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local detailsFramework = _G["DetailsFramework"]
if (not detailsFramework or not DetailsFrameworkCanLoad) then
return
end
local _
detailsFramework.WidgetFunctions = {
GetCapsule = function(self)
return self.MyObject
end,
GetObject = function(self)
return self.MyObject
end,
}
detailsFramework.DefaultMetaFunctionsGet = {
parent = function(object)
return object:GetParent()
end,
shown = function(object)
return object:IsShown()
end,
}
detailsFramework.DefaultMetaFunctionsSet = {
parent = function(object, value)
return object:SetParent(value)
end,
show = function(object, value)
if (value) then
return object:Show()
else
return object:Hide()
end
end,
hide = function(object, value)
if (value) then
return object:Hide()
else
return object:Show()
end
end,
}
detailsFramework.DefaultMetaFunctionsSet.shown = detailsFramework.DefaultMetaFunctionsSet.show
detailsFramework.LayeredRegionMetaFunctionsSet = {
drawlayer = function(object, value)
object.image:SetDrawLayer(value)
end,
sublevel = function(object, value)
local drawLayer = object:GetDrawLayer()
object:SetDrawLayer(drawLayer, value)
end,
}
detailsFramework.LayeredRegionMetaFunctionsGet = {
drawlayer = function(object)
return object.image:GetDrawLayer()
end,
sublevel = function(object)
local _, subLevel = object.image:GetDrawLayer()
return subLevel
end,
}
local getFrame = function(frame)
return rawget(frame, "widget") or frame
end
detailsFramework.FrameMixin = {
SetFrameStrata = function(self, strata)
self = getFrame(self)
if (type(strata) == "table" and strata.GetObjectType) then
local UIObject = strata
self:SetFrameStrata(UIObject:GetFrameStrata())
else
self:SetFrameStrata(strata)
end
end,
SetFrameLevel = function(self, level, UIObject)
self = getFrame(self)
if (not UIObject) then
self:SetFrameLevel(level)
else
local framelevel = UIObject:GetFrameLevel(UIObject) + level
self:SetFrameLevel(framelevel)
end
end,
SetSize = function(self, width, height)
self = getFrame(self)
if (width) then
self:SetWidth(width)
end
if (height) then
self:SetHeight(height)
end
end,
SetBackdrop = function(self, ...)
self = getFrame(self)
self:SetBackdrop(...)
end,
SetBackdropColor = function(self, ...)
self = getFrame(self)
self:SetBackdropColor(...)
end,
SetBackdropBorderColor = function(self, ...)
self = getFrame(self)
getFrame(self):SetBackdropBorderColor(...)
end,
}
local doublePoint = {
["lefts"] = true,
["rights"] = true,
["tops"] = true,
["bottoms"] = true,
["left-left"] = true,
["right-right"] = true,
["top-top"] = true,
["bottom-bottom"] = true,
["bottom-top"] = true,
["top-bottom"] = true,
["right-left"] = true,
["left-right"] = true,
}
detailsFramework.SetPointMixin = {
SetPoint = function(object, anchorName1, anchorObject, anchorName2, xOffset, yOffset)
if (doublePoint[anchorName1]) then
object:ClearAllPoints()
local anchorTo
if (anchorObject and type(anchorObject) == "table") then
xOffset, yOffset = anchorName2 or 0, xOffset or 0
anchorTo = getFrame(anchorObject)
else
xOffset, yOffset = anchorObject or 0, anchorName2 or 0
anchorTo = object:GetParent()
end
--offset always inset to inner
if (anchorName1 == "lefts") then
object:SetPoint("topleft", anchorTo, "topleft", xOffset, -yOffset)
object:SetPoint("bottomleft", anchorTo, "bottomleft", xOffset, yOffset)
elseif (anchorName1 == "rights") then
object:SetPoint("topright", anchorTo, "topright", xOffset, -yOffset)
