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--- MSA-DropDownMenu-1.0 - DropDown menu for non-Blizzard addons
--- Copyright (c) 2016-2020, Marouan Sabbagh <mar.sabbagh@gmail.com>
--- All Rights Reserved.
---
--- https://www.curseforge.com/wow/addons/msa-dropdownmenu-10
local name, version = "MSA-DropDownMenu-1.0", 11
local lib, oldVersion = LibStub:NewLibrary(name, version)
if not lib then return end
-- WoW API
local _G = _G
MSA_DROPDOWNMENU_MINBUTTONS = 8;
MSA_DROPDOWNMENU_MAXBUTTONS = 8;
MSA_DROPDOWNMENU_MAXLEVELS = 2;
MSA_DROPDOWNMENU_BUTTON_HEIGHT = 16;
MSA_DROPDOWNMENU_BORDER_HEIGHT = 15;
-- The current open menu
MSA_DROPDOWNMENU_OPEN_MENU = nil;
-- The current menu being initialized
MSA_DROPDOWNMENU_INIT_MENU = nil;
-- Current level shown of the open menu
MSA_DROPDOWNMENU_MENU_LEVEL = 1;
-- Current value of the open menu
MSA_DROPDOWNMENU_MENU_VALUE = nil;
-- Time to wait to hide the menu
MSA_DROPDOWNMENU_SHOW_TIME = 2;
-- Default dropdown text height
MSA_DROPDOWNMENU_DEFAULT_TEXT_HEIGHT = nil;
-- List of open menus
MSA_OPEN_DROPDOWNMENUS = {};
lib.delegate = lib.delegate or CreateFrame("Frame");
local MSA_DropDownMenuDelegate = lib.delegate;
------------------------------------------------------------------------------------------------------------------------
-- Frames
------------------------------------------------------------------------------------------------------------------------
local function CreateDropDownMenuButton(name, parent)
local DropDownMenuButton = CreateFrame("Button", name, parent or nil)
DropDownMenuButton:SetWidth(100)
DropDownMenuButton:SetHeight(16)
DropDownMenuButton:SetFrameLevel(DropDownMenuButton:GetParent():GetFrameLevel()+2)
local texture1 = DropDownMenuButton:CreateTexture(name.."Highlight", "BACKGROUND")
texture1:SetAllPoints()
texture1:Hide()
texture1:SetTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight")
texture1:SetBlendMode("ADD")
local texture2 = DropDownMenuButton:CreateTexture(name.."Check", "ARTWORK")
texture2:SetTexture("Interface\\Common\\UI-DropDownRadioChecks")
texture2:SetWidth(16)
texture2:SetHeight(16)
texture2:SetPoint("LEFT", DropDownMenuButton, 0, 0)
texture2:SetTexCoord(0, 0.5, 0.5, 1)
local texture3 = DropDownMenuButton:CreateTexture(name.."UnCheck", "ARTWORK")
texture3:SetTexture("Interface\\Common\\UI-DropDownRadioChecks")
texture3:SetWidth(16)
texture3:SetHeight(16)
texture3:SetPoint("LEFT", DropDownMenuButton, 0, 0)
texture3:SetTexCoord(0.5, 1, 0.5, 1)
local texture4 = DropDownMenuButton:CreateTexture(name.."Icon", "ARTWORK")
texture4:Hide()
texture4:SetWidth(16)
texture4:SetHeight(16)
texture4:SetPoint("RIGHT", DropDownMenuButton, 0, 0)
local button1 = CreateFrame("Button", name.."ColorSwatch", DropDownMenuButton)
button1:Hide()
button1:SetWidth(16)
button1:SetHeight(16)
button1:SetPoint("RIGHT", DropDownMenuButton, -6, 0)
local button1Texture1 = button1:CreateTexture(name.."ColorSwatchSwatchBg", "BACKGROUND")
button1Texture1:SetVertexColor(1, 1, 1)
button1Texture1:SetWidth(14)
button1Texture1:SetHeight(14)
button1Texture1:SetPoint("CENTER", button1, 0, 0)
button1:SetScript("OnClick", function(self, button, down)
CloseMenus();
MSA_DropDownMenuButton_OpenColorPicker(self:GetParent());
end)
button1:SetScript("OnEnter", function(self, motion)
MSA_CloseDropDownMenus(self:GetParent():GetParent():GetID() + 1);
_G[self:GetName().."SwatchBg"]:SetVertexColor(NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b);
MSA_DropDownMenu_StopCounting(self:GetParent():GetParent());
end)
button1:SetScript("OnLeave", function(self, motion)
_G[self:GetName().."SwatchBg"]:SetVertexColor(HIGHLIGHT_FONT_COLOR.r, HIGHLIGHT_FONT_COLOR.g, HIGHLIGHT_FONT_COLOR.b);
MSA_DropDownMenu_StartCounting(self:GetParent():GetParent());
end)
local button1NormalTexture = button1:CreateTexture(name.."ColorSwatchNormalTexture")
button1NormalTexture:SetTexture("Interface\\ChatFrame\\ChatFrameColorSwatch")
button1NormalTexture:SetAllPoints()
button1:SetNormalTexture(button1NormalTexture)
local button2 = CreateFrame("Button", name.."ExpandArrow", DropDownMenuButton)
button2:Hide()
button2:SetWidth(16)
button2:SetHeight(16)
button2:SetPoint("RIGHT", DropDownMenuButton, 0, 0)
button2:SetScript("OnClick", function(self, button, down)
MSA_ToggleDropDownMenu(self:GetParent():GetParent():GetID() + 1, self:GetParent().value, nil, nil, nil, nil, self:GetParent().menuList, self);
end)
button2:SetScript("OnEnter", function(self, motion)
local level = self:GetParent():GetParent():GetID() + 1;
local listFrame = _G["MSA_DropDownList"..level];
if ( not listFrame or not listFrame:IsShown() or select(2, listFrame:GetPoint()) ~= self ) then
MSA_ToggleDropDownMenu(level, self:GetParent().value, nil, nil, nil, nil, self:GetParent().menuList, self);
end
MSA_DropDownMenu_StopCounting(self:GetParent():GetParent());
end)
button2:SetScript("OnLeave", function(self, motion)
MSA_DropDownMenu_StartCounting(self:GetParent():GetParent());
end)
local button2NormalTexture = button2:CreateTexture()
button2NormalTexture:SetTexture("Interface\\ChatFrame\\ChatFrameExpandArrow")
button2NormalTexture:SetAllPoints()
button2:SetNormalTexture(button2NormalTexture)
local button3 = CreateFrame("Button", name.."InvisibleButton", DropDownMenuButton)
