Mercurial > wow > ouroloot
view AceGUIWidget-CheckBoxSmallLabel.lua @ 151:42dd3076baaf
Initial attempt at tracking bonus rolls and non-loot items.
Add more loot-catching patterns, and generalize them a little more. Bonus
rolls are tracked by default, non-loot stuff is not. Bonus rolls don't seem
to be working, but non-loot definitely is. (It may be that the patterns for
bonus rolls are not actually used by the game client, or rather, that the
game client does not issue those events for bonus rolls which are not your
own. I have yet to win a bonus roll since implementing the code, but one
person in LFR claimed to win a bonus item which simply wasn't visible to me
at all. More data needed.)
author | Farmbuyer of US-Kilrogg <farmbuyer@gmail.com> |
---|---|
date | Fri, 09 Jan 2015 19:14:56 -0500 |
parents | fe04f5c4114a |
children |
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--[[ This is exactly the same as the normal CheckBox widget, rev 21, but with a different font string choice for the text label. (The same one as used for the "description" string, by coincidence.) There's no way to cleanly change *and restore* the font strings without a pile of (possibly chained) OnRelease hooks, which just makes more noise in the problem domain. - farmbuyer ]] --[[----------------------------------------------------------------------------- Checkbox Widget -------------------------------------------------------------------------------]] local Type, Version = "CheckBoxSmallLabel", 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 select, pairs = select, pairs -- WoW APIs local PlaySound = PlaySound 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: SetDesaturation, GameFontHighlight --[[----------------------------------------------------------------------------- Support functions -------------------------------------------------------------------------------]] local function AlignImage(self) local img = self.image:GetTexture() self.text:ClearAllPoints() if not img then self.text:SetPoint("LEFT", self.checkbg, "RIGHT") self.text:SetPoint("RIGHT") else self.text:SetPoint("LEFT", self.image,"RIGHT", 1, 0) self.text:SetPoint("RIGHT") end end --[[----------------------------------------------------------------------------- Scripts -------------------------------------------------------------------------------]] local function Control_OnEnter(frame) frame.obj:Fire("OnEnter") end local function Control_OnLeave(frame) frame.obj:Fire("OnLeave") end local function CheckBox_OnMouseDown(frame) local self = frame.obj if not self.disabled then if self.image:GetTexture() then self.text:SetPoint("LEFT", self.image,"RIGHT", 2, -1) else self.text:SetPoint("LEFT", self.checkbg, "RIGHT", 1, -1) end end AceGUI:ClearFocus() end local function CheckBox_OnMouseUp(frame) local self = frame.obj if not self.disabled then self:ToggleChecked() if self.checked then PlaySound("igMainMenuOptionCheckBoxOn") else -- for both nil and false (tristate) PlaySound("igMainMenuOptionCheckBoxOff") end self:Fire("OnValueChanged", self.checked) AlignImage(self) end end --[[----------------------------------------------------------------------------- Methods -------------------------------------------------------------------------------]] local methods = { ["OnAcquire"] = function(self) self:SetType() self:SetValue(false) self:SetTriState(nil) -- height is calculated from the width and required space for the description self:SetWidth(200) self:SetImage() self:SetDisabled(nil) self:SetDescription(nil) end, -- ["OnRelease"] = nil, ["OnWidthSet"] = function(self, width) if self.desc then self.desc:SetWidth(width - 30) if self.desc:GetText() and self.desc:GetText() ~= "" then self:SetHeight(28 + self.desc:GetHeight()) end end end, ["SetDisabled"] = function(self, disabled) self.disabled = disabled if disabled then self.frame:Disable() self.text:SetTextColor(0.5, 0.5, 0.5) SetDesaturation(self.check, true) if self.desc then self.desc:SetTextColor(0.5, 0.5, 0.5) end else self.frame:Enable() self.text:SetTextColor(1, 1, 1) if self.tristate and self.checked == nil then SetDesaturation(self.check, true) else SetDesaturation(self.check, false) end if