349 lignes
10 Kio
Lua
349 lignes
10 Kio
Lua
--[[-----------------------------------------------------------------------------
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TabGroup Container
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Container that uses tabs on top to switch between groups.
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-------------------------------------------------------------------------------]]
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local Type, Version = "TabGroup", 36
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local AceGUI = LibStub and LibStub("AceGUI-3.0", true)
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if not AceGUI or (AceGUI:GetWidgetVersion(Type) or 0) >= Version then return end
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-- Lua APIs
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local pairs, ipairs, assert, type, wipe = pairs, ipairs, assert, type, wipe
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-- WoW APIs
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local PlaySound = PlaySound
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local CreateFrame, UIParent = CreateFrame, UIParent
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local _G = _G
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-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
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-- List them here for Mikk's FindGlobals script
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-- GLOBALS: PanelTemplates_TabResize, PanelTemplates_SetDisabledTabState, PanelTemplates_SelectTab, PanelTemplates_DeselectTab
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-- local upvalue storage used by BuildTabs
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local widths = {}
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local rowwidths = {}
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local rowends = {}
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--[[-----------------------------------------------------------------------------
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Support functions
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-------------------------------------------------------------------------------]]
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local function UpdateTabLook(frame)
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if frame.disabled then
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PanelTemplates_SetDisabledTabState(frame)
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elseif frame.selected then
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PanelTemplates_SelectTab(frame)
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else
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PanelTemplates_DeselectTab(frame)
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end
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end
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local function Tab_SetText(frame, text)
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frame:_SetText(text)
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local width = frame.obj.frame.width or frame.obj.frame:GetWidth() or 0
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PanelTemplates_TabResize(frame, 0, nil, nil, width, frame:GetFontString():GetStringWidth())
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end
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local function Tab_SetSelected(frame, selected)
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frame.selected = selected
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UpdateTabLook(frame)
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end
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local function Tab_SetDisabled(frame, disabled)
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frame.disabled = disabled
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UpdateTabLook(frame)
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end
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local function BuildTabsOnUpdate(frame)
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local self = frame.obj
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self:BuildTabs()
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frame:SetScript("OnUpdate", nil)
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end
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--[[-----------------------------------------------------------------------------
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Scripts
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-------------------------------------------------------------------------------]]
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local function Tab_OnClick(frame)
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if not (frame.selected or frame.disabled) then
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PlaySound(841) -- SOUNDKIT.IG_CHARACTER_INFO_TAB
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frame.obj:SelectTab(frame.value)
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end
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end
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local function Tab_OnEnter(frame)
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local self = frame.obj
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self:Fire("OnTabEnter", self.tabs[frame.id].value, frame)
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end
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local function Tab_OnLeave(frame)
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local self = frame.obj
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self:Fire("OnTabLeave", self.tabs[frame.id].value, frame)
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end
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local function Tab_OnShow(frame)
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_G[frame:GetName().."HighlightTexture"]:SetWidth(frame:GetTextWidth() + 30)
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end
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--[[-----------------------------------------------------------------------------
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Methods
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-------------------------------------------------------------------------------]]
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local methods = {
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["OnAcquire"] = function(self)
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self:SetTitle()
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end,
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["OnRelease"] = function(self)
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self.status = nil
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for k in pairs(self.localstatus) do
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self.localstatus[k] = nil
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end
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self.tablist = nil
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for _, tab in pairs(self.tabs) do
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tab:Hide()
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end
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end,
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["CreateTab"] = function(self, id)
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local tabname = ("AceGUITabGroup%dTab%d"):format(self.num, id)
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local tab = CreateFrame("Button", tabname, self.border, "OptionsFrameTabButtonTemplate")
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tab.obj = self
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tab.id = id
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tab.text = _G[tabname .. "Text"]
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tab.text:ClearAllPoints()
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tab.text:SetPoint("LEFT", 14, -3)
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tab.text:SetPoint("RIGHT", -12, -3)
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tab:SetScript("OnClick", Tab_OnClick)