DropDownMenuButton["invisibleButton"] = button3
button3:Hide()
button3:SetPoint("TOPLEFT", DropDownMenuButton, 0, 0)
button3:SetPoint("BOTTOMLEFT", DropDownMenuButton, 0, 0)
button3:SetPoint("RIGHT", button1, "LEFT", 0, 0)
button3:SetScript("OnEnter", function(self, motion)
MSA_DropDownMenu_StopCounting(self:GetParent():GetParent());
MSA_CloseDropDownMenus(self:GetParent():GetParent():GetID() + 1);
local parent = self:GetParent();
if ( parent.tooltipTitle and parent.tooltipWhileDisabled) then
if ( parent.tooltipOnButton ) then
GameTooltip:SetOwner(parent, "ANCHOR_RIGHT");
GameTooltip:AddLine(parent.tooltipTitle, 1.0, 1.0, 1.0);
GameTooltip:AddLine(parent.tooltipText, nil, nil, nil, true);
GameTooltip:Show();
end
end
end)
button3:SetScript("OnLeave", function(self, motion)
MSA_DropDownMenu_StartCounting(self:GetParent():GetParent());
GameTooltip:Hide();
end)
DropDownMenuButton:SetScript("OnClick", function(self, button, down)
MSA_DropDownMenuButton_OnClick(self, button, down);
end)
DropDownMenuButton:SetScript("OnEnter", function(self, motion)
if ( self.hasArrow ) then
local level = self:GetParent():GetID() + 1;
local listFrame = _G["MSA_DropDownList"..level];
if ( not listFrame or not listFrame:IsShown() or select(2, listFrame:GetPoint()) ~= self ) then
MSA_ToggleDropDownMenu(self:GetParent():GetID() + 1, self.value, nil, nil, nil, nil, self.menuList, self);
end
else
MSA_CloseDropDownMenus(self:GetParent():GetID() + 1);
end
_G[self:GetName().."Highlight"]:Show();
MSA_DropDownMenu_StopCounting(self:GetParent());
if ( self.tooltipTitle ) then
if ( self.tooltipOnButton ) then
GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
GameTooltip:AddLine(self.tooltipTitle, 1.0, 1.0, 1.0);
GameTooltip:AddLine(self.tooltipText, nil, nil, nil, true);
GameTooltip:Show();
end
end
end)
DropDownMenuButton:SetScript("OnLeave", function(self, motion)
_G[self:GetName().."Highlight"]:Hide();
MSA_DropDownMenu_StartCounting(self:GetParent());
GameTooltip:Hide();
end)
DropDownMenuButton:SetScript("OnEnable", function(self)
self.invisibleButton:Hide();
end)
DropDownMenuButton:SetScript("OnDisable", function(self)
self.invisibleButton:Show();
end)
local text1 = DropDownMenuButton:CreateFontString(name.."NormalText")
DropDownMenuButton:SetFontString(text1)
text1:SetPoint("LEFT", DropDownMenuButton, -5, 0)
DropDownMenuButton:SetNormalFontObject("GameFontHighlightSmallLeft")
DropDownMenuButton:SetHighlightFontObject("GameFontHighlightSmallLeft")
DropDownMenuButton:SetDisabledFontObject("GameFontDisableSmallLeft")
return DropDownMenuButton
end
local function CreateDropDownList(name, parent)
local DropDownList = _G[name] or CreateFrame("Button", name)
DropDownList:SetParent(parent or nil)
DropDownList:Hide()
DropDownList:SetFrameStrata("DIALOG")
DropDownList:EnableMouse(true)
local frame1
if oldVersion and oldVersion > 8 then -- WoW 9.0 compatibility
frame1 = _G[name.."Backdrop"] or CreateFrame("Frame", name.."Backdrop", DropDownList, BackdropTemplateMixin and "BackdropTemplate")
else
frame1 = CreateFrame("Frame", name.."Backdrop", DropDownList, BackdropTemplateMixin and "BackdropTemplate")
end
frame1:SetAllPoints()
frame1:SetBackdrop({
bgFile = "Interface\\DialogFrame\\UI-DialogBox-Background-Dark",
edgeFile = "Interface\\DialogFrame\\UI-DialogBox-Border",
tile = true,
tileSize = 32,
edgeSize = 32,
insets = {
left = 11,
right = 12,
top = 12,
bottom = 9,
},
})
local frame2
if oldVersion and oldVersion > 8 then -- WoW 9.0 compatibility
frame2 = _G[name.."MenuBackdrop"] or CreateFrame("Frame", name.."MenuBackdrop", DropDownList, BackdropTemplateMixin and "BackdropTemplate")
else
frame2 = CreateFrame("Frame", name.."MenuBackdrop", DropDownList, BackdropTemplateMixin and "BackdropTemplate")
end
frame2:SetAllPoints()
frame2:SetBackdrop({
bgFile = "Interface\\Tooltips\\UI-Tooltip-Background",
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
tile = true,
tileSize = 16,
edgeSize = 16,
insets = {
left = 5,
right = 5,
top = 5,
bottom = 4,
},
})
frame2:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b)
frame2:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b)
for i=1, MSA_DROPDOWNMENU_MAXBUTTONS do
local button = CreateDropDownMenuButton(name.."Button"..i, DropDownList)
button:SetID(i)
end
DropDownList:SetScript("OnClick", function(self, button, down)
self:Hide();
end)
DropDownList:SetScript("OnEnter", function(self, motion)
MSA_DropDownMenu_StopCounting(self, motion);
end)
DropDownList:SetScript("OnLeave", function(self, motion)
MSA_DropDownMenu_StartCounting(self, motion);
end)
DropDownList:SetScript("OnUpdate", function(self, elapsed)
MSA_DropDownMenu_OnUpdate(self, elapsed);
end)
DropDownList:SetScript("OnShow", function(self)
for i=1, MSA_DROPDOWNMENU_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
self.showTimer = nil;
if ( self:GetID() > 1 ) then
self.parent = _G["MSA_DropDownList"..(self:GetID() - 1)];
end
end)
DropDownList:SetScript("OnHide", function(self)
MSA_DropDownMenu_OnHide(self);
end)
return DropDownList
end
local function CreateDropDownMenu(name, parent)
local DropDownMenu
if type(name) == "table" then
DropDownMenu = name
name = DropDownMenu:GetName()
else
DropDownMenu = CreateFrame("Frame", name, parent or nil)
end
DropDownMenu:SetWidth(40)
