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4 years ago
local DF = _G ["DetailsFramework"]
if (not DF or not DetailsFrameworkCanLoad) then
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return
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end
local SharedMedia = LibStub:GetLibrary("LibSharedMedia-3.0")
local _
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--lua locals
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local ipairs = ipairs
local wipe = table.wipe
local insert = table.insert
local max = math.max
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--api locals
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local PixelUtil = PixelUtil or DFPixelUtil
local version = 9
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local CONST_MENU_TYPE_MAINMENU = "main"
local CONST_MENU_TYPE_SUBMENU = "sub"
local CONST_COOLTIP_TYPE_MENU = "menu"
local CONST_COOLTIP_TYPE_TOOLTIP = "tooltip"
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function DF:CreateCoolTip()
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--if a cooltip is already created with a higher version
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if (_G.GameCooltip2 and _G.GameCooltip2.version >= version) then
return
end
local maxStatusBarValue = 100000000
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local defaultBackdrop = {bgFile = [[Interface\Tooltips\UI-Tooltip-Background]], edgeFile = [[Interface\Buttons\WHITE8X8]], edgeSize = 1,
tile = true, tileSize = 16, insets = {left = 0, right = 0, top = 0, bottom = 0}}
local defaultBackdropColor = {0.1215, 0.1176, 0.1294, 0.8000}
local defaultBackdropBorderColor = {0.05, 0.05, 0.05, 1}
--initialize
local gameCooltip = {
version = version,
debug = false,
}
_G.GameCooltip2 = gameCooltip
_G.GameCooltip = gameCooltip --back compatibility
function gameCooltip:PrintDebug(...)
if (gameCooltip.debug) then
print("|cFFFFFF00Cooltip|r:", ...)
print(debugstack())
end
end
function gameCooltip:SetDebug(bDebugState)
gameCooltip.debug = bDebugState
end
function gameCooltip:ParseMenuType(menuType)
if ((type(menuType) == "number" and menuType == 1) or (type(menuType) == "string" and menuType == CONST_MENU_TYPE_MAINMENU)) then
return CONST_MENU_TYPE_MAINMENU
end
if ((type(menuType) == "number" and menuType == 2) or (type(menuType) == "string" and menuType == CONST_MENU_TYPE_SUBMENU)) then
return CONST_MENU_TYPE_SUBMENU
end
return CONST_MENU_TYPE_MAINMENU
end
gameCooltip.LanguageEditBox = gameCooltip.LanguageEditBox or CreateFrame("editbox")
gameCooltip.LanguageEditBox:SetFontObject("GameFontNormal")
gameCooltip.LanguageEditBox:ClearFocus()
gameCooltip.LanguageEditBox:SetAutoFocus(false)
function gameCooltip.CheckNeedNewFont(text)
--local file = gameCooltip.LanguageEditBox:GetFont()
--print("1", file, text)
--gameCooltip.LanguageEditBox:SetText("Цены аукциона")
--local file2 = gameCooltip.LanguageEditBox:GetFont()
--print("2", file2)
--gameCooltip.LanguageEditBox:ClearFocus()
--if (file ~= file2) then
-- gameCooltip:SetOption("TextFont", file2)
--end
end
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--containers
gameCooltip.LeftTextTable = {}
gameCooltip.LeftTextTableSub = {}
gameCooltip.RightTextTable = {}
gameCooltip.RightTextTableSub = {}
gameCooltip.LeftIconTable = {}
gameCooltip.LeftIconTableSub = {}
gameCooltip.RightIconTable = {}
gameCooltip.RightIconTableSub = {}
gameCooltip.Banner = {false, false, false}
gameCooltip.TopIconTableSub = {}
gameCooltip.StatusBarTable = {}
gameCooltip.StatusBarTableSub = {}
gameCooltip.WallpaperTable = {}
gameCooltip.WallpaperTableSub = {}
gameCooltip.PopupFrameTable = {}
--menus
gameCooltip.FunctionsTableMain = {}
gameCooltip.FunctionsTableSub = {}
gameCooltip.ParametersTableMain = {}
gameCooltip.ParametersTableSub = {}
gameCooltip.FixedValue = nil
gameCooltip.SelectedIndexMain = nil
gameCooltip.SelectedIndexSec = {}
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--options table
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gameCooltip.OptionsList = {
["RightTextMargin"] = true,
["IconSize"] = true,
["HeightAnchorMod"] = true,
["WidthAnchorMod"] = true,
["MinWidth"] = true,
["FixedWidth"] = true,
["FixedHeight"] = true,
["FixedWidthSub"] = true,
["FixedHeightSub"] = true,
["AlignAsBlizzTooltip"] = true,
["AlignAsBlizzTooltipFrameHeightOffset"] = true,
["IgnoreSubMenu"] = true,
["IgnoreButtonAutoHeight"] = true,
["TextHeightMod"] = true,
["ButtonHeightMod"] = true,
["ButtonHeightModSub"] = true,
["YSpacingMod"] = true,
["YSpacingModSub"] = true,
["ButtonsYMod"] = true,
["ButtonsYModSub"] = true,
["IconHeightMod"] = true,
["StatusBarHeightMod"] = true,
["StatusBarTexture"] = true,
["TextSize"] = true,
["TextFont"] = true,
["TextColor"] = true,
["TextColorRight"] = true,
["TextShadow"] = true,
["LeftTextWidth"] = true,
["RightTextWidth"] = true,
["LeftTextHeight"] = true,
["RightTextHeight"] = true,
["NoFade"] = true,
["MyAnchor"] = true,
["Anchor"] = true,
["RelativeAnchor"] = true,
["NoLastSelectedBar"] = true,
["SubMenuIsTooltip"] = true,
["LeftBorderSize"] = true,
["RightBorderSize"] = true,
["HeighMod"] = true,
["HeighModSub"] = true,
["IconBlendMode"] = true,
["IconBlendModeHover"] = true,
["SubFollowButton"] = true,
["IgnoreArrows"] = true,
["SelectedTopAnchorMod"] = true,
["SelectedBottomAnchorMod"] = true,
["SelectedLeftAnchorMod"] = true,
["SelectedRightAnchorMod"] = true,
["SparkTexture"] = true,
["SparkHeightOffset"] = true,
["SparkWidthOffset"] = true,
["SparkHeight"] = true,
["SparkWidth"] = true,
["SparkAlpha"] = true,
["SparkColor"] = true,
["SparkPositionXOffset"] = true,
["SparkPositionYOffset"] = true,
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}
gameCooltip.AliasList = {
--set the height of each line, options 'IgnoreButtonAutoHeight' and 'AlignAsBlizzTooltip' must be false
["LineHeightSizeOffset"] = "ButtonHeightMod",
["LineHeightSizeOffsetSub"] = "ButtonHeightModSub",
["FrameHeightSizeOffset"] = "HeighMod",
["FrameHeightSizeOffsetSub"] = "HeighModSub",
--space between the tooltip's left side and the start of the line
["LeftPadding"] = "LeftBorderSize",
--space between the tooltip's right side and the end of the line
["RightPadding"] = "RightBorderSize",
--space between each line, positive values make the lines be closer
["LinePadding"] = "YSpacingMod",
["VerticalPadding"] = "YSpacingMod",
["LinePaddingSub"] = "YSpacingModSub",
["VerticalPaddingSub"] = "YSpacingModSub",
--move each line in the Y axis (vertical offsett)
["LineYOffset"] = "ButtonsYMod",
["VerticalOffset"] = "ButtonsYMod",
["LineYOffsetSub"] = "ButtonsYModSub",
["VerticalOffsetSub"] = "ButtonsYModSub",
}
gameCooltip.OptionsTable = {}
--amount of lines current on shown
gameCooltip.Indexes = 0
--amount of lines current on shown
gameCooltip.IndexesSub = {}
--amount of lines current on shown
gameCooltip.HaveSubMenu = false
--amount of lines current on shown on sub menu
gameCooltip.SubIndexes = 0
--1 tooltip 2 tooltip with bars 3 menu 4 menu + submenus
gameCooltip.Type = 1
--frame to anchor
gameCooltip.Host = nil
--last size
gameCooltip.LastSize = 0
gameCooltip.LastIndex = 0
gameCooltip.internalYMod = 0
gameCooltip.internalYMod = 0
gameCooltip.overlapChecked = false
--defaults
gameCooltip.default_height = 20
gameCooltip.default_text_size = 10.5
gameCooltip.default_text_font = "GameFontHighlight"
gameCooltip.selectedAnchor = {}
gameCooltip.selectedAnchor.left = 2
gameCooltip.selectedAnchor.right = 0
gameCooltip.selectedAnchor.top = 0
gameCooltip.selectedAnchor.bottom = 0
gameCooltip.defaultFont = DF:GetBestFontForLanguage()
--create frames, self is frame1 or frame2
local createTooltipFrames = function(self)
self:SetSize(500, 500)
self:SetPoint("CENTER", UIParent, "CENTER", 0, 0)
self:SetBackdrop(defaultBackdrop)
self:SetBackdropColor(DF:ParseColors(defaultBackdropColor))
self:SetBackdropBorderColor(DF:ParseColors(defaultBackdropBorderColor))
--this texture get the color from gameCooltip:SetColor()
if (not self.frameBackgroundTexture) then
self.frameBackgroundTexture = self:CreateTexture("$parent_FrameBackgroundTexture", "BACKGROUND", nil, 2)
self.frameBackgroundTexture:SetColorTexture(0, 0, 0, 0)
self.frameBackgroundTexture:SetAllPoints()
end
--this get the texture from gameCooltip:SetWallpaper(index, texture, texcoord, color, desaturate)
if (not self.frameWallpaper) then
self.frameWallpaper = self:CreateTexture("$parent_FrameWallPaper", "BACKGROUND", nil, 4)
self.frameWallpaper:SetPoint("TOPLEFT", self, "TOPLEFT", 0, 0)
self.frameWallpaper:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", 0, 0)
end
if (not self.selectedTop) then
self.selectedTop = self:CreateTexture("$parent_SelectedTop", "ARTWORK")
self.selectedTop:SetColorTexture(.5, .5, .5, .75)
self.selectedTop:SetHeight(3)
end
if (not self.gradientTexture) then
self.gradientTexture = DetailsFramework:CreateTexture(self, {gradient = "vertical", fromColor = {0, 0, 0, .2}, toColor = {0, 0, 0, 0}}, 1, 1, "overlay", {0, 1, 0, 1})
self.gradientTexture.sublevel = -7
self.gradientTexture:SetAllPoints()
end
if (not self.selectedBottom) then
self.selectedBottom = self:CreateTexture("$parent_SelectedBottom", "ARTWORK")
self.selectedBottom:SetColorTexture(.5, .5, .5, .75)
self.selectedBottom:SetHeight(3)
end
if (not self.selectedMiddle) then
self.selectedMiddle = self:CreateTexture("$parent_Selected", "ARTWORK")
self.selectedMiddle:SetColorTexture(.5, .5, .5, .75)
self.selectedMiddle:SetPoint("TOPLEFT", self.selectedTop, "BOTTOMLEFT")
self.selectedMiddle:SetPoint("BOTTOMRIGHT", self.selectedBottom, "TOPRIGHT")
end
if (not self.upperImage) then
self.upperImage = self:CreateTexture("$parent_UpperImage", "OVERLAY")
self.upperImage:SetPoint("CENTER", self, "CENTER", 0, -3)
self.upperImage:SetPoint("BOTTOM", self, "TOP", 0, -3)
self.upperImage:Hide()
end
if (not self.upperImage2) then
self.upperImage2 = self:CreateTexture("$parent_UpperImage2", "ARTWORK")
self.upperImage2:SetPoint("CENTER", self, "CENTER", 0, -3)
self.upperImage2:SetPoint("BOTTOM", self, "TOP", 0, -3)
self.upperImage2:Hide()
end
if (not self.upperImageText) then
self.upperImageText = self:CreateFontString("$parent_UpperImageText", "OVERLAY", "GameTooltipHeaderText")
self.upperImageText:SetJustifyH("LEFT")
self.upperImageText:SetPoint("LEFT", self.upperImage, "RIGHT", 5, 0)
DF:SetFontSize(self.upperImageText, 13)
end
if (not self.upperImageText2) then
self.upperImageText2 = self:CreateFontString("$parent_UpperImageText2", "OVERLAY", "GameTooltipHeaderText")
self.upperImageText2:SetJustifyH("LEFT")
self.upperImageText2:SetPoint("BOTTOMRIGHT", self, "LEFT", 0, 3)
DF:SetFontSize(self.upperImageText2, 13)
end
if (not self.titleIcon) then
self.titleIcon = self:CreateTexture("$parent_TitleIcon", "OVERLAY")
self.titleIcon:SetTexture("Interface\\Challenges\\challenges-main")
self.titleIcon:SetTexCoord(0.1521484375, 0.563671875, 0.160859375, 0.234375)
self.titleIcon:SetPoint("CENTER", self, "CENTER")
self.titleIcon:SetPoint("BOTTOM", self, "TOP", 0, -22)
self.titleIcon:Hide()
end
if (not self.titleText) then
self.titleText = self:CreateFontString("$parent_TitleText", "OVERLAY", "GameFontHighlightSmall")
self.titleText:SetJustifyH("LEFT")
DF:SetFontSize(self.titleText, 10)
self.titleText:SetPoint("CENTER", self.titleIcon, "CENTER", 0, 6)
end
end
--main frame
local frame1 = GameCooltipFrame1
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if (not GameCooltipFrame1) then
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frame1 = CreateFrame("Frame", "GameCooltipFrame1", UIParent, "BackdropTemplate")
end
DF.table.addunique(UISpecialFrames, "GameCooltipFrame1")
if (not frame1.FlashAnimation) then
DF:CreateFlashAnimation(frame1)
end
createTooltipFrames(frame1)
--secondary frame
local frame2 = GameCooltipFrame2
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if (not GameCooltipFrame2) then
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frame2 = CreateFrame("Frame", "GameCooltipFrame2", UIParent, "BackdropTemplate")
end
frame2:SetClampedToScreen(true)
DF.table.addunique(UISpecialFrames, "GameCooltipFrame2")
createTooltipFrames(frame2)
frame2:SetPoint("bottomleft", frame1, "bottomright", 4, 0)
if (not frame2.FlashAnimation) then
DF:CreateFlashAnimation(frame2)
end
gameCooltip.frame1 = frame1
gameCooltip.frame2 = frame2
DF:FadeFrame(frame1, 0)
DF:FadeFrame(frame2, 0)
frame1.Lines = {}
frame2.Lines = {}
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----------------------------------------------------------------------
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--Title Function
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----------------------------------------------------------------------
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function gameCooltip:SetTitle(frameId, text)
if (frameId == 1) then
gameCooltip.title1 = true
gameCooltip.title_text = text
end
end
function gameCooltip:SetTitleAnchor(frameId, anchorPoint, ...)
anchorPoint = string.lower(anchorPoint)
if (frameId == 1) then
self.frame1.titleIcon:ClearAllPoints()
self.frame1.titleText:ClearAllPoints()
if (anchorPoint == "left") then
self.frame1.titleIcon:SetPoint("left", frame1, "left", ...)
self.frame1.titleText:SetPoint("left", frame1.titleIcon, "right")
elseif (anchorPoint == "center") then
self.frame1.titleIcon:SetPoint("center", frame1, "center")
self.frame1.titleIcon:SetPoint("bottom", frame1, "top")
self.frame1.titleText:SetPoint("left", frame1.titleIcon, "right")
self.frame1.titleText:SetText("TESTE")
self.frame1.titleText:Show()
self.frame1.titleIcon:Show()
elseif (anchorPoint == "right") then
self.frame1.titleIcon:SetPoint("right", frame1, "right", ...)
self.frame1.titleText:SetPoint("right", frame1.titleIcon, "left")
end
elseif (frameId == 2) then
self.frame2.titleIcon:ClearAllPoints()
self.frame2.titleText:ClearAllPoints()
if (anchorPoint == "left") then
self.frame2.titleIcon:SetPoint("left", frame2, "left", ...)
self.frame2.titleText:SetPoint("left", frame2.titleIcon, "right")
elseif (anchorPoint == "center") then
self.frame2.titleIcon:SetPoint("center", frame2, "center", ...)
self.frame2.titleText:SetPoint("left", frame2.titleIcon, "right")
elseif (anchorPoint == "right") then
self.frame2.titleIcon:SetPoint("right", frame2, "right", ...)
self.frame2.titleText:SetPoint("right", frame2.titleIcon, "left")
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end
end
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end
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----------------------------------------------------------------------
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--Button Hide and Show Functions
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----------------------------------------------------------------------
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local elapsedTime = 0
gameCooltip.mouseOver = false
gameCooltip.buttonClicked = false
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frame1:SetScript("OnEnter", function(self)
--is cooltip a menu?
