diff Modules/Widgets.lua @ 84:3bec0ea44607

Cleaned the Inventorium folder; moved all classes to classes directory, modules to modules directory and support addons to plugins directory. In addition support addons are now references within XML files rather than inside the TOC. Fixed the default local item count setting, you can now exclude bag and AH data from it. Fixed some mover algorithm bugs. Mover can no longer freeze the game but instead will terminate the process after a 1000 passes. Now reversing the moves table after making it, rather than every single time it is used. Fixed guild bank support. Now displaying the amount of items moved. Scanner now scans all guild bank tabs rather than only the current. Fixed a bug with local item data not being retrieved properly. Disabled ?enterClicksFirstButton? within dialogs as this causes the dialog to consume all keypress. Events are now at the addon object rather than local.
author Zerotorescue
date Thu, 06 Jan 2011 20:05:30 +0100
parents Widgets.lua@8d11fc88ecab
children
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Modules/Widgets.lua	Thu Jan 06 20:05:30 2011 +0100
@@ -0,0 +1,213 @@
+local addon = select(2, ...);
+local Widgets = addon:NewModule("Widgets");
+
+local AceGUI = LibStub("AceGUI-3.0");
+
+function Widgets:ItemLinkButton()
+	--[[
+	[ ItemLinkButton ]
+	This custom widget has to show an icon with the item link next to it.
+	Upon hover it must show the item tooltip.
+	Upon click it must execute the function provided through user data.
+	
+	UserData: itemId, onClickEvent
+	
+	OnEnter: tooltip show
+	OnLeave: tooltip hide
+	OnClick: UserData.onClickEvent
+	]]
+	
+	local widgetType = "ItemLinkButton";
+	local widgetVersion = 1;
+	
+	local function Constructor()
+	    local widget = AceGUI:Create("InteractiveLabel");
+	    widget.type = widgetType;
+	    
+	    -- We overwrite the OnAcquire as we want to set our callbacks even
+	    -- when the widget is re-used from the widget pool
+	    widget.originalOnAcquire = widget.OnAcquire;
+	    widget.OnAcquire = function(self, ...)
+		    
+		    
+	    	-- We overwrite the setcallback because we don't want anything else 
+	    	-- to overwrite our OnEnter, OnLeave and OnClick events
+	    	-- which would be done by the AceConfigDialog after a widget gets re-used
+		    if not self.originalSetCallBack then
+			    self.originalSetCallBack = self.SetCallback;
+			    self.SetCallback = function(this, event, func, ...)
+			    	if event == "OnEnter" or event == "OnLeave" or event == "OnClick" then
+			    		-- Don't allow overwriting of these events
+			    		return;
+			    	elseif event == "CustomOnEnter" then
+			    		return this.originalSetCallBack(this, "OnEnter", func, ...);
+			    	elseif event == "CustomOnLeave" then
+			    		return this.originalSetCallBack(this, "OnLeave", func, ...);
+			    	elseif event == "CustomOnClick" then
+			    		return this.originalSetCallBack(this, "OnClick", func, ...);
+			    	else
+			    		return this.originalSetCallBack(this, event, func, ...);
+			    	end
+			    end;
+		    end
+		    
+		    
+		    
+		    -- Set our own events, since we disabled the normal event-names, we'll call them our custom versions
+		    self:SetCallback("CustomOnEnter", function(this)
+		    	local itemData = this:GetUserData("ItemData");
+		    	
+		    	if itemData then
+			    	GameTooltip:SetOwner(this.frame, "ANCHOR_TOPRIGHT");
+			    	GameTooltip:SetHyperlink(("item:%d"):format(itemData.id));
+					GameTooltip:Show();
+		    	end
+		    end);
+		    self:SetCallback("CustomOnLeave", function(this)
+		    	GameTooltip:Hide();
+		    end);
+		    self:SetCallback("CustomOnClick", function(this, ...)
