-- DopingControl ui/widgets.lua -- Shared UI building blocks: panel backdrop, pooled-widget factories -- (cell / pill / badge / button), tooltip helpers, pfUI-aware font helper, -- change-guarded setters (only touch a region when the value changed). -- -- Factory + pooling patterns follow common 1.12 addon practice -- (pfUI-style WHITE8X8 backdrops, pooled regions, save-and-call hooks). -- -- Pure Lua 5.0 dofile-loadable: top level only defines tables/functions; -- CreateFrame & friends are only referenced INSIDE factory functions, which -- are never called offline. DopingControl = DopingControl or {} local DC = DopingControl DC_Widgets = DC_Widgets or {} local W = DC_Widgets -- ------------------------------------------------------------------ -- Texture / font constants -- ------------------------------------------------------------------ W.SOLID_TEX = "Interface\\Buttons\\WHITE8X8" -- 1px-border backdrop base W.FONT = "Fonts\\FRIZQT__.TTF" -- default client font W.CHECK_TEX = "Interface\\Buttons\\UI-CheckBox-Check" -- HAS glyph (tinted green) W.CROSS_TEX = "Interface\\Buttons\\UI-GroupLoot-Pass-Up" -- MISSING glyph (tinted red) -- Main window backdrop (textures shipped in DopingControl\textures\). W.PANEL_BACKDROP = { bgFile = "Interface\\AddOns\\DopingControl\\textures\\panel_bg", edgeFile = "Interface\\AddOns\\DopingControl\\textures\\panel_border", tile = true, tileSize = 128, edgeSize = 16, insets = { left = 5, right = 5, top = 5, bottom = 5 }, } -- Solid 1px-border backdrop for cells/pills/badges/buttons (pfUI-style -- WHITE8X8 recipe; bg + border colored via SetBackdropColor / -- SetBackdropBorderColor). W.SOLID_BACKDROP = { bgFile = W.SOLID_TEX, edgeFile = W.SOLID_TEX, tile = false, edgeSize = 1, insets = { left = 1, right = 1, top = 1, bottom = 1 }, } W.WHITE = { r = 1, g = 1, b = 1 } -- ------------------------------------------------------------------ -- Font helper (we keep OUR pixel -- size -- the matrix layout depends on it -- and only take pfUI's font -- FAMILY when pfUI is present; forcing pfUI's global font size would break -- the 30x23 cell grid). -- ------------------------------------------------------------------ function W.ApplyFont(fs, size) size = size or 10 if pfUI and pfUI.font_default then fs:SetFont(pfUI.font_default, size) else fs:SetFont(W.FONT, size) end end -- ------------------------------------------------------------------ -- Change-guarded setters (convention: cache last-applied value on the -- region as dcLast*; only call the real setter when the value changed. -- Color guards compare by TABLE REFERENCE -- callers always pass the -- shared DC.COLORS / DC.QUALITY tables, so this is exact and zero-alloc). -- ------------------------------------------------------------------ function W.SetTextG(fs, text) if fs.dcLastText ~= text then fs.dcLastText = text fs:SetText(text) end end function W.SetTextColorG(fs, c) if fs.dcLastColor ~= c then fs.dcLastColor = c fs:SetTextColor(c.r, c.g, c.b) end end function W.SetBackdropG(f, bg, border) if f.dcLastBg ~= bg then f.dcLastBg = bg f:SetBackdropColor(bg.r, bg.g, bg.b, bg.a or 1) end if f.dcLastBorder ~= border then f.dcLastBorder = border f:SetBackdropBorderColor(border.r, border.g, border.b, 1) end end function W.SetTextureG(tex, path) if tex.dcLastTex ~= path then tex.dcLastTex = path tex:SetTexture(path) end end function W.SetVertexG(tex, c) if tex.dcLastVertex ~= c then tex.dcLastVertex = c tex:SetVertexColor(c.r, c.g, c.b) end end function W.SetAlphaG(region, a) if region.dcLastAlpha ~= a then region.dcLastAlpha = a region:SetAlpha(a) end end -- ------------------------------------------------------------------ -- FontString factory -- ------------------------------------------------------------------ function W.MakeText(parent, size, color, layer) local fs = parent:CreateFontString(nil, layer or "OVERLAY") W.ApplyFont(fs, size) if color then W.SetTextColorG(fs, color) end return fs end -- ------------------------------------------------------------------ -- Cell factory: 30x23 state cell (the 30x23 size is part of the fixed -- visual layout). Carries one texture region (check/cross glyph OR trinket -- item icon) and one FontString (?, skip dot, trinket monogram); the -- matrix paint code shows exactly one of them per state. -- Pool children stay anonymous (documented factory exception). -- ------------------------------------------------------------------ function W.MakeCell(parent, name, w, h) local c = CreateFrame("Frame", name, parent) c:SetWidth(w or 30) c:SetHeight(h or 23) c:SetBackdrop(W.SOLID_BACKDROP) c:EnableMouse(true) c.icon = c:CreateTexture(nil, "ARTWORK") c.icon:SetPoint("CENTER", c, "CENTER", 0, 0) c.icon:SetWidth(16) c.icon:SetHeight(16) c.icon:Hide() c.text = c:CreateFontString(nil, "OVERLAY") W.ApplyFont(c.text, 9) c.text:SetPoint("CENTER", c, "CENTER", 0, 0) return c end -- ------------------------------------------------------------------ -- Pill factory (ready pill, coverage pill): bordered mini frame with a -- centered FontString; width is adjusted by the caller to fit the text. -- ------------------------------------------------------------------ function W.MakePill(parent, name) local p = CreateFrame("Frame", name, parent) p:SetWidth(70) p:SetHeight(16) p:SetBackdrop(W.SOLID_BACKDROP) p:EnableMouse(true) p.text = p:CreateFontString(nil, "OVERLAY") W.ApplyFont(p.text, 9) p.text:SetPoint("CENTER", p, "CENTER", 0, 0) return p end -- ------------------------------------------------------------------ -- Role badge factory: clickable bordered button with centered label. -- Suggested roles render with a "?" suffix + dimmer border (matrix paints -- that -- 1.12 has no dashed borders, see the adaptation note there). -- ------------------------------------------------------------------ function W.MakeBadge(parent, name) local b = CreateFrame("Button", name, parent) b:SetWidth(56) b:SetHeight(16) b:SetBackdrop(W.SOLID_BACKDROP) b.text = b:CreateFontString(nil, "OVERLAY") W.ApplyFont(b.text, 8) b.text:SetPoint("CENTER", b, "CENTER", 0, 0) b:RegisterForClicks("LeftButtonUp") return b end -- ------------------------------------------------------------------ -- Dark gold-trim button (titlebar Scan/Report/Options/X). -- ------------------------------------------------------------------ function W.MakeButton(parent, name, label, width, height) local C = DC.COLORS local b = CreateFrame("Button", name, parent) b:SetWidth(width or 64) b:SetHeight(height or 19) b:SetBackdrop(W.SOLID_BACKDROP) W.SetBackdropG(b, C.panel2, C.goldSoft) b.text = b:CreateFontString(nil, "OVERLAY") W.ApplyFont(b.text, 10) b.text:SetPoint("CENTER", b, "CENTER", 0, 0) W.SetTextColorG(b.text, C.goldHi) b.text:SetText(label) b:SetScript("OnEnter", function() W.SetBackdropG(this, C.panel3, C.gold) end) b:SetScript("OnLeave", function() W.SetBackdropG(this, C.panel2, C.goldSoft) end) return b end -- ------------------------------------------------------------------ -- Tooltip helpers. Convention: the builder only ADDS -- lines; AttachTooltip calls SetOwner before and Show after -- AddLine -- never calls Show itself. -- AttachTooltip CHAINS any existing OnEnter/OnLeave (no HookScript on -- 1.12 -- standard save-and-call pattern). -- ------------------------------------------------------------------ function W.TipLine(text, c, wrap) if not GameTooltip then return end local r, g, b = 1, 1, 1 if c then r, g, b = c.r, c.g, c.b end if wrap then GameTooltip:AddLine(text, r, g, b, 1) else GameTooltip:AddLine(text, r, g, b) end end -- Two-column tooltip line: label left, value flush RIGHT. This is what -- makes a breakdown read like an addition on paper -- the values line up -- in a column instead of trailing their labels at ragged positions. 1.12 -- has no monospace font and no tab stops; AddDoubleLine is the only way to -- get a right-aligned column, and it exists in this client's FrameXML. -- `cr` defaults to the label color when omitted. function W.TipDouble(left, right, c, cr) if not GameTooltip then return end local r, g, b = 1, 1, 1 if c then r, g, b = c.r, c.g, c.b end local r2, g2, b2 = r, g, b if cr then r2, g2, b2 = cr.r, cr.g, cr.b end GameTooltip:AddDoubleLine(left, right, r, g, b, r2, g2, b2) end function W.AttachTooltip(frame, builder, anchor) frame.dcTipBuilder = builder frame.dcTipAnchor = anchor or "ANCHOR_LEFT" frame.dcOldEnter = frame:GetScript("OnEnter") frame.dcOldLeave = frame:GetScript("OnLeave") frame:SetScript("OnEnter", function() if this.dcOldEnter then this.dcOldEnter() end if GameTooltip and this.dcTipBuilder then GameTooltip:SetOwner(this, this.dcTipAnchor) this.dcTipBuilder(this) GameTooltip:Show() end end) frame:SetScript("OnLeave", function() if this.dcOldLeave then this.dcOldLeave() end if GameTooltip then GameTooltip:Hide() end end) end