object:SetPoint("bottomright", anchorTo, "bottomright", xOffset, yOffset)
elseif (anchorName1 == "tops") then
object:SetPoint("topleft", anchorTo, "topleft", xOffset, -yOffset)
object:SetPoint("topright", anchorTo, "topright", -xOffset, -yOffset)
elseif (anchorName1 == "bottoms") then
object:SetPoint("bottomleft", anchorTo, "bottomleft", xOffset, yOffset)
object:SetPoint("bottomright", anchorTo, "bottomright", -xOffset, yOffset)
elseif (anchorName1 == "left-left") then
object:SetPoint("left", anchorTo, "left", xOffset, yOffset)
elseif (anchorName1 == "right-right") then
object:SetPoint("right", anchorTo, "right", xOffset, yOffset)
elseif (anchorName1 == "top-top") then
object:SetPoint("top", anchorTo, "top", xOffset, yOffset)
elseif (anchorName1 == "bottom-bottom") then
object:SetPoint("bottom", anchorTo, "bottom", xOffset, yOffset)
elseif (anchorName1 == "bottom-top") then
object:SetPoint("bottomleft", anchorTo, "topleft", xOffset, yOffset)
object:SetPoint("bottomright", anchorTo, "topright", -xOffset, yOffset)
elseif (anchorName1 == "top-bottom") then
object:SetPoint("topleft", anchorTo, "bottomleft", xOffset, -yOffset)
object:SetPoint("topright", anchorTo, "bottomright", -xOffset, -yOffset)
elseif (anchorName1 == "right-left") then
object:SetPoint("topright", anchorTo, "topleft", xOffset, -yOffset)
object:SetPoint("bottomright", anchorTo, "bottomleft", xOffset, yOffset)
elseif (anchorName1 == "left-right") then
object:SetPoint("topleft", anchorTo, "topright", xOffset, -yOffset)
object:SetPoint("bottomleft", anchorTo, "bottomright", xOffset, yOffset)
end
return
end
xOffset = xOffset or 0
yOffset = yOffset or 0
anchorName1, anchorObject, anchorName2, xOffset, yOffset = detailsFramework:CheckPoints(anchorName1, anchorObject, anchorName2, xOffset, yOffset, object)
if (not anchorName1) then
error("SetPoint: Invalid parameter.")
return
end
if (not object.widget) then
local SetPoint = getmetatable(object).__index.SetPoint
return SetPoint(object, anchorName1, anchorObject, anchorName2, xOffset, yOffset)
else
return object.widget:SetPoint(anchorName1, anchorObject, anchorName2, xOffset, yOffset)
end
end,
}
--mixin for options functions
detailsFramework.OptionsFunctions = {
SetOption = function(self, optionName, optionValue)
if (self.options) then
self.options [optionName] = optionValue
else
self.options = {}
self.options [optionName] = optionValue
end
if (self.OnOptionChanged) then
detailsFramework:Dispatch (self.OnOptionChanged, self, optionName, optionValue)
end
end,
GetOption = function(self, optionName)
return self.options and self.options [optionName]
end,
GetAllOptions = function(self)
if (self.options) then
local optionsTable = {}
for key, _ in pairs (self.options) do
optionsTable [#optionsTable + 1] = key
end
return optionsTable
else
return {}
end
end,
BuildOptionsTable = function(self, defaultOptions, userOptions)
self.options = self.options or {}
detailsFramework.table.deploy (self.options, userOptions or {})
detailsFramework.table.deploy (self.options, defaultOptions or {})
end
}
--payload mixin
detailsFramework.PayloadMixin = {
ClearPayload = function(self)
self.payload = {}
end,
SetPayload = function(self, ...)
self.payload = {...}
return self.payload
end,
AddPayload = function(self, ...)
local currentPayload = self.payload or {}
self.payload = currentPayload
for i = 1, select("#", ...) do
local value = select(i, ...)
