1
0
Bifurcation 0
Ce dépôt a été archivé le 2024-10-10. Vous pouvez voir ses fichiers ou le cloner, mais pas ouvrir de ticket ou de demandes d'ajout, ni soumettre de changements.
ButtonForge-classic/ButtonForge/UILibLayers.xml

131 lignes
3,8 Kio
XML
Brut Vue normale Historique

2018-05-12 02:23:16 +02:00
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/ ..\FrameXML\UI.xsd">
<Script file="UILibLayers.lua"/>
<Frame name="BFOverlay" enablemouse="true" hidden="true" virtual="true">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="UIParent" relativePoint="TOPLEFT">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
<Anchor point="BOTTOMRIGHT" relativeTo="UIParent" relativePoint="BOTTOMRIGHT">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface/Tooltips/UI-Tooltip-Background" edgeFile="" tile="true">
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
</Frame>
<!-- The primary configure layer, all configuration UI descends from this -->
<Frame name="BFConfigureLayer" parent="UIParent" frameStrata="LOW" hidden="true">
<Scripts>
<OnShow>
BFUILib.ConfigureModeEnabled();
</OnShow>
<OnHide>
BFUILib.ConfigureModeDisabled();
</OnHide>
</Scripts>
</Frame>
<!-- Layer to house the advanced ui controls -->
<Frame name="BFAdvancedToolsLayer" parent="BFConfigureLayer" frameStrata="LOW" hidden="true"/>
<!-- Overlay for bar creation -->
<Frame name="BFCreateBarOverlay" parent="UIParent" inherits="BFOverlay" frameStrata="FULLSCREEN_DIALOG">
<Scripts>
<OnLoad>
self:SetBackdropColor(unpack(BFConst.CreateBarOverlayColor));
tinsert(UISpecialFrames, self:GetName());
</OnLoad>
<OnMouseUp>
if (button == "LeftButton") then
local Left, Top = GetCursorPosition();
local Scale = UIParent:GetEffectiveScale();
if (BFUILib.CreateBarMode) then
BFUtil.NewBar(Left / Scale, Top / Scale);
elseif (BFUILib.CreateBonusBarMode) then
BFUtil.NewBonusBar(Left / Scale, Top / Scale);
end
end
BFUILib.ToggleCreateBarMode(true);
</OnMouseUp>
<OnEnter>
SetCursor("REPAIRNPC_CURSOR");
</OnEnter>
<OnHide>
BFUILib.ToggleCreateBarMode(true);
</OnHide>
</Scripts>
</Frame>
<!-- Overlay for bar destruction (this overlay contains destroy frames unique to each bar) -->
<Frame name="BFDestroyBarOverlay" parent="UIParent" inherits="BFOverlay">
<Scripts>
<OnLoad>
self:SetBackdropColor(unpack(BFConst.DestroyBarOverlayColor));
tinsert(UISpecialFrames, self:GetName());
</OnLoad>
<OnMouseUp>
BFUILib.ToggleDestroyBarMode(true);
</OnMouseUp>
<OnEnter>
SetCursor("CAST_ERROR_CURSOR");
</OnEnter>
<OnHide>
BFUILib.ToggleDestroyBarMode(true);
</OnHide>
</Scripts>
</Frame>
<!-- Frame to drag a Toggle button against -->
<Frame name="BFIconDragOverlay" parent="UIParent" inherits="BFOverlay" frameStrata="LOW" frameLevel="1">
<Scripts>
<OnLoad>
self:SetBackdropColor(unpack(BFConst.IconDragOverlayColor));
tinsert(UISpecialFrames, self:GetName());
</OnLoad>
<OnEnter>
SetCursor("ITEM_CURSOR");
</OnEnter>
<OnMouseDown>
BFUILib:StopDraggingIcon();
</OnMouseDown>
<OnHide>
BFUILib:StopDraggingIcon();
</OnHide>
</Scripts>
</Frame>
<!-- Frame to handle protected processing that may be needed when entering combat -->
<Frame name="BFSecureForCombatFrame" hidden="true" inherits="SecureHandlerStateTemplate">
<Scripts>
<OnLoad>
RegisterStateDriver(self, "combat", "[combat] true; false");
</OnLoad>
</Scripts>
</Frame>
<!-- Frame to handle protected processing when the override or vehicle bar becomes active -->
<Frame name="BFSecureSpecialBarFrame" hidden="true" inherits="SecureHandlerStateTemplate">
<Scripts>
<OnLoad>
RegisterStateDriver(self, "bar", "[overridebar] overridebar; [vehicleui] vehicleui; normal");
</OnLoad>
</Scripts>
</Frame>
</Ui>