if (gameCooltip.Type ~= 1 and gameCooltip.Type ~= 2) then
gameCooltip.active = true
gameCooltip.mouseOver = true
gameCooltip.hadInteractions = true
self:SetScript("OnUpdate", nil)
DF:FadeFrame(self, 0)
if (gameCooltip.sub_menus) then
DF:FadeFrame(frame2, 0)
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end
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end
end)
frame2:SetScript("OnEnter", function(self)
if (gameCooltip.OptionsTable.SubMenuIsTooltip) then
return gameCooltip:Close()
end
if (gameCooltip.Type ~= 1 and gameCooltip.Type ~= 2) then
gameCooltip.active = true
gameCooltip.mouseOver = true
gameCooltip.hadInteractions = true
self:SetScript("OnUpdate", nil)
DF:FadeFrame(self, 0)
DF:FadeFrame(frame1, 0)
end
end)
local OnLeaveUpdateFrame1 = function(self, deltaTime)
elapsedTime = elapsedTime + deltaTime
if (elapsedTime > 0.7) then
if (not gameCooltip.active and not gameCooltip.buttonClicked and self == gameCooltip.Host) then
DF:FadeFrame(self, 1)
DF:FadeFrame(frame2, 1)
elseif (not gameCooltip.active) then
DF:FadeFrame(self, 1)
DF:FadeFrame(frame2, 1)
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end
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self:SetScript("OnUpdate", nil)
frame2:SetScript("OnUpdate", nil)
end
end
frame1:SetScript("OnLeave", function(self)
if (gameCooltip.Type ~= 1 and gameCooltip.Type ~= 2) then
gameCooltip.active = false
gameCooltip.mouseOver = false
elapsedTime = 0
self:SetScript("OnUpdate", OnLeaveUpdateFrame1)
else
gameCooltip.active = false
gameCooltip.mouseOver = false
elapsedTime = 0
self:SetScript("OnUpdate", OnLeaveUpdateFrame1)
end
end)
local OnLeaveUpdateFrame2 = function(self, deltaTime)
elapsedTime = elapsedTime + deltaTime
if (elapsedTime > 0.7) then
if (not gameCooltip.active and not gameCooltip.buttonClicked and self == gameCooltip.Host) then
DF:FadeFrame(self, 1)
DF:FadeFrame(frame2, 1)
elseif (not gameCooltip.active) then
DF:FadeFrame(self, 1)
DF:FadeFrame(frame2, 1)
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end
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self:SetScript("OnUpdate", nil)
frame1:SetScript("OnUpdate", nil)
end
end
frame2:SetScript("OnLeave", function(self)
if (gameCooltip.Type ~= 1 and gameCooltip.Type ~= 2) then
gameCooltip.active = false
gameCooltip.mouseOver = false
elapsedTime = 0
self:SetScript("OnUpdate", OnLeaveUpdateFrame2)
else
gameCooltip.active = false
gameCooltip.mouseOver = false
elapsedTime = 0
self:SetScript("OnUpdate", OnLeaveUpdateFrame2)
end
end)
frame1:SetScript("OnHide", function(self)
gameCooltip.active = false
gameCooltip.buttonClicked = false
gameCooltip.mouseOver = false
--reset parent and strata
frame1:SetParent(UIParent)
frame2:SetParent(UIParent)
frame1:SetFrameStrata("TOOLTIP")
frame2:SetFrameStrata("TOOLTIP")
end)
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----------------------------------------------------------------------
3 years ago
--Button Creation Functions
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----------------------------------------------------------------------
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--self is the new button created
local createButtonWidgets = function(self)
self:SetSize(1, 20)
--status bar
self.statusbar = CreateFrame("StatusBar", "$Parent_StatusBar", self)
self.statusbar:SetPoint("LEFT", self, "LEFT", 10, 0)
self.statusbar:SetPoint("RIGHT", self, "RIGHT", -10, 0)
self.statusbar:SetPoint("TOP", self, "TOP", 0, 0)
self.statusbar:SetPoint("BOTTOM", self, "BOTTOM", 0, 0)
self.statusbar:SetHeight(20)
local statusbar = self.statusbar
statusbar.texture = statusbar:CreateTexture("$parent_Texture", "BACKGROUND")
statusbar.texture:SetTexture("Interface\\PaperDollInfoFrame\\UI-Character-Skills-Bar")
statusbar.texture:SetSize(300, 14)
statusbar:SetStatusBarTexture(statusbar.texture)
statusbar:SetMinMaxValues(0, 100)
statusbar.spark = statusbar:CreateTexture("$parent_Spark", "BACKGROUND")
statusbar.spark:Hide()
statusbar.spark:SetTexture("Interface\\CastingBar\\UI-CastingBar-Spark")
statusbar.spark:SetBlendMode("ADD")
statusbar.spark:SetSize(12, 24)
statusbar.spark:SetPoint("LEFT", statusbar, "RIGHT", -20, -1)
statusbar.spark.originalWidth = 12
statusbar.spark.originalHeight = 24
statusbar.spark.originalTexture = "Interface\\CastingBar\\UI-CastingBar-Spark"
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statusbar.background = statusbar:CreateTexture("$parent_Background", "ARTWORK")
statusbar.background:Hide()
statusbar.background:SetTexture("Interface\\FriendsFrame\\UI-FriendsFrame-HighlightBar")
statusbar.background:SetPoint("LEFT", statusbar, "LEFT", -6, 0)
statusbar.background:SetPoint("RIGHT", statusbar, "RIGHT", 6, 0)
statusbar.background:SetPoint("TOP", statusbar, "TOP", 0, 0)
statusbar.background:SetPoint("BOTTOM", statusbar, "BOTTOM", 0, 0)
self.background = statusbar.background
statusbar.leftIcon = statusbar:CreateTexture("$parent_LeftIcon", "OVERLAY")
statusbar.leftIcon:SetSize(16, 16)
statusbar.leftIcon:SetPoint("LEFT", statusbar, "LEFT", 0, 0)
statusbar.rightIcon = statusbar:CreateTexture("$parent_RightIcon", "OVERLAY")
statusbar.rightIcon:SetSize(16, 16)
statusbar.rightIcon:SetPoint("RIGHT", statusbar, "RIGHT", 0, 0)
statusbar.spark2 = statusbar:CreateTexture("$parent_Spark2", "OVERLAY")
statusbar.spark2:SetSize(32, 32)
statusbar.spark2:SetPoint("LEFT", statusbar, "RIGHT", -17, -1)
statusbar.spark2:SetBlendMode("ADD")
statusbar.spark2:SetTexture("Interface\\CastingBar\\UI-CastingBar-Spark")
statusbar.spark2:Hide()
statusbar.subMenuArrow = statusbar:CreateTexture("$parent_SubMenuArrow", "OVERLAY")
statusbar.subMenuArrow:SetSize(12, 12)
statusbar.subMenuArrow:SetPoint("RIGHT", statusbar, "RIGHT", 3, 0)
statusbar.subMenuArrow:SetBlendMode("ADD")
statusbar.subMenuArrow:SetTexture("Interface\\CHATFRAME\\ChatFrameExpandArrow")
statusbar.subMenuArrow:Hide()
statusbar.leftText = statusbar:CreateFontString("$parent_LeftText", "OVERLAY", "GameTooltipHeaderText")
statusbar.leftText:SetJustifyH("LEFT")
statusbar.leftText:SetPoint("LEFT", statusbar.leftIcon, "RIGHT", 3, 0)
DF:SetFontSize(statusbar.leftText, 10)
statusbar.rightText = statusbar:CreateFontString("$parent_TextRight", "OVERLAY", "GameTooltipHeaderText")
statusbar.rightText:SetJustifyH("RIGHT")
statusbar.rightText:SetPoint("RIGHT", statusbar.rightIcon, "LEFT", -3, 0)
DF:SetFontSize(statusbar.leftText, 10)
--background status bar
self.statusbar2 = CreateFrame("StatusBar", "$Parent_StatusBarBackground", self)
self.statusbar2:SetPoint("LEFT", self.statusbar, "LEFT")
self.statusbar2:SetPoint("RIGHT", self.statusbar, "RIGHT")
self.statusbar2:SetPoint("TOP", self.statusbar, "TOP")
self.statusbar2:SetPoint("BOTTOM", self.statusbar, "BOTTOM")
local statusbar2 = self.statusbar2
statusbar2.texture = statusbar2:CreateTexture("$parent_Texture", "BACKGROUND")
statusbar2.texture:SetTexture("Interface\\PaperDollInfoFrame\\UI-Character-Skills-Bar")
statusbar2.texture:SetSize(300, 14)
statusbar2:SetStatusBarTexture(statusbar2.texture)
statusbar2:SetMinMaxValues(0, 100)
--on load
self:RegisterForClicks("LeftButtonDown")
self.leftIcon = self.statusbar.leftIcon
self.rightIcon = self.statusbar.rightIcon
self.texture = self.statusbar.texture
self.spark = self.statusbar.spark
self.spark2 = self.statusbar.spark2
self.leftText = self.statusbar.leftText
self.rightText = self.statusbar.rightText
self.statusbar:SetFrameLevel(self:GetFrameLevel()+2)
self.statusbar2:SetFrameLevel(self.statusbar:GetFrameLevel()-1)
self.statusbar2:SetValue(0)
--scripts
self:SetScript("OnMouseDown", GameCooltipButtonMouseDown)
self:SetScript("OnMouseUp", GameCooltipButtonMouseUp)
end
function GameCooltipButtonMouseDown(button)
local heightMod = gameCooltip.OptionsTable.TextHeightMod or 0
button.leftText:SetPoint("center", button.leftIcon, "center", 0, 0 + heightMod)
button.leftText:SetPoint("left", button.leftIcon, "right", 4, -1 + heightMod)
end
function GameCooltipButtonMouseUp(button)
local heightMod = gameCooltip.OptionsTable.TextHeightMod or 0
button.leftText:SetPoint("center", button.leftIcon, "center", 0, 0 + heightMod)
button.leftText:SetPoint("left", button.leftIcon, "right", 3, 0 + heightMod)
end
function gameCooltip:CreateButton(index, frame, name)
local newNutton = CreateFrame("Button", name, frame)
createButtonWidgets (newNutton)
frame.Lines[index] = newNutton
return newNutton
end
local OnEnterUpdateButton = function(self, deltaTime)
elapsedTime = elapsedTime + deltaTime
if (elapsedTime > 0.001) then
--search key: ~onenterupdatemain
gameCooltip:ShowSub(self.index)
gameCooltip.lastButtonInteracted = self.index
self:SetScript("OnUpdate", nil)
end
end
local OnLeaveUpdateButton = function(self, deltaTime)
elapsedTime = elapsedTime + deltaTime
if (elapsedTime > 0.7) then
if (not gameCooltip.active and not gameCooltip.buttonClicked) then
DF:FadeFrame(frame1, 1)
DF:FadeFrame(frame2, 1)
elseif (not gameCooltip.active) then
DF:FadeFrame(frame1, 1)
DF:FadeFrame(frame2, 1)
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end
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frame1:SetScript("OnUpdate", nil)
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end
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end
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local OnEnterMainButton = function(self)
if (gameCooltip.Type ~= 1 and gameCooltip.Type ~= 2 and not self.isDiv) then
gameCooltip.active = true
gameCooltip.mouseOver = true
gameCooltip.hadInteractions = true
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frame1:SetScript("OnUpdate", nil)
frame2:SetScript("OnUpdate", nil)
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self.background:Show()
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3 years ago
if (gameCooltip.OptionsTable.IconBlendModeHover) then
self.leftIcon:SetBlendMode(gameCooltip.OptionsTable.IconBlendModeHover)
4 years ago
else
3 years ago
self.leftIcon:SetBlendMode("BLEND")
end
if (gameCooltip.PopupFrameTable[self.index]) then
local onEnter, onLeave, param1, param2 = unpack(gameCooltip.PopupFrameTable[self.index])
if (onEnter) then
xpcall(onEnter, geterrorhandler(), frame1, param1, param2)
4 years ago
end
3 years ago
elseif (gameCooltip.IndexesSub[self.index] and gameCooltip.IndexesSub[self.index] > 0) then
if (gameCooltip.OptionsTable.SubMenuIsTooltip) then
gameCooltip:ShowSub(self.index)
self.index = self.ID
else
if (gameCooltip.lastButtonInteracted) then
gameCooltip:ShowSub(gameCooltip.lastButtonInteracted)
else
gameCooltip:ShowSub(self.index)
4 years ago
end
3 years ago
elapsedTime = 0
self.index = self.ID
self:SetScript("OnUpdate", OnEnterUpdateButton)
4 years ago
end
else
3 years ago
--hide second frame
DF:FadeFrame(frame2, 1)
gameCooltip.lastButtonInteracted = nil
end
else
gameCooltip.mouseOver = true
gameCooltip.hadInteractions = true
end
end
local OnLeaveMainButton = function(self)
if (gameCooltip.Type ~= 1 and gameCooltip.Type ~= 2 and not self.isDiv) then
gameCooltip.active = false
gameCooltip.mouseOver = false
self:SetScript("OnUpdate", nil)
self.background:Hide()
if (gameCooltip.OptionsTable.IconBlendMode) then
self.leftIcon:SetBlendMode(gameCooltip.OptionsTable.IconBlendMode)
self.rightIcon:SetBlendMode(gameCooltip.OptionsTable.IconBlendMode)
4 years ago
else
3 years ago
self.leftIcon:SetBlendMode("BLEND")
self.rightIcon:SetBlendMode("BLEND")
end
if (gameCooltip.PopupFrameTable[self.index]) then
local onEnter, onLeave, param1, param2 = unpack(gameCooltip.PopupFrameTable[self.index])
if (onLeave) then
xpcall(onLeave, geterrorhandler(), frame1, param1, param2)
4 years ago
end
3 years ago
end
elapsedTime = 0
frame1:SetScript("OnUpdate", OnLeaveUpdateButton)
else
gameCooltip.active = false
elapsedTime = 0
frame1:SetScript("OnUpdate", OnLeaveUpdateButton)
gameCooltip.mouseOver = false
end
end
--serach key: ~onenter
function gameCooltip:CreateMainFrameButton(i)
local newButton = gameCooltip:CreateButton(i, frame1, "GameCooltipMainButton" .. i)
newButton.ID = i
newButton:SetScript("OnEnter", OnEnterMainButton)
newButton:SetScript("OnLeave", OnLeaveMainButton)
return newButton
end
--buttons for the secondary frame
local OnLeaveUpdateButtonSec = function(self, deltaTime)
elapsedTime = elapsedTime + deltaTime
if (elapsedTime > 0.7) then
if (not gameCooltip.active and not gameCooltip.buttonClicked) then
DF:FadeFrame(frame1, 1)
DF:FadeFrame(frame2, 1)
elseif (not gameCooltip.active) then
DF:FadeFrame(frame1, 1)
DF:FadeFrame(frame2, 1)
end
frame2:SetScript("OnUpdate", nil)
end
end
local OnEnterSecondaryButton = function(self)
if (gameCooltip.OptionsTable.SubMenuIsTooltip) then
return gameCooltip:Close()
end
if (gameCooltip.Type ~= 1 and gameCooltip.Type ~= 2 and not self.isDiv) then
gameCooltip.active = true
gameCooltip.mouseOver = true
gameCooltip.hadInteractions = true
self.background:Show()
if (gameCooltip.OptionsTable.IconBlendModeHover) then
self.leftIcon:SetBlendMode(gameCooltip.OptionsTable.IconBlendModeHover)
else
self.leftIcon:SetBlendMode("BLEND")
end
frame1:SetScript("OnUpdate", nil)
frame2:SetScript("OnUpdate", nil)
DF:FadeFrame(frame1, 0)
DF:FadeFrame(frame2, 0)
else
gameCooltip.mouseOver = true
gameCooltip.hadInteractions = true
end
end
local OnLeaveSecondaryButton = function(self)
if (gameCooltip.Type ~= 1 and gameCooltip.Type ~= 2) then
gameCooltip.active = false
gameCooltip.mouseOver = false
self.background:Hide()
if (gameCooltip.OptionsTable.IconBlendMode) then
self.leftIcon:SetBlendMode(gameCooltip.OptionsTable.IconBlendMode)
self.rightIcon:SetBlendMode(gameCooltip.OptionsTable.IconBlendMode)
4 years ago
else
3 years ago
self.leftIcon:SetBlendMode("BLEND")
self.rightIcon:SetBlendMode("BLEND")
end
elapsedTime = 0
frame2:SetScript("OnUpdate", OnLeaveUpdateButtonSec)
else
gameCooltip.active = false
gameCooltip.mouseOver = false
elapsedTime = 0
frame2:SetScript("OnUpdate", OnLeaveUpdateButtonSec)
end
end
function gameCooltip:CreateButtonOnSecondFrame(i)
local newButton = gameCooltip:CreateButton(i, frame2, "GameCooltipSecButton" .. i)
newButton.ID = i
newButton:SetScript("OnEnter", OnEnterSecondaryButton)
newButton:SetScript("OnLeave", OnLeaveSecondaryButton)
return newButton
end
4 years ago