DropDownMenu:SetHeight(32)
local texture1 = DropDownMenu:CreateTexture(name.."Left", "ARTWORK")
texture1:SetTexture("Interface\\Glues\\CharacterCreate\\CharacterCreate-LabelFrame")
texture1:SetWidth(25)
texture1:SetHeight(64)
texture1:SetPoint("TOPLEFT", DropDownMenu, 0, 17)
texture1:SetTexCoord(0, 0.1953125, 0, 1)
local texture2 = DropDownMenu:CreateTexture(name.."Middle", "ARTWORK")
texture2:SetTexture("Interface\\Glues\\CharacterCreate\\CharacterCreate-LabelFrame")
texture2:SetWidth(115)
texture2:SetHeight(64)
texture2:SetPoint("LEFT", texture1, "RIGHT", 0, 0)
texture2:SetTexCoord(0.1953125, 0.8046875, 0, 1)
local texture3 = DropDownMenu:CreateTexture(name.."Right", "ARTWORK")
texture3:SetTexture("Interface\\Glues\\CharacterCreate\\CharacterCreate-LabelFrame")
texture3:SetWidth(25)
texture3:SetHeight(64)
texture3:SetPoint("LEFT", texture2, "RIGHT", 0, 0)
texture3:SetTexCoord(0.8046875, 1, 0, 1)
local text1 = DropDownMenu:CreateFontString(name.."Text", "ARTWORK", "GameFontHighlightSmall")
DropDownMenu["Text"] = text1
text1:SetWordWrap(false)
text1:SetJustifyH("RIGHT")
text1:SetWidth(0)
text1:SetHeight(10)
text1:SetPoint("RIGHT", texture3, -43, 2)
local texture4 = DropDownMenu:CreateTexture(name.."Icon", "OVERLAY")
DropDownMenu["Icon"] = texture4
texture4:Hide()
texture4:SetWidth(16)
texture4:SetHeight(16)
texture4:SetPoint("LEFT", DropDownMenu, 30, 2)
local button1 = CreateFrame("Button", name.."Button", DropDownMenu)
DropDownMenu["Button"] = button1
button1:SetMotionScriptsWhileDisabled(true)
button1:SetWidth(24)
button1:SetHeight(24)
button1:SetPoint("TOPRIGHT", texture3, -16, -18)
button1:SetScript("OnEnter", function(self, motion)
local parent = self:GetParent();
local myscript = parent:GetScript("OnEnter");
if(myscript ~= nil) then
myscript(parent);
end
end)
button1:SetScript("OnLeave", function(self, motion)
local parent = self:GetParent();
local myscript = parent:GetScript("OnLeave");
if(myscript ~= nil) then
myscript(parent);
end
end)
button1:SetScript("OnClick", function(self, button, down)
MSA_ToggleDropDownMenu(nil, nil, self:GetParent());
PlaySound(SOUNDKIT.IG_MAINMENU_OPTION_CHECKBOX_ON);
end)
local button1NormalTexture = button1:CreateTexture(name.."ButtonNormalTexture")
button1NormalTexture:SetTexture("Interface\\ChatFrame\\UI-ChatIcon-ScrollDown-Up")
button1NormalTexture:SetWidth(24)
button1NormalTexture:SetHeight(24)
button1NormalTexture:SetPoint("RIGHT", button1, 0, 0)
button1:SetNormalTexture(button1NormalTexture)
local button1PushedTexture = button1:CreateTexture(name.."ButtonPushedTexture")
button1PushedTexture:SetTexture("Interface\\ChatFrame\\UI-ChatIcon-ScrollDown-Down")
button1PushedTexture:SetWidth(24)
button1PushedTexture:SetHeight(24)
button1PushedTexture:SetPoint("RIGHT", button1, 0, 0)
button1:SetPushedTexture(button1PushedTexture)
local button1DisabledTexture = button1:CreateTexture(name.."ButtonDisabledTexture")
button1DisabledTexture:SetTexture("Interface\\ChatFrame\\UI-ChatIcon-ScrollDown-Disabled")
button1DisabledTexture:SetWidth(24)
button1DisabledTexture:SetHeight(24)
button1DisabledTexture:SetPoint("RIGHT", button1, 0, 0)
button1:SetDisabledTexture(button1DisabledTexture)
local button1HighlightTexture = button1:CreateTexture(name.."ButtonHighlightTexture")
button1HighlightTexture:SetTexture("Interface\\Buttons\\UI-Common-MouseHilight")
button1HighlightTexture:SetBlendMode("ADD")
button1HighlightTexture:SetWidth(24)
button1HighlightTexture:SetHeight(24)
button1HighlightTexture:SetPoint("RIGHT", button1, 0, 0)
button1:SetHighlightTexture(button1HighlightTexture)
DropDownMenu:SetScript("OnHide", function(self)
MSA_CloseDropDownMenus();
end)
return DropDownMenu
end
local DropDownList1 = CreateDropDownList("MSA_DropDownList1")
DropDownList1:Hide()
DropDownList1:SetToplevel(true)
DropDownList1:SetFrameStrata("FULLSCREEN_DIALOG")
DropDownList1:SetID(1)
DropDownList1:SetWidth(180)
DropDownList1:SetHeight(10)
local _, fontHeight, _ = _G["MSA_DropDownList1Button1NormalText"]:GetFont()
MSA_DROPDOWNMENU_DEFAULT_TEXT_HEIGHT = fontHeight
local DropDownList2 = CreateDropDownList("MSA_DropDownList2")
DropDownList2:Hide()
DropDownList2:SetToplevel(true)
DropDownList2:SetFrameStrata("FULLSCREEN_DIALOG")
DropDownList2:SetID(2)
DropDownList2:SetWidth(180)
DropDownList2:SetHeight(10)
------------------------------------------------------------------------------------------------------------------------
-- Public
------------------------------------------------------------------------------------------------------------------------
function MSA_DropDownMenu_Create(name, parent)
return CreateDropDownMenu(name, parent)
end
-- 7.3.0.24920
function MSA_DropDownMenuDelegate_OnAttributeChanged(self, attribute, value)
if ( attribute == "createframes" and value == true ) then
MSA_DropDownMenu_CreateFrames(self:GetAttribute("createframes-level"), self:GetAttribute("createframes-index"));
elseif ( attribute == "initmenu" ) then
MSA_DROPDOWNMENU_INIT_MENU = value;
elseif ( attribute == "openmenu" ) then
MSA_DROPDOWNMENU_OPEN_MENU = value;
end
end
MSA_DropDownMenuDelegate:SetScript("OnAttributeChanged", MSA_DropDownMenuDelegate_OnAttributeChanged);
function MSA_DropDownMenu_InitializeHelper(frame)
-- This deals with the potentially tainted stuff!