self.desc then self.desc:SetTextColor(1, 1, 1) end end end, ["SetValue"] = function(self,value) local check = self.check self.checked = value if value then SetDesaturation(self.check, false) self.check:Show() else --Nil is the unknown tristate value if self.tristate and value == nil then SetDesaturation(self.check, true) self.check:Show() else SetDesaturation(self.check, false) self.check:Hide() end end self:SetDisabled(self.disabled) end, ["GetValue"] = function(self) return self.checked end, ["SetTriState"] = function(self, enabled) self.tristate = enabled self:SetValue(self:GetValue()) end, ["SetType"] = function(self, type) local checkbg = self.checkbg local check = self.check local highlight = self.highlight local size if type == "radio" then size = 16 checkbg:SetTexture("Interface\\Buttons\\UI-RadioButton") checkbg:SetTexCoord(0, 0.25, 0, 1) check:SetTexture("Interface\\Buttons\\UI-RadioButton") check:SetTexCoord(0.25, 0.5, 0, 1) check:SetBlendMode("ADD") highlight:SetTexture("Interface\\Buttons\\UI-RadioButton") highlight:SetTexCoord(0.5, 0.75, 0, 1) else size = 24 checkbg:SetTexture("Interface\\Buttons\\UI-CheckBox-Up") checkbg:SetTexCoord(0, 1, 0, 1) check:SetTexture("Interface\\Buttons\\UI-CheckBox-Check") check:SetTexCoord(0, 1, 0, 1) check:SetBlendMode("BLEND") highlight:SetTexture("Interface\\Buttons\\UI-CheckBox-Highlight") highlight:SetTexCoord(0, 1, 0, 1) end checkbg:SetHeight(size) checkbg:SetWidth(size) end, ["ToggleChecked"] = function(self) local value = self:GetValue() if self.tristate then --cycle in true, nil, false order if value then self:SetValue(nil) elseif value == nil then self:SetValue(false) else self:SetValue(true) end else self:SetValue(not self:GetValue()) end end, ["SetLabel"] = function(self, label) self.text:SetText(label) end, ["SetDescription"] = function(self, desc) if desc then if not self.desc then local desc = self.frame:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall") desc:ClearAllPoints() desc:SetPoint("TOPLEFT", self.checkbg, "TOPRIGHT", 5, -21) desc:SetWidth(self.frame.width - 30) desc:SetJustifyH("LEFT") desc:SetJustifyV("TOP") self.desc = desc end self.desc:Show() --self.text:SetFontObject(GameFontNormal) self.desc:SetText(desc) self:SetHeight(28 + self.desc:GetHeight()) else if self.desc then self.desc:SetText("") self.desc:Hide() end --self.text:SetFontObject(GameFontHighlight) self:SetHeight(24) end end, ["SetImage"] = function(self, path, ...) local image = self.image image:SetTexture(path) if image:GetTexture() then local n = select("#", ...) if n == 4 or n == 8 then image:SetTexCoord(...) else image:SetTexCoord(0, 1, 0, 1) end end AlignImage(self) end } --[[----------------------------------------------------------------------------- Constructor -------------------------------------------------------------------------------]] local function Constructor() local frame = CreateFrame("Button", nil, UIParent) frame:Hide() frame:EnableMouse(true) frame:SetScript("OnEnter", Control_OnEnter) frame:SetScript("OnLeave", Control_OnLeave) frame:SetScript("OnMouseDown", CheckBox_OnMouseDown) frame:SetScript("OnMouseUp", CheckBox_OnMouseUp) local checkbg = frame:CreateTexture(nil, "ARTWORK") checkbg:SetWidth(24) checkbg:SetHeight(24) checkbg:SetPoint("TOPLEFT") checkbg:SetTexture("Interface\\Buttons\\UI-CheckBox-Up") local check = frame:CreateTexture(nil, "OVERLAY") check:SetAllPoints(checkbg) check:SetTexture("Interface\\Buttons\\UI-CheckBox-Check") --local text = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlight") local text = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall") text:SetJustifyH("LEFT") text:SetHeight(18) text:SetPoint("LEFT", checkbg, "RIGHT") text:SetPoint("RIGHT") local highlight = frame:CreateTexture(nil, "HIGHLIGHT") highlight:SetTexture("Interface\\Buttons\\UI-CheckBox-Highlight") highlight:SetBlendMode("ADD") highlight:SetAllPoints(checkbg) local image = frame:CreateTexture(nil, "OVERLAY") image:SetHeight(16) image:SetWidth(16) image:SetPoint("LEFT", checkbg, "RIGHT", 1, 0) local widget = { checkbg = checkbg, check = check, text = text, highlight = highlight, 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)