----------------------------------------------------------------------
3 years ago
--Button Click Functions
4 years ago
----------------------------------------------------------------------
3 years ago
gameCooltip.selectedAnchor.left = 4
gameCooltip.selectedAnchor.right = -4
gameCooltip.selectedAnchor.top = 0
gameCooltip.selectedAnchor.bottom = 0
function gameCooltip:HideSelectedTexture(frame)
frame.selectedTop:Hide()
frame.selectedBottom:Hide()
frame.selectedMiddle:Hide()
end
function gameCooltip:ShowSelectedTexture(frame)
frame.selectedTop:Show()
frame.selectedBottom:Show()
frame.selectedMiddle:Show()
end
function gameCooltip:SetSelectedAnchor(frame, button)
local left = gameCooltip.selectedAnchor.left + (gameCooltip.OptionsTable.SelectedLeftAnchorMod or 0)
local right = gameCooltip.selectedAnchor.right + (gameCooltip.OptionsTable.SelectedRightAnchorMod or 0)
local top = gameCooltip.selectedAnchor.top + (gameCooltip.OptionsTable.SelectedTopAnchorMod or 0)
local bottom = gameCooltip.selectedAnchor.bottom + (gameCooltip.OptionsTable.SelectedBottomAnchorMod or 0)
frame.selectedTop:ClearAllPoints()
frame.selectedBottom:ClearAllPoints()
frame.selectedTop:SetPoint("topleft", button, "topleft", left+1, top)
frame.selectedTop:SetPoint("topright", button, "topright", right-1, top)
frame.selectedBottom:SetPoint("bottomleft", button, "bottomleft", left+1, bottom)
frame.selectedBottom:SetPoint("bottomright", button, "bottomright", right-1, bottom)
gameCooltip:ShowSelectedTexture(frame)
end
local OnClickFunctionMainButton = function(self, button)
if (gameCooltip.IndexesSub[self.index] and gameCooltip.IndexesSub[self.index] > 0) then
gameCooltip:ShowSub(self.index)
gameCooltip.lastButtonInteracted = self.index
end
gameCooltip.buttonClicked = true
gameCooltip:SetSelectedAnchor(frame1, self)
if (not gameCooltip.OptionsTable.NoLastSelectedBar) then
gameCooltip:ShowSelectedTexture(frame1)
end
gameCooltip.SelectedIndexMain = self.index
if (gameCooltip.FunctionsTableMain[self.index]) then
local parameterTable = gameCooltip.ParametersTableMain[self.index]
local func = gameCooltip.FunctionsTableMain[self.index]
local okay, errortext = pcall(func, gameCooltip.Host, gameCooltip.FixedValue, parameterTable[1], parameterTable[2], parameterTable[3], button)
if (not okay) then
print("Cooltip OnClick Error:", errortext)
4 years ago
end
end
3 years ago
end
local OnClickFunctionSecondaryButton = function(self, button)
gameCooltip.buttonClicked = true
gameCooltip:SetSelectedAnchor(frame2, self)
if (gameCooltip.FunctionsTableSub[self.mainIndex] and gameCooltip.FunctionsTableSub[self.mainIndex][self.index]) then
local parameterTable = gameCooltip.ParametersTableSub[self.mainIndex][self.index]
local func = gameCooltip.FunctionsTableSub[self.mainIndex][self.index]
local okay, errortext = pcall(func, gameCooltip.Host, gameCooltip.FixedValue, parameterTable[1], parameterTable[2], parameterTable[3], button)
if (not okay) then
print("Cooltip OnClick Error:", errortext)
4 years ago
end
3 years ago
end
gameCooltip:SetSelectedAnchor(frame1, frame1.Lines[self.mainIndex])
if (not gameCooltip.OptionsTable.NoLastSelectedBar) then
gameCooltip:ShowSelectedTexture(frame1)
end
gameCooltip.SelectedIndexMain = self.mainIndex
gameCooltip.SelectedIndexSec[self.mainIndex] = self.index
end
function gameCooltip:TextAndIcon(index, frame, menuButton, leftTextSettings, rightTextSettings, leftIconSettings, rightIconSettings, isSecondFrame)
--reset width
menuButton.leftText:SetWidth(0)
menuButton.leftText:SetHeight(0)
menuButton.rightText:SetWidth(0)
menuButton.rightText:SetHeight(0)
menuButton.rightText:SetPoint("right", menuButton.rightIcon, "left", gameCooltip.OptionsTable.RightTextMargin or -3, 0)
--set text
if (leftTextSettings) then
menuButton.leftText:SetText(leftTextSettings[1])
local r, g, b, a = leftTextSettings[2], leftTextSettings[3], leftTextSettings[4], leftTextSettings[5]
if (r == 0 and g == 0 and b == 0 and a == 0) then
if (gameCooltip.OptionsTable.TextColor) then
r, g, b, a = DF:ParseColors(gameCooltip.OptionsTable.TextColor)
DF:SetFontColor(menuButton.leftText, r, g, b, a)
4 years ago
else
3 years ago
menuButton.leftText:SetTextColor(1, 1, 1, 1)
4 years ago
end
3 years ago
else
DF:SetFontColor(menuButton.leftText, r, g, b, a)
end
if (gameCooltip.OptionsTable.TextSize and not leftTextSettings[6]) then
DF:SetFontSize(menuButton.leftText, gameCooltip.OptionsTable.TextSize)
end
if (gameCooltip.OptionsTable.LeftTextWidth) then
menuButton.leftText:SetWidth(gameCooltip.OptionsTable.LeftTextWidth)
else
menuButton.leftText:SetWidth(0)
end
if (gameCooltip.OptionsTable.LeftTextHeight) then
menuButton.leftText:SetHeight(gameCooltip.OptionsTable.LeftTextHeight)
else
menuButton.leftText:SetHeight(0)
end
if (gameCooltip.OptionsTable.TextFont and not leftTextSettings[7]) then --font
if (_G[gameCooltip.OptionsTable.TextFont]) then
menuButton.leftText:SetFontObject(_G.GameFontRed or gameCooltip.OptionsTable.TextFont)
4 years ago
else
3 years ago
local font = SharedMedia:Fetch("font", gameCooltip.OptionsTable.TextFont)
local _, size, flags = menuButton.leftText:GetFont()
flags = leftTextSettings[8] or gameCooltip.OptionsTable.TextShadow or nil
size = leftTextSettings[6] or gameCooltip.OptionsTable.TextSize or size
menuButton.leftText:SetFont(font, size, flags)
end
elseif (leftTextSettings[7]) then
if (_G[leftTextSettings[7]]) then
menuButton.leftText:SetFontObject(leftTextSettings[7])
local fontFace, fontSize, fontFlags = menuButton.leftText:GetFont()
fontFlags = leftTextSettings[8] or gameCooltip.OptionsTable.TextShadow or nil
fontSize = leftTextSettings[6] or gameCooltip.OptionsTable.TextSize or fontSize
menuButton.leftText:SetFont(fontFace, fontSize, fontFlags)
4 years ago
else
3 years ago
local font = SharedMedia:Fetch("font", leftTextSettings[7])
local fontFace, fontSize, fontFlags = menuButton.leftText:GetFont()
--fontFace = font or fontFace
fontFlags = leftTextSettings[8] or gameCooltip.OptionsTable.TextShadow or nil
fontSize = leftTextSettings[6] or gameCooltip.OptionsTable.TextSize or fontSize
menuButton.leftText:SetFont(fontFace, fontSize, fontFlags)
4 years ago
end
3 years ago
else
menuButton.leftText:SetFont(gameCooltip.defaultFont, leftTextSettings[6] or gameCooltip.OptionsTable.TextSize or 10, leftTextSettings[8] or gameCooltip.OptionsTable.TextShadow)
end
local heightMod = gameCooltip.OptionsTable.TextHeightMod or 0
menuButton.leftText:SetPoint("center", menuButton.leftIcon, "center", 0, 0 + heightMod)
menuButton.leftText:SetPoint("left", menuButton.leftIcon, "right", 3, 0 + heightMod)
else
menuButton.leftText:SetText("")
end
if (rightTextSettings) then
menuButton.rightText:SetText(rightTextSettings[1])
local r, g, b, a = rightTextSettings[2], rightTextSettings[3], rightTextSettings[4], rightTextSettings[5]
if (r == 0 and g == 0 and b == 0 and a == 0) then
if (gameCooltip.OptionsTable.TextColorRight) then
r, g, b, a = DF:ParseColors(gameCooltip.OptionsTable.TextColorRight)
DF:SetFontColor(menuButton.rightText, r, g, b, a)
elseif (gameCooltip.OptionsTable.TextColor) then
r, g, b, a = DF:ParseColors(gameCooltip.OptionsTable.TextColor)
DF:SetFontColor(menuButton.rightText, r, g, b, a)
4 years ago
else
3 years ago
menuButton.rightText:SetTextColor(1, 1, 1, 1)
4 years ago
end
3 years ago
else
DF:SetFontColor(menuButton.rightText, r, g, b, a)
end
4 years ago
3 years ago
if (gameCooltip.OptionsTable.TextSize and not rightTextSettings[6]) then
DF:SetFontSize(menuButton.rightText, gameCooltip.OptionsTable.TextSize)
end
if (gameCooltip.OptionsTable.RightTextWidth) then
menuButton.rightText:SetWidth(gameCooltip.OptionsTable.RightTextWidth)
4 years ago
else
3 years ago
menuButton.rightText:SetWidth(0)
end
if (gameCooltip.OptionsTable.TextFont and not rightTextSettings[7]) then
if (_G[gameCooltip.OptionsTable.TextFont]) then
menuButton.rightText:SetFontObject(gameCooltip.OptionsTable.TextFont)
4 years ago
else
3 years ago
local fontFace = SharedMedia:Fetch("font", gameCooltip.OptionsTable.TextFont)
local _, fontSize, fontFlags = menuButton.rightText:GetFont()
fontFlags = rightTextSettings[8] or gameCooltip.OptionsTable.TextShadow or nil
fontSize = rightTextSettings[6] or gameCooltip.OptionsTable.TextSize or fontSize
menuButton.rightText:SetFont(fontFace, fontSize, fontFlags)
end
elseif (rightTextSettings[7]) then
if (_G[rightTextSettings[7]]) then
menuButton.rightText:SetFontObject(rightTextSettings[7])
local fontFace, fontSize, fontFlags = menuButton.rightText:GetFont()
fontFlags = rightTextSettings[8] or gameCooltip.OptionsTable.TextShadow or nil
fontSize = rightTextSettings[6] or gameCooltip.OptionsTable.TextSize or fontSize
menuButton.rightText:SetFont(fontFace, fontSize, fontFlags)
4 years ago
else
3 years ago
local font = SharedMedia:Fetch("font", rightTextSettings[7])
local fontFace, fontSize, fontFlags = menuButton.rightText:GetFont()
fontFlags = rightTextSettings[8] or gameCooltip.OptionsTable.TextShadow or nil
fontSize = rightTextSettings[6] or gameCooltip.OptionsTable.TextSize or fontSize
menuButton.rightText:SetFont(fontFace, fontSize, fontFlags)
4 years ago
end
3 years ago
else
menuButton.rightText:SetFont(gameCooltip.defaultFont, rightTextSettings[6] or gameCooltip.OptionsTable.TextSize or 10, rightTextSettings[8] or gameCooltip.OptionsTable.TextShadow)
end
else
menuButton.rightText:SetText("")
end
--left icon
if (leftIconSettings and leftIconSettings[1]) then
local textureObject = menuButton.leftIcon
--check if the texture passed is a texture object
if (type(leftIconSettings[1]) == "table" and leftIconSettings[1].GetObjectType and leftIconSettings[1]:GetObjectType() == "Texture") then
menuButton.leftIcon:SetSize(leftIconSettings[2], leftIconSettings[3])
menuButton.leftIcon:SetColorTexture(0.0156, 0.047, 0.1215, 1)
textureObject = leftIconSettings[1]
textureObject:SetParent(menuButton.leftIcon:GetParent())
textureObject:ClearAllPoints()
textureObject:SetDrawLayer("overlay", 7)
textureObject:Show()
for i = 1, menuButton.leftIcon:GetNumPoints() do
local anchor1, anchorFrame, anchor2, x, y = menuButton.leftIcon:GetPoint(i)
textureObject:SetPoint(anchor1, anchorFrame, anchor2, x, y)
end
menuButton.customLeftTexture = textureObject
else
if (menuButton.customLeftTexture) then
menuButton.customLeftTexture:Hide()
menuButton.customLeftTexture = nil
end
menuButton.leftIcon:Show()
menuButton.leftIcon:SetTexture(leftIconSettings[1])
end
textureObject:SetWidth(leftIconSettings[2])
textureObject:SetHeight(leftIconSettings[3])
textureObject:SetTexCoord(leftIconSettings[4], leftIconSettings[5], leftIconSettings[6], leftIconSettings[7])
3 years ago
local colorRed, colorGreen, colorBlue, colorAlpha = DF:ParseColors(leftIconSettings[8])
textureObject:SetVertexColor(colorRed, colorGreen, colorBlue, colorAlpha)
3 years ago
if (gameCooltip.OptionsTable.IconBlendMode) then
textureObject:SetBlendMode(gameCooltip.OptionsTable.IconBlendMode)
3 years ago
else
textureObject:SetBlendMode("BLEND")
3 years ago
end
textureObject:SetDesaturated(leftIconSettings[9])
3 years ago
else
local textureObject = menuButton.leftIcon
textureObject:SetTexture("")
textureObject:SetWidth(1)
textureObject:SetHeight(1)
if (menuButton.customLeftTexture) then
menuButton.customLeftTexture:Hide()
menuButton.customLeftTexture = nil
end
3 years ago
end
--right icon
if (rightIconSettings and rightIconSettings[1]) then
local textureObject = menuButton.rightIcon
--check if the texture passed is a texture object
if (type(rightIconSettings[1]) == "table" and rightIconSettings[1].GetObjectType and rightIconSettings[1]:GetObjectType() == "Texture") then
menuButton.rightIcon:SetSize(leftIconSettings[2], leftIconSettings[3])
menuButton.rightIcon:SetColorTexture(0.0156, 0.047, 0.1215, 1)
textureObject = rightIconSettings[1]
textureObject:SetParent(menuButton)
textureObject:ClearAllPoints()
textureObject:SetDrawLayer("overlay", 7)
textureObject:Show()
for i = 1, menuButton.rightIcon:GetNumPoints() do
local anchor1, anchorFrame, anchor2, x, y = menuButton.rightIcon:GetPoint(i)
textureObject:SetPoint(anchor1, anchorFrame, anchor2, x, y)
end
menuButton.customRightTexture = textureObject
else
if (menuButton.customRightTexture) then
menuButton.customRightTexture:Hide()
menuButton.customRightTexture = nil
end
menuButton.rightIcon:Show()
menuButton.rightIcon:SetTexture(rightIconSettings[1])
end
3 years ago
menuButton.rightIcon:SetWidth(rightIconSettings[2])
menuButton.rightIcon:SetHeight(rightIconSettings[3])
menuButton.rightIcon:SetTexCoord(rightIconSettings[4], rightIconSettings[5], rightIconSettings[6], rightIconSettings[7])
local colorRed, colorGreen, colorBlue, colorAlpha = DF:ParseColors(rightIconSettings[8])
menuButton.rightIcon:SetVertexColor(colorRed, colorGreen, colorBlue, colorAlpha)
if (gameCooltip.OptionsTable.IconBlendMode) then
menuButton.rightIcon:SetBlendMode(gameCooltip.OptionsTable.IconBlendMode)
else
menuButton.rightIcon:SetBlendMode("BLEND")
end
menuButton.rightIcon:SetDesaturated(rightIconSettings[9])
else
menuButton.rightIcon:SetTexture("")
menuButton.rightIcon:SetWidth(1)
menuButton.rightIcon:SetHeight(1)
if (menuButton.customRightTexture) then
menuButton.customRightTexture:Hide()
menuButton.customRightTexture = nil
end
3 years ago
end
--overwrite icon size
if (gameCooltip.OptionsTable.IconSize) then
menuButton.leftIcon:SetWidth(gameCooltip.OptionsTable.IconSize)
menuButton.leftIcon:SetHeight(gameCooltip.OptionsTable.IconSize)
menuButton.rightIcon:SetWidth(gameCooltip.OptionsTable.IconSize)
menuButton.rightIcon:SetHeight(gameCooltip.OptionsTable.IconSize)
end
menuButton.leftText:SetHeight(0)
menuButton.rightText:SetHeight(0)
if (gameCooltip.Type == 2) then
gameCooltip:LeftTextSpace(menuButton)
end
if (gameCooltip.OptionsTable.LeftTextHeight) then
menuButton.leftText:SetHeight(gameCooltip.OptionsTable.LeftTextHeight)
end
if (gameCooltip.OptionsTable.RightTextHeight) then
menuButton.rightText:SetHeight(gameCooltip.OptionsTable.RightTextHeight)
end
--string length
if (not isSecondFrame) then --main frame
if (not gameCooltip.OptionsTable.FixedWidth) then
if (gameCooltip.Type == 1 or gameCooltip.Type == 2) then
