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local MAJOR, MINOR = "LibDropDownMenu", tonumber((gsub("r31","r",""))) or 9999;
local lib = LibStub:NewLibrary(MAJOR, MINOR);
if not lib then return end
local _G,print,math,type,max,table,tonumber = _G,print,math,type,max,table,tonumber;
local strmatch,gsub,ipairs,strlen,strsub,select = strmatch,gsub,ipairs,strlen,strsub,select;
local hooksecurefunc,C_Texture = hooksecurefunc,C_Texture;
local CreateFrame,GetCursorPosition,PlaySound = CreateFrame,GetCursorPosition,PlaySound;
local GetScreenWidth,GetScreenHeight = GetScreenWidth,GetScreenHeight;
local GetCVar,SetCVar,GetAppropriateTooltip = GetCVar,SetCVar,GetAppropriateTooltip;
local UIParent,SOUNDKIT,GameTooltip_SetTitle = UIParent,SOUNDKIT,GameTooltip_SetTitle;
local GameFontDisableSmallLeft = GameFontDisableSmallLeft;
local GameFontHighlightSmallLeft = GameFontHighlightSmallLeft;
local GameFontNormalSmallLeft = GameFontNormalSmallLeft;
local GameTooltip_AddInstructionLine = GameTooltip_AddInstructionLine;
local GameTooltip_AddNormalLine = GameTooltip_AddNormalLine;
local GameTooltip_AddColoredLine = GameTooltip_AddColoredLine;
local GetValueOrCallFunction = GetValueOrCallFunction;
if WOW_PROJECT_ID ~= WOW_PROJECT_MAINLINE then -- classic compatibilty
function GetValueOrCallFunction(tbl, key, ...)
if not tbl then
return;
end
local value = tbl[key];
if type(value) == "function" then
return value(...);
else
return value;
end
end
-- Start the countdown on a frame
function lib.UIDropDownMenu_StartCounting(frame)
if ( frame.parent ) then
lib.UIDropDownMenu_StartCounting(frame.parent);
else
frame.showTimer = UIDROPDOWNMENU_SHOW_TIME;
frame.isCounting = 1;
end
end
-- Stop the countdown on a frame
function lib.UIDropDownMenu_StopCounting(frame)
if ( frame.parent ) then
lib.UIDropDownMenu_StopCounting(frame.parent);
else
frame.isCounting = nil;
end
end
end
setfenv(1,lib);
-- start of content from UIDropDownMenu.lua
UIDROPDOWNMENU_MAXBUTTONS = 1;
UIDROPDOWNMENU_MAXLEVELS = 3;
UIDROPDOWNMENU_BUTTON_HEIGHT = 16;
UIDROPDOWNMENU_BORDER_HEIGHT = 15;
-- The current open menu
UIDROPDOWNMENU_OPEN_MENU = nil;
-- The current menu being initialized
UIDROPDOWNMENU_INIT_MENU = nil;
-- Current level shown of the open menu
UIDROPDOWNMENU_MENU_LEVEL = 1;
-- Current value of the open menu
UIDROPDOWNMENU_MENU_VALUE = nil;
-- Time to wait to hide the menu
UIDROPDOWNMENU_SHOW_TIME = 2;
-- Default dropdown text height
UIDROPDOWNMENU_DEFAULT_TEXT_HEIGHT = nil;
-- List of open menus
OPEN_DROPDOWNMENUS = {};
local UIDropDownMenuDelegate = CreateFrame("FRAME");
function UIDropDownMenuDelegate_OnAttributeChanged (self, attribute, value)
if ( attribute == "createframes" and value == true ) then
UIDropDownMenu_CreateFrames(self:GetAttribute("createframes-level"), self:GetAttribute("createframes-index"));
elseif ( attribute == "initmenu" ) then
UIDROPDOWNMENU_INIT_MENU = value;
elseif ( attribute == "openmenu" ) then
UIDROPDOWNMENU_OPEN_MENU = value;
end
end
UIDropDownMenuDelegate:SetScript("OnAttributeChanged", UIDropDownMenuDelegate_OnAttributeChanged);
function UIDropDownMenu_InitializeHelper(frame)
-- This deals with the potentially tainted stuff!
if ( frame ~= UIDROPDOWNMENU_OPEN_MENU ) then
UIDROPDOWNMENU_MENU_LEVEL = 1;
end
-- Set the frame that's being intialized
UIDropDownMenuDelegate:SetAttribute("initmenu", frame);
-- Hide all the buttons
local button, dropDownList;
for i = 1, UIDROPDOWNMENU_MAXLEVELS, 1 do
dropDownList = _G["LibDropDownMenu_List"..i];
if ( i >= UIDROPDOWNMENU_MENU_LEVEL or frame ~= UIDROPDOWNMENU_OPEN_MENU ) then
dropDownList.numButtons = 0;
dropDownList.maxWidth = 0;
for j=1, UIDROPDOWNMENU_MAXBUTTONS, 1 do
button = _G["LibDropDownMenu_List"..i.."Button"..j];
button:Hide();
end
dropDownList:Hide();
end
end
frame:SetHeight(UIDROPDOWNMENU_BUTTON_HEIGHT * 2);
end
local function GetChild(frame, name, key)
if (frame[key]) then
return frame[key];
elseif name then
return _G[name..key];
end
return nil;
end
function UIDropDownMenu_Initialize(frame, initFunction, displayMode, level, menuList)
frame.menuList = menuList;
UIDropDownMenu_InitializeHelper(frame);
-- Set the initialize function and call it. The initFunction populates the dropdown list.
if ( initFunction ) then
UIDropDownMenu_SetInitializeFunction(frame, initFunction);
initFunction(frame, level, frame.menuList);
end
--master frame
if(level == nil) then
level = 1;
end
local dropDownList = _G["LibDropDownMenu_List"..level];
dropDownList.dropdown = frame;
dropDownList.shouldRefresh = true;
UIDropDownMenu_SetDisplayMode(frame, displayMode);
end
function UIDropDownMenu_SetInitializeFunction(frame, initFunction)
frame.initialize = initFunction;
end
function UIDropDownMenu_SetDisplayMode(frame, displayMode)
-- Change appearance based on the displayMode
-- Note: this is a one time change based on previous behavior.