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tab:SetScript("OnEnter", Tab_OnEnter)
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tab:SetScript("OnLeave", Tab_OnLeave)
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tab:SetScript("OnShow", Tab_OnShow)
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tab._SetText = tab.SetText
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tab.SetText = Tab_SetText
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tab.SetSelected = Tab_SetSelected
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tab.SetDisabled = Tab_SetDisabled
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return tab
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end,
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["SetTitle"] = function(self, text)
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self.titletext:SetText(text or "")
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if text and text ~= "" then
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self.alignoffset = 25
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else
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self.alignoffset = 18
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end
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self:BuildTabs()
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end,
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["SetStatusTable"] = function(self, status)
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assert(type(status) == "table")
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self.status = status
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end,
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["SelectTab"] = function(self, value)
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local status = self.status or self.localstatus
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local found
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for i, v in ipairs(self.tabs) do
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if v.value == value then
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v:SetSelected(true)
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found = true
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else
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v:SetSelected(false)
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end
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end
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status.selected = value
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if found then
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self:Fire("OnGroupSelected",value)
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end
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end,
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["SetTabs"] = function(self, tabs)
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self.tablist = tabs
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self:BuildTabs()
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end,
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["BuildTabs"] = function(self)
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local hastitle = (self.titletext:GetText() and self.titletext:GetText() ~= "")
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local tablist = self.tablist
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local tabs = self.tabs
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if not tablist then return end
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local width = self.frame.width or self.frame:GetWidth() or 0
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wipe(widths)
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wipe(rowwidths)
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wipe(rowends)
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--Place Text into tabs and get thier initial width
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for i, v in ipairs(tablist) do
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local tab = tabs[i]
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if not tab then
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tab = self:CreateTab(i)
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tabs[i] = tab
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end
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tab:Show()
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tab:SetText(v.text)
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tab:SetDisabled(v.disabled)
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tab.value = v.value
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widths[i] = tab:GetWidth() - 6 --tabs are anchored 10 pixels from the right side of the previous one to reduce spacing, but add a fixed 4px padding for the text
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end
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for i = (#tablist)+1, #tabs, 1 do
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tabs[i]:Hide()
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end
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--First pass, find the minimum number of rows needed to hold all tabs and the initial tab layout
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local numtabs = #tablist
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local numrows = 1
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local usedwidth = 0
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for i = 1, #tablist do
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--If this is not the first tab of a row and there isn't room for it
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if usedwidth ~= 0 and (width - usedwidth - widths[i]) < 0 then
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rowwidths[numrows] = usedwidth + 10 --first tab in each row takes up an extra 10px
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rowends[numrows] = i - 1
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numrows = numrows + 1
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usedwidth = 0
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end
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usedwidth = usedwidth + widths[i]
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end
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rowwidths[numrows] = usedwidth + 10 --first tab in each row takes up an extra 10px
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rowends[numrows] = #tablist
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--Fix for single tabs being left on the last row, move a tab from the row above if applicable
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if numrows > 1 then
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--if the last row has only one tab
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if rowends[numrows-1] == numtabs-1 then
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--if there are more than 2 tabs in the 2nd last row
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if (numrows == 2 and rowends[numrows-1] > 2) or (rowends[numrows] - rowends[numrows-1] > 2) then
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--move 1 tab from the second last row to the last, if there is enough space
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if (rowwidths[numrows] + widths[numtabs-1]) <= width then
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rowends[numrows-1] = rowends[numrows-1] - 1
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rowwidths[numrows] = rowwidths[numrows] + widths[numtabs-1]
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rowwidths[numrows-1] = rowwidths[numrows-1] - widths[numtabs-1]
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end
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end
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end
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end
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--anchor the rows as defined and resize tabs to fill thier row
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local starttab = 1
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for row, endtab in ipairs(rowends) do
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local first = true