local stringWidth = menuButton.leftText:GetStringWidth() + menuButton.rightText:GetStringWidth() + menuButton.leftIcon:GetWidth() + menuButton.rightIcon:GetWidth() + 10
if (stringWidth > frame.w) then
frame.w = stringWidth
end
end
else
menuButton.leftText:SetWidth(gameCooltip.OptionsTable.FixedWidth - menuButton.leftIcon:GetWidth() - menuButton.rightText:GetStringWidth() - menuButton.rightIcon:GetWidth() - 22)
end
else
if (not gameCooltip.OptionsTable.FixedWidthSub) then
if (gameCooltip.Type == 1 or gameCooltip.Type == 2) then
local stringWidth = menuButton.leftText:GetStringWidth() + menuButton.rightText:GetStringWidth() + menuButton.leftIcon:GetWidth() + menuButton.rightIcon:GetWidth()
if (stringWidth > frame.w) then
frame.w = stringWidth
end
end
else
menuButton.leftText:SetWidth(gameCooltip.OptionsTable.FixedWidthSub - menuButton.leftIcon:GetWidth() - 12)
end
end
local height = max(menuButton.leftIcon:GetHeight(), menuButton.rightIcon:GetHeight(), menuButton.leftText:GetStringHeight(), menuButton.rightText:GetStringHeight())
if (height > frame.hHeight) then
frame.hHeight = height
end
end
function gameCooltip:RefreshSpark(menuButton)
local sparkTexture = gameCooltip.OptionsTable.SparkTexture or menuButton.spark.originalTexture
local sparkAlpha = gameCooltip.OptionsTable.SparkAlpha or 1
local sparkColor = gameCooltip.OptionsTable.SparkColor or "white"
local sparkWidth = gameCooltip.OptionsTable.SparkWidth or menuButton.spark.originalWidth
local sparkHeight = gameCooltip.OptionsTable.SparkHeight or menuButton.spark.originalHeight
local sparkWidthOffset = gameCooltip.OptionsTable.SparkWidthOffset or 0
local sparkHeightOffset = gameCooltip.OptionsTable.SparkHeightOffset or 0
local positionXOffset = gameCooltip.OptionsTable.SparkPositionXOffset or 0
local positionYOffset = gameCooltip.OptionsTable.SparkPositionYOffset or 0
menuButton.spark:SetSize(sparkWidth + sparkWidthOffset, sparkHeight + sparkHeightOffset)
menuButton.spark:SetTexture(sparkTexture)
menuButton.spark:SetVertexColor(DF:ParseColors(sparkColor))
menuButton.spark:SetAlpha(sparkAlpha)
3 years ago
menuButton.spark:ClearAllPoints()
menuButton.spark:SetPoint("left", menuButton.statusbar, "left", (menuButton.statusbar:GetValue() * (menuButton.statusbar:GetWidth() / 100)) - 5 + positionXOffset, 0 + positionYOffset)
3 years ago
menuButton.spark2:ClearAllPoints()
menuButton.spark2:SetPoint("left", menuButton.statusbar, "left", menuButton.statusbar:GetValue() * (menuButton.statusbar:GetWidth()/100) - 16 + positionXOffset, 0 + positionYOffset)
3 years ago
end
function gameCooltip:StatusBar(menuButton, statusBarSettings)
if (statusBarSettings) then
menuButton.statusbar:SetValue(Clamp(statusBarSettings[1], 0, maxStatusBarValue))
3 years ago
menuButton.statusbar:SetStatusBarColor(statusBarSettings[2], statusBarSettings[3], statusBarSettings[4], statusBarSettings[5])
menuButton.statusbar:SetHeight(20 + (gameCooltip.OptionsTable.StatusBarHeightMod or 0))
menuButton.spark2:Hide()
if (statusBarSettings[6]) then
menuButton.spark:Show()
else
menuButton.spark:Hide()
end
if (statusBarSettings[7]) then
menuButton.statusbar2:SetValue(Clamp(statusBarSettings[7].value, 0, maxStatusBarValue))
3 years ago
menuButton.statusbar2.texture:SetTexture(statusBarSettings[7].texture or [[Interface\RaidFrame\Raid-Bar-Hp-Fill]])
if (statusBarSettings[7].specialSpark) then
menuButton.spark2:Show()
end
if (statusBarSettings[7].color) then
local colorRed, colorGreen, colorBlue, colorAlpha = DF:ParseColors(statusBarSettings[7].color)
menuButton.statusbar2:SetStatusBarColor(colorRed, colorGreen, colorBlue, colorAlpha)
else
menuButton.statusbar2:SetStatusBarColor(1, 1, 1, 1)
end
else
menuButton.statusbar2:SetValue(0)
menuButton.spark2:Hide()
end
if (statusBarSettings[8]) then
local texture = SharedMedia:Fetch("statusbar", statusBarSettings[8], true)
if (texture) then
menuButton.statusbar.texture:SetTexture(texture)
else
menuButton.statusbar.texture:SetTexture(statusBarSettings[8])
end
elseif (gameCooltip.OptionsTable.StatusBarTexture) then
local texture = SharedMedia:Fetch("statusbar", gameCooltip.OptionsTable.StatusBarTexture, true)
if (texture) then
menuButton.statusbar.texture:SetTexture(texture)
else
menuButton.statusbar.texture:SetTexture(gameCooltip.OptionsTable.StatusBarTexture)
end
else
menuButton.statusbar.texture:SetTexture("Interface\\PaperDollInfoFrame\\UI-Character-Skills-Bar")
end
else
menuButton.statusbar:SetValue(0)
menuButton.statusbar2:SetValue(0)
menuButton.spark:Hide()
menuButton.spark2:Hide()
end
if (gameCooltip.OptionsTable.LeftBorderSize) then
menuButton.statusbar:SetPoint("left", menuButton, "left", 10 + gameCooltip.OptionsTable.LeftBorderSize, 0)
else
menuButton.statusbar:SetPoint("left", menuButton, "left", 10, 0)
end
if (gameCooltip.OptionsTable.RightBorderSize) then
menuButton.statusbar:SetPoint("right", menuButton, "right", gameCooltip.OptionsTable.RightBorderSize + (- 10), 0)
else
menuButton.statusbar:SetPoint("right", menuButton, "right", -10, 0)
end
end
function gameCooltip:SetupMainButton(menuButton, index)
menuButton.index = index
--setup texts and icons
gameCooltip:TextAndIcon(index, frame1, menuButton, gameCooltip.LeftTextTable[index], gameCooltip.RightTextTable[index], gameCooltip.LeftIconTable[index], gameCooltip.RightIconTable[index])
--setup statusbar
gameCooltip:StatusBar(menuButton, gameCooltip.StatusBarTable[index])
--click
menuButton:RegisterForClicks("LeftButtonDown")
--string length
if (not gameCooltip.OptionsTable.FixedWidth) then
local stringWidth = menuButton.leftText:GetStringWidth() + menuButton.rightText:GetStringWidth() + menuButton.leftIcon:GetWidth() + menuButton.rightIcon:GetWidth()
if (stringWidth > frame1.w) then
frame1.w = stringWidth
end
end
--register click function
menuButton:SetScript("OnClick", OnClickFunctionMainButton)
menuButton:Show()
end
function gameCooltip:SetupButtonOnSecondFrame(menuButton, index, mainMenuIndex)
menuButton.index = index
menuButton.mainIndex = mainMenuIndex
--setup texts and icons
gameCooltip:TextAndIcon(index, frame2, menuButton, gameCooltip.LeftTextTableSub[mainMenuIndex] and gameCooltip.LeftTextTableSub[mainMenuIndex][index],
gameCooltip.RightTextTableSub[mainMenuIndex] and gameCooltip.RightTextTableSub[mainMenuIndex][index],
gameCooltip.LeftIconTableSub[mainMenuIndex] and gameCooltip.LeftIconTableSub[mainMenuIndex][index],
gameCooltip.RightIconTableSub[mainMenuIndex] and gameCooltip.RightIconTableSub[mainMenuIndex][index], true)
--setup statusbar
gameCooltip:StatusBar(menuButton, gameCooltip.StatusBarTableSub[mainMenuIndex] and gameCooltip.StatusBarTableSub[mainMenuIndex][index])
--click
menuButton:RegisterForClicks("LeftButtonDown")
menuButton:ClearAllPoints()
menuButton:SetPoint("center", frame2, "center")
menuButton:SetPoint("top", frame2, "top", 0, (((index-1) * 20) * -1) -3)
menuButton:SetPoint("left", frame2, "left", -4, 0)
menuButton:SetPoint("right", frame2, "right", 4, 0)
DF:FadeFrame(menuButton, 0)
--string length
local stringWidth = menuButton.leftText:GetStringWidth() + menuButton.rightText:GetStringWidth() + menuButton.leftIcon:GetWidth() + menuButton.rightIcon:GetWidth()
if (stringWidth > frame2.w) then
frame2.w = stringWidth
end
menuButton:SetScript("OnClick", OnClickFunctionSecondaryButton)
menuButton:Show()
return true
end
------------------------------------------------------------------------------------------------------------------
function gameCooltip:SetupWallpaper(wallpaperTable, wallpaper)
local texture = wallpaperTable[1]
if (DF:IsHtmlColor(texture) or type(texture) == "table") then
local color = texture
local r, g, b, a = DF:ParseColors(color)
wallpaper:SetColorTexture(r, g, b, a)
else
wallpaper:SetTexture(texture)
end
wallpaper:SetTexCoord(wallpaperTable[2], wallpaperTable[3], wallpaperTable[4], wallpaperTable[5])
local color = wallpaperTable[6]
if (color) then
local r, g, b, a = DF:ParseColors(color)
wallpaper:SetVertexColor(r, g, b, a)
else
wallpaper:SetVertexColor(1, 1, 1, 1)
end
if (wallpaperTable[7]) then
wallpaper:SetDesaturated(true)
else
wallpaper:SetDesaturated(false)
end
wallpaper:Show()
end
------------------------------------------------------------------------------------------------------------------
function gameCooltip:ShowSub(index)
if (gameCooltip.OptionsTable.IgnoreSubMenu) then
DF:FadeFrame(frame2, 1)
return
end
frame2:SetHeight(6)
local amountIndexes = gameCooltip.IndexesSub[index]
if (not amountIndexes) then
--sub menu called but sub menu indexes is nil
return
end
if (gameCooltip.OptionsTable.FixedWidthSub) then
frame2:SetWidth(gameCooltip.OptionsTable.FixedWidthSub)
end
frame2.h = gameCooltip.IndexesSub[index] * 20
frame2.hHeight = 0
frame2.w = 0
local isTooltip = gameCooltip.OptionsTable.SubMenuIsTooltip
if (isTooltip) then
frame2:EnableMouse(false)
else
frame2:EnableMouse(true)
end
for i = 1, gameCooltip.IndexesSub[index] do
local button = frame2.Lines[i]
if (not button) then
button = gameCooltip:CreateButtonOnSecondFrame(i)
end
gameCooltip:SetupButtonOnSecondFrame(button, i, index)
if (isTooltip) then
button:EnableMouse(false)
else
button:EnableMouse(true)
end
end
local selected = gameCooltip.SelectedIndexSec[index]
if (selected) then
gameCooltip:SetSelectedAnchor(frame2, frame2.Lines[selected])
if (not gameCooltip.OptionsTable.NoLastSelectedBar) then
gameCooltip:ShowSelectedTexture(frame2)
end
else
gameCooltip:HideSelectedTexture(frame2)
end
for i = gameCooltip.IndexesSub[index] + 1, #frame2.Lines do
DF:FadeFrame(frame2.Lines[i], 1)
end
local spacing = 0
if (gameCooltip.OptionsTable.YSpacingModSub) then
spacing = gameCooltip.OptionsTable.YSpacingModSub
end
--normalize height of all rows
for i = 1, gameCooltip.IndexesSub[index] do
local menuButton = frame2.Lines[i]
if (menuButton.leftText:GetText() == "$div") then
menuButton:SetHeight(4)
--points
menuButton:ClearAllPoints()
menuButton:SetPoint("center", frame2, "center")
menuButton:SetPoint("left", frame2, "left", -4, 0)
menuButton:SetPoint("right", frame2, "right", 4, 0)
menuButton.rightText:SetText("")
local divisorOffsetTop = tonumber(gameCooltip.RightTextTableSub[index][i][2])
if (not divisorOffsetTop) then
divisorOffsetTop = 0
end
local divisorOffsetBottom = tonumber(gameCooltip.RightTextTableSub[index][i][3])
if (not divisorOffsetBottom) then
divisorOffsetBottom = 0
end
menuButton:SetPoint("top", frame2, "top", 0, ( ( (i-1) * frame2.hHeight) * -1) - 4 + (gameCooltip.OptionsTable.ButtonsYModSub or 0) + spacing + (2 + (divisorOffsetTop or 0)))
if (gameCooltip.OptionsTable.YSpacingModSub) then
spacing = spacing + gameCooltip.OptionsTable.YSpacingModSub
end
spacing = spacing + 17 + (divisorOffsetBottom or 0)
menuButton.leftText:SetText("")
menuButton.isDiv = true
if (not menuButton.divbar) then
gameCooltip:CreateDivBar(menuButton)
else
menuButton.divbar:Show()
end
menuButton.divbar:SetPoint("left", menuButton, "left", frame1:GetWidth() * 0.10, 0)
menuButton.divbar:SetPoint("right", menuButton, "right", -frame1:GetWidth() * 0.10, 0)
else
menuButton:SetHeight(frame2.hHeight + (gameCooltip.OptionsTable.ButtonHeightModSub or 0))
--points
menuButton:ClearAllPoints()
menuButton:SetPoint("center", frame2, "center")
menuButton:SetPoint("top", frame2, "top", 0, ( ( (i-1) * frame2.hHeight) * -1) - 4 + (gameCooltip.OptionsTable.ButtonsYModSub or 0) + spacing)
if (gameCooltip.OptionsTable.YSpacingModSub) then
spacing = spacing + gameCooltip.OptionsTable.YSpacingModSub
end
menuButton:SetPoint("left", frame2, "left", -4, 0)
menuButton:SetPoint("right", frame2, "right", 4, 0)
if (menuButton.divbar) then
menuButton.divbar:Hide()
menuButton.isDiv = false
end
end
end
local mod = gameCooltip.OptionsTable.HeighModSub or 0
frame2:SetHeight((frame2.hHeight * gameCooltip.IndexesSub[index]) + 12 + (-spacing) + mod)
if (gameCooltip.TopIconTableSub[index]) then
local upperImageTable = gameCooltip.TopIconTableSub[index]
frame2.upperImage:SetTexture(upperImageTable[1])
frame2.upperImage:SetWidth(upperImageTable[2])
frame2.upperImage:SetHeight(upperImageTable[3])
frame2.upperImage:SetTexCoord(upperImageTable[4], upperImageTable[5], upperImageTable[6], upperImageTable[7])
frame2.upperImage:Show()
else
frame2.upperImage:Hide()
end
if (gameCooltip.WallpaperTableSub[index]) then
gameCooltip:SetupWallpaper(gameCooltip.WallpaperTableSub[index], frame2.frameWallpaper)
else
frame2.frameWallpaper:Hide()
end
if (not gameCooltip.OptionsTable.FixedWidthSub) then
frame2:SetWidth(frame2.w + 44)
end
DF:FadeFrame(frame2, 0)
gameCooltip:CheckOverlap()
if (gameCooltip.OptionsTable.SubFollowButton and not gameCooltip.frame2_IsOnLeftside) then
local button = frame1.Lines[index]
frame2:ClearAllPoints()
frame2:SetPoint("left", button, "right", 4, 0)
elseif (gameCooltip.OptionsTable.SubFollowButton and gameCooltip.frame2_IsOnLeftside) then
local button = frame1.Lines[index]
frame2:ClearAllPoints()
frame2:SetPoint("right", button, "left", -4, 0)
elseif (gameCooltip.frame2_IsOnLeftside) then
frame2:ClearAllPoints()
frame2:SetPoint("bottomright", frame1, "bottomleft", -4, 0)
else
frame2:ClearAllPoints()
frame2:SetPoint("bottomleft", frame1, "bottomright", 4, 0)
end
end
function gameCooltip:HideSub()
DF:FadeFrame(frame2, 1)
end
function gameCooltip:LeftTextSpace(row)
row.leftText:SetWidth(row:GetWidth() - 30 - row.leftIcon:GetWidth() - row.rightIcon:GetWidth() - row.rightText:GetStringWidth())
row.leftText:SetHeight(10)
end
--~inicio ~start ~tooltip
function gameCooltip:BuildTooltip()
--hide sub frame
DF:FadeFrame(frame2, 1)
--hide select bar
gameCooltip:HideSelectedTexture(frame1)
frame1:EnableMouse(false)
--width
if (gameCooltip.OptionsTable.FixedWidth) then
frame1:SetWidth(gameCooltip.OptionsTable.FixedWidth)
end
frame1.w = gameCooltip.OptionsTable.FixedWidth or 0
frame1.hHeight = 0
frame2.hHeight = 0
gameCooltip.active = true
for i = 1, gameCooltip.Indexes do
local button = frame1.Lines[i]
if (not button) then
button = gameCooltip:CreateMainFrameButton(i)
end
button.index = i
button:Show()
button.background:Hide()
button:SetHeight(gameCooltip.OptionsTable.ButtonHeightMod or gameCooltip.default_height)
--clear registered click buttons
button:RegisterForClicks()
--setup texts and icons
