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DopingControl/ui/widgets.lua
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2026-08-30 15:37:17 +02:00

464 lines
18 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 }
-- ------------------------------------------------------------------
-- Cell-box fallback palette: variant name -> (bg, border) color reference,
-- used ONLY when ui/cellsheet.lua's baked sheet is unavailable (see
-- W.HasCellSheet below). `border` is a DC.COLORS key, or a number that
-- indexes DC.QUALITY -- same convention as DC_Cells.VARIANTS in
-- ui/cellsheet.lua, which this table intentionally mirrors: colors are
-- pulled LIVE from DC.COLORS/DC.QUALITY (core/const.lua, already loaded --
-- ui/cellsheet.lua only bakes that same palette into a texture, it does
-- not own it), so nothing here duplicates a color VALUE. The pairing
-- itself (which key goes with which variant) can't be derived
-- mechanically -- it is the one piece of information that has to exist
-- twice given the failure mode this guards (ui/cellsheet.lua not loaded
-- at all). tools/luatests/test_widgets.lua cross-checks every entry
-- against the real DC_Cells.VARIANTS so the two cannot silently drift.
W.CELL_FALLBACK_VARIANTS = {
HAS = { bg = "hatBg", border = "hatBorder" },
MISSING = { bg = "fehltBg", border = "fehltBorder" },
UNKNOWN = { bg = "unbekBg", border = "unbekBorder" },
SKIP = { bg = "skip", border = "skipBorder" },
NEUTRAL = { bg = "theadBg", border = "line" },
ITEM_HAS = { bg = "theadBg", border = "hatBorder" },
ITEM_MISSING = { bg = "theadBg", border = "fehltBorder" },
Q_RARE = { bg = "theadBg", border = "rareBorder" },
Q_EPIC = { bg = "theadBg", border = "epicBorder" },
Q_0 = { bg = "theadBg", border = 0 },
Q_1 = { bg = "theadBg", border = 1 },
Q_2 = { bg = "theadBg", border = 2 },
Q_5 = { bg = "theadBg", border = 5 },
Q_6 = { bg = "theadBg", border = 6 },
}
-- ------------------------------------------------------------------
-- DC_Cells fallback shim -- covers a mid-session /reload where THIS file
-- (ui/widgets.lua, an EXISTING file whose new content /reload happily
-- re-executes) deploys, but ui/cellsheet.lua (a NEW file added in the same
-- change) does not: 1.12's /reload re-runs existing files but never loads
-- a file that was not already part of the running session (verified
-- in-game). Left alone, DC_Cells stays nil, and it is not only
-- W.MakeCell/W.SetCellBox below that touch it -- ui/matrix.lua calls
-- DC_Cells.VariantFor(...) directly at two paint sites (M.PaintItemTile
-- and the legacy trinket path, ui/matrix.lua ~2182/2381 -- out of scope
-- for this change) and would error on the very first painted item/trinket
-- cell regardless of anything done here.
--
-- The shim supplies ONLY the pure classification function -- state/kind/
-- quality -> variant NAME string -- no sheet, no texture, no coordinate
-- math, because none of that can work without ui/cellsheet.lua's baked
-- sheet file. It is a verbatim copy of DC_Cells.VariantFor's logic (see
-- ui/cellsheet.lua); test_widgets.lua cross-checks the two stay in sync.
-- Installs only when DC_Cells does not already exist, so the normal
-- (full-restart) load path -- where ui/cellsheet.lua runs before this file
-- per DopingControl.toc and sets the real DC_Cells -- is untouched.
if not DC_Cells then
DC_Cells = {
VariantFor = function(state, kind, quality)
if kind == "ench" or kind == "trinket" then
if quality == 3 then return "Q_RARE" end
if quality == 4 then return "Q_EPIC" end
if quality ~= nil then return "Q_" .. quality end
if kind == "trinket" then
return "Q_1"
end
if state == "HAS" then return "ITEM_HAS" end
if state == "MISSING" then return "ITEM_MISSING" end
return "NEUTRAL"
end
if state == "HAS" then return "HAS" end
if state == "MISSING" then return "MISSING" end
if state == "UNKNOWN" then return "UNKNOWN" end
return "SKIP"
end,
}
end
-- Whether ui/cellsheet.lua's baked sheet is actually available (as
-- opposed to the shim above, which never sets .SHEET). One seam shared by
-- W.MakeCell and W.SetCellBox, and directly testable offline without
-- CreateFrame (unlike W.MakeCell itself).
function W.HasCellSheet()
return DC_Cells ~= nil and DC_Cells.SHEET ~= nil
end
-- ------------------------------------------------------------------
-- 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). The box (background + 1px border) is one texture region
-- sampled from the baked sheet in ui/cellsheet.lua -- SetBackdrop with an
-- edgeFile costs NINE texture regions per cell, this costs one. The icon
-- (check/cross glyph OR trinket item icon) and FontString (?, skip dot,
-- trinket monogram) are created on demand via W.CellIcon / W.CellText;
-- 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:EnableMouse(true)
c.dcW = w or 30
if W.HasCellSheet() then
-- The state box (background + 1px border) comes from one baked sheet:
-- SetBackdrop with an edgeFile costs NINE texture regions per cell,
-- this costs one. See ui/cellsheet.lua.