if ( displayMode == "MENU" ) then
local name = frame:GetName();
GetChild(frame, name, "Left"):Hide();
GetChild(frame, name, "Middle"):Hide();
GetChild(frame, name, "Right"):Hide();
local button = GetChild(frame, name, "Button");
local buttonName = button:GetName();
GetChild(button, buttonName, "NormalTexture"):SetTexture(nil);
GetChild(button, buttonName, "DisabledTexture"):SetTexture(nil);
GetChild(button, buttonName, "PushedTexture"):SetTexture(nil);
GetChild(button, buttonName, "HighlightTexture"):SetTexture(nil);
local text = GetChild(frame, name, "Text");
button:ClearAllPoints();
button:SetPoint("LEFT", text, "LEFT", -9, 0);
button:SetPoint("RIGHT", text, "RIGHT", 6, 0);
frame.displayMode = "MENU";
end
end
function UIDropDownMenu_SetFrameStrata(frame, frameStrata)
frame.listFrameStrata = frameStrata;
end
function UIDropDownMenu_RefreshDropDownSize(self)
self.maxWidth = UIDropDownMenu_GetMaxButtonWidth(self);
self:SetWidth(self.maxWidth + 25);
for i=1, UIDROPDOWNMENU_MAXBUTTONS, 1 do
local icon = _G[self:GetName().."Button"..i.."Icon"];
if ( icon.tFitDropDownSizeX ) then
icon:SetWidth(self.maxWidth - 5);
end
end
end
-- If dropdown is visible then see if its timer has expired, if so hide the frame
function UIDropDownMenu_OnUpdate(self, elapsed)
if ( self.shouldRefresh ) then
UIDropDownMenu_RefreshDropDownSize(self);
self.shouldRefresh = false;
end
if _G.WOW_PROJECT_ID ~= _G.WOW_PROJECT_MAINLINE then -- classic compatibilty
if ( not self.showTimer or not self.isCounting ) then
return;
elseif ( self.showTimer < 0 ) then
self:Hide();
self.showTimer = nil;
self.isCounting = nil;
else
self.showTimer = self.showTimer - elapsed;
end
end
end
function UIDropDownMenuButtonInvisibleButton_OnEnter(self)
if UIDropDownMenu_StopCounting then -- classic compatibilty
UIDropDownMenu_StopCounting(self:GetParent():GetParent());
end
CloseDropDownMenus(self:GetParent():GetParent():GetID() + 1);
local parent = self:GetParent();
if ( parent.tooltipTitle and parent.tooltipWhileDisabled) then
if ( parent.tooltipOnButton ) then
local tooltip = GetAppropriateTooltip();
tooltip:SetOwner(parent, "ANCHOR_RIGHT");
GameTooltip_SetTitle(tooltip, parent.tooltipTitle);
if parent.tooltipInstruction then
GameTooltip_AddInstructionLine(tooltip, parent.tooltipInstruction);
end
if parent.tooltipText then
GameTooltip_AddNormalLine(tooltip, parent.tooltipText, true);
end
if parent.tooltipWarning then
GameTooltip_AddColoredLine(tooltip, parent.tooltipWarning, RED_FONT_COLOR, true);
end
if parent.tooltipBackdropStyle then
SharedTooltip_SetBackdropStyle(tooltip, parent.tooltipBackdropStyle);
end
tooltip:Show();
end
end
end
function UIDropDownMenuButtonInvisibleButton_OnLeave(self)
if UIDropDownMenu_StartCounting then -- classic compatibilty
UIDropDownMenu_StartCounting(self:GetParent():GetParent());
end
GetAppropriateTooltip():Hide();
end
function UIDropDownMenuButton_OnEnter(self)
if ( self.hasArrow ) then
local level = self:GetParent():GetID() + 1;
local listFrame = _G["LibDropDownMenu_List"..level];
if ( not listFrame or not listFrame:IsShown() or select(2, listFrame:GetPoint(1)) ~= self ) then
ToggleDropDownMenu(self:GetParent():GetID() + 1, self.value, nil, nil, nil, nil, self.menuList, self);
end
else
CloseDropDownMenus(self:GetParent():GetID() + 1);
end
self.Highlight:Show();
if UIDropDownMenu_StopCounting then -- classic compatibilty
UIDropDownMenu_StopCounting(self:GetParent());
end
if ( self.tooltipTitle and not self.noTooltipWhileEnabled and not UIDropDownMenuButton_ShouldShowIconTooltip(self) ) then
if ( self.tooltipOnButton ) then
local tooltip = GetAppropriateTooltip();
tooltip:SetOwner(self, "ANCHOR_RIGHT");
GameTooltip_SetTitle(tooltip, self.tooltipTitle);
if self.tooltipInstruction then
GameTooltip_AddInstructionLine(tooltip, self.tooltipInstruction);
end
if self.tooltipText then
GameTooltip_AddNormalLine(tooltip, self.tooltipText, true);
end
if self.tooltipWarning then
GameTooltip_AddColoredLine(tooltip, self.tooltipWarning, RED_FONT_COLOR, true);
end
if self.tooltipBackdropStyle then
SharedTooltip_SetBackdropStyle(tooltip, self.tooltipBackdropStyle);
end
tooltip:Show();
end
end
if ( self.mouseOverIcon ~= nil ) then
self.Icon:SetTexture(self.mouseOverIcon);
self.Icon:Show();
end
GetValueOrCallFunction(self, "funcOnEnter", self);
end
function UIDropDownMenuButton_OnLeave(self)
self.Highlight:Hide();
if UIDropDownMenu_StartCounting then -- classic compatibilty
UIDropDownMenu_StartCounting(self:GetParent());
end
GetAppropriateTooltip():Hide();
if ( self.mouseOverIcon ~= nil ) then
if ( self.icon ~= nil ) then
self.Icon:SetTexture(self.icon);
else
self.Icon:Hide();
end
end
GetValueOrCallFunction(self, "funcOnLeave", self);
end
function UIDropDownMenuButton_ShouldShowIconTooltip(self)
if self.Icon and (self.iconTooltipTitle or self.iconTooltipText) and (self.icon or self.mouseOverIcon) then
return GetMouseFocus() == self.Icon;
end
return false;
end
function UIDropDownMenuButtonIcon_OnClick(self, mouseButton)
local button = self:GetParent();
if not button then
return;
end
UIDropDownMenuButton_OnClick(button, mouseButton);
end
function UIDropDownMenuButtonIcon_OnEnter(self)
local button = self:GetParent();
if not button then
return;
end
local shouldShowIconTooltip = UIDropDownMenuButton_ShouldShowIconTooltip(button);
if shouldShowIconTooltip then
local tooltip = GetAppropriateTooltip();
tooltip:SetOwner(button, "ANCHOR_RIGHT");
if button.iconTooltipTitle then
GameTooltip_SetTitle(tooltip, button.iconTooltipTitle);
end
if button.iconTooltipText then
GameTooltip_AddNormalLine(tooltip, button.iconTooltipText, true);
end
if button.iconTooltipBackdropStyle then
SharedTooltip_SetBackdropStyle(tooltip, button.iconTooltipBackdropStyle);
end
tooltip:Show();
end
UIDropDownMenuButton_OnEnter(button);
end
function UIDropDownMenuButtonIcon_OnLeave(self)
local button = self:GetParent();
if not button then
return;
end
UIDropDownMenuButton_OnLeave(button);
end
--[[
List of button attributes
======================================================
info.text = [STRING] -- The text of the button
info.value = [ANYTHING] -- The value that UIDROPDOWNMENU_MENU_VALUE is set to when the button is clicked
info.func = [function()] -- The function that is called when you click the button
info.checked = [nil, true, function] -- Check the button if true or function returns true
info.isNotRadio = [nil, true] -- Check the button uses radial image if false check box image if true
info.isTitle = [nil, true] -- If it's a title the button is disabled and the font color is set to yellow
info.disabled = [nil, true] -- Disable the button and show an invisible button that still traps the mouseover event so menu doesn't time out
info.tooltipWhileDisabled = [nil, 1] -- Show the tooltip, even when the button is disabled.