gameCooltip:TextAndIcon(i, frame1, button, gameCooltip.LeftTextTable[i], gameCooltip.RightTextTable[i], gameCooltip.LeftIconTable[i], gameCooltip.RightIconTable[i])
--setup statusbar
gameCooltip:StatusBar(button, gameCooltip.StatusBarTable[i])
end
--hide unused lines
for i = gameCooltip.Indexes+1, #frame1.Lines do
frame1.Lines[i]:Hide()
end
gameCooltip.NumLines = gameCooltip.Indexes
local spacing = 0
if (gameCooltip.OptionsTable.YSpacingMod) then
spacing = gameCooltip.OptionsTable.YSpacingMod
end
--normalize height of all rows
local heightValue = -6 + spacing + (gameCooltip.OptionsTable.ButtonsYMod or 0)
for i = 1, gameCooltip.Indexes do
local menuButton = frame1.Lines[i]
menuButton:ClearAllPoints()
menuButton:SetPoint("center", frame1, "center")
menuButton:SetPoint("left", frame1, "left", -4, 0)
menuButton:SetPoint("right", frame1, "right", 4, 0)
if (menuButton.divbar) then
menuButton.divbar:Hide()
menuButton.isDiv = false
end
--height
if (gameCooltip.OptionsTable.AlignAsBlizzTooltip) then
local height = max(2, menuButton.leftText:GetStringHeight(), menuButton.rightText:GetStringHeight(), menuButton.leftIcon:GetHeight(), menuButton.rightIcon:GetHeight(), gameCooltip.OptionsTable.AlignAsBlizzTooltipForceHeight or 2)
menuButton:SetHeight(height)
menuButton:SetPoint("top", frame1, "top", 0, heightValue)
heightValue = heightValue + (height * -1)
elseif (gameCooltip.OptionsTable.IgnoreButtonAutoHeight) then
local height = max(menuButton.leftText:GetStringHeight(), menuButton.rightText:GetStringHeight(), menuButton.leftIcon:GetHeight(), menuButton.rightIcon:GetHeight())
menuButton:SetHeight(height)
menuButton:SetPoint("top", frame1, "top", 0, heightValue)
heightValue = heightValue + (height * -1) + spacing + (gameCooltip.OptionsTable.ButtonsYMod or 0)
else
menuButton:SetHeight(frame1.hHeight + (gameCooltip.OptionsTable.ButtonHeightMod or 0))
menuButton:SetPoint("top", frame1, "top", 0, (((i-1) * frame1.hHeight) * -1) - 6 + (gameCooltip.OptionsTable.ButtonsYMod or 0) + spacing)
end
if (gameCooltip.OptionsTable.YSpacingMod and not gameCooltip.OptionsTable.IgnoreButtonAutoHeight) then
spacing = spacing + gameCooltip.OptionsTable.YSpacingMod
end
menuButton:EnableMouse(false)
end
if (not gameCooltip.OptionsTable.FixedWidth) then
if (gameCooltip.Type == 2) then --with bars
if (gameCooltip.OptionsTable.MinWidth) then
local width = frame1.w + 34
PixelUtil.SetWidth(frame1, math.max(width, gameCooltip.OptionsTable.MinWidth))
else
PixelUtil.SetWidth(frame1, frame1.w + 34)
end
else
--width stability check
local width = frame1.w + 24
if (width > gameCooltip.LastSize - 5 and width < gameCooltip.LastSize + 5) then
width = gameCooltip.LastSize
else
gameCooltip.LastSize = width
end
if (gameCooltip.OptionsTable.MinWidth) then
PixelUtil.SetWidth(frame1, math.max(width, gameCooltip.OptionsTable.MinWidth))
else
PixelUtil.SetWidth(frame1, width)
end
end
end
if (gameCooltip.OptionsTable.FixedHeight) then
PixelUtil.SetHeight(frame1, gameCooltip.OptionsTable.FixedHeight)
else
if (gameCooltip.OptionsTable.AlignAsBlizzTooltip) then
PixelUtil.SetHeight(frame1, ((heightValue - 10) * -1) + (gameCooltip.OptionsTable.AlignAsBlizzTooltipFrameHeightOffset or 0))
elseif (gameCooltip.OptionsTable.IgnoreButtonAutoHeight) then
PixelUtil.SetHeight(frame1, (heightValue + spacing) * -1)
else
PixelUtil.SetHeight(frame1, max((frame1.hHeight * gameCooltip.Indexes) + 8 + ((gameCooltip.OptionsTable.ButtonsYMod or 0) * -1), 22))
end
end
if (gameCooltip.WallpaperTable[1]) then
gameCooltip:SetupWallpaper(gameCooltip.WallpaperTable, frame1.frameWallpaper)
else
frame1.frameWallpaper:Hide()
end
--unhide frame
DF:FadeFrame(frame1, 0)
gameCooltip:SetMyPoint()
--fix sparks
for i = 1, gameCooltip.Indexes do
local menuButton = frame1.Lines[i]
if (menuButton.spark:IsShown() or menuButton.spark2:IsShown()) then
gameCooltip:RefreshSpark(menuButton)
end
end
end
function gameCooltip:CreateDivBar(button)
button.divbar = button:CreateTexture(nil, "overlay")
button.divbar:SetTexture([[Interface\QUESTFRAME\AutoQuest-Parts]])
button.divbar:SetTexCoord(238/512, 445/512, 0/64, 4/64)
button.divbar:SetHeight(3)
button.divbar:SetAlpha(0.1)
button.divbar:SetDesaturated(true)
end
--~inicio ~start ~menu
function gameCooltip:BuildCooltip(host)
if (gameCooltip.Indexes == 0) then
gameCooltip:Reset()
gameCooltip:SetType(CONST_COOLTIP_TYPE_TOOLTIP)
gameCooltip:AddLine("There is no options.")
gameCooltip:ShowCooltip()
return
end
if (gameCooltip.OptionsTable.FixedWidth) then
frame1:SetWidth(gameCooltip.OptionsTable.FixedWidth)
end
frame1.w = gameCooltip.OptionsTable.FixedWidth or 0
frame1.hHeight = 0
frame2.hHeight = 0
frame1:EnableMouse(true)
if (gameCooltip.HaveSubMenu) then
frame2.w = 0
frame2:SetHeight(6)
if (gameCooltip.SelectedIndexMain and gameCooltip.IndexesSub[gameCooltip.SelectedIndexMain] and gameCooltip.IndexesSub[gameCooltip.SelectedIndexMain] > 0) then
DF:FadeFrame(frame2, 0)
else
DF:FadeFrame(frame2, 1)
end
else
DF:FadeFrame(frame2, 1)
end
gameCooltip.active = true
for i = 1, gameCooltip.Indexes do
local menuButton = frame1.Lines[i]
if (not menuButton) then
menuButton = gameCooltip:CreateMainFrameButton(i)
end
gameCooltip:SetupMainButton(menuButton, i)
menuButton.background:Hide()
end
--selected texture
if (gameCooltip.SelectedIndexMain) then
gameCooltip:SetSelectedAnchor(frame1, frame1.Lines[gameCooltip.SelectedIndexMain])
if (gameCooltip.OptionsTable.NoLastSelectedBar) then
gameCooltip:HideSelectedTexture(frame1)
else
gameCooltip:ShowSelectedTexture(frame1)
end
else
gameCooltip:HideSelectedTexture(frame1)
end
if (gameCooltip.Indexes < #frame1.Lines) then
for i = gameCooltip.Indexes+1, #frame1.Lines do
frame1.Lines[i]:Hide()
end
end
gameCooltip.NumLines = gameCooltip.Indexes
local spacing = 0
if (gameCooltip.OptionsTable.YSpacingMod) then
spacing = gameCooltip.OptionsTable.YSpacingMod
end
if (not gameCooltip.OptionsTable.FixedWidth) then
if (gameCooltip.OptionsTable.MinWidth) then
local w = frame1.w + 24
frame1:SetWidth(math.max(w, gameCooltip.OptionsTable.MinWidth))
else
frame1:SetWidth(frame1.w + 24)
end
end
--normalize height of all rows
for i = 1, gameCooltip.Indexes do
local menuButton = frame1.Lines[i]
menuButton:EnableMouse(true)
if (menuButton.leftText:GetText() == "$div") then
--height
menuButton:SetHeight(4)
--points
menuButton:ClearAllPoints()
menuButton:SetPoint("left", frame1, "left", -4, 0)
menuButton:SetPoint("right", frame1, "right", 4, 0)
menuButton:SetPoint("center", frame1, "center")
local divisorOffsetTop = tonumber(gameCooltip.LeftTextTable[i][2])
if (not divisorOffsetTop) then
divisorOffsetTop = 0
end
local divisorOffsetBottom = tonumber(gameCooltip.LeftTextTable[i][3])
if (not divisorOffsetBottom) then
divisorOffsetBottom = 0
end
menuButton:SetPoint("top", frame1, "top", 0, ( ( (i-1) * frame1.hHeight) * -1) - 4 + (gameCooltip.OptionsTable.ButtonsYMod or 0) + spacing - 4 + divisorOffsetTop)
if (gameCooltip.OptionsTable.YSpacingMod) then
spacing = spacing + gameCooltip.OptionsTable.YSpacingMod
end
spacing = spacing + 4 + divisorOffsetBottom
menuButton.leftText:SetText("")
menuButton.isDiv = true
if (not menuButton.divbar) then
gameCooltip:CreateDivBar(menuButton)
else
menuButton.divbar:Show()
end
menuButton.divbar:SetPoint("left", menuButton, "left", frame1:GetWidth() * 0.10, 0)
menuButton.divbar:SetPoint("right", menuButton, "right", -frame1:GetWidth() * 0.10, 0)
else
--height
menuButton:SetHeight(frame1.hHeight + (gameCooltip.OptionsTable.ButtonHeightMod or 0))
--points
menuButton:ClearAllPoints()
menuButton:SetPoint("center", frame1, "center")
menuButton:SetPoint("top", frame1, "top", 0, ( ( (i-1) * frame1.hHeight) * -1) - 4 + (gameCooltip.OptionsTable.ButtonsYMod or 0) + spacing)
if (gameCooltip.OptionsTable.YSpacingMod) then
spacing = spacing + gameCooltip.OptionsTable.YSpacingMod
end
menuButton:SetPoint("left", frame1, "left", -4, 0)
menuButton:SetPoint("right", frame1, "right", 4, 0)
if (menuButton.divbar) then
menuButton.divbar:Hide()
menuButton.isDiv = false
end
end
end
if (gameCooltip.OptionsTable.FixedHeight) then
frame1:SetHeight(gameCooltip.OptionsTable.FixedHeight)
else
local mod = gameCooltip.OptionsTable.HeighMod or 0
frame1:SetHeight(max((frame1.hHeight * gameCooltip.Indexes) + 12 + (-spacing) + mod, 22))
end
--sub menu arrows
if (gameCooltip.HaveSubMenu and not gameCooltip.OptionsTable.IgnoreArrows and not gameCooltip.OptionsTable.SubMenuIsTooltip) then
for i = 1, gameCooltip.Indexes do
if (gameCooltip.IndexesSub[i] and gameCooltip.IndexesSub[i] > 0) then
frame1.Lines[i].statusbar.subMenuArrow:Show()
else
frame1.Lines[i].statusbar.subMenuArrow:Hide()
end
end
frame1:SetWidth(frame1:GetWidth() + 16)
end
frame1:ClearAllPoints()
gameCooltip:SetMyPoint(host)
if (gameCooltip.title1) then
gameCooltip.frame1.titleText:Show()
gameCooltip.frame1.titleIcon:Show()
gameCooltip.frame1.titleText:SetText(gameCooltip.title_text)
gameCooltip.frame1.titleIcon:SetWidth(frame1:GetWidth())
gameCooltip.frame1.titleIcon:SetHeight(40)
end
if (gameCooltip.WallpaperTable[1]) then
gameCooltip:SetupWallpaper(gameCooltip.WallpaperTable, frame1.frameWallpaper)
else
frame1.frameWallpaper:Hide()
end
DF:FadeFrame(frame1, 0)
for i = 1, gameCooltip.Indexes do
if (gameCooltip.SelectedIndexMain and gameCooltip.SelectedIndexMain == i) then
if (gameCooltip.HaveSubMenu and gameCooltip.IndexesSub[i] and gameCooltip.IndexesSub[i] > 0) then
gameCooltip:ShowSub(i)
end
end
end
return true
end
function gameCooltip:SetMyPoint(host, xOffset, yOffset)
local moveX = xOffset or 0
local moveY = yOffset or 0
local anchor = gameCooltip.OptionsTable.Anchor or gameCooltip.Host
frame1:ClearAllPoints()
PixelUtil.SetPoint(frame1, gameCooltip.OptionsTable.MyAnchor, anchor, gameCooltip.OptionsTable.RelativeAnchor, 0 + moveX + gameCooltip.OptionsTable.WidthAnchorMod, 10 + gameCooltip.OptionsTable.HeightAnchorMod + moveY)
if (not xOffset) then
--check if cooltip is out of screen bounds
local centerX = frame1:GetCenter()
if (centerX) then
local screenWidth = GetScreenWidth()
local halfScreenWidth = frame1:GetWidth() / 2
if (centerX + halfScreenWidth > screenWidth) then
--out of right side
local moveLeftOffset = (centerX + halfScreenWidth) - screenWidth
gameCooltip.internal_x_mod = -moveLeftOffset
return gameCooltip:SetMyPoint(host, -moveLeftOffset, 0)
elseif (centerX - halfScreenWidth < 0) then
--out of left side
local moveRightOffset = centerX - halfScreenWidth
gameCooltip.internal_x_mod = moveRightOffset * -1
return gameCooltip:SetMyPoint(host, moveRightOffset * -1, 0)
end
end
end
if (not yOffset) then
--check if cooltip is out of screen bounds
local _, centerY = frame1:GetCenter()
local screenHeight = GetScreenHeight()
local helpScreenHeight = frame1:GetHeight() / 2
if (centerY) then
if (centerY + helpScreenHeight > screenHeight) then
--out of top side
local moveDownOffset = (centerY + helpScreenHeight) - screenHeight
gameCooltip.internal_y_mod = -moveDownOffset
return gameCooltip:SetMyPoint(host, 0, -moveDownOffset)
elseif (centerY - helpScreenHeight < 0) then
--out of bottom side
local moveUpOffset = centerY - helpScreenHeight
gameCooltip.internal_y_mod = moveUpOffset * -1
return gameCooltip:SetMyPoint(host, 0, moveUpOffset * -1)
end
end
end
if (frame2:IsShown() and not gameCooltip.overlap_checked) then
local frame2CenterX = frame2:GetCenter()
if (frame2CenterX) then
local frame2HalfWidth = frame2:GetWidth() / 2
local frame1CenterX = frame1:GetCenter()
if (frame1CenterX) then
local frame1HalfWidth = frame1:GetWidth() / 2
local frame1EndPoint = frame1CenterX + frame1HalfWidth - 3
local frame2StartPoint = frame2CenterX - frame2HalfWidth
if (frame2StartPoint < frame1EndPoint) then
gameCooltip.overlap_checked = true
frame2:ClearAllPoints()
frame2:SetPoint("bottomright", frame1, "bottomleft", 4, 0)
gameCooltip.frame2_leftside = true
return gameCooltip:SetMyPoint(host, gameCooltip.internal_x_mod , gameCooltip.internal_y_mod)
end
end
end
end
end
function gameCooltip:CheckOverlap()
if (frame2:IsShown()) then
local xCenter = frame2:GetCenter()
if (xCenter) then
local frame2WidthHalf = frame2:GetWidth() / 2
local frame1XCenter = frame1:GetCenter()
if (frame1XCenter) then
local frame1WidthHalf = frame1:GetWidth() / 2
local frame1EndPoint = frame1XCenter + frame1WidthHalf - 3
local frame2StartPoint = xCenter - frame2WidthHalf
if (frame2StartPoint < frame1EndPoint) then
frame2:ClearAllPoints()
frame2:SetPoint("bottomright", frame1, "bottomleft", 4, 0)
gameCooltip.frame2_IsOnLeftside = true
end
end
end
end
end
--retrive the left and right text shown on a line
function gameCooltip:GetText(buttonIndex)
local button1 = frame1.Lines[buttonIndex]
if (not button1) then
return "", ""
else
return button1.leftText:GetText() or "", button1.rightText:GetText() or ""
end
end
--get the number of lines current shown on cooltip
function gameCooltip:GetNumLines()
return gameCooltip.NumLines or 0
end
--remove all options actived, set a option on current cooltip
function gameCooltip:ClearAllOptions()
for option in pairs(gameCooltip.OptionsTable) do
gameCooltip.OptionsTable[option] = nil
end
gameCooltip:SetOption("MyAnchor", "bottom")
gameCooltip:SetOption("RelativeAnchor", "top")
gameCooltip:SetOption("WidthAnchorMod", 0)
gameCooltip:SetOption("HeightAnchorMod", 0)
end
function gameCooltip:SetOption(optionName, value)
--check for name alias
optionName = gameCooltip.AliasList[optionName] or optionName
--check if this options exists
if (not gameCooltip.OptionsList[optionName]) then
return gameCooltip:PrintDebug("SetOption() option not found:", optionName)
end
--set options
gameCooltip.OptionsTable[optionName] = value
end
--return the current frame using cooltip
function gameCooltip:GetOwner()
return gameCooltip.Host
end
function gameCooltip:IsOwner(frame)
local currentOwner = gameCooltip:GetOwner()
return currentOwner == frame
end
--set the anchor of cooltip, parameters: frame [, cooltip anchor point, frame anchor point[, x mod, y mod]]
function gameCooltip:SetOwner(frame, myPoint, hisPoint, x, y)
return gameCooltip:SetHost(frame, myPoint, hisPoint, x, y)
end
function gameCooltip:SetHost(frame, myPoint, hisPoint, x, y)
--check data integrity
if (type(frame) ~= "table" or not frame.GetObjectType) then
return gameCooltip:PrintDebug("SetHost() need a WOWObject.")
