view Libs/AceGUI-3.0/widgets/AceGUIWidget-Label.lua @ 3:c6f0976069c7

Default value for the welcome / bye notification is now set to false The mailframe checkbox now primarily toggles the mail opening, however if you hold shift you can still disable the entire addon Now properly removes QuickAuction?s mail count Now tracks when a mail lost all attachments rather than it being deleted in order to continue processing the next item (mail sent by players containing text should now work properly). This should also be good for a nice speed increase. Added a variable called ?busy? to the MailOpener object indicating whether or not Mail Opener is currently working. Other addons (or macros) can retrieve it with ?LibStub("AceAddon-3.0"):GetAddon("MailOpener").busy? A mail refresh from the Postal service should no longer occur while mail is being opened but will happen instantly afterwards. Postal?s module toggling will now be handled by Postal itself. Added a short summary to the top of all modules for other developers. The time remaining until next mail box refresh should be displayed for as long as Mail Opener can be sure.
author Zerotorescue
date Tue, 07 Sep 2010 17:46:27 +0200
parents 823e33465b6e
children
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--[[-----------------------------------------------------------------------------
Label Widget
Displays text and optionally an icon.
-------------------------------------------------------------------------------]]
local Type, Version = "Label", 21
local AceGUI = LibStub and LibStub("AceGUI-3.0", true)
if not AceGUI or (AceGUI:GetWidgetVersion(Type) or 0) >= Version then return end

-- Lua APIs
local max, select, pairs = math.max, select, pairs

-- WoW APIs
local CreateFrame, UIParent = CreateFrame, UIParent

-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: GameFontHighlightSmall

--[[-----------------------------------------------------------------------------
Support functions
-------------------------------------------------------------------------------]]

local function UpdateImageAnchor(self)
	if self.resizing then return end
	local frame = self.frame
	local width = frame.width or frame:GetWidth() or 0
	local image = self.image
	local label = self.label
	local height

	label:ClearAllPoints()
	image:ClearAllPoints()

	if self.imageshown then
		local imagewidth = image:GetWidth()
		if (width - imagewidth) < 200 or (label:GetText() or "") == "" then
			-- image goes on top centered when less than 200 width for the text, or if there is no text
			image:SetPoint("TOP")
			label:SetPoint("TOP", image, "BOTTOM")
			label:SetPoint("LEFT")
			label:SetWidth(width)
			height = image:GetHeight() + label:GetHeight()
		else
			-- image on the left
			image:SetPoint("TOPLEFT")
			label:SetPoint("TOPLEFT", image, "TOPRIGHT", 4, 0)
			label:SetWidth(width - imagewidth - 4)
			height = max(image:GetHeight(), label:GetHeight())
		end
	else
		-- no image shown
		label:SetPoint("TOPLEFT")
		label:SetWidth(width)
		height = label:GetHeight()
	end
	
	self.resizing = true
	frame:SetHeight(height)
	frame.height = height
	self.resizing = nil
end

--[[-----------------------------------------------------------------------------
Methods
-------------------------------------------------------------------------------]]
local methods = {
	["OnAcquire"] = function(self)
		-- set the flag to stop constant size updates
		self.resizing = true
		-- height is set dynamically by the text and image size
		self:SetWidth(200)
		self:SetText()
		self:SetImage(nil)
		self:SetImageSize(16, 16)
		self:SetColor()
		self:SetFontObject()

		-- reset the flag
		self.resizing = nil
		-- run the update explicitly
		UpdateImageAnchor(self)
	end,

	-- ["OnRelease"] = nil,

	["OnWidthSet"] = function(self, width)
		UpdateImageAnchor(self)
	end,

	["SetText"] = function(self, text)
		self.label:SetText(text)
		UpdateImageAnchor(self)
	end,

	["SetColor"] = function(self, r, g, b)
		if not (r and g and b) then
			r, g, b = 1, 1, 1
		end
		self.label:SetVertexColor(r, g, b)
	end,

	["SetImage"] = function(self, path, ...)
		local image = self.image
		image:SetTexture(path)
		
		if image:GetTexture() then
			self.imageshown = true
			local n = select("#", ...)
			if n == 4 or n == 8 then
				image:SetTexCoord(...)
			else
				image:SetTexCoord(0, 1, 0, 1)
			end
		else
			self.imageshown = nil
		end
		UpdateImageAnchor(self)
	end,

	["SetFont"] = function(self, font, height, flags)
		self.label:SetFont(font, height, flags)
	end,

	["SetFontObject"] = function(self, font)
		self:SetFont((font or GameFontHighlightSmall):GetFont())
	end,

	["SetImageSize"] = function(self, width, height)
		self.image:SetWidth(width)
		self.image:SetHeight(height)
		UpdateImageAnchor(self)
	end,
}

--[[-----------------------------------------------------------------------------
Constructor
-------------------------------------------------------------------------------]]
local function Constructor()
	local frame = CreateFrame("Frame", nil, UIParent)
	frame:Hide()

	local label = frame:CreateFontString(nil, "BACKGROUND", "GameFontHighlightSmall")
	label:SetJustifyH("LEFT")
	label:SetJustifyV("TOP")

	local image = frame:CreateTexture(nil, "BACKGROUND")

	-- create widget
	local widget = {
		label = label,
		image = image,
		frame = frame,
		type  = Type
	}
	for method, func in pairs(methods) do
		widget[method] = func
	end

	return AceGUI:RegisterAsWidget(widget)
end

AceGUI:RegisterWidgetType(Type, Constructor, Version)