info.hasArrow = [nil, true] -- Show the expand arrow for multilevel menus
info.hasColorSwatch = [nil, true] -- Show color swatch or not, for color selection
info.r = [1 - 255] -- Red color value of the color swatch
info.g = [1 - 255] -- Green color value of the color swatch
info.b = [1 - 255] -- Blue color value of the color swatch
info.colorCode = [STRING] -- "|cAARRGGBB" embedded hex value of the button text color. Only used when button is enabled
info.swatchFunc = [function()] -- Function called by the color picker on color change
info.hasOpacity = [nil, 1] -- Show the opacity slider on the colorpicker frame
info.opacity = [0.0 - 1.0] -- Percentatge of the opacity, 1.0 is fully shown, 0 is transparent
info.opacityFunc = [function()] -- Function called by the opacity slider when you change its value
info.cancelFunc = [function(previousValues)] -- Function called by the colorpicker when you click the cancel button (it takes the previous values as its argument)
info.notClickable = [nil, 1] -- Disable the button and color the font white
info.notCheckable = [nil, 1] -- Shrink the size of the buttons and don't display a check box
info.owner = [Frame] -- Dropdown frame that "owns" the current dropdownlist
info.keepShownOnClick = [nil, 1] -- Don't hide the dropdownlist after a button is clicked
info.tooltipTitle = [nil, STRING] -- Title of the tooltip shown on mouseover
info.tooltipText = [nil, STRING] -- Text of the tooltip shown on mouseover
info.tooltipWarning = [nil, STRING] -- Warning-style text of the tooltip shown on mouseover
info.tooltipInstruction = [nil, STRING] -- Instruction-style text of the tooltip shown on mouseover
info.tooltipOnButton = [nil, 1] -- Show the tooltip attached to the button instead of as a Newbie tooltip.
info.tooltipBackdropStyle = [nil, TABLE] -- Optional Backdrop style of the tooltip shown on mouseover
info.justifyH = [nil, "CENTER"] -- Justify button text
info.arg1 = [ANYTHING] -- This is the first argument used by info.func
info.arg2 = [ANYTHING] -- This is the second argument used by info.func
info.fontObject = [FONT] -- font object replacement for Normal and Highlight
info.menuList = [TABLE] -- This contains an array of info tables to be displayed as a child menu
info.noClickSound = [nil, 1] -- Set to 1 to suppress the sound when clicking the button. The sound only plays if .func is set.
info.padding = [nil, NUMBER] -- Number of pixels to pad the text on the right side
info.topPadding = [nil, NUMBER] -- Extra spacing between buttons.
info.leftPadding = [nil, NUMBER] -- Number of pixels to pad the button on the left side
info.minWidth = [nil, NUMBER] -- Minimum width for this line
info.customFrame = frame -- Allows this button to be a completely custom frame, should inherit from UIDropDownCustomMenuEntryTemplate and override appropriate methods.
info.icon = [TEXTURE] -- An icon for the button.
info.iconXOffset = [nil, NUMBER] -- Number of pixels to shift the button's icon to the left or right (positive numbers shift right, negative numbers shift left).
info.iconTooltipTitle = [nil, STRING] -- Title of the tooltip shown on icon mouseover
info.iconTooltipText = [nil, STRING] -- Text of the tooltip shown on icon mouseover
info.iconTooltipBackdropStyle = [nil, TABLE] -- Optional Backdrop style of the tooltip shown on icon mouseover
info.mouseOverIcon = [TEXTURE] -- An override icon when a button is moused over.
info.ignoreAsMenuSelection [nil, true] -- Never set the menu text/icon to this, even when this button is checked
info.registerForRightClick [nil, true] -- Register dropdown buttons for right clicks
]]
function UIDropDownMenu_CreateInfo()
return {};
end
function UIDropDownMenu_CreateFrames(level, index)
while ( level > UIDROPDOWNMENU_MAXLEVELS ) do
UIDROPDOWNMENU_MAXLEVELS = UIDROPDOWNMENU_MAXLEVELS + 1;
local newList = Create_DropDownList("LibDropDownMenu_List"..UIDROPDOWNMENU_MAXLEVELS);
newList:SetFrameStrata("FULLSCREEN_DIALOG");
newList:SetToplevel(true);
newList:Hide();
newList:SetID(UIDROPDOWNMENU_MAXLEVELS);
newList:SetWidth(180)
newList:SetHeight(10)
for i=1, UIDROPDOWNMENU_MAXBUTTONS do
local newButton = Create_DropDownMenuButton("LibDropDownMenu_List"..UIDROPDOWNMENU_MAXLEVELS.."Button"..i, newList);
newButton:SetID(i);
end
end
while ( index > UIDROPDOWNMENU_MAXBUTTONS ) do
UIDROPDOWNMENU_MAXBUTTONS = UIDROPDOWNMENU_MAXBUTTONS + 1;
for i=1, UIDROPDOWNMENU_MAXLEVELS do
local newButton = Create_DropDownMenuButton("LibDropDownMenu_List"..i.."Button"..UIDROPDOWNMENU_MAXBUTTONS, _G["LibDropDownMenu_List"..i]);
newButton:SetID(UIDROPDOWNMENU_MAXBUTTONS);
end
end
end
function UIDropDownMenu_AddSeparator(level)
local separatorInfo = {
hasArrow = false;
dist = 0;
isTitle = true;
isUninteractable = true;
notCheckable = true;
iconOnly = true;
icon = "Interface\\Common\\UI-TooltipDivider-Transparent";
tCoordLeft = 0;
tCoordRight = 1;
tCoordTop = 0;
tCoordBottom = 1;
tSizeX = 0;
tSizeY = 8;
tFitDropDownSizeX = true;
iconInfo = {
tCoordLeft = 0,
tCoordRight = 1,
tCoordTop = 0,
tCoordBottom = 1,
tSizeX = 0,
tSizeY = 8,
tFitDropDownSizeX = true
},
};
UIDropDownMenu_AddButton(separatorInfo, level);
end
function UIDropDownMenu_AddSpace(level)
local spaceInfo = {
hasArrow = false,
dist = 0,
isTitle = true,
isUninteractable = true,
notCheckable = true,
};
UIDropDownMenu_AddButton(spaceInfo, level);
end
function UIDropDownMenu_AddButton(info, level)
--[[
Might to uncomment this if there are performance issues
if ( not UIDROPDOWNMENU_OPEN_MENU ) then
return;
end
]]
if ( not level ) then
level = 1;
end
local listFrame = _G["LibDropDownMenu_List"..level];
local index = listFrame and (listFrame.numButtons + 1) or 1;
local width;
UIDropDownMenuDelegate:SetAttribute("createframes-level", level);
UIDropDownMenuDelegate:SetAttribute("createframes-index", index);
UIDropDownMenuDelegate:SetAttribute("createframes", true);
listFrame = listFrame or _G["LibDropDownMenu_List"..level];
local listFrameName = listFrame:GetName();
-- Set the number of buttons in the listframe
listFrame.numButtons = index;
local button = _G[listFrameName.."Button"..index];
local normalText = _G[button:GetName().."NormalText"];
local icon = _G[button:GetName().."Icon"];
-- This button is used to capture the mouse OnEnter/OnLeave events if the dropdown button is disabled, since a disabled button doesn't receive any events
-- This is used specifically for drop down menu time outs
local invisibleButton = _G[button:GetName().."InvisibleButton"];
-- Default settings
button:SetDisabledFontObject(GameFontDisableSmallLeft);
invisibleButton:Hide();
button:Enable();
if ( info.registerForRightClick ) then
button:RegisterForClicks("LeftButtonUp", "RightButtonUp");
else
button:RegisterForClicks("LeftButtonUp");
end
-- If not clickable then disable the button and set it white
