Files
aux-addon-ClassicAPI/sheet.lua
T
2016-01-30 19:11:19 +01:00

316 lines
10 KiB
Lua

local private, public = {}, {}
Aux.sheet = public
Aux.list = {}
MoneyTypeInfo['AUX_LIST'] = {
UpdateFunc = function()
return this.staticMoney
end,
collapse = 1,
fixedWidth = 1,
showSmallerCoins = 1,
}
function public.render(sheet)
for i, column in ipairs(sheet.columns) do
local sort_info = sheet.sort_order[1]
if sort_info and sort_info.column == i then
if sort_info.order == 'ascending' then
sheet.labels[i].sort_texture:SetTexCoord(0,0.55,0.2,0.9)
sheet.labels[i].sort_texture:SetVertexColor(0.2,1,0)
sheet.labels[i].sort_texture:Show()
else
sheet.labels[i].sort_texture:SetTexCoord(0,0.55,0.9,0.2)
sheet.labels[i].sort_texture:SetVertexColor(1,0.2,0)
sheet.labels[i].sort_texture:Show()
end
else
sheet.labels[i].texture:SetTexture([[Interface\QuestFrame\UI-QuestTitleHighlight]])
sheet.labels[i].sort_texture:Hide()
end
end
FauxScrollFrame_Update(sheet.scroll_frame, getn(sheet.data), getn(sheet.rows), 16)
sheet.scroll_frame:Show()
local offset = FauxScrollFrame_GetOffset(sheet.scroll_frame)
--local vSize = self.panel.vSize
local hSize = getn(sheet.columns)
local rows = sheet.rows
local data = sheet.data
for i, row in ipairs(rows) do
local direction, rowR, rowG, rowB, rowA1, rowA2 = 'Horizontal', 1, 1, 1, 0, 0 --row level coloring used for gradients
local datum = data[i + offset]
if datum then
if sheet.selected and sheet.selected(datum) then
row.highlight:SetAlpha(0.5)
elseif not row.mouse_over then
row.highlight:SetAlpha(0)
end
if sheet.row_setter then
sheet.row_setter(row, datum)
end
row:Show()
else
row:Hide()
end
for j, column in sheet.columns do
local cell = row.cells[j]
if datum then
column.cell_setter(cell, datum)
cell:Show()
else
cell:Hide()
end
end
rows[i].color_texture:SetGradientAlpha(direction, rowR, rowG, rowB, rowA1, rowR, rowG, rowB, rowA2)--row color to apply
end
end
function public.create(params)
local sheet
local name = (params.frame:GetName() or '')..'ScrollSheet'
local id = 1
while getglobal(name..id) do
id = id + 1
end
name = name..id
local scroll_frame = CreateFrame('ScrollFrame', name..'ScrollFrame', params.frame, 'FauxScrollFrameTemplate')
local scrollbar = getglobal(scroll_frame:GetName()..'ScrollBar')
scrollbar:SetPoint('TOPLEFT', scroll_frame, 'TOPRIGHT', 6, 0)
scrollbar:SetPoint('BOTTOMLEFT', scroll_frame, 'BOTTOMRIGHT', 6, 0)
scrollbar:SetWidth(12)
local thumbTex = scrollbar:GetThumbTexture()
thumbTex:SetPoint('CENTER', 0, 0)
thumbTex:SetTexture(42/255, 42/255, 42/255, 1)
thumbTex:SetHeight(50)
thumbTex:SetWidth(12)
local scrollbg = scrollbar:CreateTexture(nil, 'BACKGROUND')
scrollbg:SetAllPoints(scrollbar)
scrollbg:SetTexture(24/255, 24/255, 24/255, 1)
getglobal(scroll_frame:GetName()..'ScrollBarScrollUpButton'):Hide()
getglobal(scroll_frame:GetName()..'ScrollBarScrollDownButton'):Hide()
scroll_frame:SetScript('OnVerticalScroll', function()
FauxScrollFrame_OnVerticalScroll(16, function() public.render(this.sheet) end)
end)
scroll_frame:SetPoint('TOPLEFT', params.frame, 'TOPLEFT', 5, -10)
scroll_frame:SetPoint('BOTTOMRIGHT', params.frame, 'BOTTOMRIGHT', 5, 19)
local parent_height = params.frame:GetHeight()