if ( frame ~= MSA_DROPDOWNMENU_OPEN_MENU ) then
MSA_DROPDOWNMENU_MENU_LEVEL = 1;
end
-- Set the frame that's being intialized
MSA_DropDownMenuDelegate:SetAttribute("initmenu", frame);
-- Hide all the buttons
local button, dropDownList;
for i = 1, MSA_DROPDOWNMENU_MAXLEVELS, 1 do
dropDownList = _G["MSA_DropDownList"..i];
if ( i >= MSA_DROPDOWNMENU_MENU_LEVEL or frame ~= MSA_DROPDOWNMENU_OPEN_MENU ) then
dropDownList.numButtons = 0;
dropDownList.maxWidth = 0;
for j=1, MSA_DROPDOWNMENU_MAXBUTTONS, 1 do
button = _G["MSA_DropDownList"..i.."Button"..j];
button:Hide();
end
dropDownList:Hide();
end
end
frame:SetHeight(MSA_DROPDOWNMENU_BUTTON_HEIGHT * 2);
end
function MSA_DropDownMenu_Initialize(frame, initFunction, displayMode, level, menuList)
frame.menuList = menuList;
MSA_DropDownMenu_InitializeHelper(frame);
-- Set the initialize function and call it. The initFunction populates the dropdown list.
if ( initFunction ) then
MSA_DropDownMenu_SetInitializeFunction(frame, initFunction);
initFunction(frame, level, frame.menuList);
end
--master frame
if(level == nil) then
level = 1;
end
local dropDownList = _G["MSA_DropDownList"..level]
dropDownList.dropdown = frame;
dropDownList.shouldRefresh = true;
-- Change appearance based on the displayMode
if ( displayMode == "MENU" ) then
local name = frame:GetName();
_G[name.."Left"]:Hide();
_G[name.."Middle"]:Hide();
_G[name.."Right"]:Hide();
_G[name.."ButtonNormalTexture"]:SetTexture("");
_G[name.."ButtonDisabledTexture"]:SetTexture("");
_G[name.."ButtonPushedTexture"]:SetTexture("");
_G[name.."ButtonHighlightTexture"]:SetTexture("");
local button = _G[name.."Button"]
button:ClearAllPoints();
button:SetPoint("LEFT", name.."Text", "LEFT", -9, 0);
button:SetPoint("RIGHT", name.."Text", "RIGHT", 6, 0);
frame.displayMode = "MENU";
end
end
function MSA_DropDownMenu_SetInitializeFunction(frame, initFunction)
frame.initialize = initFunction;
end
function MSA_DropDownMenu_RefreshDropDownSize(self)
self.maxWidth = MSA_DropDownMenu_GetMaxButtonWidth(self);
self:SetWidth(self.maxWidth + 25);
for i=1, MSA_DROPDOWNMENU_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 MSA_DropDownMenu_OnUpdate(self, elapsed)
if ( self.shouldRefresh ) then
MSA_DropDownMenu_RefreshDropDownSize(self);
self.shouldRefresh = false;
end
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
-- Start the countdown on a frame
function MSA_DropDownMenu_StartCounting(frame)
if ( frame.parent ) then
MSA_DropDownMenu_StartCounting(frame.parent);
else
frame.showTimer = MSA_DROPDOWNMENU_SHOW_TIME;
frame.isCounting = 1;
end
end
-- Stop the countdown on a frame
function MSA_DropDownMenu_StopCounting(frame)
if ( frame.parent ) then
MSA_DropDownMenu_StopCounting(frame.parent);
else
frame.isCounting = nil;
end
end
--[[
List of button attributes
======================================================
info.text = [STRING] -- The text of the button
info.value = [ANYTHING] -- The value that MSA_DROPDOWNMENU_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.tooltipOnButton = [nil, 1] -- Show the tooltip attached to the button instead of as a Newbie tooltip.
