:Enable();
end
local frame = scroll.frame;
if (frame.scrollValue ~= value) then
frame.scrollValue = value;
frame:UpdateAllItems();
end
end
function PrimeGui.List_SetScrollOffset( frame, value )
frame.scroll:SetValue( value );
end
function PrimeGui.List_GetScrollOffset( frame, value )
return frame.scroll:GetValue();
end
--Default textual, selectable items
--====================================================================
function PrimeGui.List_CreateItem( frame )
--Frame
local f = CreateFrame( "Frame", "SomeFrame" );
f:SetHeight( 20 );
f:SetWidth( 100 );
f:SetParent( frame );
--Label
local l = f:CreateFontString( "SomeString", "OVERLAY", "GameFontNormal" );
l:SetFont( "Fonts\\FRIZQT__.TTF", 10 );
l:SetTextColor( 1,1,1 );
l:SetJustifyH( "LEFT" );
l:SetAllPoints( f );
f.label = l;
return f;
end
function PrimeGui.List_UpdateItem( frame, item, value, selected )
--Update item label
if (value.text) then
item.label:SetText( value.text );
end
--Show highlight for selected item
if (selected)
then item.selection:Show();
else item.selection:Hide();
end
end
function PrimeGui.List_UpdateSelection( frame, index )
end