end
gameCooltip.Host = frame
gameCooltip.frame1:SetFrameLevel(frame:GetFrameLevel() + 1)
--defaults
myPoint = myPoint or gameCooltip.OptionsTable.MyAnchor or "bottom"
hisPoint = hisPoint or gameCooltip.OptionsTable.hisPoint or "top"
x = x or gameCooltip.OptionsTable.WidthAnchorMod or 0
y = y or gameCooltip.OptionsTable.HeightAnchorMod or 0
--set options
if (type(myPoint) == "string") then
gameCooltip:SetOption("MyAnchor", myPoint)
gameCooltip:SetOption("WidthAnchorMod", x)
elseif (type(myPoint) == "number") then
gameCooltip:SetOption("HeightAnchorMod", myPoint)
end
if (type(hisPoint) == "string") then
gameCooltip:SetOption("RelativeAnchor", hisPoint)
gameCooltip:SetOption("HeightAnchorMod", y)
elseif (type(hisPoint) == "number") then
gameCooltip:SetOption("WidthAnchorMod", hisPoint)
end
end
4 years ago
3 years ago
----------------------------------------------------------------------
--set cooltip type
--parameters: type(1 = tooltip | 2 = tooltip with bars | 3 = menu)
--return if the current shown cooltip is a menu
function gameCooltip:IsMenu()
return gameCooltip.frame1:IsShown() and gameCooltip.Type == 3
end
--return if the current shown cooltip is a tooltip
function gameCooltip:IsTooltip()
return gameCooltip.frame1:IsShown() and (gameCooltip.Type == 1 or gameCooltip.Type == 2)
end
function gameCooltip:GetType()
if (gameCooltip.Type == 1 or gameCooltip.Type == 2) then
return CONST_COOLTIP_TYPE_TOOLTIP
elseif (gameCooltip.Type == 3) then
return CONST_COOLTIP_TYPE_MENU
else
return "none"
end
end
function gameCooltip:SetType(newType)
if (type(newType) == "string") then
if (newType == CONST_COOLTIP_TYPE_TOOLTIP) then
gameCooltip.Type = 1
elseif (newType == "tooltipbar") then
gameCooltip.Type = 2
elseif (newType == CONST_COOLTIP_TYPE_MENU) then
gameCooltip.Type = 3
4 years ago
else
3 years ago
return gameCooltip:PrintDebug("SetType() unknown type.", newType)
4 years ago
end
3 years ago
elseif (type(newType) == "number") then
if (newType == 1) then
gameCooltip.Type = 1
elseif (newType == 2) then
gameCooltip.Type = 2
elseif (newType == 3) then
gameCooltip.Type = 3
4 years ago
else
3 years ago
return gameCooltip:PrintDebug("SetType() unknown type.", newType)
4 years ago
end
3 years ago
else
return gameCooltip:PrintDebug("SetType() unknown type.", newType)
end
end
--set a fixed value for menu, the fixedValue is sent with the menu callback function
function gameCooltip:SetFixedParameter(value, injected)
if (injected ~= nil) then
local frame = value
if (frame.dframework) then
frame = frame.widget
4 years ago
end
3 years ago
if (frame.CoolTip) then
frame.CoolTip.FixedValue = injected
4 years ago
end
3 years ago
end
gameCooltip.FixedValue = value
end
--set tooltip color
function gameCooltip:SetColor(menuType, ...)
local colorRed, colorGreen, colorBlue, colorAlpha = DF:ParseColors(...)
menuType = gameCooltip:ParseMenuType(menuType)
if (menuType == CONST_MENU_TYPE_MAINMENU) then
frame1.frameBackgroundTexture:SetColorTexture(colorRed, colorGreen, colorBlue, colorAlpha)
--hide textures from older versions if exists
if (frame1.frameBackgroundLeft) then
frame1.frameBackgroundLeft:Hide()
frame1.frameBackgroundRight:Hide()
frame1.frameBackgroundCenter:Hide()
4 years ago
end
3 years ago
elseif (menuType == CONST_MENU_TYPE_SUBMENU) then
frame2.frameBackgroundTexture:SetColorTexture(colorRed, colorGreen, colorBlue, colorAlpha)
4 years ago
3 years ago
--hide textures from older versions if exists
if (frame2.frameBackgroundLeft) then
frame2.frameBackgroundLeft:Hide()
frame2.frameBackgroundRight:Hide()
frame2.frameBackgroundCenter:Hide()
4 years ago
end
3 years ago
else
return gameCooltip:PrintDebug("SetColor() unknown menuType.", menuType)
end
end
--set last selected option
function gameCooltip:SetLastSelected(menuType, index, index2)
if (gameCooltip.Type == 3) then
menuType = gameCooltip:ParseMenuType(menuType)
if (menuType == CONST_MENU_TYPE_MAINMENU) then
gameCooltip.SelectedIndexMain = index
elseif (menuType == CONST_MENU_TYPE_SUBMENU) then
gameCooltip.SelectedIndexSec[index] = index2
4 years ago
else
3 years ago
return gameCooltip:PrintDebug("SetLastSelected() unknown menuType.", menuType)
4 years ago
end
3 years ago
else
return gameCooltip:PrintDebug("SetLastSelected() current cooltip isn't a menu.")
4 years ago
end
3 years ago
end
--serack key: ~select
function gameCooltip:Select(menuType, option, mainIndex)
if (menuType == 1) then --main menu
local botao = frame1.Lines[option]
gameCooltip.buttonClicked = true
gameCooltip:SetSelectedAnchor(frame1, botao)
elseif (menuType == 2) then --sub menu
gameCooltip:ShowSub(mainIndex)
local botao = frame2.Lines[option]
gameCooltip.buttonClicked = true
gameCooltip:SetSelectedAnchor(frame2, botao)
4 years ago
end
3 years ago
end
----------------------------------------------------------------------
--wipe all data ~reset
function gameCooltip:Reset(fromPreset)
frame2:ClearAllPoints()
frame2:SetPoint("bottomleft", frame1, "bottomright", 4, 0)
frame1:SetWidth(170)
frame2:SetWidth(170)
frame1:SetParent(UIParent)
frame2:SetParent(UIParent)
frame1:SetFrameStrata("TOOLTIP")
frame2:SetFrameStrata("TOOLTIP")
gameCooltip:HideSelectedTexture(frame1)
gameCooltip:HideSelectedTexture(frame2)
gameCooltip.FixedValue = nil
gameCooltip.HaveSubMenu = false
gameCooltip.SelectedIndexMain = nil
gameCooltip.Indexes = 0
gameCooltip.SubIndexes = 0
gameCooltip.internalYMod = 0
gameCooltip.internalYMod = 0
gameCooltip.current_anchor = nil
gameCooltip.overlapChecked = false
gameCooltip.frame2_IsOnLeftside = nil
wipe(gameCooltip.SelectedIndexSec)
wipe(gameCooltip.IndexesSub)
wipe(gameCooltip.PopupFrameTable)
wipe(gameCooltip.LeftTextTable)
wipe(gameCooltip.LeftTextTableSub)
wipe(gameCooltip.RightTextTable)
wipe(gameCooltip.RightTextTableSub)
wipe(gameCooltip.LeftIconTable)
wipe(gameCooltip.LeftIconTableSub)
wipe(gameCooltip.RightIconTable)
wipe(gameCooltip.RightIconTableSub)
wipe(gameCooltip.StatusBarTable)
wipe(gameCooltip.StatusBarTableSub)
wipe(gameCooltip.FunctionsTableMain)
wipe(gameCooltip.FunctionsTableSub)
wipe(gameCooltip.ParametersTableMain)
wipe(gameCooltip.ParametersTableSub)
wipe(gameCooltip.WallpaperTable)
wipe(gameCooltip.WallpaperTableSub)
wipe(gameCooltip.TopIconTableSub)
gameCooltip.Banner[1] = false
gameCooltip.Banner[2] = false
gameCooltip.Banner[3] = false
frame1.upperImage:Hide()
frame1.upperImage2:Hide()
frame1.upperImageText:Hide()
frame1.upperImageText2:Hide()
frame1.frameWallpaper:Hide()
frame2.frameWallpaper:Hide()
frame2.upperImage:Hide()
gameCooltip.title1 = nil
gameCooltip.title_text = nil
gameCooltip.frame1.titleText:Hide()
gameCooltip.frame1.titleIcon:Hide()
gameCooltip:ClearAllOptions()
gameCooltip:SetColor(1, "transparent")
gameCooltip:SetColor(2, "transparent")
for i = 1, #frame1.Lines do
frame1.Lines[i].statusbar.subMenuArrow:Hide()
4 years ago
end
3 years ago
--older versions has these three textures
if (frame1.frameBackgroundLeft) then
frame1.frameBackgroundLeft:Hide()
frame1.frameBackgroundRight:Hide()
frame1.frameBackgroundCenter:Hide()
4 years ago
end
3 years ago
frame1.frameBackgroundTexture:SetColorTexture(0, 0, 0, 0)
frame2.frameBackgroundTexture:SetColorTexture(0, 0, 0, 0)
if (not fromPreset) then
gameCooltip:Preset(3, true)
4 years ago
end
3 years ago
end
----------------------------------------------------------------------
--menu functions
local defaultWhiteColor = {1, 1, 1}
function gameCooltip:AddMenu(menuType, func, param1, param2, param3, leftText, leftIcon, indexUp)
menuType = gameCooltip:ParseMenuType(menuType)
if (leftText and indexUp and (menuType == CONST_MENU_TYPE_MAINMENU)) then
gameCooltip.Indexes = gameCooltip.Indexes + 1
if (not gameCooltip.IndexesSub[gameCooltip.Indexes]) then
gameCooltip.IndexesSub[gameCooltip.Indexes] = 0
4 years ago
end
3 years ago
gameCooltip.SubIndexes = 0
4 years ago
end
3 years ago
--need a previous line
if (gameCooltip.Indexes == 0) then
return gameCooltip:PrintDebug("AddMenu() requires an already added line (Cooltip:AddLine()).")
4 years ago
end
3 years ago
--check data integrity
if (type(func) ~= "function") then
return gameCooltip:PrintDebug("AddMenu() no function passed.")
4 years ago
end
3 years ago
if (menuType == CONST_MENU_TYPE_MAINMENU) then
local parameterTable
if (gameCooltip.isSpecial) then
parameterTable = {}
insert(gameCooltip.FunctionsTableMain, gameCooltip.Indexes, func)
insert(gameCooltip.ParametersTableMain, gameCooltip.Indexes, parameterTable)
else
gameCooltip.FunctionsTableMain[gameCooltip.Indexes] = func
parameterTable = gameCooltip.ParametersTableMain[gameCooltip.Indexes]
if (not parameterTable) then
parameterTable = {}
gameCooltip.ParametersTableMain[gameCooltip.Indexes] = parameterTable
4 years ago
end
3 years ago
end
parameterTable[1] = param1
parameterTable[2] = param2
parameterTable[3] = param3
if (leftIcon) then
local iconTable = gameCooltip.LeftIconTable[gameCooltip.Indexes]
if (not iconTable or gameCooltip.isSpecial) then
iconTable = {}
gameCooltip.LeftIconTable[gameCooltip.Indexes] = iconTable
4 years ago
end
3 years ago
iconTable[1] = leftIcon
iconTable[2] = 16 --default 16
iconTable[3] = 16 --default 16
iconTable[4] = 0 --default 0
iconTable[5] = 1 --default 1
iconTable[6] = 0 --default 0
iconTable[7] = 1 --default 1
iconTable[8] = defaultWhiteColor
end
if (leftText) then
local lineTable_Left = gameCooltip.LeftTextTable[gameCooltip.Indexes]
if (not lineTable_Left or gameCooltip.isSpecial) then
lineTable_Left = {}
gameCooltip.LeftTextTable[gameCooltip.Indexes] = lineTable_Left
4 years ago
end
3 years ago
lineTable_Left[1] = leftText
lineTable_Left[2] = 0
lineTable_Left[3] = 0
lineTable_Left[4] = 0
lineTable_Left[5] = 0
lineTable_Left[6] = false
lineTable_Left[7] = false
lineTable_Left[8] = false
end
4 years ago
3 years ago
elseif (menuType == CONST_MENU_TYPE_SUBMENU) then
if (gameCooltip.SubIndexes == 0) then
if (not indexUp or not leftText) then
return gameCooltip:PrintDebug("AddMenu() attempt to add a submenu with a parent.")
4 years ago
end
3 years ago
end
4 years ago
3 years ago
if (indexUp and leftText) then
gameCooltip.SubIndexes = gameCooltip.SubIndexes + 1
gameCooltip.IndexesSub[gameCooltip.Indexes] = gameCooltip.IndexesSub[gameCooltip.Indexes] + 1
4 years ago
3 years ago
elseif (indexUp and not leftText) then
return gameCooltip:PrintDebug("AddMenu() attempt to add a submenu with a parent.")
end
--menu container
local subMenuContainerParameters = gameCooltip.ParametersTableSub[gameCooltip.Indexes]
if (not subMenuContainerParameters) then
subMenuContainerParameters = {}
gameCooltip.ParametersTableSub[gameCooltip.Indexes] = subMenuContainerParameters
end
local subMenuContainerFunctions = gameCooltip.FunctionsTableSub[gameCooltip.Indexes]
if (not subMenuContainerFunctions or gameCooltip.isSpecial) then
subMenuContainerFunctions = {}
gameCooltip.FunctionsTableSub[gameCooltip.Indexes] = subMenuContainerFunctions
end
--menu table
local subMenuTablesParameters = subMenuContainerParameters[gameCooltip.SubIndexes]
if (not subMenuTablesParameters or gameCooltip.isSpecial) then
subMenuTablesParameters = {}
subMenuContainerParameters[gameCooltip.SubIndexes] = subMenuTablesParameters
end
--add
subMenuContainerFunctions[gameCooltip.SubIndexes] = func
subMenuTablesParameters[1] = param1
subMenuTablesParameters[2] = param2
subMenuTablesParameters[3] = param3
--text and icon
if (leftIcon) then
local subMenuContainerIcons = gameCooltip.LeftIconTableSub[gameCooltip.Indexes]
if (not subMenuContainerIcons) then
subMenuContainerIcons = {}
gameCooltip.LeftIconTableSub[gameCooltip.Indexes] = subMenuContainerIcons
4 years ago
end
3 years ago
local subMenuTablesIcons = subMenuContainerIcons[gameCooltip.SubIndexes]
if (not subMenuTablesIcons or gameCooltip.isSpecial) then
subMenuTablesIcons = {}
subMenuContainerIcons[gameCooltip.SubIndexes] = subMenuTablesIcons
4 years ago
end
3 years ago
subMenuTablesIcons[1] = leftIcon
subMenuTablesIcons[2] = 16 --default 16
subMenuTablesIcons[3] = 16 --default 16
subMenuTablesIcons[4] = 0 --default 0
subMenuTablesIcons[5] = 1 --default 1
subMenuTablesIcons[6] = 0 --default 0
subMenuTablesIcons[7] = 1 --default 1
subMenuTablesIcons[8] = defaultWhiteColor
end
if (leftText) then
local subMenuContainerTexts = gameCooltip.LeftTextTableSub[gameCooltip.Indexes]
if (not subMenuContainerTexts) then
subMenuContainerTexts = {}
gameCooltip.LeftTextTableSub[gameCooltip.Indexes] = subMenuContainerTexts
end
local subMenuTablesTexts = subMenuContainerTexts[gameCooltip.SubIndexes]
if (not subMenuTablesTexts or gameCooltip.isSpecial) then
subMenuTablesTexts = {}
subMenuContainerTexts[gameCooltip.SubIndexes] = subMenuTablesTexts
end
subMenuTablesTexts[1] = leftText
subMenuTablesTexts[2] = 0
subMenuTablesTexts[3] = 0
subMenuTablesTexts[4] = 0
subMenuTablesTexts[5] = 0
subMenuTablesTexts[6] = false
subMenuTablesTexts[7] = false
subMenuTablesTexts[8] = false
end
gameCooltip.HaveSubMenu = true
4 years ago
else
3 years ago
return gameCooltip:PrintDebug("AddMenu() unknown menuType.", menuType)
4 years ago
end
3 years ago
end
4 years ago
3 years ago
----------------------------------------------------------------------
--adds a statusbar to the last line added.