local content = CreateFrame('Frame', name..'Content', params.frame)
content:SetHeight(parent_height - 30)
content:SetPoint('TOPLEFT', scroll_frame, 'TOPLEFT', 5, 0)
local total_width = 0
local labels = {}
for i = 1,getn(params.columns) do
local button = CreateFrame('Button', nil, content)
if i == 1 then
button:SetPoint('TOPLEFT', content, 'TOPLEFT', 5, params.plain and 16 or 0)
total_width = total_width + 5
else
button:SetPoint('TOPLEFT', content, 'TOPLEFT', total_width + 3, params.plain and 16 or 0)
total_width = total_width + 3
end
local label = content:CreateFontString(nil, 'OVERLAY', 'GameFontHighlight')
label:SetText(params.columns[i].title)
local column_width = params.columns[i].width or 30
total_width = total_width + column_width
button:SetWidth(column_width)
button:SetHeight(16)
button:SetID(i)
button:SetHighlightTexture([[Interface\QuestFrame\UI-QuestTitleHighlight]])
button:SetScript('OnMouseDown', function() Aux.sheet.sort(sheet, this:GetID()) end)
button:RegisterForClicks('LeftButtonDown', 'RightButtonDown')
local texture = content:CreateTexture(nil, 'ARTWORK')
texture:SetTexture([[Interface\QuestFrame\UI-QuestTitleHighlight]])
texture:SetTexCoord(0.1, 0.8, 0, 1)
texture:SetAllPoints(button)
button.texture = texture
local sort_texture = button:CreateTexture(nil, 'ARTWORK')
sort_texture:SetTexture([[Interface\Buttons\UI-SortArrow]])
sort_texture:SetPoint('TOPRIGHT', button, 'TOPRIGHT', 0, 0)
sort_texture:SetPoint('BOTTOM', button, 'BOTTOM', 0, 0)
sort_texture:SetWidth(12)
sort_texture:Hide()
button.sort_texture = sort_texture
-- local background = content:CreateTexture(nil, 'ARTWORK')
-- background:SetTexture([[Interface\QuestFrame\UI-QuestTitleHighlight]])
-- -- background:SetTextCoord(0.2, 0.9, 0, 0.9)
-- background:SetPoint('TOPLEFT', button, 'BOTTOMLEFT', 0, 0)
-- background:SetPoint('TOPRIGHT', button, 'BOTTOMRIGHT', 0, 0)
-- background:SetPoint('BOTTOM', content, 'BOTTOM', 0, 0)
-- background:SetAlpha(0.2)
label:SetPoint('TOPLEFT', button, 'TOPLEFT', 0, 0)
label:SetPoint('BOTTOMRIGHT', button, 'BOTTOMRIGHT', 0, 0)
label:SetJustifyH('CENTER')
label:SetJustifyV('CENTER')
label:SetTextColor(0.8, 0.8, 0.8)
label.button = button
label.texture = texture
label.sort_texture = sort_texture
label.background = background
labels[i] = label
if params.plain then
for _, obj in ipairs({button, label, texture, sort_texture, background}) do
obj:Hide()
end
end
end
total_width = total_width + 5
params.frame:SetWidth(total_width)
local rows = {}
local row_index = 1
local max_height = content:GetHeight()
local total_height = params.plain and 0 or 16
while total_height + 14 < max_height do
if getn(params.columns) > 0 then
local row = CreateFrame('Button', nil, content)
row:SetPoint('TOPLEFT', labels[1], 'BOTTOMLEFT', 0, -((row_index-1) * 14))
row:SetPoint('TOPRIGHT', labels[getn(params.columns)], 'BOTTOMRIGHT', 0, -((row_index-1) * 14))
row:RegisterForClicks('LeftButtonDown', 'RightButtonDown')
row:SetHeight(14)
local row_idx = row_index
row:SetScript('OnClick', function() if sheet.on_row_click then sheet.on_row_click(sheet, row_idx) end end)
row:SetScript('OnEnter', function()
sheet.rows[row_idx].mouse_over = true
sheet.rows[row_idx].highlight:SetAlpha(.5)
if sheet.on_row_enter then