c.boxTex = c:CreateTexture(nil, "BACKGROUND")
c.boxTex:SetAllPoints(c)
c.boxTex:SetTexture(DC_Cells.SHEET.path)
-- Without an initial texcoord the region would show the WHOLE sheet
-- stretched across the cell until the first paint. Start on NEUTRAL.
local l, r, t, b = DC_Cells.Coords("NEUTRAL", c.dcW)
if l then
c.boxTex:SetTexCoord(l, r, t, b)
c.dcBoxVariant = "NEUTRAL"
c.dcBoxW = c.dcW
end
else
-- Fallback: ui/cellsheet.lua did not load this session (see
-- W.HasCellSheet above) -- pre-refactor SetBackdrop path (no
-- boxTex region at all) so the matrix still draws instead of
-- erroring on a nil DC_Cells.SHEET. W.SetBackdropG and
-- W.SOLID_BACKDROP are untouched by the sprite refactor, so this
-- is exactly what W.MakeCell did before it.
c:SetBackdrop(W.SOLID_BACKDROP)
W.SetCellBox(c, "NEUTRAL")
end
return c
end
-- Icon and FontString on demand: a cell shows one or the other, and in 1.12
-- eagerly created regions cost even while hidden.
function W.CellIcon(cell)
if not cell.icon then
cell.icon = cell:CreateTexture(nil, "ARTWORK")
cell.icon:SetPoint("CENTER", cell, "CENTER", 0, 0)
cell.icon:SetWidth(16)
cell.icon:SetHeight(16)
cell.icon:Hide()
end
return cell.icon
end
function W.CellText(cell)
if not cell.text then
cell.text = cell:CreateFontString(nil, "OVERLAY")
W.ApplyFont(cell.text, 9)
cell.text:SetPoint("CENTER", cell, "CENTER", 0, 0)
end
return cell.text
end
-- Guards on variant AND width (cell.dcBoxW, the width the box was last
-- painted at) -- NOT variant alone. ui/matrix.lua resizes a pooled cell in
-- place when its column width changes (trinket columns are 34, normal
-- cells 30: see ui/matrix.lua's column-layout path around SetWidth(col.w))
-- and only ever writes cell.dcW; it has no notion of dcBoxVariant and isn't
-- expected to invalidate it. If this guard only checked variant, a cell
-- that kept its variant across such a resize would keep a stale texcoord
-- sized for the OLD width -- the baked border would sit off the new cell
-- edge. Tracking dcBoxW here keeps the guard self-contained: correctness
-- does not depend on any caller convention.
function W.SetCellBox(cell, variant)
if not W.HasCellSheet() then
-- Fallback: same pre-refactor SetBackdrop recipe, colors pulled
-- LIVE from DC.COLORS/DC.QUALITY via W.CELL_FALLBACK_VARIANTS
-- above. Never touches cell.boxTex -- a fallback cell (see
-- W.MakeCell) does not have one. W.SetBackdropG already
-- change-guards by table reference, so no separate
-- dcBoxVariant/dcBoxW bookkeeping is needed here.
local v = W.CELL_FALLBACK_VARIANTS[variant]
if not v then
return
end
local bg = DC.COLORS[v.bg]
local border = v.border
if type(border) == "number" then
border = DC.QUALITY[border]
else
border = DC.COLORS[border]
end
if not bg or not border then
return
end
W.SetBackdropG(cell, bg, border)
return
end
if cell.dcBoxVariant == variant and cell.dcBoxW == cell.dcW then
return
end
local l, r, t, b = DC_Cells.Coords(variant, cell.dcW)
if not l then
return
end
cell.dcBoxVariant = variant
cell.dcBoxW = cell.dcW
cell.boxTex:SetTexCoord(l, r, t, b)
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
-- W.dcTipOwner: our own record of which of OUR frames currently owns
-- GameTooltip. WoW 1.12's GameTooltip has no "GetOwner" method (confirmed
-- against FrameXML-1.12.1: zero real hits -- the only "GetOwner" match
-- anywhere in that tree is the unrelated global function
-- GetOwnerAuctionItems). Every caller in this addon that ever needs "who
-- currently owns the tooltip" goes through W.AttachTooltip to open one in
-- the first place, so this is the single place that needs to record it.
-- Set right after SetOwner
-- (matching order: SetOwner, then the builder runs, then Show -- a builder
-- that itself re-SetOwner()s the SAME frame, like M.CellTooltip's
-- ANCHOR_LEFT override, does not change who owns it). Cleared in OnLeave,
-- guarded on identity so a late/out-of-order OnLeave can never clobber a
-- newer owner.
W.dcTipOwner = nil
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)
W.dcTipOwner = this
this.dcTipBuilder(this)
GameTooltip:Show()
end
end)
frame:SetScript("OnLeave", function()
if this.dcOldLeave then
this.dcOldLeave()
end
if W.dcTipOwner == this then
W.dcTipOwner = nil
end
if GameTooltip then
GameTooltip:Hide()
end
end)
end