currentPayload[#currentPayload+1] = value
end
return self.payload
end,
GetPayload = function(self)
return self.payload
end,
DumpPayload = function(self)
return unpack(self.payload)
end,
--does not copy wow objects, just pass them to the new table, tables strings and numbers are copied entirely
DuplicatePayload = function(self)
local duplicatedPayload = detailsFramework.table.duplicate({}, self.payload)
return duplicatedPayload
end,
}
detailsFramework.ScrollBoxFunctions = {
Refresh = function(self)
--hide all frames and tag as not in use
self._LinesInUse = 0
for index, frame in ipairs(self.Frames) do
frame:Hide()
frame._InUse = nil
end
local offset = 0
if (self.IsFauxScroll) then
self:UpdateFaux(#self.data, self.LineAmount, self.LineHeight)
offset = self:GetOffsetFaux()
end
detailsFramework:CoreDispatch((self:GetName() or "ScrollBox") .. ":Refresh()", self.refresh_func, self, self.data, offset, self.LineAmount)
for index, frame in ipairs(self.Frames) do
if (not frame._InUse) then
frame:Hide()
else
frame:Show()
end
end
self:Show()
local frameName = self:GetName()
if (frameName) then
if (self.HideScrollBar) then
local scrollBar = _G[frameName .. "ScrollBar"]
if (scrollBar) then
scrollBar:Hide()
end
else
--[=[ --maybe in the future I visit this again
local scrollBar = _G[frameName .. "ScrollBar"]
local height = self:GetHeight()
local totalLinesRequired = #self.data
local linesShown = self._LinesInUse
local percent = linesShown / totalLinesRequired
local thumbHeight = height * percent
scrollBar.ThumbTexture:SetSize(12, thumbHeight)
print("thumbHeight:", thumbHeight)
--]=]
end
end
return self.Frames
end,
OnVerticalScroll = function(self, offset)
self:OnVerticalScrollFaux(offset, self.LineHeight, self.Refresh)
return true
end,
CreateLine = function(self, func)
if (not func) then
func = self.CreateLineFunc
end
local okay, newLine = pcall(func, self, #self.Frames+1)
if (okay) then
if (not newLine) then
error("ScrollFrame:CreateLine() function did not returned a line, use: 'return line'")
end
tinsert(self.Frames, newLine)
newLine.Index = #self.Frames
return newLine
else
error("ScrollFrame:CreateLine() error on creating a line: " .. newLine)
end
end,
CreateLines = function(self, callback, lineAmount)
for i = 1, lineAmount do
self:CreateLine(callback)
end
end,
GetLine = function(self, lineIndex)
local line = self.Frames[lineIndex]
if (line) then
line._InUse = true
end
self._LinesInUse = self._LinesInUse + 1
return line
end,
SetData = function(self, data)
self.data = data
end,
GetData = function(self)
return self.data
end,
GetFrames = function(self)
return self.Frames
end,
GetLines = function(self) --alias of GetFrames
return self.Frames
end,
GetNumFramesCreated = function(self)
return #self.Frames
end,
GetNumFramesShown = function(self)
return self.LineAmount
end,
SetNumFramesShown = function(self, newAmount)
--hide frames which won't be used
if (newAmount < #self.Frames) then
for i = newAmount+1, #self.Frames do
self.Frames[i]:Hide()
end
end
--set the new amount
self.LineAmount = newAmount
end,
SetFramesHeight = function(self, height)
self.LineHeight = height
self:OnSizeChanged()
self:Refresh()
end,
OnSizeChanged = function(self)
if (self.ReajustNumFrames) then
--how many lines the scroll can show
local amountOfFramesToShow = floor(self:GetHeight() / self.LineHeight)
--how many lines the scroll already have
local totalFramesCreated = self:GetNumFramesCreated()
--how many lines are current shown
local totalFramesShown = self:GetNumFramesShown()
--the amount of frames increased
if (amountOfFramesToShow > totalFramesShown) then