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for tabno = starttab, endtab do
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local tab = tabs[tabno]
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tab:ClearAllPoints()
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if first then
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tab:SetPoint("TOPLEFT", self.frame, "TOPLEFT", 0, -(hastitle and 14 or 7)-(row-1)*20 )
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first = false
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else
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tab:SetPoint("LEFT", tabs[tabno-1], "RIGHT", -10, 0)
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end
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end
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-- equal padding for each tab to fill the available width,
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-- if the used space is above 75% already
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-- the 18 pixel is the typical width of a scrollbar, so we can have a tab group inside a scrolling frame,
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-- and not have the tabs jump around funny when switching between tabs that need scrolling and those that don't
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local padding = 0
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if not (numrows == 1 and rowwidths[1] < width*0.75 - 18) then
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padding = (width - rowwidths[row]) / (endtab - starttab+1)
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end
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for i = starttab, endtab do
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PanelTemplates_TabResize(tabs[i], padding + 4, nil, nil, width, tabs[i]:GetFontString():GetStringWidth())
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end
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starttab = endtab + 1
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end
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self.borderoffset = (hastitle and 17 or 10)+((numrows)*20)
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self.border:SetPoint("TOPLEFT", 1, -self.borderoffset)
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end,
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["OnWidthSet"] = function(self, width)
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local content = self.content
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local contentwidth = width - 60
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if contentwidth < 0 then
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contentwidth = 0
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end
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content:SetWidth(contentwidth)
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content.width = contentwidth
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self:BuildTabs(self)
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self.frame:SetScript("OnUpdate", BuildTabsOnUpdate)
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end,
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["OnHeightSet"] = function(self, height)
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local content = self.content
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local contentheight = height - (self.borderoffset + 23)
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if contentheight < 0 then
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contentheight = 0
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end
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content:SetHeight(contentheight)
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content.height = contentheight
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end,
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["LayoutFinished"] = function(self, width, height)
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if self.noAutoHeight then return end
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self:SetHeight((height or 0) + (self.borderoffset + 23))
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end
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}
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--[[-----------------------------------------------------------------------------
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Constructor
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-------------------------------------------------------------------------------]]
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local PaneBackdrop = {
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bgFile = "Interface\\ChatFrame\\ChatFrameBackground",
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edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
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tile = true, tileSize = 16, edgeSize = 16,
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insets = { left = 3, right = 3, top = 5, bottom = 3 }
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}
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local function Constructor()
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local num = AceGUI:GetNextWidgetNum(Type)
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local frame = CreateFrame("Frame",nil,UIParent)
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frame:SetHeight(100)
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frame:SetWidth(100)
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frame:SetFrameStrata("FULLSCREEN_DIALOG")
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local titletext = frame:CreateFontString(nil,"OVERLAY","GameFontNormal")
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titletext:SetPoint("TOPLEFT", 14, 0)
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titletext:SetPoint("TOPRIGHT", -14, 0)
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titletext:SetJustifyH("LEFT")
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titletext:SetHeight(18)
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titletext:SetText("")
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local border = CreateFrame("Frame", nil, frame)
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border:SetPoint("TOPLEFT", 1, -27)
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border:SetPoint("BOTTOMRIGHT", -1, 3)
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border:SetBackdrop(PaneBackdrop)
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border:SetBackdropColor(0.1, 0.1, 0.1, 0.5)
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border:SetBackdropBorderColor(0.4, 0.4, 0.4)
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local content = CreateFrame("Frame", nil, border)
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content:SetPoint("TOPLEFT", 10, -7)
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content:SetPoint("BOTTOMRIGHT", -10, 7)
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local widget = {
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num = num,
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frame = frame,
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localstatus = {},
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alignoffset = 18,
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titletext = titletext,
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border = border,
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borderoffset = 27,
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tabs = {},
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content = content,
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type = Type
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}
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for method, func in pairs(methods) do
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widget[method] = func
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end
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return AceGUI:RegisterAsContainer(widget)
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end
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AceGUI:RegisterWidgetType(Type, Constructor, Version)
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