view Gui.lua @ 64:f0450883c283

Slightly more tasteful anchoring. Only slightly.
author John@Yosemite-PC
date Mon, 26 Mar 2012 23:46:17 -0400
parents 00cb497201d0
children d3f64d7246b3
line wrap: on
line source
local AceGUI = LibStub("AceGUI-3.0")
local bsk=bsk
local _G=_G
local table=table 
local pairs=pairs
local ipairs=ipairs
local string=string
local tostring=tostring
local type=type
local getn=getn
setfenv(1,bsk)

local copy = function(t)
    local c = {}
    if not t then return c end
    for i,v in pairs(t) do c[i] = v end
    return c
end
local colorize = function(str,color)
    if str==nil or str=="" then return "" end
    if type(color) == "table" then
        color = string.format("%02x%02x%02x",255*color.r,255*color.g,255*color.b)
    end
    if color == nil then return str end
    return "|cff"..tostring(color or "ffffff")..str.."|r"
end

local CreateListSelector = function(SListPopulator)
    PersonList:RefreshRaidList()
    local pulldown = AceGUI:Create("Dropdown")
    local pull = {}
    local ltemp = 0
    local lids = LootLists:GetAllIds()
    for _,v in pairs(lids) do
        local l = LootLists:Select(v)
        pull[l:GetId()] = l:GetName()
        --local entry = {value=i,text=v.name}
        if l:GetLength() > 0 then
            pulldown:SetItemDisabled(i,true)
            if ltemp == 0 then
                ltemp = l:GetId()
            end
        end
    end
    pulldown:SetWidth(175)
    pulldown:SetList(pull)
    pulldown:SetCallback("OnValueChanged", function(_,_,value) SListPopulator:SetList(value) end)
    if ltemp > 0 then pulldown:SetValue(ltemp); SListPopulator:SetList(ltemp) end -- sadly, SetValue doesn't fire a OnValueChanged
    return pulldown
end

local f
local escapeButton = 
{
    shown = false,
    ["IsShown"] = function(self) return self.shown end,
    ["Hide"] = function(self) if f then AceGUI:Release(f); self.shown=false end end
}

local function FilterEventDispatcher()
end

SListEventDispatch =
{
    listeners= {},
    target = nil,
    ["SetTarget"] = function(self,other)
        self.target = other 
        self.target:SetCallback("OnSelectionCleared",SListListenerRebindOSC)
        self.target:SetCallback("OnSelection",SListListenerRebindOS)
    end,
    ["RegisterListener"] = function(self,other) table.insert(self.listeners,other) end,
    ["OnSelectionCleared"] = function(self,_)
        self:Event("OnSelectionCleared")
    end,
    ["OnSelection"] = function(self,_,line)
        self:Event("OnSelection",line)
    end,
    ["Event"] = function(self,event,arg)
        if not self.target then error("Event called with no listener...") end
        if not self.listeners then return end
        for i,v in pairs(self.listeners) do
            if type(v) == "table" then
                if v[event] then
                    v[event](v,arg)
                end
            elseif type(v) == "function" then
                v(event,arg)
            elseif type(v) ~= "nil" then -- allow nils to pass quietly
                _G.error("Bad listener - "..type(v))
            end
        end
    end,
    ["Release"] = function(self) self.listeners = {}; target=nil end
}
function SListListenerRebindOSC(...)
    SListEventDispatch:OnSelectionCleared(...)
end
function SListListenerRebindOS(...)
    SListEventDispatch:OnSelection(...)
end
local SListPopulator =
{
    filtered = false,
    widget = nil,
    data = nil,
    lref = nil,

    ["Release"] = function(self) self.filtered, self.widget, self.data, self.lref = false, nil, nil, nil end,
    ["Redraw"] = function(self)
        if self.lref == nil or self.widget == nil then return end -- don't do work if not fully initialized
        self.data = {}
        for le in self.lref:OrderedListEntryIter() do
            local disabled = not PersonList:IsActive(le:GetId()) 
            if not self.filtered or not disabled then
                local line = {value=le:GetId(),text=le:GetName(),icon=[[Interface\Glues\CharacterCreate\UI-CharacterCreate-Classes]]}
                line.iconCoords=_G.CLASS_ICON_TCOORDS[le:GetClass()]
                line.text=colorize(line.text,_G.RAID_CLASS_COLORS[le:GetClass()])
                line.disabled = disabled
                table.insert(self.data,line)
            end
        end
        self.widget:SetList(self.data)
    end,
    ["SetWidget"] = function(self,w) 
        if type(w) ~= "table" or w["SetList"] == nil then
            _G.error("Bad SetWidget")
        end
        self.widget = w
    end,
    ["SetFiltered"] = function(self,value) 
        self.filtered = value
        self:Redraw()
    end,
    ["SetList"] = function(self,value) 
        self.lref = LootLists:Select(value)
        self:Redraw()
    end
}