sheet.on_row_enter(sheet, row_idx)
end
end)
row:SetScript('OnLeave', function()
sheet.rows[row_idx].mouse_over = false
local data_index = row_idx + FauxScrollFrame_GetOffset(sheet.scroll_frame)
if not (sheet.selected and sheet.selected(sheet.data[data_index])) then
sheet.rows[row_idx].highlight:SetAlpha(0)
end
if sheet.on_row_leave then
sheet.on_row_leave(sheet, row_idx)
end
end)
row:SetScript('OnUpdate', function() if sheet.on_row_update then sheet.on_row_update(sheet, row_idx) end end)
row.cells = {}
for i = 1,getn(params.columns) do
local cell = CreateFrame('Frame', nil, row)
cell:SetPoint('TOPLEFT', labels[i], 'BOTTOMLEFT', 0, -((row_index-1) * 14))
cell:SetPoint('TOPRIGHT', labels[i], 'BOTTOMRIGHT', 0, -((row_index-1) * 14))
cell:SetHeight(14)
params.columns[i].cell_initializer(cell)
row.cells[i] = cell
end
local color_texture = row:CreateTexture()
color_texture:SetPoint('TOPLEFT', row, 'TOPLEFT', 0, 0)
color_texture:SetPoint('BOTTOMRIGHT', row, 'BOTTOMRIGHT', 0, 1)
color_texture:SetTexture(1, 1, 1)
row.color_texture = color_texture
local highlight = row:CreateTexture()
highlight:SetPoint('TOPLEFT', row, 'TOPLEFT', 0, 0)
highlight:SetPoint('BOTTOMRIGHT', row, 'BOTTOMRIGHT', 0, 1)
highlight:SetAlpha(0)
highlight:SetTexture(0.8, 0.6, 0)
row.highlight = highlight
rows[row_index] = row
row_index = row_index + 1
total_height = total_height + 14
end
end
content:SetWidth(total_width)
sheet = {
name = name,
content = content,
scroll_frame = scroll_frame,
labels = labels,
rows = rows,
columns = params.columns,
data = {},
sort_order = params.sort_order,
row_setter = params.row_setter,
selected = params.selected,
on_row_click = params.on_row_click,
on_row_enter = params.on_row_enter,
on_row_leave = params.on_row_leave,
on_row_update = params.on_row_update,
}
scroll_frame.sheet = sheet
return sheet
end
function private.row_comparator(sheet)
return function(row1, row2)
for _, sort_info in ipairs(sheet.sort_order) do
local column = sheet.columns[sort_info.column]
if column.comparator then
local ordering = column.comparator(row1, row2)
if ordering ~= Aux.util.EQ then
return sort_info.order == 'ascending' and ordering or Aux.util.invert_order(ordering)
end
end
end
return Aux.util.EQ
end
end
function public.default_cell_initializer(alignment)
return function(cell)
local text = cell:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmall')
text:SetAllPoints(cell)
text:SetJustifyV('TOP')
text:SetJustifyH(alignment)
text:SetTextColor(0.8, 0.8, 0.8)
cell.text = text
end
end
function public.populate(sheet, data)
sheet.data = data
-- sheet.selected = {}
Aux.util.merge_sort(sheet.data, private.row_comparator(sheet))
public.render(sheet)
end
function Aux.sheet.sort(sheet, column_index)
if sheet.sort_order[1] and sheet.sort_order[1].column == column_index then
sheet.sort_order[1].order = sheet.sort_order[1].order == 'ascending' and 'descending' or 'ascending'
else
sheet.sort_order = Aux.util.filter(sheet.sort_order, function(sort_info) return not sort_info.column == column_index end)
tinsert(sheet.sort_order, 1, {column=column_index, order = 'ascending'})
end
Aux.util.merge_sort(sheet.data, private.row_comparator(sheet))
public.render(sheet)
end