+		    	-- Below is used in child widgets to prepare for onclick
+		    	if this.OnClick then
+		    		this.OnClick(this, ...);
+		    	end
+		    	
+		    	local func = this:GetUserData("exec");
+		    	local itemData = this:GetUserData("ItemData");
+		    	
+		    	if func then
+		    		-- If this is a config option we will need the group id
+		    		local path = this:GetUserData("path");
+		    		local groupId = (path and path[2]) or nil;
+		    		
+		    		func(groupId, itemData, ...);
+		    	end
+		    end);
+		    
+		    
+		    
+		    -- Then also do whatever it wanted to do
+		    self.originalOnAcquire(self, ...);
+	    end;
+	    
+	    -- Remember the original SetText as this might get overwritten by the config-widget
+	    widget.originalSetText = widget.SetText;
+	    
+	    widget.SetItem = function(self, item)
+ 		   	self:SetUserData("ItemData", item);
+ 		   	
+	   		-- Put the icon in front of it
+			self:SetImage(item.icon);
+			-- Standardize the size
+			self:SetImageSize(16, 16);
+    		
+			-- Make readable font
+    		self:SetFontObject(GameFontHighlight);
+    		
+    		if not item.link then
+    			-- If no item link was cached, give it another try
+    			
+				local itemName, itemLink, itemRarity = GetItemInfo(item.id);
+    			
+				-- item is a table, so passed by reference, so updatable
+				item.name = itemName;
+				item.link = itemLink;
+				item.rarity = itemRarity;
+    		end
+    		
+    		-- We don't want to set the itemId as text, but rather the item link, so get that.
+    		local itemLink = item.link or ("Unknown (#%d)"):format(item.id);
+    		
+    		self:originalSetText(itemLink);
+	    end;
+		
+		return widget;
+	end
+    
+	AceGUI:RegisterWidgetType(widgetType, Constructor, widgetVersion);
+end
+
+function Widgets:ConfigItemLinkButton()
+	-- Define out custom item link button widget
+	-- This will be called as if it's an input element, we overwrite some of the related functions which are called for default input fields
+	
+	local widgetType = "ConfigItemLinkButton";
+	local widgetVersion = 1;
+	
+	-- Empty function for disabling functions
+	local function Dummy() end
+	
+	-- Makes an instance of our ItemLinkButton widget
+	local function GetItemLinkButton()
+	    local widget = AceGUI:Create("ItemLinkButton");
+	    widget.type = widgetType;
+	    
+	    -- We can only provide custom widgets for input, select and multiselect fields
+	    -- Input being the simplest, we use that - however, it provides two parameters: label and text. We only need one, disable the other.
+	    widget.SetLabel = Dummy;
+	    
+	    -- SetText is called when this button is being created and contains the itemId
+	    -- Forward that itemId to the ItemLinkButton
+	    widget.SetText = function(self, value, ...)
+	    	if value and tonumber(value) then
+				local newItemData = addon.ItemData:New(tonumber(value));
+		    	
+	 		   	self:SetItem(newItemData);
+	    	end
+		end;
+		
+		widget.OnClick = function(self, ...)
+			local option = self:GetUserData("option");
+	    	
+	    	if option and option.set then
+				self:SetUserData("exec", option.set);
+			end
+		end;
+	    
+	    return widget;
+	end
+    
+	AceGUI:RegisterWidgetType(widgetType, GetItemLinkButton, widgetVersion);
+end
+
+function Widgets:InlineGroupWithButton()
+	-- Register InlineGroupWithButton-widget
+	-- This widget adds a button next to the header of an inline group
+	-- SetPoint doesn't seem usable within AceGUI.
+	
+	local widgetType = "InlineGroupWithButton";
+	local widgetVersion = 1;
+
+	local function Constructor() 
+	    local widget = AceGUI:Create("InlineGroup");
+	    widget.type = widgetType;
+	    
+	    widget.MakeButton = function(self, buttonSettings)
+			if type(buttonSettings) == "table" then
+				if not self.btnQueue then
+					-- Because widgets are re-used, we don't want to recreate this button
+					self.btnQueue = CreateFrame("Button", nil, self.frame, "UIPanelButtonTemplate");
+					self.btnQueue:SetHeight(22);
+					self.btnQueue:SetWidth(120);
+				end
+				self.btnQueue:SetText(buttonSettings.name);
+				self.btnQueue:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", -10, 5);
+				
+				-- Triggers
+				self.btnQueue:SetScript("OnClick", buttonSettings.exec);
+				
+				-- Tooltip
+				self.btnQueue.tooltipTitle = buttonSettings.name;
+				self.btnQueue.tooltip = buttonSettings.desc or "";
+				self.btnQueue:SetScript("OnEnter", ShowTooltip);
+				self.btnQueue:SetScript("OnLeave", HideTooltip);
+			else
+				error("settings must be a table - usage: MakeButton(table);");
+			end
+	    end;
+		
+	    return widget;
+	end
+    
+	AceGUI:RegisterWidgetType(widgetType, Constructor, widgetVersion);
+end
\ No newline at end of file