function CreateGUI()
    -- special registration procedure to be closable with the escape button
    --escapeButton.shown = true
    --_G["BSK_ESCAPEBUTTON"] = escapeButton
    --table.insert(_G.UISpecialFrames, "BSK_ESCAPEBUTTON")

    if f then return end -- no second gui please
    local admin = bsk.admin or true
    f = AceGUI:Create("Frame")

    f:SetCallback("OnClose",function(widget) escapeButton.shown = false; AceGUI:Release(widget); f=nil; SListEventDispatch:Release(); SListPopulator:Release() end)
    f:SetTitle("BSK")
    f:SetLayout("Flow")
    f:SetHeight(680) 
    f:SetWidth(580)

    local left = AceGUI:Create("InlineGroup")
    left:SetLayout("List")
    left:SetWidth(175)
    left:SetFullHeight(true)
    left.alignoffset=0.25 -- hack, as per http://forums.wowace.com/showthread.php?t=17114

    local right = AceGUI:Create("InlineGroup")
    right:SetLayout("Flow")
    right:SetWidth(700-175-160)
    right:SetFullHeight(true)
    right.alignoffset=0.25

    local t1 = AceGUI:Create("SelectorList")
    t1:SetNumLines(25)
    t1:SetFullWidth(true)
    t1:SetInteractive(admin)
    SListPopulator:SetWidget(t1)
    SListEventDispatch:SetTarget(t1)

    local p1 = CreateListSelector(SListPopulator)
    p1:SetFullWidth(true)

    left:AddChild(p1)
    left:AddChild(t1)

    local t2 = AceGUI:Create("SelectorList")
    t2:SetNumLines(7)
    t2:SetFullWidth(true)
    t2:EnableButtonTooltips(true)
    t2:SetList({
        {
            value=1, 
            text = "|cffa335ee|Hitem:77109:4080:4009:0:0:0:0:0:85:0|h[Band of Reconstruction]|h|r",
            link = "|cffa335ee|Hitem:77109:4080:4009:0:0:0:0:0:85:0|h[Band of Reconstruction]|h|r",
        },
        {
            value=2,
            text = "|cffa335ee|Hitem:19351:0:0:0:0:0:0:0:85:0|h[Maladath, Runed Blade of the Black Flight]|h|r",
            link = "|cffa335ee|Hitem:19351:0:0:0:0:0:0:0:85:0|h[Maladath, Runed Blade of the Black Flight]|h|r"
        },
        {
            value=3,
            text = "|cffa335ee|Hitem:31986:0:0:0:0:0:0:0:85:0|h[Merciless Gladiator's Crossbow of the Phoenix]|h|r",
            link = "|cffa335ee|Hitem:31986:0:0:0:0:0:0:0:85:0|h[Merciless Gladiator's Crossbow of the Phoenix]|h|r"
        },
        {
            value=4,
            text = "|cffa335ee|Hitem:65003:0:0:0:0:0:0:0:85:0|h[Reclaimed Ashkandi, Greatsword of the Brotherhood]|h|r",
            link = "|cffa335ee|Hitem:65003:0:0:0:0:0:0:0:85:0|h[Reclaimed Ashkandi, Greatsword of the Brotherhood]|h|r"
        },
        {
            value=5,
            text = "|cffff8000|Hitem:19019:0:0:0:0:0:0:0:85:0|h[Thunderfury, Blessed Blade of the Windseeker]|h|r",
            link = "|cffff8000|Hitem:19019:0:0:0:0:0:0:0:85:0|h[Thunderfury, Blessed Blade of the Windseeker]|h|r"
        },
    })

    local alb1, alb2, alb3
    if admin then 
        alb1 = AceGUI:Create("Button")
        alb1:SetWidth(100)
        alb1:SetText("Open Bids")

        alb2 = AceGUI:Create("Button")
        alb2:SetWidth(100)
        alb2:SetText("Assign")