if ( info.notClickable ) then
info.disabled = true;
button:SetDisabledFontObject(GameFontHighlightSmallLeft);
end
-- Set the text color and disable it if its a title
if ( info.isTitle ) then
info.disabled = true;
button:SetDisabledFontObject(GameFontNormalSmallLeft);
end
-- Disable the button if disabled and turn off the color code
if ( info.disabled ) then
button:Disable();
invisibleButton:Show();
info.colorCode = nil;
end
-- If there is a color for a disabled line, set it
if( info.disablecolor ) then
info.colorCode = info.disablecolor;
end
-- Configure button
if ( info.text ) then
-- look for inline color code this is only if the button is enabled
if ( info.colorCode ) then
button:SetText(info.colorCode..info.text.."|r");
else
button:SetText(info.text);
end
-- Set icon
if ( info.icon or info.mouseOverIcon ) then
icon:SetSize(16,16);
if(info.icon and C_Texture.GetAtlasInfo(info.icon)) then
icon:SetAtlas(info.icon);
else
icon:SetTexture(info.icon);
end
icon:ClearAllPoints();
icon:SetPoint("RIGHT", info.iconXOffset or 0, 0);
if ( info.tCoordLeft ) then
icon:SetTexCoord(info.tCoordLeft, info.tCoordRight, info.tCoordTop, info.tCoordBottom);
else
icon:SetTexCoord(0, 1, 0, 1);
end
icon:Show();
else
icon:Hide();
end
-- Check to see if there is a replacement font
if ( info.fontObject ) then
button:SetNormalFontObject(info.fontObject);
button:SetHighlightFontObject(info.fontObject);
else
button:SetNormalFontObject(GameFontHighlightSmallLeft);
button:SetHighlightFontObject(GameFontHighlightSmallLeft);
end
else
button:SetText("");
icon:Hide();
end
button.iconOnly = nil;
button.icon = nil;
button.iconInfo = nil;
if (info.iconInfo) then
icon.tFitDropDownSizeX = info.iconInfo.tFitDropDownSizeX;
else
icon.tFitDropDownSizeX = nil;
end
if (info.iconOnly and info.icon) then
button.iconOnly = true;
button.icon = info.icon;
button.iconInfo = info.iconInfo;
UIDropDownMenu_SetIconImage(icon, info.icon, info.iconInfo);
icon:ClearAllPoints();
icon:SetPoint("LEFT");
end
-- Pass through attributes
button.func = info.func;
button.funcOnEnter = info.funcOnEnter;
button.funcOnLeave = info.funcOnLeave;
button.owner = info.owner;
button.hasOpacity = info.hasOpacity;
button.opacity = info.opacity;
button.opacityFunc = info.opacityFunc;
button.cancelFunc = info.cancelFunc;
button.swatchFunc = info.swatchFunc;
button.keepShownOnClick = info.keepShownOnClick;
button.tooltipTitle = info.tooltipTitle;
button.tooltipText = info.tooltipText;
button.tooltipInstruction = info.tooltipInstruction;
button.tooltipWarning = info.tooltipWarning;
button.tooltipBackdropStyle = info.tooltipBackdropStyle;
button.arg1 = info.arg1;
button.arg2 = info.arg2;
button.hasArrow = info.hasArrow;
button.hasColorSwatch = info.hasColorSwatch;
button.notCheckable = info.notCheckable;
button.menuList = info.menuList;
button.tooltipWhileDisabled = info.tooltipWhileDisabled;
button.noTooltipWhileEnabled = info.noTooltipWhileEnabled;
button.tooltipOnButton = info.tooltipOnButton;
button.noClickSound = info.noClickSound;
button.padding = info.padding;
button.icon = info.icon;
button.iconTooltipTitle = info.iconTooltipTitle;
button.iconTooltipText = info.iconTooltipText;
button.iconTooltipBackdropStyle = info.iconTooltipBackdropStyle;
button.iconXOffset = info.iconXOffset;
button.mouseOverIcon = info.mouseOverIcon;
button.ignoreAsMenuSelection = info.ignoreAsMenuSelection;
if ( info.value ~= nil) then
button.value = info.value;
elseif ( info.text ) then
button.value = info.text;
else
button.value = nil;
end
local expandArrow = _G[listFrameName.."Button"..index.."ExpandArrow"];
expandArrow:SetShown(info.hasArrow);
expandArrow:SetEnabled(not info.disabled);
-- If not checkable move everything over to the left to fill in the gap where the check would be
local xPos = 5;
local buttonHeight = (info.topPadding or 0) + UIDROPDOWNMENU_BUTTON_HEIGHT;
local yPos = -((button:GetID() - 1) * buttonHeight) - UIDROPDOWNMENU_BORDER_HEIGHT;
local displayInfo = normalText;
if (info.iconOnly) then
displayInfo = icon;
end
displayInfo:ClearAllPoints();
if ( info.notCheckable ) then
if ( info.justifyH and info.justifyH == "CENTER" ) then
displayInfo:SetPoint("CENTER", button, "CENTER", -7, 0);
else
displayInfo:SetPoint("LEFT", button, "LEFT", 0, 0);
end
xPos = xPos + 10;
else
xPos = xPos + 12;
displayInfo:SetPoint("LEFT", button, "LEFT", 20, 0);
end
-- Adjust offset if displayMode is menu
local frame = UIDROPDOWNMENU_OPEN_MENU;
if ( frame and frame.displayMode == "MENU" ) then
if ( not info.notCheckable ) then
xPos = xPos - 6;
end
end
-- If no open frame then set the frame to the currently initialized frame
frame = frame or UIDROPDOWNMENU_INIT_MENU;
if ( info.leftPadding ) then
xPos = xPos + info.leftPadding;
end
button:SetPoint("TOPLEFT", button:GetParent(), "TOPLEFT", xPos, yPos);
-- See if button is selected by id or name
if ( frame ) then
if ( UIDropDownMenu_GetSelectedName(frame) ) then
if ( button:GetText() == UIDropDownMenu_GetSelectedName(frame) ) then
info.checked = 1;
end
elseif ( UIDropDownMenu_GetSelectedID(frame) ) then
if ( button:GetID() == UIDropDownMenu_GetSelectedID(frame) ) then
info.checked = 1;
end
elseif ( UIDropDownMenu_GetSelectedValue(frame) ~= nil ) then
if ( button.value == UIDropDownMenu_GetSelectedValue(frame) ) then
info.checked = 1;
end
end
end
if not info.notCheckable then
local check = _G[listFrameName.."Button"..index.."Check"];
local uncheck = _G[listFrameName.."Button"..index.."UnCheck"];
if ( info.disabled ) then
check:SetDesaturated(true);
check:SetAlpha(0.5);
uncheck:SetDesaturated(true);
uncheck:SetAlpha(0.5);
else
check:SetDesaturated(false);
check:SetAlpha(1);
uncheck:SetDesaturated(false);
uncheck:SetAlpha(1);
end
if info.customCheckIconAtlas or info.customCheckIconTexture then
check:SetTexCoord(0, 1, 0, 1);
uncheck:SetTexCoord(0, 1, 0, 1);
if info.customCheckIconAtlas then
check:SetAtlas(info.customCheckIconAtlas);
uncheck:SetAtlas(info.customUncheckIconAtlas or info.customCheckIconAtlas);
else
check:SetTexture(info.customCheckIconTexture);
uncheck:SetTexture(info.customUncheckIconTexture or info.customCheckIconTexture);
end
elseif info.isNotRadio then
check:SetTexCoord(0.0, 0.5, 0.0, 0.5);
check:SetTexture("Interface\\Common\\UI-DropDownRadioChecks");
uncheck:SetTexCoord(0.5, 1.0, 0.0, 0.5);
uncheck:SetTexture("Interface\\Common\\UI-DropDownRadioChecks");
else
check:SetTexCoord(0.0, 0.5, 0.5, 1.0);
check:SetTexture("Interface\\Common\\UI-DropDownRadioChecks");
uncheck:SetTexCoord(0.5, 1.0, 0.5, 1.0);
uncheck:SetTexture("Interface\\Common\\UI-DropDownRadioChecks");
end
-- Checked can be a function now
local checked = info.checked;
if ( type(checked) == "function" ) then
checked = checked(button);
end
-- Show the check if checked
if ( checked ) then
button:LockHighlight();
check:Show();