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.menuTable = [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.leftPadding = [nil, NUMBER] -- Number of pixels to pad the button on the left side
info.minWidth = [nil, NUMBER] -- Minimum width for this line
]]
local MSA_DropDownMenu_ButtonInfo = {};
local wipe = table.wipe;
function MSA_DropDownMenu_CreateInfo()
-- Reuse the same table to prevent memory churn
return wipe(MSA_DropDownMenu_ButtonInfo);
end
function MSA_DropDownMenu_CreateFrames(level, index)
while ( level > MSA_DROPDOWNMENU_MAXLEVELS ) do
MSA_DROPDOWNMENU_MAXLEVELS = MSA_DROPDOWNMENU_MAXLEVELS + 1;
local newList = CreateDropDownList("MSA_DropDownList"..MSA_DROPDOWNMENU_MAXLEVELS);
newList:SetFrameStrata("FULLSCREEN_DIALOG");
newList:SetToplevel(true);
newList:Hide();
newList:SetID(MSA_DROPDOWNMENU_MAXLEVELS);
newList:SetWidth(180)
newList:SetHeight(10)
for i=MSA_DROPDOWNMENU_MINBUTTONS+1, MSA_DROPDOWNMENU_MAXBUTTONS do
local newButton = CreateDropDownMenuButton("MSA_DropDownList"..MSA_DROPDOWNMENU_MAXLEVELS.."Button"..i, newList);
newButton:SetID(i);
end
end
while ( index > MSA_DROPDOWNMENU_MAXBUTTONS ) do
MSA_DROPDOWNMENU_MAXBUTTONS = MSA_DROPDOWNMENU_MAXBUTTONS + 1;
for i=1, MSA_DROPDOWNMENU_MAXLEVELS do
local newButton = CreateDropDownMenuButton("MSA_DropDownList"..i.."Button"..MSA_DROPDOWNMENU_MAXBUTTONS, _G["MSA_DropDownList"..i]);
newButton:SetID(MSA_DROPDOWNMENU_MAXBUTTONS);
end
end
end
function MSA_DropDownMenu_AddSeparator(info, level)
info.text = nil;
info.hasArrow = false;
info.dist = 0;
info.isTitle = true;
info.isUninteractable = true;
info.notCheckable = true;
info.leftPadding = nil; -- MSA
info.iconOnly = true;
info.icon = "Interface\\Common\\UI-TooltipDivider-Transparent";
info.tCoordLeft = 0;
info.tCoordRight = 1;
info.tCoordTop = 0;
info.tCoordBottom = 1;
info.tSizeX = 0;
info.tSizeY = 8;
info.tFitDropDownSizeX = true;
info.iconInfo = { tCoordLeft = info.tCoordLeft,
tCoordRight = info.tCoordRight,
tCoordTop = info.tCoordTop,
tCoordBottom = info.tCoordBottom,
tSizeX = info.tSizeX,
tSizeY = info.tSizeY,
tFitDropDownSizeX = info.tFitDropDownSizeX };
MSA_DropDownMenu_AddButton(info, level);
-- MSA
info.isTitle = nil;
info.disabled = nil;
info.iconOnly = nil;
info.icon = nil;
info.iconInfo = nil;
end
function MSA_DropDownMenu_AddButton(info, level)
--[[
Might to uncomment this if there are performance issues
if ( not MSA_DROPDOWNMENU_OPEN_MENU ) then
return;
end
]]
if ( not level ) then
level = 1;
end
local listFrame = _G["MSA_DropDownList"..level];
local index = listFrame and (listFrame.numButtons + 1) or 1;
local width;
MSA_DropDownMenuDelegate:SetAttribute("createframes-level", level);
MSA_DropDownMenuDelegate:SetAttribute("createframes-index", index);
MSA_DropDownMenuDelegate:SetAttribute("createframes", true);
listFrame = listFrame or _G["MSA_DropDownList"..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 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 ) then
icon:SetSize(16,16);
if ( info.iconAtlas ) then
icon:SetAtlas(info.icon, true);
info.tCoordLeft = nil
info.tCoordRight = nil
info.tCoordTop = nil
info.tCoordBottom = nil
else
icon:SetTexture(info.icon);
end
icon:ClearAllPoints();
icon:SetPoint("RIGHT", -1, 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;
MSA_DropDownMenu_SetIconImage(icon, info.icon, info.iconInfo);
icon:ClearAllPoints();
icon:SetPoint("LEFT");
end
-- Pass through attributes
button.func = info.func;
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.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.tooltipOnButton = info.tooltipOnButton;
button.noClickSound = info.noClickSound;
button.padding = info.padding;
if ( info.value ) then
button.value = info.value;
elseif ( info.text ) then
button.value = info.text;
else
button.value = nil;
end
-- Show the expand arrow if it has one
if ( info.hasArrow ) then
_G[listFrameName.."Button"..index.."ExpandArrow"]:Show();
else
_G[listFrameName.."Button"..index.."ExpandArrow"]:Hide();
end
button.hasArrow = info.hasArrow;
-- If not checkable move everything over to the left to fill in the gap where the check would be
local xPos = 5;
local yPos = -((button:GetID() - 1) * MSA_DROPDOWNMENU_BUTTON_HEIGHT) - MSA_DROPDOWNMENU_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 = MSA_DROPDOWNMENU_OPEN_MENU;
if ( frame and frame.displayMode == "MENU" ) then
if ( not info.notCheckable ) then
xPos = xPos - 2; -- MSA
end
end
-- If no open frame then set the frame to the currently initialized frame
frame = frame or MSA_DROPDOWNMENU_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 ( MSA_DropDownMenu_GetSelectedName(frame) ) then
if ( button:GetText() == MSA_DropDownMenu_GetSelectedName(frame) ) then
info.checked = 1;
end
elseif ( MSA_DropDownMenu_GetSelectedID(frame) ) then
if ( button:GetID() == MSA_DropDownMenu_GetSelectedID(frame) ) then
info.checked = 1;
end
elseif ( MSA_DropDownMenu_GetSelectedValue(frame) ) then
if ( button.value == MSA_DropDownMenu_GetSelectedValue(frame) ) then
info.checked = 1;
end
end
end
if not info.notCheckable then
if ( info.disabled ) then
_G[listFrameName.."Button"..index.."Check"]:SetDesaturated(true);
_G[listFrameName.."Button"..index.."Check"]:SetAlpha(0.5);