for i = totalFramesShown+1, amountOfFramesToShow do
--check if need to create a new line
if (i > totalFramesCreated) then
self:CreateLine(self.CreateLineFunc)
end
end
--the amount of frames decreased
elseif (amountOfFramesToShow < totalFramesShown) then
--hide all frames above the new amount to show
for i = totalFramesCreated, amountOfFramesToShow, -1 do
if (self.Frames[i]) then
self.Frames[i]:Hide()
end
end
end
--set the new amount of frames
self:SetNumFramesShown(amountOfFramesToShow)
--refresh lines
self:Refresh()
end
end,
--moved functions from blizzard faux scroll that are called from insecure code environment
--this reduces the amount of taints while using the faux scroll frame
GetOffsetFaux = function(self)
return self.offset or 0
end,
OnVerticalScrollFaux = function(self, value, itemHeight, updateFunction)
local scrollbar = self:GetChildFramesFaux();
scrollbar:SetValue(value);
self.offset = math.floor((value / itemHeight) + 0.5);
if (updateFunction) then
updateFunction(self)
end
end,
GetChildFramesFaux = function(frame)
local frameName = frame:GetName();
if frameName then
return _G[ frameName.."ScrollBar" ], _G[ frameName.."ScrollChildFrame" ], _G[ frameName.."ScrollBarScrollUpButton" ], _G[ frameName.."ScrollBarScrollDownButton" ];
else
return frame.ScrollBar, frame.ScrollChildFrame, frame.ScrollBar.ScrollUpButton, frame.ScrollBar.ScrollDownButton;
end
end,
UpdateFaux = function(frame, numItems, numToDisplay, buttonHeight, button, smallWidth, bigWidth, highlightFrame, smallHighlightWidth, bigHighlightWidth, alwaysShowScrollBar)
local scrollBar, scrollChildFrame, scrollUpButton, scrollDownButton = frame:GetChildFramesFaux();
-- If more than one screen full of items then show the scrollbar
local showScrollBar;
if ( numItems > numToDisplay or alwaysShowScrollBar ) then
frame:Show();
showScrollBar = 1;
else
scrollBar:SetValue(0);
frame:Hide();
end
if ( frame:IsShown() ) then
local scrollFrameHeight = 0;
local scrollChildHeight = 0;
if ( numItems > 0 ) then
scrollFrameHeight = (numItems - numToDisplay) * buttonHeight;
scrollChildHeight = numItems * buttonHeight;
if ( scrollFrameHeight < 0 ) then
scrollFrameHeight = 0;
end
scrollChildFrame:Show();
else
scrollChildFrame:Hide();
end
local maxRange = (numItems - numToDisplay) * buttonHeight;
if (maxRange < 0) then
maxRange = 0;
end
scrollBar:SetMinMaxValues(0, maxRange);
scrollBar:SetValueStep(buttonHeight);
scrollBar:SetStepsPerPage(numToDisplay-1);
scrollChildFrame:SetHeight(scrollChildHeight);
-- Arrow button handling
if ( scrollBar:GetValue() == 0 ) then
scrollUpButton:Disable();
else
scrollUpButton:Enable();
end
if ((scrollBar:GetValue() - scrollFrameHeight) == 0) then
scrollDownButton:Disable();
else
scrollDownButton:Enable();
end
-- Shrink because scrollbar is shown
if ( highlightFrame ) then
highlightFrame:SetWidth(smallHighlightWidth);
end
if ( button ) then
for i=1, numToDisplay do
_G[button..i]:SetWidth(smallWidth);
end
end
else
-- Widen because scrollbar is hidden
if ( highlightFrame ) then
highlightFrame:SetWidth(bigHighlightWidth);
end
if ( button ) then
for i=1, numToDisplay do
_G[button..i]:SetWidth(bigWidth);
end
end
end
return showScrollBar;
end,
}
local SortMember = ""
local SortByMember = function(t1, t2)
return t1[SortMember] > t2[SortMember]
end
local SortByMemberReverse = function(t1, t2)
return t1[SortMember] < t2[SortMember]
end
detailsFramework.SortFunctions = {
Sort = function(self, thisTable, memberName, isReverse)
SortMember = memberName
if (not isReverse) then
table.sort(thisTable, SortByMember)
else
table.sort(thisTable, SortByMemberReverse)
end
end
}