uncheck:Hide();
else
button:UnlockHighlight();
check:Hide();
uncheck:Show();
end
else
_G[listFrameName.."Button"..index.."Check"]:Hide();
_G[listFrameName.."Button"..index.."UnCheck"]:Hide();
end
button.checked = info.checked;
-- If has a colorswatch, show it and vertex color it
local colorSwatch = _G[listFrameName.."Button"..index.."ColorSwatch"];
if ( info.hasColorSwatch ) then
_G["LibDropDownMenu_List"..level.."Button"..index.."ColorSwatch"].Color:SetVertexColor(info.r, info.g, info.b);
button.r = info.r;
button.g = info.g;
button.b = info.b;
colorSwatch:Show();
else
colorSwatch:Hide();
end
UIDropDownMenu_CheckAddCustomFrame(listFrame, button, info);
button:SetShown(button.customFrame == nil);
button.minWidth = info.minWidth;
width = max(UIDropDownMenu_GetButtonWidth(button), info.minWidth or 0);
--Set maximum button width
if ( width > listFrame.maxWidth ) then
listFrame.maxWidth = width;
end
local customFrameCount = listFrame.customFrames and #listFrame.customFrames or 0;
local height = ((index - customFrameCount) * buttonHeight) + (UIDROPDOWNMENU_BORDER_HEIGHT * 2);
for frameIndex = 1, customFrameCount do
local frame = listFrame.customFrames[frameIndex];
height = height + frame:GetPreferredEntryHeight();
end
-- Set the height of the listframe
listFrame:SetHeight(height);
return button;
end
function UIDropDownMenu_CheckAddCustomFrame(self, button, info)
local customFrame = info.customFrame;
button.customFrame = customFrame;
if customFrame then
customFrame:SetOwningButton(button);
customFrame:ClearAllPoints();
customFrame:SetPoint("TOPLEFT", button, "TOPLEFT", 0, 0);
customFrame:Show();
UIDropDownMenu_RegisterCustomFrame(self, customFrame);
end
end
function UIDropDownMenu_RegisterCustomFrame(self, customFrame)
self.customFrames = self.customFrames or {}
table.insert(self.customFrames, customFrame);
end
function UIDropDownMenu_GetMaxButtonWidth(self)
local maxWidth = 0;
for i=1, self.numButtons do
local button = _G[self:GetName().."Button"..i];
local width = UIDropDownMenu_GetButtonWidth(button);
if ( width > maxWidth ) then
maxWidth = width;
end
end
return maxWidth;
end
function UIDropDownMenu_GetButtonWidth(button)
local minWidth = button.minWidth or 0;
if button.customFrame and button.customFrame:IsShown() then
return math.max(minWidth, button.customFrame:GetPreferredEntryWidth());
end
if not button:IsShown() then
return 0;
end
local width;
local buttonName = button:GetName();
local icon = _G[buttonName.."Icon"];
local normalText = _G[buttonName.."NormalText"];
if ( button.iconOnly and icon ) then
width = icon:GetWidth();
elseif ( normalText and normalText:GetText() ) then
width = normalText:GetWidth() + 40;
if ( button.icon ) then
-- Add padding for the icon
width = width + 10;
end
else
return minWidth;
end
-- Add padding if has and expand arrow or color swatch
if ( button.hasArrow or button.hasColorSwatch ) then
width = width + 10;
end
if ( button.notCheckable ) then
width = width - 30;
end
if ( button.padding ) then
width = width + button.padding;
end
return math.max(minWidth, width);
end
function UIDropDownMenu_Refresh(frame, useValue, dropdownLevel)
local maxWidth = 0;
local somethingChecked = nil;
if ( not dropdownLevel ) then
dropdownLevel = UIDROPDOWNMENU_MENU_LEVEL;
end
local listFrame = _G["LibDropDownMenu_List"..dropdownLevel];
listFrame.numButtons = listFrame.numButtons or 0;
-- Just redraws the existing menu
for i=1, UIDROPDOWNMENU_MAXBUTTONS do
local button = _G["LibDropDownMenu_List"..dropdownLevel.."Button"..i];
local checked = nil;
if(i <= listFrame.numButtons) then
-- See if checked or not
if ( UIDropDownMenu_GetSelectedName(frame) ) then
if ( button:GetText() == UIDropDownMenu_GetSelectedName(frame) ) then
checked = 1;
end
elseif ( UIDropDownMenu_GetSelectedID(frame) ) then
if ( button:GetID() == UIDropDownMenu_GetSelectedID(frame) ) then
checked = 1;
end
elseif ( UIDropDownMenu_GetSelectedValue(frame) ) then
if ( button.value == UIDropDownMenu_GetSelectedValue(frame) ) then
checked = 1;
end
end
end
if (button.checked and type(button.checked) == "function") then
checked = button.checked(button);
end
if not button.notCheckable and button:IsShown() then
-- If checked show check image
local checkImage = _G["LibDropDownMenu_List"..dropdownLevel.."Button"..i.."Check"];
local uncheckImage = _G["LibDropDownMenu_List"..dropdownLevel.."Button"..i.."UnCheck"];
if ( checked ) then
if not button.ignoreAsMenuSelection then
somethingChecked = true;
local icon = GetChild(frame, frame:GetName(), "Icon");
if (button.iconOnly and icon and button.icon) then
UIDropDownMenu_SetIconImage(icon, button.icon, button.iconInfo);
elseif ( useValue ) then
UIDropDownMenu_SetText(frame, button.value);
icon:Hide();
else
UIDropDownMenu_SetText(frame, button:GetText());
icon:Hide();
end
end
button:LockHighlight();
checkImage:Show();
uncheckImage:Hide();
else
button:UnlockHighlight();
checkImage:Hide();
uncheckImage:Show();
end
end
if ( button:IsShown() ) then
local width = UIDropDownMenu_GetButtonWidth(button);
if ( width > maxWidth ) then
maxWidth = width;
end
end
end
if(somethingChecked == nil) then
UIDropDownMenu_SetText(frame, VIDEO_QUALITY_LABEL6);
local icon = GetChild(frame, frame:GetName(), "Icon");
icon:Hide();
end
if (not frame.noResize) then
for i=1, UIDROPDOWNMENU_MAXBUTTONS do
local button = _G["LibDropDownMenu_List"..dropdownLevel.."Button"..i];
button:SetWidth(maxWidth);
end
UIDropDownMenu_RefreshDropDownSize(_G["LibDropDownMenu_List"..dropdownLevel]);
end
end
function UIDropDownMenu_RefreshAll(frame, useValue)
for dropdownLevel = UIDROPDOWNMENU_MENU_LEVEL, 2, -1 do
local listFrame = _G["LibDropDownMenu_List"..dropdownLevel];
if ( listFrame:IsShown() ) then
UIDropDownMenu_Refresh(frame, nil, dropdownLevel);
end
end
-- useValue is the text on the dropdown, only needs to be set once
UIDropDownMenu_Refresh(frame, useValue, 1);
end
function UIDropDownMenu_SetIconImage(icon, texture, info)
icon:SetTexture(texture);
if ( info.tCoordLeft ) then
icon:SetTexCoord(info.tCoordLeft, info.tCoordRight, info.tCoordTop, info.tCoordBottom);
else
icon:SetTexCoord(0, 1, 0, 1);
end
if ( info.tSizeX ) then
icon:SetWidth(info.tSizeX);
else
icon:SetWidth(16);
end
if ( info.tSizeY ) then
icon:SetHeight(info.tSizeY);
else
icon:SetHeight(16);
end
icon:Show();
end
function UIDropDownMenu_SetSelectedName(frame, name, useValue)
frame.selectedName = name;
frame.selectedID = nil;
frame.selectedValue = nil;
UIDropDownMenu_Refresh(frame, useValue);
end
function UIDropDownMenu_SetSelectedValue(frame, value, useValue)
-- useValue will set the value as the text, not the name
frame.selectedName = nil;
frame.selectedID = nil;
frame.selectedValue = value;
UIDropDownMenu_Refresh(frame, useValue);
end
function UIDropDownMenu_SetSelectedID(frame, id, useValue)
frame.selectedID = id;