        alb3 = AceGUI:Create("Button")
        alb3:SetWidth(100)
        alb3:SetText("Suicide")
    end

    local spacer = AceGUI:Create("Label")
    spacer:SetText(" ")
    spacer:SetFullWidth(true)
    local spacer2 = AceGUI:Create("Label")
    spacer2:SetText(" ")
    spacer2:SetFullWidth(true)

    local biddingZone = AceGUI:Create("SimpleGroup")
    biddingZone:SetLayout("Flow")
    biddingZone:SetFullWidth(true)

    local label = AceGUI:Create("Label")
    label:SetText("Bidding now open for ...")
    local biddingOn = AceGUI:Create("InteractiveLabel")
    biddingOn.userdata = { "|cffa335ee|Hitem:65003:0:0:0:0:0:0:0:85:0|h[Reclaimed Ashkandi, Greatsword of the Brotherhood]|h|r" } 
    biddingOn:SetText(biddingOn.userdata[1])
    biddingOn:SetFullWidth(true)
    biddingOn:SetCallback("OnEnter", function(widget) _G.GameTooltip:SetOwner(widget.frame,"ANCHOR_RIGHT");  _G.GameTooltip:SetHyperlink(widget.userdata[1]); _G.GameTooltip:Show() end )
    biddingOn:SetCallback("OnLeave", function(widget) _G.GameTooltip:Hide() end )
    local b1 = AceGUI:Create("SelectorList")
    b1:SetNumLines(6)
    b1:SetInteractive(admin)
    local dummydata= {}
    local tree =SListPopulator.data
    for i,v in pairs(tree) do dummydata[i] = copy(v); dummydata[i].disabled = false end
    if dummydata[2] then dummydata[2].text = dummydata[2].text .. " (roll 73)" end
    b1:SetList(dummydata)
    local bidTitle = AceGUI:Create("Label")
    bidTitle:SetText("Current bids")
    bidTitle:SetFullWidth(true)

    local bidRetractButton = AceGUI:Create("Button")
    bidRetractButton:SetText("Place Bid")
    bidRetractButton:SetWidth(100)
    local rollButton = AceGUI:Create("Button")
    rollButton:SetText("Offset Roll")
    rollButton:SetWidth(100)

    local g1, suicideSelected, undo
    if admin then
        b1.alignoffset = 0.25 -- or else g1 won't align well
        g1 = AceGUI:Create("SimpleGroup")
        g1.alignoffset = 0.25
        g1:SetWidth(120)
        g1:SetLayout("List")

        adminForce = AceGUI:Create("Button")
        adminForce:SetText("Force bid")
        adminForce:SetWidth(100)

        adminRetract = AceGUI:Create("Button")
        adminRetract:SetText("Retract bid")
        adminRetract:SetWidth(100)

        g1:AddChildren(adminForce,adminRetract)

        suicideSelected = AceGUI:Create("Button")
        suicideSelected:SetFullWidth(true)
        suicideSelected:SetText("Suicide")
        suicideSelected:SetDisabled(true) -- default is no selection has been made
        -- use userdata + SListEventDispatch to toggle state
        suicideSelected.userdata = 
        {
            widget = suicideSelected,
            ["OnSelection"] = function(self,_) self.widget:SetDisabled(false) end,
            ["OnSelectionCleared"] = function(self) self.widget:SetDisabled(true) end
        }
        SListEventDispatch:RegisterListener(suicideSelected.userdata)

        undo = AceGUI:Create("Button")
        undo:SetText("Undo / out of order")
        undo:SetFullWidth(true)
        undo:SetDisabled(true)
    end


    local filter = AceGUI:Create("CheckBox")
    filter:SetLabel("Only show active")
    filter:SetFullWidth(true)
    filter:SetValue(false)
    SListPopulator:SetFiltered(false)
    filter:SetCallback("OnValueChanged",function(widget,_,value) SListPopulator:SetFiltered(value) end)

    left:AddChildren(filter)
    if admin then left:AddChildren(suicideSelected,undo) end
    biddingZone:AddChildren(spacer,label,biddingOn,bidRetractButton,rollButton,spacer2,bidTitle,b1)
    if admin then biddingZone:AddChildren(g1) end
    right:AddChildren(t2)
    if admin then right:AddChildren(alb1,alb2,alb3) end
    right:AddChildren(biddingZone)
    f:AddChildren(left,right)


end