--only works with cooltip type2 (tooltip with bars)
--parameters: value [, color red, color green, color blue, color alpha [, glow]]
--can also use a table or html color name in color red and send glow in color green
function gameCooltip:AddStatusBar(statusbarValue, menuType, colorRed, colorGreen, colorBlue, colorAlpha, statusbarGlow, backgroundBar, barTexture)
--need a previous line
if (gameCooltip.Indexes == 0) then
return gameCooltip:PrintDebug("AddStatusBar() requires an already added line (Cooltip:AddLine()).")
end
--check data integrity
if (type(statusbarValue) ~= "number") then
return
4 years ago
end
3 years ago
menuType = gameCooltip:ParseMenuType(menuType)
4 years ago
3 years ago
if (type(colorRed) == "table" or type(colorRed) == "string") then
statusbarGlow, backgroundBar, colorRed, colorGreen, colorBlue, colorAlpha = colorGreen, colorBlue, DF:ParseColors(colorRed)
elseif (type(colorRed) == "boolean") then
backgroundBar = colorGreen
statusbarGlow = colorRed
colorRed, colorGreen, colorBlue, colorAlpha = 1, 1, 1, 1
4 years ago
end
3 years ago
local frameTable
local statusbarTable
if (menuType == CONST_MENU_TYPE_MAINMENU) then
frameTable = gameCooltip.StatusBarTable
if (gameCooltip.isSpecial) then
statusbarTable = {}
insert(frameTable, gameCooltip.Indexes, statusbarTable)
4 years ago
else
3 years ago
statusbarTable = frameTable[gameCooltip.Indexes]
if (not statusbarTable) then
statusbarTable = {}
insert(frameTable, gameCooltip.Indexes, statusbarTable)
4 years ago
end
3 years ago
end
elseif (menuType == CONST_MENU_TYPE_SUBMENU) then
frameTable = gameCooltip.StatusBarTableSub
local subMenuContainerStatusBar = frameTable[gameCooltip.Indexes]
if (not subMenuContainerStatusBar) then
subMenuContainerStatusBar = {}
frameTable[gameCooltip.Indexes] = subMenuContainerStatusBar
end
if (gameCooltip.isSpecial) then
statusbarTable = {}
insert(subMenuContainerStatusBar, gameCooltip.SubIndexes, statusbarTable)
4 years ago
else
3 years ago
statusbarTable = subMenuContainerStatusBar[gameCooltip.SubIndexes]
if (not statusbarTable) then
statusbarTable = {}
insert(subMenuContainerStatusBar, gameCooltip.SubIndexes, statusbarTable)
4 years ago
end
end
else
3 years ago
return gameCooltip:PrintDebug("AddStatusBar() unknown menuType.", menuType)
4 years ago
end
3 years ago
statusbarTable[1] = statusbarValue
statusbarTable[2] = colorRed
statusbarTable[3] = colorGreen
statusbarTable[4] = colorBlue
statusbarTable[5] = colorAlpha
statusbarTable[6] = statusbarGlow
statusbarTable[7] = backgroundBar
statusbarTable[8] = barTexture
end
frame1.frameWallpaper:Hide()
frame2.frameWallpaper:Hide()
function gameCooltip:SetWallpaper(menuType, texture, texcoord, color, desaturate)
if (gameCooltip.Indexes == 0) then
return gameCooltip:PrintDebug("SetWallpaper() requires an already added line (Cooltip:AddLine()).")
4 years ago
end
3 years ago
menuType = gameCooltip:ParseMenuType(menuType)
local frameTable
local wallpaperTable
if (menuType == CONST_MENU_TYPE_MAINMENU) then
wallpaperTable = gameCooltip.WallpaperTable
elseif (menuType == CONST_MENU_TYPE_SUBMENU) then
frameTable = gameCooltip.WallpaperTableSub
local subMenuContainerWallpapers = frameTable[gameCooltip.Indexes]
if (not subMenuContainerWallpapers) then
subMenuContainerWallpapers = {}
frameTable[gameCooltip.Indexes] = subMenuContainerWallpapers
4 years ago
end
3 years ago
wallpaperTable = subMenuContainerWallpapers
4 years ago
end
3 years ago
wallpaperTable[1] = texture
if (texcoord) then
wallpaperTable[2] = texcoord[1]
wallpaperTable[3] = texcoord[2]
wallpaperTable[4] = texcoord[3]
wallpaperTable[5] = texcoord[4]
else
wallpaperTable[2] = 0
wallpaperTable[3] = 1
wallpaperTable[4] = 0
wallpaperTable[5] = 1
end
wallpaperTable[6] = color
wallpaperTable[7] = desaturate
4 years ago
end
3 years ago
function gameCooltip:SetBannerText(index, text, anchor, color, fontSize, fontFace, fontFlag)
local fontstring
if (index == 1) then
fontstring = frame1.upperImageText
elseif (index == 2) then
fontstring = frame1.upperImageText2
4 years ago
end
3 years ago
fontstring:SetText(text or "")
if (anchor and index == 1) then
local myAnchor, hisAnchor, x, y = unpack(anchor)
fontstring:SetPoint(myAnchor, frame1.upperImage, hisAnchor or myAnchor, x or 0, y or 0)
elseif (anchor and index == 2) then
local myAnchor, hisAnchor, x, y = unpack(anchor)
fontstring:SetPoint(myAnchor, frame1, hisAnchor or myAnchor, x or 0, y or 0)
4 years ago
end
3 years ago
if (color) then
local r, g, b, a = DF:ParseColors(color)
fontstring:SetTextColor(r, g, b, a)
4 years ago
end
3 years ago
local face, size, flags = fontstring:GetFont()
face = fontFace or DF:GetBestFontForLanguage()
size = fontSize or 13
flags = fontFlag or nil
fontstring:SetFont(face, size, flags)
fontstring:Show()
end
4 years ago
3 years ago
function gameCooltip:SetBackdrop(menuType, backdrop, backdropcolor, bordercolor)
local frame
4 years ago
3 years ago
menuType = gameCooltip:ParseMenuType(menuType)
if (menuType == CONST_MENU_TYPE_MAINMENU) then
frame = frame1
elseif (menuType == CONST_MENU_TYPE_SUBMENU) then
frame = frame2
4 years ago
end
3 years ago
if (backdrop) then
frame:SetBackdrop(backdrop)
4 years ago
end
3 years ago
if (backdropcolor) then
local r, g, b, a = DF:ParseColors(backdropcolor)
frame:SetBackdropColor(r, g, b, a)
4 years ago
end
3 years ago
if (bordercolor) then
local r, g, b, a = DF:ParseColors(bordercolor)
frame:SetBackdropBorderColor(r, g, b, a)
end
end
4 years ago
3 years ago
function gameCooltip:SetBannerImage(index, texturePath, width, height, anchor, texCoord, overlay)
local texture
if (index == 1) then
texture = frame1.upperImage
elseif (index == 2) then
texture = frame1.upperImage2
end
4 years ago
3 years ago
if (texturePath) then
texture:SetTexture(texturePath)
4 years ago
end
3 years ago
if (width) then
texture:SetWidth(width)
end
if (height) then
texture:SetHeight(height)
end
if (anchor) then
if (type(anchor[1]) == "table") then
for anchorIndex, anchorPoints in ipairs(anchor) do
local myAnchor, hisAnchor, x, y = unpack(anchorPoints)
texture:SetPoint(myAnchor, frame1, hisAnchor or myAnchor, x or 0, y or 0)
4 years ago
end
3 years ago
else
local myAnchor, hisAnchor, x, y = unpack(anchor)
texture:SetPoint(myAnchor, frame1, hisAnchor or myAnchor, x or 0, y or 0)
4 years ago
end
end
3 years ago
if (texCoord) then
local leftCoord, rightCoord, topCoord, bottomCoord = unpack(texCoord)
texture:SetTexCoord(leftCoord, rightCoord, topCoord, bottomCoord)
4 years ago
end
3 years ago
if (overlay) then
texture:SetVertexColor(unpack(overlay))
end
gameCooltip.Banner[index] = true
texture:Show()
4 years ago
end
3 years ago
----------------------------------------------------------------------
--adds a icon to the last line added.
--only works with cooltip type1 and 2 (tooltip and tooltip with bars)
--parameters: icon [, width [, height [, TexCoords L R T B ]]]
--texture support string path or texture object
function gameCooltip:AddTexture(iconTexture, menuType, side, iconWidth, iconHeight, leftCoord, rightCoord, topCoord, bottomCoord, overlayColor, point, desaturated)
return gameCooltip:AddIcon(iconTexture, menuType, side, iconWidth, iconHeight, leftCoord, rightCoord, topCoord, bottomCoord, overlayColor, point, desaturated)
end
function gameCooltip:AddIcon(iconTexture, menuType, side, iconWidth, iconHeight, leftCoord, rightCoord, topCoord, bottomCoord, overlayColor, point, desaturated)
--need a previous line
if (gameCooltip.Indexes == 0) then
return gameCooltip:PrintDebug("AddIcon() requires an already added line (Cooltip:AddLine()).")
4 years ago
end
3 years ago
--check data integrity
if ((type(iconTexture) ~= "string" and type(iconTexture) ~= "number") and (type(iconTexture) ~= "table" or not iconTexture.GetObjectType or iconTexture:GetObjectType() ~= "Texture")) then
return gameCooltip:PrintDebug("AddIcon() invalid parameters.")
4 years ago
end
3 years ago
side = side or 1
local frameTable
local iconTable
menuType = gameCooltip:ParseMenuType(menuType)
if (menuType == CONST_MENU_TYPE_MAINMENU) then
if (not side or (type(side) == "string" and side == "left") or (type(side) == "number" and side == 1)) then
frameTable = gameCooltip.LeftIconTable
elseif ((type(side) == "string" and side == "right") or (type(side) == "number" and side == 2)) then
frameTable = gameCooltip.RightIconTable
end
if (gameCooltip.isSpecial) then
iconTable = {}
insert(frameTable, gameCooltip.Indexes, iconTable)
else
iconTable = frameTable[gameCooltip.Indexes]
if (not iconTable) then
iconTable = {}
insert(frameTable, gameCooltip.Indexes, iconTable)
4 years ago
end
end
3 years ago
elseif (menuType == CONST_MENU_TYPE_SUBMENU) then
if ((type(side) == "string" and side == "left") or (type(side) == "number" and side == 1)) then
frameTable = gameCooltip.LeftIconTableSub
4 years ago
3 years ago
elseif ((type(side) == "string" and side == "right") or (type(side) == "number" and side == 2)) then
frameTable = gameCooltip.RightIconTableSub
elseif ((type(side) == "string" and side == "top") or (type(side) == "number" and side == 3)) then
gameCooltip.TopIconTableSub[gameCooltip.Indexes] = gameCooltip.TopIconTableSub[gameCooltip.Indexes] or {}
gameCooltip.TopIconTableSub[gameCooltip.Indexes][1] = iconTexture
gameCooltip.TopIconTableSub[gameCooltip.Indexes][2] = iconWidth or 16
gameCooltip.TopIconTableSub[gameCooltip.Indexes][3] = iconHeight or 16
gameCooltip.TopIconTableSub[gameCooltip.Indexes][4] = leftCoord or 0
gameCooltip.TopIconTableSub[gameCooltip.Indexes][5] = rightCoord or 1
gameCooltip.TopIconTableSub[gameCooltip.Indexes][6] = topCoord or 0
gameCooltip.TopIconTableSub[gameCooltip.Indexes][7] = bottomCoord or 1
gameCooltip.TopIconTableSub[gameCooltip.Indexes][8] = overlayColor or defaultWhiteColor
gameCooltip.TopIconTableSub[gameCooltip.Indexes][9] = desaturated
return
end
local subMenuContainerIcons = frameTable[gameCooltip.Indexes]
if (not subMenuContainerIcons) then
subMenuContainerIcons = {}
frameTable[gameCooltip.Indexes] = subMenuContainerIcons
end
if (gameCooltip.isSpecial) then
iconTable = {}
subMenuContainerIcons[gameCooltip.SubIndexes] = iconTable
else
iconTable = subMenuContainerIcons[gameCooltip.SubIndexes]
if (not iconTable) then
iconTable = {}
subMenuContainerIcons[gameCooltip.SubIndexes] = iconTable
4 years ago
end
end
else
3 years ago
return --error
4 years ago
end
3 years ago
iconTable[1] = iconTexture
iconTable[2] = iconWidth or 16 --default 16
iconTable[3] = iconHeight or 16 --default 16
iconTable[4] = leftCoord or 0 --default 0
iconTable[5] = rightCoord or 1 --default 1
iconTable[6] = topCoord or 0 --default 0
iconTable[7] = bottomCoord or 1 --default 1
iconTable[8] = overlayColor or defaultWhiteColor --default 1, 1, 1
iconTable[9] = desaturated
return true
4 years ago
end
----------------------------------------------------------------------
3 years ago
--popup frame
function gameCooltip:AddPopUpFrame(onShowFunc, onHideFunc, param1, param2)
--act like a sub menu
if (gameCooltip.Indexes > 0) then
gameCooltip.PopupFrameTable[gameCooltip.Indexes] = {onShowFunc or false, onHideFunc or false, param1, param2}
4 years ago
end
3 years ago
end
4 years ago
----------------------------------------------------------------------
3 years ago
--adds a line.
--only works with cooltip type1 and 2 (tooltip and tooltip with bars)
--parameters: left text, right text[, L color R, L color G, L color B, L color A[, R color R, R color G, R color B, R color A[, wrap]]]
function gameCooltip:AddDoubleLine (leftText, rightText, menuType, ColorR1, ColorG1, ColorB1, ColorA1, ColorR2, ColorG2, ColorB2, ColorA2, fontSize, fontFace, fontFlag)
return gameCooltip:AddLine(leftText, rightText, menuType, ColorR1, ColorG1, ColorB1, ColorA1, ColorR2, ColorG2, ColorB2, ColorA2, fontSize, fontFace, fontFlag)
end
--adds a line for tooltips
function gameCooltip:AddLine(leftText, rightText, menuType, ColorR1, ColorG1, ColorB1, ColorA1, ColorR2, ColorG2, ColorB2, ColorA2, fontSize, fontFace, fontFlag)
--check data integrity
local leftTextType = type(leftText)
if (leftTextType ~= "string") then
if (leftTextType == "number") then
leftText = tostring(leftText)
else
leftText = ""
4 years ago
end
end
gameCooltip.CheckNeedNewFont(leftText)
3 years ago
local rightTextType = type(rightText)
if (rightTextType ~= "string") then
if (rightTextType == "number") then
rightText = tostring(rightText)
4 years ago
else
3 years ago
rightText = ""
4 years ago
end
end
3 years ago
gameCooltip.CheckNeedNewFont(rightText)
3 years ago
if (type(ColorR1) ~= "number") then
ColorR2, ColorG2, ColorB2, ColorA2, fontSize, fontFace, fontFlag = ColorG1, ColorB1, ColorA1, ColorR2, ColorG2, ColorB2, ColorA2
if (type(ColorR1) == "boolean" or not ColorR1) then
ColorR1, ColorG1, ColorB1, ColorA1 = 0, 0, 0, 0
4 years ago
else
3 years ago
ColorR1, ColorG1, ColorB1, ColorA1 = DF:ParseColors(ColorR1)
4 years ago
end
end
3 years ago
if (type(ColorR2) ~= "number") then
fontSize, fontFace, fontFlag = ColorG2, ColorB2, ColorA2
if (type(ColorR2) == "boolean" or not ColorR2) then
ColorR2, ColorG2, ColorB2, ColorA2 = 0, 0, 0, 0
else
ColorR2, ColorG2, ColorB2, ColorA2 = DF:ParseColors(ColorR2)
4 years ago
end
end
3 years ago
local frameTableLeft
local frameTableRight
local lineTable_Left
local lineTable_Right
menuType = gameCooltip:ParseMenuType(menuType)
4 years ago
3 years ago
if (menuType == CONST_MENU_TYPE_MAINMENU) then
gameCooltip.Indexes = gameCooltip.Indexes + 1
if (not gameCooltip.IndexesSub[gameCooltip.Indexes]) then
gameCooltip.IndexesSub[gameCooltip.Indexes] = 0
4 years ago
end
3 years ago
gameCooltip.SubIndexes = 0
frameTableLeft = gameCooltip.LeftTextTable
frameTableRight = gameCooltip.RightTextTable
if (gameCooltip.isSpecial) then
lineTable_Left = {}
insert(frameTableLeft, gameCooltip.Indexes, lineTable_Left)
lineTable_Right = {}
insert(frameTableRight, gameCooltip.Indexes, lineTable_Right)
else
lineTable_Left = frameTableLeft[gameCooltip.Indexes]
lineTable_Right = frameTableRight[gameCooltip.Indexes]
if (not lineTable_Left) then
lineTable_Left = {}
insert(frameTableLeft, gameCooltip.Indexes, lineTable_Left)
4 years ago
end
3 years ago
if (not lineTable_Right) then
lineTable_Right = {}
insert(frameTableRight, gameCooltip.Indexes, lineTable_Right)
end
end
4 years ago
3 years ago
elseif (menuType == CONST_MENU_TYPE_SUBMENU) then
gameCooltip.SubIndexes = gameCooltip.SubIndexes + 1
gameCooltip.IndexesSub[gameCooltip.Indexes] = gameCooltip.IndexesSub[gameCooltip.Indexes] + 1
gameCooltip.HaveSubMenu = true
4 years ago
3 years ago
frameTableLeft = gameCooltip.LeftTextTableSub
frameTableRight = gameCooltip.RightTextTableSub
4 years ago
3 years ago
local subMenuContainerTexts = frameTableLeft[gameCooltip.Indexes]
if (not subMenuContainerTexts) then
subMenuContainerTexts = {}
insert(frameTableLeft, gameCooltip.Indexes, subMenuContainerTexts)
end
4 years ago
3 years ago
if (gameCooltip.isSpecial) then
lineTable_Left = {}
insert(subMenuContainerTexts, gameCooltip.SubIndexes, lineTable_Left)
4 years ago
else
3 years ago
lineTable_Left = subMenuContainerTexts[gameCooltip.SubIndexes]
if (not lineTable_Left) then
lineTable_Left = {}
insert(subMenuContainerTexts, gameCooltip.SubIndexes, lineTable_Left)
4 years ago
end
end
3 years ago
local subMenuContainerTexts = frameTableRight[gameCooltip.Indexes]
if (not subMenuContainerTexts) then
subMenuContainerTexts = {}
insert(frameTableRight, gameCooltip.Indexes, subMenuContainerTexts)
end
4 years ago
3 years ago
if (gameCooltip.isSpecial) then
lineTable_Right = {}
insert(subMenuContainerTexts, gameCooltip.SubIndexes, lineTable_Right)
4 years ago
else
3 years ago
lineTable_Right = subMenuContainerTexts[gameCooltip.SubIndexes]
if (not lineTable_Right) then
lineTable_Right = {}
insert(subMenuContainerTexts, gameCooltip.SubIndexes, lineTable_Right)
4 years ago
end
end
3 years ago
else
return gameCooltip:PrintDebug("AddLine() unknown menuType.", menuType)
end
lineTable_Left[1] = leftText
lineTable_Left[2] = ColorR1
lineTable_Left[3] = ColorG1
lineTable_Left[4] = ColorB1
lineTable_Left[5] = ColorA1
lineTable_Left[6] = fontSize
lineTable_Left[7] = fontFace
lineTable_Left[8] = fontFlag
lineTable_Right[1] = rightText
lineTable_Right[2] = ColorR2
lineTable_Right[3] = ColorG2
lineTable_Right[4] = ColorB2
lineTable_Right[5] = ColorA2
lineTable_Right[6] = fontSize
lineTable_Right[7] = fontFace
lineTable_Right[8] = fontFlag
end
function gameCooltip:AddSpecial(widgetType, index, subIndex, ...)