frame.selectedName = nil;
frame.selectedValue = nil;
UIDropDownMenu_Refresh(frame, useValue);
end
function UIDropDownMenu_GetSelectedName(frame)
return frame.selectedName;
end
function UIDropDownMenu_GetSelectedID(frame)
if ( frame.selectedID ) then
return frame.selectedID;
else
-- If no explicit selectedID then try to send the id of a selected value or name
local listFrame = _G["LibDropDownMenu_List"..UIDROPDOWNMENU_MENU_LEVEL];
for i=1, listFrame.numButtons do
local button = _G["LibDropDownMenu_List"..UIDROPDOWNMENU_MENU_LEVEL.."Button"..i];
-- See if checked or not
if ( UIDropDownMenu_GetSelectedName(frame) ) then
if ( button:GetText() == UIDropDownMenu_GetSelectedName(frame) ) then
return i;
end
elseif ( UIDropDownMenu_GetSelectedValue(frame) ) then
if ( button.value == UIDropDownMenu_GetSelectedValue(frame) ) then
return i;
end
end
end
end
end
function UIDropDownMenu_GetSelectedValue(frame)
return frame.selectedValue;
end
function UIDropDownMenuButton_OnClick(self, mouseButton)
local checked = self.checked;
if ( type (checked) == "function" ) then
checked = checked(self);
end
if ( self.keepShownOnClick ) then
if not self.notCheckable then
if ( checked ) then
_G[self:GetName().."Check"]:Hide();
_G[self:GetName().."UnCheck"]:Show();
checked = false;
else
_G[self:GetName().."Check"]:Show();
_G[self:GetName().."UnCheck"]:Hide();
checked = true;
end
end
else
self:GetParent():Hide();
end
if ( type (self.checked) ~= "function" ) then
self.checked = checked;
end
-- saving this here because func might use a dropdown, changing this self's attributes
local playSound = true;
if ( self.noClickSound ) then
playSound = false;
end
local func = self.func;
if ( func ) then
func(self, self.arg1, self.arg2, checked, mouseButton);
else
return;
end
if ( playSound ) then
PlaySound(SOUNDKIT.U_CHAT_SCROLL_BUTTON);
end
end
function HideDropDownMenu(level)
local listFrame = _G["LibDropDownMenu_List"..level];
listFrame:Hide();
end
function ToggleDropDownMenu(level, value, dropDownFrame, anchorName, xOffset, yOffset, menuList, button, autoHideDelay)
if ( not level ) then
level = 1;
end
UIDropDownMenuDelegate:SetAttribute("createframes-level", level);
UIDropDownMenuDelegate:SetAttribute("createframes-index", 0);
UIDropDownMenuDelegate:SetAttribute("createframes", true);
UIDROPDOWNMENU_MENU_LEVEL = level;
UIDROPDOWNMENU_MENU_VALUE = value;
local listFrameName = "LibDropDownMenu_List"..level;
local listFrame = _G[listFrameName];
UIDropDownMenu_ClearCustomFrames(listFrame);
local tempFrame;
local point, relativePoint, relativeTo;
if ( not dropDownFrame ) then
tempFrame = button:GetParent();
else
tempFrame = dropDownFrame;
end
if ( listFrame:IsShown() and (UIDROPDOWNMENU_OPEN_MENU == tempFrame) ) then
listFrame:Hide();
else
-- Set the dropdownframe scale
local uiScale;
local uiParentScale = UIParent:GetScale();
if ( GetCVar("useUIScale") == "1" ) then
uiScale = tonumber(GetCVar("uiscale"));
if ( uiParentScale < uiScale ) then
uiScale = uiParentScale;
end
else
uiScale = uiParentScale;
end
listFrame:SetScale(uiScale);
-- Hide the listframe anyways since it is redrawn OnShow()
listFrame:Hide();
-- Frame to anchor the dropdown menu to
local anchorFrame;
-- Display stuff
-- Level specific stuff
if ( level == 1 ) then
UIDropDownMenuDelegate:SetAttribute("openmenu", dropDownFrame);
listFrame:ClearAllPoints();
-- If there's no specified anchorName then use left side of the dropdown menu
if ( not anchorName ) then
-- See if the anchor was set manually using setanchor
if ( dropDownFrame.xOffset ) then
xOffset = dropDownFrame.xOffset;
end
if ( dropDownFrame.yOffset ) then
yOffset = dropDownFrame.yOffset;
end
if ( dropDownFrame.point ) then
point = dropDownFrame.point;
end
if ( dropDownFrame.relativeTo ) then
relativeTo = dropDownFrame.relativeTo;
else
relativeTo = GetChild(UIDROPDOWNMENU_OPEN_MENU, UIDROPDOWNMENU_OPEN_MENU:GetName(), "Left");
end
if ( dropDownFrame.relativePoint ) then
relativePoint = dropDownFrame.relativePoint;
end
elseif ( anchorName == "cursor" ) then
relativeTo = nil;
local cursorX, cursorY = GetCursorPosition();
cursorX = cursorX/uiScale;
cursorY = cursorY/uiScale;
if ( not xOffset ) then
xOffset = 0;
end
if ( not yOffset ) then
yOffset = 0;
end
xOffset = cursorX + xOffset;
yOffset = cursorY + yOffset;
else
-- See if the anchor was set manually using setanchor
if ( dropDownFrame.xOffset ) then
xOffset = dropDownFrame.xOffset;
end
if ( dropDownFrame.yOffset ) then
yOffset = dropDownFrame.yOffset;
end
if ( dropDownFrame.point ) then
point = dropDownFrame.point;
end
if ( dropDownFrame.relativeTo ) then
relativeTo = dropDownFrame.relativeTo;
else
relativeTo = anchorName;
end
if ( dropDownFrame.relativePoint ) then
relativePoint = dropDownFrame.relativePoint;
end
end
if ( not xOffset or not yOffset ) then
xOffset = 8;
yOffset = 22;
end
if ( not point ) then
point = "TOPLEFT";
end
if ( not relativePoint ) then
relativePoint = "BOTTOMLEFT";
end
listFrame:SetPoint(point, relativeTo, relativePoint, xOffset, yOffset);
else
if ( not dropDownFrame ) then
dropDownFrame = UIDROPDOWNMENU_OPEN_MENU;
end
listFrame:ClearAllPoints();
-- If this is a dropdown button, not the arrow anchor it to itself
if ( strsub(button:GetParent():GetName(), 0,20) == "LibDropDownMenu_List" and strlen(button:GetParent():GetName()) == 21 ) then
anchorFrame = button;
else
anchorFrame = button:GetParent();
end
point = "TOPLEFT";
relativePoint = "TOPRIGHT";
listFrame:SetPoint(point, anchorFrame, relativePoint, 0, 0);
end
if dropDownFrame.hideBackdrops then
_G[listFrameName.."Backdrop"]:Hide();
_G[listFrameName.."MenuBackdrop"]:Hide();
else
-- Change list box appearance depending on display mode
if ( dropDownFrame and dropDownFrame.displayMode == "MENU" ) then
_G[listFrameName.."Backdrop"]:Hide();
_G[listFrameName.."MenuBackdrop"]:Show();
else
_G[listFrameName.."Backdrop"]:Show();
_G[listFrameName.."MenuBackdrop"]:Hide();
end
end
UIDropDownMenu_Initialize(dropDownFrame, dropDownFrame.initialize, nil, level, menuList);
-- If no items in the drop down don't show it
if ( listFrame.numButtons == 0 ) then
return;
end
listFrame.onShow = dropDownFrame.listFrameOnShow;
-- Check to see if the dropdownlist is off the screen, if it is anchor it to the top of the dropdown button
listFrame:Show();
-- Hack since GetCenter() is returning coords relative to 1024x768
local x, y = listFrame:GetCenter();
-- Hack will fix this in next revision of dropdowns
if ( not x or not y ) then
listFrame:Hide();
return;
end
listFrame.onHide = dropDownFrame.onHide;
-- Set the listframe frameStrata
if dropDownFrame.listFrameStrata then
listFrame.baseFrameStrata = listFrame:GetFrameStrata();
listFrame:SetFrameStrata(dropDownFrame.listFrameStrata);
end
-- We just move level 1 enough to keep it on the screen. We don't necessarily change the anchors.