_G[listFrameName.."Button"..index.."UnCheck"]:SetDesaturated(true);
_G[listFrameName.."Button"..index.."UnCheck"]:SetAlpha(0.5);
else
_G[listFrameName.."Button"..index.."Check"]:SetDesaturated(false);
_G[listFrameName.."Button"..index.."Check"]:SetAlpha(1);
_G[listFrameName.."Button"..index.."UnCheck"]:SetDesaturated(false);
_G[listFrameName.."Button"..index.."UnCheck"]:SetAlpha(1);
end
if info.isNotRadio then
_G[listFrameName.."Button"..index.."Check"]:SetTexCoord(0.0, 0.5, 0.0, 0.5);
_G[listFrameName.."Button"..index.."UnCheck"]:SetTexCoord(0.5, 1.0, 0.0, 0.5);
else
_G[listFrameName.."Button"..index.."Check"]:SetTexCoord(0.0, 0.5, 0.5, 1.0);
_G[listFrameName.."Button"..index.."UnCheck"]:SetTexCoord(0.5, 1.0, 0.5, 1.0);
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();
_G[listFrameName.."Button"..index.."Check"]:Show();
_G[listFrameName.."Button"..index.."UnCheck"]:Hide();
else
button:UnlockHighlight();
_G[listFrameName.."Button"..index.."Check"]:Hide();
_G[listFrameName.."Button"..index.."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["MSA_DropDownList"..level.."Button"..index.."ColorSwatch".."NormalTexture"]: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
width = max(MSA_DropDownMenu_GetButtonWidth(button), info.minWidth or 0);
--Set maximum button width
if ( width > listFrame.maxWidth ) then
listFrame.maxWidth = width;
end
-- Set the height of the listframe
listFrame:SetHeight((index * MSA_DROPDOWNMENU_BUTTON_HEIGHT) + (MSA_DROPDOWNMENU_BORDER_HEIGHT * 2));
button:Show();
end
function MSA_DropDownMenu_GetMaxButtonWidth(self)
local maxWidth = 0;
for i=1, self.numButtons do
local button = _G[self:GetName().."Button"..i];
if ( button:IsShown() ) then
local width = MSA_DropDownMenu_GetButtonWidth(button);
if ( width > maxWidth ) then
maxWidth = width;
end
end
end
return maxWidth;
end
function MSA_DropDownMenu_GetButtonWidth(button)
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 0;
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 width;
end
function MSA_DropDownMenu_Refresh(frame, useValue, dropdownLevel)
local button, checked, checkImage, uncheckImage, normalText, width;
local maxWidth = 0;
local somethingChecked = nil;
if ( not dropdownLevel ) then
dropdownLevel = MSA_DROPDOWNMENU_MENU_LEVEL;
end
local listFrame = _G["MSA_DropDownList"..dropdownLevel];
listFrame.numButtons = listFrame.numButtons or 0;
-- Just redraws the existing menu
for i=1, MSA_DROPDOWNMENU_MAXBUTTONS do
button = _G["MSA_DropDownList"..dropdownLevel.."Button"..i];
checked = nil;
if(i <= listFrame.numButtons) then
-- See if checked or not
if ( MSA_DropDownMenu_GetSelectedName(frame) ) then
if ( button:GetText() == MSA_DropDownMenu_GetSelectedName(frame) ) then
checked = 1;
end
elseif ( MSA_DropDownMenu_GetSelectedID(frame) ) then
if ( button:GetID() == MSA_DropDownMenu_GetSelectedID(frame) ) then
checked = 1;
end
elseif ( MSA_DropDownMenu_GetSelectedValue(frame) ) then
if ( button.value == MSA_DropDownMenu_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
checkImage = _G["MSA_DropDownList"..dropdownLevel.."Button"..i.."Check"];
uncheckImage = _G["MSA_DropDownList"..dropdownLevel.."Button"..i.."UnCheck"];
if ( checked ) then
somethingChecked = true;
local icon = _G[frame:GetName().."Icon"];
if (button.iconOnly and icon and button.icon) then
MSA_DropDownMenu_SetIconImage(icon, button.icon, button.iconInfo);
elseif ( useValue ) then
MSA_DropDownMenu_SetText(frame, button.value);
icon:Hide();
else
MSA_DropDownMenu_SetText(frame, button:GetText());
icon:Hide();
end
button:LockHighlight();
checkImage:Show();
uncheckImage:Hide();
else
button:UnlockHighlight();
checkImage:Hide();
uncheckImage:Show();
end
end
if ( button:IsShown() ) then
width = MSA_DropDownMenu_GetButtonWidth(button);
if ( width > maxWidth ) then
maxWidth = width;
end
end
end
if(somethingChecked == nil) then
MSA_DropDownMenu_SetText(frame, VIDEO_QUALITY_LABEL6);
end
if (not frame.noResize) then
for i=1, MSA_DROPDOWNMENU_MAXBUTTONS do
button = _G["MSA_DropDownList"..dropdownLevel.."Button"..i];
button:SetWidth(maxWidth);
end
MSA_DropDownMenu_RefreshDropDownSize(_G["MSA_DropDownList"..dropdownLevel]);
end
end
function MSA_DropDownMenu_RefreshAll(frame, useValue)
for dropdownLevel = MSA_DROPDOWNMENU_MENU_LEVEL, 2, -1 do
local listFrame = _G["MSA_DropDownList"..dropdownLevel];
if ( listFrame:IsShown() ) then
MSA_DropDownMenu_Refresh(frame, nil, dropdownLevel);
end
end
-- useValue is the text on the dropdown, only needs to be set once
MSA_DropDownMenu_Refresh(frame, useValue, 1);
end
function MSA_DropDownMenu_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 MSA_DropDownMenu_SetSelectedName(frame, name, useValue)
frame.selectedName = name;
frame.selectedID = nil;
frame.selectedValue = nil;
MSA_DropDownMenu_Refresh(frame, useValue);
end
function MSA_DropDownMenu_SetSelectedValue(frame, value, useValue)
-- useValue will set the value as the text, not the name
frame.selectedName = nil;
frame.selectedID = nil;
frame.selectedValue = value;
MSA_DropDownMenu_Refresh(frame, useValue);
end
function MSA_DropDownMenu_SetSelectedID(frame, id, useValue)
frame.selectedID = id;
frame.selectedName = nil;
frame.selectedValue = nil;
