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DopingControl/ui/widgets.lua
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2026-08-03 09:47:19 +02:00

274 lines
9.4 KiB
Lua

-- 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