if ( level == 1 ) then
local offLeft = listFrame:GetLeft()/uiScale;
local offRight = (GetScreenWidth() - listFrame:GetRight())/uiScale;
local offTop = (GetScreenHeight() - listFrame:GetTop())/uiScale;
local offBottom = listFrame:GetBottom()/uiScale;
local xAddOffset, yAddOffset = 0, 0;
if ( offLeft < 0 ) then
xAddOffset = -offLeft;
elseif ( offRight < 0 ) then
xAddOffset = offRight;
end
if ( offTop < 0 ) then
yAddOffset = offTop;
elseif ( offBottom < 0 ) then
yAddOffset = -offBottom;
end
listFrame:ClearAllPoints();
if ( anchorName == "cursor" ) then
listFrame:SetPoint(point, relativeTo, relativePoint, xOffset + xAddOffset, yOffset + yAddOffset);
else
listFrame:SetPoint(point, relativeTo, relativePoint, xOffset + xAddOffset, yOffset + yAddOffset);
end
else
-- Determine whether the menu is off the screen or not
local offscreenY, offscreenX;
if ( (y - listFrame:GetHeight()/2) < 0 ) then
offscreenY = 1;
end
if ( listFrame:GetRight() > GetScreenWidth() ) then
offscreenX = 1;
end
if ( offscreenY and offscreenX ) then
point = gsub(point, "TOP(.*)", "BOTTOM%1");
point = gsub(point, "(.*)LEFT", "%1RIGHT");
relativePoint = gsub(relativePoint, "TOP(.*)", "BOTTOM%1");
relativePoint = gsub(relativePoint, "(.*)RIGHT", "%1LEFT");
xOffset = -11;
yOffset = -14;
elseif ( offscreenY ) then
point = gsub(point, "TOP(.*)", "BOTTOM%1");
relativePoint = gsub(relativePoint, "TOP(.*)", "BOTTOM%1");
xOffset = 0;
yOffset = -14;
elseif ( offscreenX ) then
point = gsub(point, "(.*)LEFT", "%1RIGHT");
relativePoint = gsub(relativePoint, "(.*)RIGHT", "%1LEFT");
xOffset = -11;
yOffset = 14;
else
xOffset = 0;
yOffset = 14;
end
listFrame:ClearAllPoints();
listFrame.parentLevel = tonumber(strmatch(anchorFrame:GetName(), "LibDropDownMenu_List(%d+)"));
listFrame.parentID = anchorFrame:GetID();
listFrame:SetPoint(point, anchorFrame, relativePoint, xOffset, yOffset);
end
end
end
function CloseDropDownMenus(level)
if ( not level ) then
level = 1;
end
for i=level, UIDROPDOWNMENU_MAXLEVELS do
_G["LibDropDownMenu_List"..i]:Hide();
end
end
local function UIDropDownMenu_ContainsMouse()
for i = 1, UIDROPDOWNMENU_MAXLEVELS do
local dropdown = _G["LibDropDownMenu_List"..i];
if dropdown:IsShown() and dropdown:IsMouseOver() then
return true;
end
end
return false;
end
function UIDropDownMenu_HandleGlobalMouseEvent(button, event)
if event == "GLOBAL_MOUSE_DOWN" and (button == "LeftButton" or button == "RightButton") then
if not UIDropDownMenu_ContainsMouse() then
CloseDropDownMenus();
end
end
end
if _G.WOW_PROJECT_ID == _G.WOW_PROJECT_MAINLINE then
hooksecurefunc(_G,"UIDropDownMenu_HandleGlobalMouseEvent",UIDropDownMenu_HandleGlobalMouseEvent);
end
function UIDropDownMenu_OnShow(self)
if ( self.onShow ) then
self.onShow();
self.onShow = nil;
end
for i=1, UIDROPDOWNMENU_MAXBUTTONS do
if (not self.noResize) then
_G[self:GetName().."Button"..i]:SetWidth(self.maxWidth);
end
end
if (not self.noResize) then
self:SetWidth(self.maxWidth+25);
end
if ( self:GetID() > 1 ) then
self.parent = _G["LibDropDownMenu_List"..(self:GetID() - 1)];
end
if EventRegistry and EventRegistry.TriggerEvent then
EventRegistry:TriggerEvent("UIDropDownMenu.Show", self);
end
end
function UIDropDownMenu_OnHide(self)
local id = self:GetID()
if ( self.onHide ) then
self.onHide(id+1);
self.onHide = nil;
end
if ( self.baseFrameStrata ) then
self:SetFrameStrata(self.baseFrameStrata);
self.baseFrameStrata = nil;
end
CloseDropDownMenus(id+1);
OPEN_DROPDOWNMENUS[id] = nil;
if (id == 1) then
UIDROPDOWNMENU_OPEN_MENU = nil;
end
UIDropDownMenu_ClearCustomFrames(self);
if EventRegistry and EventRegistry.TriggerEvent then
EventRegistry:TriggerEvent("UIDropDownMenu.Hide");
end
end
function UIDropDownMenu_ClearCustomFrames(self)
if self.customFrames then
for index, frame in ipairs(self.customFrames) do
frame:Hide();
end
self.customFrames = nil;
end
end
function UIDropDownMenu_SetWidth(frame, width, padding)
local frameName = frame:GetName();
GetChild(frame, frameName, "Middle"):SetWidth(width);
local defaultPadding = 25;
if ( padding ) then
frame:SetWidth(width + padding);
else
frame:SetWidth(width + defaultPadding + defaultPadding);
end
if ( padding ) then
GetChild(frame, frameName, "Text"):SetWidth(width);
else
GetChild(frame, frameName, "Text"):SetWidth(width - defaultPadding);
end
frame.noResize = 1;
end
function UIDropDownMenu_SetButtonWidth(frame, width)
local frameName = frame:GetName();
if ( width == "TEXT" ) then
width = GetChild(frame, frameName, "Text"):GetWidth();
end
GetChild(frame, frameName, "Button"):SetWidth(width);
frame.noResize = 1;
end
function UIDropDownMenu_SetText(frame, text)
local frameName = frame:GetName();
GetChild(frame, frameName, "Text"):SetText(text);
end
function UIDropDownMenu_GetText(frame)
local frameName = frame:GetName();
return GetChild(frame, frameName, "Text"):GetText();
end
function UIDropDownMenu_ClearAll(frame)
-- Previous code refreshed the menu quite often and was a performance bottleneck
frame.selectedID = nil;
frame.selectedName = nil;
frame.selectedValue = nil;
UIDropDownMenu_SetText(frame, "");
local button, checkImage, uncheckImage;
for i=1, UIDROPDOWNMENU_MAXBUTTONS do
button = _G["LibDropDownMenu_List"..UIDROPDOWNMENU_MENU_LEVEL.."Button"..i];
button:UnlockHighlight();
checkImage = _G["LibDropDownMenu_List"..UIDROPDOWNMENU_MENU_LEVEL.."Button"..i.."Check"];
checkImage:Hide();
uncheckImage = _G["LibDropDownMenu_List"..UIDROPDOWNMENU_MENU_LEVEL.."Button"..i.."UnCheck"];