local currentIndex = gameCooltip.Indexes
local currentSubIndex = gameCooltip.SubIndexes
gameCooltip.isSpecial = true
widgetType = string.lower(widgetType)
if (widgetType == "line") then
if (subIndex) then
gameCooltip.Indexes = index
gameCooltip.SubIndexes = subIndex-1
else
gameCooltip.Indexes = index-1
4 years ago
end
3 years ago
gameCooltip:AddLine(...)
if (subIndex) then
gameCooltip.Indexes = currentIndex
gameCooltip.SubIndexes = currentSubIndex + 1
4 years ago
else
3 years ago
gameCooltip.Indexes = currentIndex + 1
4 years ago
end
3 years ago
elseif (widgetType == "icon") then
gameCooltip.Indexes = index
if (subIndex) then
gameCooltip.SubIndexes = subIndex
4 years ago
end
3 years ago
gameCooltip:AddIcon(...)
gameCooltip.Indexes = currentIndex
if (subIndex) then
gameCooltip.SubIndexes = currentSubIndex
4 years ago
end
3 years ago
elseif (widgetType == "statusbar") then
gameCooltip.Indexes = index
if (subIndex) then
gameCooltip.SubIndexes = subIndex
4 years ago
end
3 years ago
gameCooltip:AddStatusBar(...)
gameCooltip.Indexes = currentIndex
if (subIndex) then
gameCooltip.SubIndexes = currentSubIndex
4 years ago
end
3 years ago
elseif (widgetType == "menu") then
gameCooltip.Indexes = index
if (subIndex) then
gameCooltip.SubIndexes = subIndex
end
4 years ago
3 years ago
gameCooltip:AddMenu(...)
4 years ago
3 years ago
gameCooltip.Indexes = currentIndex
if (subIndex) then
gameCooltip.SubIndexes = currentSubIndex
end
end
gameCooltip.isSpecial = false
end
--search key: ~fromline
function gameCooltip:AddFromTable(thisTable)
for tableIndex, menu in ipairs(thisTable) do
if (menu.func) then
gameCooltip:AddMenu(menu.type or 1, menu.func, menu.param1, menu.param2, menu.param3, nil, menu.icon)
elseif (menu.statusbar) then
gameCooltip:AddStatusBar(menu.value, menu.type or 1, menu.color, true)
elseif (menu.icon) then
gameCooltip:AddIcon(menu.icon, menu.type or 1, menu.side or 1, menu.width, menu.height, menu.l, menu.r, menu.t, menu.b, menu.color)
elseif (menu.textleft or menu.textright or menu.text) then
gameCooltip:AddLine(menu.text, "", menu.type, menu.color, menu.color)
4 years ago
end
end
3 years ago
end
4 years ago
----------------------------------------------------------------------
3 years ago
--serach key: ~start
function gameCooltip:Show(frame, menuType, color)
gameCooltip.hadInteractions = false
return gameCooltip:ShowCooltip(frame, menuType, color)
end
function gameCooltip:ShowCooltip(frame, menuType, color)
frame1:SetFrameStrata("TOOLTIP")
frame2:SetFrameStrata("TOOLTIP")
frame1:SetParent(UIParent)
frame2:SetParent(UIParent)
gameCooltip.hadInteractions = false
if (frame) then
--check if is a details framework widget
if (frame.dframework) then
frame = frame.widget
end
gameCooltip:SetHost(frame)
end
if (menuType) then
gameCooltip:SetType(menuType)
end
if (color) then
gameCooltip:SetColor(1, color)
gameCooltip:SetColor(2, color)
end
if (gameCooltip.Type == 1 or gameCooltip.Type == 2) then
return gameCooltip:BuildTooltip()
elseif (gameCooltip.Type == 3) then
return gameCooltip:BuildCooltip()
end
end
function gameCooltip:Hide()
return gameCooltip:Close()
end
function gameCooltip:Close()
gameCooltip.active = false
gameCooltip.Host = nil
DF:FadeFrame(frame1, 1)
DF:FadeFrame(frame2, 1)
--release custom icon texture objects, these are TextureObject passed with AddIcon() instead of a texture path or textureId
for i = 1, #frame1.Lines do
local menuButton = frame1.Lines[i]
--relase custom icon texture if any
if (menuButton.customLeftTexture) then
menuButton.customLeftTexture:ClearAllPoints()
menuButton.customLeftTexture = nil
end
if (menuButton.customRightTexture) then
menuButton.customRightTexture:ClearAllPoints()
menuButton.customRightTexture = nil
end
end
for i = 1, #frame2.Lines do
local menuButton = frame2.Lines[i]
--relase custom icon texture if any
if (menuButton.customLeftTexture) then
menuButton.customLeftTexture:ClearAllPoints()
menuButton.customLeftTexture = nil
end
if (menuButton.customRightTexture) then
menuButton.customRightTexture:ClearAllPoints()
menuButton.customRightTexture = nil
end
end
3 years ago
end
--old function call
function gameCooltip:ShowMe(host, arg2) --drunk code
--ignore if mouse is within the frame region
if (gameCooltip.mouseOver) then
4 years ago
return
end
3 years ago
if (not host or not arg2) then --hide the frame
gameCooltip:Close()
4 years ago
end
end
3 years ago
--search key: ~inject
function gameCooltip:ExecFunc(host, fromClick)
4 years ago
if (host.dframework) then
if (not host.widget.CoolTip) then
host.widget.CoolTip = host.CoolTip
end
host = host.widget
end
3 years ago
gameCooltip:Reset()
gameCooltip:SetType(host.CoolTip.Type)
gameCooltip:SetFixedParameter(host.CoolTip.FixedValue)
gameCooltip:SetColor(CONST_MENU_TYPE_MAINMENU, host.CoolTip.MainColor or "transparent")
gameCooltip:SetColor(CONST_MENU_TYPE_SUBMENU, host.CoolTip.SubColor or "transparent")
local okay, errortext = pcall(host.CoolTip.BuildFunc, host, host.CoolTip and host.CoolTip.FixedValue)
4 years ago
if (not okay) then
3 years ago
gameCooltip:PrintDebug("ExecFunc() injected function error:", errortext)
end
gameCooltip:SetOwner(host, host.CoolTip.MyAnchor, host.CoolTip.HisAnchor, host.CoolTip.X, host.CoolTip.Y)
4 years ago
local options = host.CoolTip.Options
3 years ago
if (type(options) == "function") then
local runCompleted, returnedOptions = pcall(options)
if (not runCompleted) then
errortext = returnedOptions
gameCooltip:PrintDebug("ExecFunc() options function error:", errortext)
options = nil
else
options = returnedOptions
end
4 years ago
end
3 years ago
4 years ago
if (options) then
3 years ago
if (type(options) == "table") then
for optionName, optionValue in pairs(options) do
gameCooltip:SetOption(optionName, optionValue)
end
else
gameCooltip:PrintDebug("ExecFunc() options function did not returned a table.")
4 years ago
end
end
3 years ago
if (gameCooltip.Indexes == 0) then
4 years ago
if (host.CoolTip.Default) then
3 years ago
gameCooltip:SetType(CONST_COOLTIP_TYPE_TOOLTIP)
gameCooltip:AddLine(host.CoolTip.Default, nil, 1, "white")
4 years ago
end
end
3 years ago
gameCooltip:ShowCooltip()
4 years ago
if (fromClick) then
3 years ago
frame1:Flash(0.05, 0.05, 0.2, true, 0, 0)
4 years ago
end
end
3 years ago
4 years ago
local wait = 0.2
local delayToHide = 0.11
local delayToHideDefault = 0.11
3 years ago
local InjectOnUpdateEnter = function(self, deltaTime)
elapsedTime = elapsedTime + deltaTime
4 years ago
if (elapsedTime > wait) then
3 years ago
self:SetScript("OnUpdate", nil)
gameCooltip:ExecFunc(self)
4 years ago
end
end
3 years ago
local InjectOnUpdateLeave = function(self, deltaTime)
elapsedTime = elapsedTime + deltaTime
if (elapsedTime > delayToHide) then
3 years ago
if (not gameCooltip.mouseOver and not gameCooltip.buttonOver and self == gameCooltip.Host) then
gameCooltip:ShowMe(false)
4 years ago
end
3 years ago
self:SetScript("OnUpdate", nil)
4 years ago
end
end
3 years ago
local InjectOnLeave = function(self)
gameCooltip.buttonOver = false
if (gameCooltip.active) then
4 years ago
elapsedTime = 0
delayToHide = self.CoolTip.HideSpeed or delayToHideDefault
3 years ago
self:SetScript("OnUpdate", InjectOnUpdateLeave)
4 years ago
else
3 years ago
self:SetScript("OnUpdate", nil)
4 years ago
end
3 years ago
4 years ago
if (self.CoolTip.OnLeaveFunc) then
3 years ago
self.CoolTip.OnLeaveFunc(self)
4 years ago
end
3 years ago
4 years ago
if (self.OldOnLeaveScript) then
self:OldOnLeaveScript()
3 years ago
end
4 years ago
end
3 years ago
local InjectOnEnter = function(self)
gameCooltip.buttonOver = true
if (gameCooltip.active) then
gameCooltip:ExecFunc(self)
4 years ago
else
elapsedTime = 0
wait = self.CoolTip.ShowSpeed or 0.2
3 years ago
self:SetScript("OnUpdate", InjectOnUpdateEnter)
4 years ago
end
if (self.CoolTip.OnEnterFunc) then
3 years ago
self.CoolTip.OnEnterFunc(self)
4 years ago
end
3 years ago
4 years ago
if (self.OldOnEnterScript) then
self:OldOnEnterScript()
end
end
3 years ago
function gameCooltip:CoolTipInject(host, openOnClick)
4 years ago
if (host.dframework) then
if (not host.widget.CoolTip) then
host.widget.CoolTip = host.CoolTip
end
host = host.widget
end
3 years ago
4 years ago
local coolTable = host.CoolTip
if (not coolTable) then
3 years ago
gameCooltip:PrintDebug("CoolTipInject() host frame does not have a .CoolTip table.")
4 years ago
return false
end
3 years ago
host.OldOnEnterScript = host:GetScript("OnEnter")
host.OldOnLeaveScript = host:GetScript("OnLeave")
host:SetScript("OnEnter", InjectOnEnter)
host:SetScript("OnLeave", InjectOnLeave)
4 years ago
if (openOnClick) then
if (host:GetObjectType() == "Button") then
3 years ago
host:SetScript("OnClick", function() gameCooltip:ExecFunc(host, true) end)
4 years ago
end
end
3 years ago
4 years ago
return true
end
3 years ago
--all done
gameCooltip:ClearAllOptions()
function gameCooltip:Preset(presetId, fromReset)
if (not fromReset) then
self:Reset(true)
end
gameCooltip:SetOption("StatusBarTexture", [[Interface\WorldStateFrame\WORLDSTATEFINALSCORE-HIGHLIGHT]])
self:SetOption("TextFont", DF:GetBestFontForLanguage())
self:SetOption("TextColor", "orange")
self:SetOption("TextSize", 11)
self:SetOption("ButtonsYMod", -4)
self:SetOption("YSpacingMod", -4)
self:SetOption("IgnoreButtonAutoHeight", true)
if (presetId == 1) then
self:SetColor(1, 0.5, 0.5, 0.5, 0.5)
elseif (presetId == 2) then --used by most of the widgets
self:SetOption("FixedWidth", 220)
self:SetColor(1, defaultBackdropColor)
self:SetColor(2, defaultBackdropColor)
self:SetBackdrop(1, defaultBackdrop, defaultBackdropColor, defaultBackdropBorderColor)
self:SetBackdrop(2, defaultBackdrop, defaultBackdropColor, defaultBackdropBorderColor)
elseif (presetId == 3) then --default used when Cooltip:Reset() is called
self:SetColor(1, defaultBackdropColor)
self:SetColor(2, defaultBackdropColor)
self:SetBackdrop(1, defaultBackdrop, defaultBackdropColor, defaultBackdropBorderColor)
self:SetBackdrop(2, defaultBackdrop, defaultBackdropColor, defaultBackdropBorderColor)
end
end
function gameCooltip:QuickTooltip(host, ...)
gameCooltip:Preset(2)
gameCooltip:SetHost(host)
for i = 1, select("#", ...) do
local line = select(i, ...)
gameCooltip:AddLine(line)
end
gameCooltip:ShowCooltip()
end
function gameCooltip:InjectQuickTooltip(host, ...)
4 years ago
host.CooltipQuickTooltip = {...}
3 years ago
host:HookScript("OnEnter", function()
gameCooltip:QuickTooltip(host, unpack(host.CooltipQuickTooltip))
4 years ago
end)
3 years ago
host:HookScript("OnLeave", function()
gameCooltip:Hide()
4 years ago
end)
end
3 years ago
local cyrillic = "АБВГДЕЖЗИЙКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯЁЂЃЄЅІЇЈЉЊЋЌЎЏҐабвгдежзийклмнопрстуфхцчшщъыьэюяёђѓєѕіїјљњћќўџґАаБбВвГгДдЕеЁёЖжЗзИиЙйКкЛлМмНнОоПпРрСсТтУуФфХхЦцЧчШшЩщЪъЫыЬьЭэЮюЯя"
local latin = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ"
local chinese = "ヲァィゥェォャュョッーアイウエオカキクケコサシスセソタチツテトナニヌネノハヒフヘホマミムメモヤユヨラリルレロワン゙゚ᄀᄁᆪᄂᆬᆭᄃᄄᄅᆰᆱᆲᆳᆴᆵᄚᄆᄇᄈᄡᄉᄊᄋᄌᄍᄎᄏᄐᄑ하ᅢᅣᅤᅥᅦᅧᅨᅩᅪᅫᅬᅭᅮᅯᅰᅱᅲᅳᅴᅵ"
local alphabetTable = {}
for letter in latin:gmatch(".") do
alphabetTable[letter] = "enUS"
end
for letter in cyrillic:gmatch(".") do
alphabetTable[letter] = "ruRU"
end
for letter in chinese:gmatch(".") do
alphabetTable[letter] = "zhCN"
end
function gameCooltip:DetectLanguageId(text)
for letter in text:gmatch(".") do
if (alphabetTable[letter]) then
return alphabetTable[letter]
end
end
end
return gameCooltip
4 years ago
end
DF:CreateCoolTip()