MSA_DropDownMenu_Refresh(frame, useValue);
end
function MSA_DropDownMenu_GetSelectedName(frame)
return frame.selectedName;
end
function MSA_DropDownMenu_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 button;
for i=1, MSA_DROPDOWNMENU_MAXBUTTONS do
button = _G["MSA_DropDownList"..MSA_DROPDOWNMENU_MENU_LEVEL.."Button"..i];
-- See if checked or not
if ( MSA_DropDownMenu_GetSelectedName(frame) ) then
if ( button:GetText() == MSA_DropDownMenu_GetSelectedName(frame) ) then
return i;
end
elseif ( MSA_DropDownMenu_GetSelectedValue(frame) ) then
if ( button.value == MSA_DropDownMenu_GetSelectedValue(frame) ) then
return i;
end
end
end
end
end
function MSA_DropDownMenu_GetSelectedValue(frame)
return frame.selectedValue;
end
function MSA_DropDownMenuButton_OnClick(self)
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);
else
return;
end
if ( playSound ) then
PlaySound(SOUNDKIT.U_CHAT_SCROLL_BUTTON);
end
end
function MSA_HideDropDownMenu(level)
local listFrame = _G["MSA_DropDownList"..level];
listFrame:Hide();
end
function MSA_ToggleDropDownMenu(level, value, dropDownFrame, anchorName, xOffset, yOffset, menuList, button, autoHideDelay)
if ( not level ) then
level = 1;
end
MSA_DropDownMenuDelegate:SetAttribute("createframes-level", level);
MSA_DropDownMenuDelegate:SetAttribute("createframes-index", 0);
MSA_DropDownMenuDelegate:SetAttribute("createframes", true);
MSA_DROPDOWNMENU_MENU_LEVEL = level;
MSA_DROPDOWNMENU_MENU_VALUE = value;
local listFrame = _G["MSA_DropDownList"..level];
local listFrameName = "MSA_DropDownList"..level;
local listFrameBlizz = _G["DropDownList1"];
local tempFrame;
local point, relativePoint, relativeTo;
if ( not dropDownFrame ) then
tempFrame = button:GetParent();
else
tempFrame = dropDownFrame;
end
if ( listFrame:IsShown() and (MSA_DROPDOWNMENU_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();
if ( listFrameBlizz and listFrameBlizz:IsShown() ) then
listFrameBlizz:Hide();
end
-- Frame to anchor the dropdown menu to
local anchorFrame;
-- Display stuff
-- Level specific stuff
if ( level == 1 ) then
MSA_DropDownMenuDelegate: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 = MSA_DROPDOWNMENU_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 = MSA_DROPDOWNMENU_OPEN_MENU;
end
listFrame:ClearAllPoints();
-- If this is a dropdown button, not the arrow anchor it to itself
if ( strsub(button:GetParent():GetName(), 0,16) == "MSA_DropDownList" and strlen(button:GetParent():GetName()) == 17 ) then
anchorFrame = button;
else
anchorFrame = button:GetParent();
end
point = "TOPLEFT";
relativePoint = "TOPRIGHT";
listFrame:SetPoint(point, anchorFrame, relativePoint, 0, 0);
end
-- 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
dropDownFrame.menuList = menuList;
MSA_DropDownMenu_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
-- 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;
-- 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(), "MSA_DropDownList(%d+)"));
listFrame.parentID = anchorFrame:GetID();
listFrame:SetPoint(point, anchorFrame, relativePoint, xOffset, yOffset);
end
if ( autoHideDelay and tonumber(autoHideDelay)) then
listFrame.showTimer = autoHideDelay;
listFrame.isCounting = 1;
end
end
end
if ToggleDropDownMenu then
hooksecurefunc("ToggleDropDownMenu", function(level, value, dropDownFrame, anchorName, xOffset, yOffset, menuList, button, autoHideDelay)
local listFrameMSA = _G["MSA_DropDownList1"];
if ( listFrameMSA:IsShown() ) then
listFrameMSA:Hide();
end
end)
end
function MSA_CloseDropDownMenus(level)
if ( not level ) then
level = 1;
end
for i=level, MSA_DROPDOWNMENU_MAXLEVELS do
_G["MSA_DropDownList"..i]:Hide();
end
end
function MSA_DropDownMenu_OnHide(self)
local id = self:GetID()
if ( self.onHide ) then
self.onHide(id+1);
self.onHide = nil;
end
MSA_CloseDropDownMenus(id+1);
MSA_OPEN_DROPDOWNMENUS[id] = nil;
if (id == 1) then
MSA_DROPDOWNMENU_OPEN_MENU = nil;
end
end
function MSA_DropDownMenu_SetWidth(frame, width, padding)
_G[frame:GetName().."Middle"]:SetWidth(width);
local defaultPadding = 25;
if ( padding ) then
frame:SetWidth(width + padding);
else
frame:SetWidth(width + defaultPadding + defaultPadding);
end
if ( padding ) then
_G[frame:GetName().."Text"]:SetWidth(width);
else
_G[frame:GetName().."Text"]:SetWidth(width - defaultPadding);
end
frame.noResize = 1;
end
function MSA_DropDownMenu_SetButtonWidth(frame, width)
if ( width == "TEXT" ) then
width = _G[frame:GetName().."Text"]:GetWidth();
end
_G[frame:GetName().."Button"]:SetWidth(width);
frame.noResize = 1;
end
function MSA_DropDownMenu_SetText(frame, text)
local filterText = _G[frame:GetName().."Text"];
filterText:SetText(text);
end
function MSA_DropDownMenu_GetText(frame)
local filterText = _G[frame:GetName().."Text"];
return filterText:GetText();
end
function MSA_DropDownMenu_ClearAll(frame)
-- Previous code refreshed the menu quite often and was a performance bottleneck
frame.selectedID = nil;
frame.selectedName = nil;
frame.selectedValue = nil;
MSA_DropDownMenu_SetText(frame, "");
local button, checkImage, uncheckImage;
for i=1, MSA_DROPDOWNMENU_MAXBUTTONS do
button = _G["MSA_DropDownList"..MSA_DROPDOWNMENU_MENU_LEVEL.."Button"..i];
button:UnlockHighlight();