uncheckImage:Hide();
end
end
function UIDropDownMenu_JustifyText(frame, justification, customXOffset, customYOffset)
local frameName = frame:GetName();
local text = GetChild(frame, frameName, "Text");
text:ClearAllPoints();
if ( justification == "LEFT" ) then
text:SetPoint("LEFT", GetChild(frame, frameName, "Left"), "LEFT", customXOffset or 27, customYOffset or 2);
text:SetJustifyH("LEFT");
elseif ( justification == "RIGHT" ) then
text:SetPoint("RIGHT", GetChild(frame, frameName, "Right"), "RIGHT", customXOffset or -43, customYOffset or 2);
text:SetJustifyH("RIGHT");
elseif ( justification == "CENTER" ) then
text:SetPoint("CENTER", GetChild(frame, frameName, "Middle"), "CENTER", customXOffset or -5, customYOffset or 2);
text:SetJustifyH("CENTER");
end
end
function UIDropDownMenu_SetAnchor(dropdown, xOffset, yOffset, point, relativeTo, relativePoint)
dropdown.xOffset = xOffset;
dropdown.yOffset = yOffset;
dropdown.point = point;
dropdown.relativeTo = relativeTo;
dropdown.relativePoint = relativePoint;
end
function UIDropDownMenu_GetCurrentDropDown()
if ( UIDROPDOWNMENU_OPEN_MENU ) then
return UIDROPDOWNMENU_OPEN_MENU;
elseif ( UIDROPDOWNMENU_INIT_MENU ) then
return UIDROPDOWNMENU_INIT_MENU;
end
end
function UIDropDownMenuButton_GetChecked(self)
return _G[self:GetName().."Check"]:IsShown();
end
function UIDropDownMenuButton_GetName(self)
return _G[self:GetName().."NormalText"]:GetText();
end
function UIDropDownMenuButton_OpenColorPicker(self, button)
CloseMenus();
if ( not button ) then
button = self;
end
UIDROPDOWNMENU_MENU_VALUE = button.value;
OpenColorPicker(button);
end
function UIDropDownMenu_DisableButton(level, id)
UIDropDownMenu_SetDropdownButtonEnabled(_G["LibDropDownMenu_List"..level.."Button"..id],false);
end
function UIDropDownMenu_EnableButton(level, id)
UIDropDownMenu_SetDropdownButtonEnabled(_G["LibDropDownMenu_List"..level.."Button"..id],true);
end
function UIDropDownMenu_SetDropdownButtonEnabled(button, enabled)
if enabled then
button:Enable();
else
button:Disable();
end
end
function UIDropDownMenu_SetButtonText(level, id, text, colorCode)
local button = _G["LibDropDownMenu_List"..level.."Button"..id];
if ( colorCode) then
button:SetText(colorCode..text.."|r");
else
button:SetText(text);
end
end
function UIDropDownMenu_SetButtonNotClickable(level, id)
_G["LibDropDownMenu_List"..level.."Button"..id]:SetDisabledFontObject(GameFontHighlightSmallLeft);
end
function UIDropDownMenu_SetButtonClickable(level, id)
_G["LibDropDownMenu_List"..level.."Button"..id]:SetDisabledFontObject(GameFontDisableSmallLeft);
end
function UIDropDownMenu_SetDropDownEnabled(dropDown, enabled, disabledtooltip)
if enabled then
UIDropDownMenu_EnableDropDown(dropDown);
else
UIDropDownMenu_DisableDropDown(dropDown, disabledtooltip);
end
end
function UIDropDownMenu_DisableDropDown(dropDown, disabledtooltip)
UIDropDownMenu_SetDropDownEnabled(dropDown, false, disabledtooltip);
end
function UIDropDownMenu_EnableDropDown(dropDown)
UIDropDownMenu_SetDropDownEnabled(dropDown, true);
end
function UIDropDownMenu_SetDropDownEnabled(dropDown, enabled, disabledTooltip)
local dropDownName = dropDown:GetName();
local label = GetChild(dropDown, dropDownName, "Label");
if label then
label:SetVertexColor((enabled and NORMAL_FONT_COLOR or GRAY_FONT_COLOR):GetRGB());
end
local icon = GetChild(dropDown, dropDownName, "Icon");
if icon then
icon:SetVertexColor((enabled and HIGHLIGHT_FONT_COLOR or GRAY_FONT_COLOR):GetRGB());
end
local text = GetChild(dropDown, dropDownName, "Text");
if text then
text:SetVertexColor((enabled and HIGHLIGHT_FONT_COLOR or GRAY_FONT_COLOR):GetRGB());
end
local button = GetChild(dropDown, dropDownName, "Button");
if button then
button:SetEnabled(enabled);
-- Clear any previously set disabledTooltip (it will be reset below if needed).
if button:GetMotionScriptsWhileDisabled() then
button:SetMotionScriptsWhileDisabled(false);
button:SetScript("OnEnter", nil);
button:SetScript("OnLeave", nil);
end
end
if enabled then
dropDown.isDisabled = nil;
else
dropDown.isDisabled = 1;
if button then
if disabledTooltip then
button:SetMotionScriptsWhileDisabled(true);
button:SetScript("OnEnter", function()
GameTooltip:SetOwner(button, "ANCHOR_RIGHT");
GameTooltip_AddErrorLine(GameTooltip, disabledTooltip);
GameTooltip:Show();
end);
button:SetScript("OnLeave", GameTooltip_Hide);
end
end
end
end
function UIDropDownMenu_IsEnabled(dropDown)
return not dropDown.isDisabled;
end
function UIDropDownMenu_GetValue(id)
--Only works if the dropdown has just been initialized, lame, I know =(
local button = _G["LibDropDownMenu_List1Button"..id];
if ( button ) then
return _G["LibDropDownMenu_List1Button"..id].value;
else
return nil;
end
end
function OpenColorPicker(info)
ColorPickerFrame.func = info.swatchFunc;
ColorPickerFrame.hasOpacity = info.hasOpacity;
ColorPickerFrame.opacityFunc = info.opacityFunc;
ColorPickerFrame.opacity = info.opacity;
ColorPickerFrame.previousValues = {r = info.r, g = info.g, b = info.b, opacity = info.opacity};
ColorPickerFrame.cancelFunc = info.cancelFunc;
ColorPickerFrame.extraInfo = info.extraInfo;
-- This must come last, since it triggers a call to ColorPickerFrame.func()
ColorPickerFrame:SetColorRGB(info.r, info.g, info.b);
ShowUIPanel(ColorPickerFrame);
end
function ColorPicker_GetPreviousValues()
return ColorPickerFrame.previousValues.r, ColorPickerFrame.previousValues.g, ColorPickerFrame.previousValues.b;
end