checkImage = _G["MSA_DropDownList"..MSA_DROPDOWNMENU_MENU_LEVEL.."Button"..i.."Check"];
checkImage:Hide();
uncheckImage = _G["MSA_DropDownList"..MSA_DROPDOWNMENU_MENU_LEVEL.."Button"..i.."UnCheck"];
uncheckImage:Hide();
end
end
function MSA_DropDownMenu_JustifyText(frame, justification)
local text = _G[frame:GetName().."Text"];
text:ClearAllPoints();
if ( justification == "LEFT" ) then
text:SetPoint("LEFT", frame:GetName().."Left", "LEFT", 27, 2);
text:SetJustifyH("LEFT");
elseif ( justification == "RIGHT" ) then
text:SetPoint("RIGHT", frame:GetName().."Right", "RIGHT", -43, 2);
text:SetJustifyH("RIGHT");
elseif ( justification == "CENTER" ) then
text:SetPoint("CENTER", frame:GetName().."Middle", "CENTER", -5, 2);
text:SetJustifyH("CENTER");
end
end
function MSA_DropDownMenu_SetAnchor(dropdown, xOffset, yOffset, point, relativeTo, relativePoint)
dropdown.xOffset = xOffset;
dropdown.yOffset = yOffset;
dropdown.point = point;
dropdown.relativeTo = relativeTo;
dropdown.relativePoint = relativePoint;
end
function MSA_DropDownMenu_GetCurrentDropDown()
if ( MSA_DROPDOWNMENU_OPEN_MENU ) then
return MSA_DROPDOWNMENU_OPEN_MENU;
elseif ( MSA_DROPDOWNMENU_INIT_MENU ) then
return MSA_DROPDOWNMENU_INIT_MENU;
end
end
function MSA_DropDownMenuButton_GetChecked(self)
return _G[self:GetName().."Check"]:IsShown();
end
function MSA_DropDownMenuButton_GetName(self)
return _G[self:GetName().."NormalText"]:GetText();
end
function MSA_DropDownMenuButton_OpenColorPicker(self, button)
CloseMenus();
if ( not button ) then
button = self;
end
MSA_DROPDOWNMENU_MENU_VALUE = button.value;
MSA_OpenColorPicker(button);
end
function MSA_DropDownMenu_DisableButton(level, id)
_G["MSA_DropDownList"..level.."Button"..id]:Disable();
end
function MSA_DropDownMenu_EnableButton(level, id)
_G["MSA_DropDownList"..level.."Button"..id]:Enable();
end
function MSA_DropDownMenu_SetButtonText(level, id, text, colorCode)
local button = _G["MSA_DropDownList"..level.."Button"..id];
if ( colorCode) then
button:SetText(colorCode..text.."|r");
else
button:SetText(text);
end
end
function MSA_DropDownMenu_SetButtonNotClickable(level, id)
_G["MSA_DropDownList"..level.."Button"..id]:SetDisabledFontObject(GameFontHighlightSmallLeft);
end
function MSA_DropDownMenu_SetButtonClickable(level, id)
_G["MSA_DropDownList"..level.."Button"..id]:SetDisabledFontObject(GameFontDisableSmallLeft);
end
function MSA_DropDownMenu_DisableDropDown(dropDown)
local label = _G[dropDown:GetName().."Label"];
if ( label ) then
label:SetVertexColor(GRAY_FONT_COLOR.r, GRAY_FONT_COLOR.g, GRAY_FONT_COLOR.b);
end
_G[dropDown:GetName().."Text"]:SetVertexColor(GRAY_FONT_COLOR.r, GRAY_FONT_COLOR.g, GRAY_FONT_COLOR.b);
_G[dropDown:GetName().."Button"]:Disable();
dropDown.isDisabled = 1;
end
function MSA_DropDownMenu_EnableDropDown(dropDown)
local label = _G[dropDown:GetName().."Label"];
if ( label ) then
label:SetVertexColor(NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b);
end
_G[dropDown:GetName().."Text"]:SetVertexColor(HIGHLIGHT_FONT_COLOR.r, HIGHLIGHT_FONT_COLOR.g, HIGHLIGHT_FONT_COLOR.b);
_G[dropDown:GetName().."Button"]:Enable();
dropDown.isDisabled = nil;
end
function MSA_DropDownMenu_IsEnabled(dropDown)
return not dropDown.isDisabled;
end
function MSA_DropDownMenu_GetValue(id)
--Only works if the dropdown has just been initialized, lame, I know =(
local button = _G["MSA_DropDownList1Button"..id];
if ( button ) then
return _G["MSA_DropDownList1Button"..id].value;
else
return nil;
end
end
function MSA_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
------------------------------------------------------------------------------------------------------------------------
-- Skins
------------------------------------------------------------------------------------------------------------------------
-- ElvUI skin
local function LoadSkin_ElvUI()
if not IsAddOnLoaded("ElvUI") then return end
local E = unpack(_G.ElvUI)
if E.private.skins.blizzard.misc ~= true then return end
for i = 1, MSA_DROPDOWNMENU_MAXLEVELS do
_G["MSA_DropDownList"..i.."MenuBackdrop"]:SetTemplate("Transparent")
_G["MSA_DropDownList"..i.."Backdrop"]:SetTemplate("Transparent")
end
end
-- Tukui skin
local function LoadSkin_Tukui()
if not IsAddOnLoaded("Tukui") then return end
local backdrop
for i = 1, MSA_DROPDOWNMENU_MAXLEVELS do
backdrop = _G["MSA_DropDownList"..i.."MenuBackdrop"]
backdrop:StripTextures()
backdrop:CreateBackdrop("Default")
backdrop:CreateShadow()
backdrop.IsSkinned = true
backdrop = _G["MSA_DropDownList"..i.."Backdrop"]
backdrop:StripTextures()
backdrop:CreateBackdrop("Default")
backdrop:CreateShadow()
backdrop.IsSkinned = true
end
end
-- Aurora skin
local function LoadSkin_Aurora()
if not IsAddOnLoaded("Aurora") then return end
local Skin = _G.Aurora.Skin
for i = 1, MSA_DROPDOWNMENU_MAXLEVELS do
Skin.TooltipBackdropTemplate(_G["MSA_DropDownList"..i.."MenuBackdrop"])
Skin.TooltipBackdropTemplate(_G["MSA_DropDownList"..i.."Backdrop"])
end
end
-- Init skins
lib.initFrame = lib.initFrame or CreateFrame("Frame")
lib.initFrame:SetScript("OnEvent", function(self, event)
LoadSkin_ElvUI()
LoadSkin_Tukui()
LoadSkin_Aurora()
self:UnregisterEvent(event)
end)
lib.initFrame:RegisterEvent("PLAYER_ENTERING_WORLD")