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UI.condition_display.labelConstructor

dependência

Chame como

UI.condition_display.labelConstructor(interactive)

Registre a dependência UI.condition_display.labelConstructor e depois chame-a por esse nome. Uma chamada com namespace não passa self: use uma chamada com dois-pontos ou passe o objeto você mesmo.

O que faz

Constructs a new condition text widget: a plain wrapping RM-ConditionLabel, or with interactive set an RM-ConditionLink button that adds a leading image and OnEnter, OnLeave and OnClick callbacks. Both measure their wrapped text height and ask the parent to lay out again when it changes.

Argumentos

NomeTipoO que faz
interactiveboolean | nilTrue to build the interactive link variant with an image; false or nil builds a plain label.

Retornos

1RMConditionWidgetThe new label or link widget, registered but not yet acquired.

Edições

As funções auxiliares integradas são registradas em todas as edições. O que muda é a API do jogo que elas leem; quando uma está ausente, a função auxiliar recorre a uma alternativa ou retorna nil com um motivo.

  • Indisponível nessa edição (o motivo está na dica)
  • Só enquanto as alternativas da Blizzard para APIs obsoletas estiverem ativas
API do jogoClassic EraTBC AnniversaryClassic ProgressionForeverRetail
CreateFrameClassic EraTBC AnniversaryClassic ProgressionForeverRetail
GameFontHighlightSmallClassic EraTBC AnniversaryClassic ProgressionForeverRetail
GameTooltipClassic EraTBC AnniversaryClassic ProgressionForeverRetail
UIParentClassic EraTBC AnniversaryClassic ProgressionForeverRetail

Como o addon a chama

Dependências

Código-fonte

UI/condition_display.lua, linha 32. Somente leitura no jogo; Duplicar cria uma cópia editável.

UI.condition_display.labelConstructor(interactive)
    local w={type=interactive and 'RM-ConditionLink' or 'RM-ConditionLabel',text=''}
    local frame=CreateFrame(interactive and 'Button' or 'Frame',nil,UIParent);w.frame=frame
    local image=interactive and frame:CreateTexture(nil,'ARTWORK');w.image=image
    local label=frame:CreateFontString(nil,'OVERLAY','GameFontHighlightSmall');w.label=label
    label:SetPoint('TOPLEFT');label:SetWordWrap(true);label:SetHeight(0)
    local function layoutText()
        local inset=image and w.imagePath and (w.imageWidth+4) or 0
        label:SetWidth(math.max(1,frame:GetWidth()-inset))
        local textHeight=math.max(1,label:GetStringHeight() or 0)
        local height=math.max(textHeight,image and w.imagePath and w.imageHeight or 0)
        label:ClearAllPoints();label:SetPoint('TOPLEFT',frame,'TOPLEFT',inset,-(height-textHeight)/2)
        if image then image:ClearAllPoints();image:SetPoint('TOPLEFT',frame,'TOPLEFT',0,-(height-w.imageHeight)/2) end
        -- Backing frame dimensions may be quantized. Compare text requests,
        -- not engine rounding, before notifying the parent layout.
        local changed=height~=w.measuredHeight
        w.measuredHeight=height;w:SetHeight(height)
        return changed
    end
    local function measure()
        if w.measuring then return end
        w.measuring=true
        local ok,changed=pcall(layoutText)
        w.measuring=false
        if not ok then error(changed,0) end
        if changed and w.parent and w.parent.DoLayout then w.parent:DoLayout() end
    end
    function w:OnWidthSet() measure() end
    function w:SetText(text) self.text=text==nil and '' or tostring(text);label:SetText(self.text);measure() end
    function w:SetFont(path,height,flags) label:SetFont(path,height,flags);measure() end
    function w:SetFontObject(font) label:SetFontObject(font or defaultFont());measure() end
    function w:SetColor(red,green,blue,alpha)
        if red==nil or green==nil or blue==nil then red,green,blue=1,1,1 end
        label:SetTextColor(red,green,blue,alpha or 1)
    end
    function w:SetJustifyH(value) label:SetJustifyH(value) end
    function w:SetJustifyV(value) label:SetJustifyV(value) end
    if interactive then
        function w:SetImage(path,...)
            self.imagePath=path;image:SetTexture(path)
            local count=select('#',...);if count==4 or count==8 then image:SetTexCoord(...) else image:SetTexCoord(0,1,0,1) end
            if path then image:Show() else image:Hide() end;measure()
        end
        function w:SetImageSize(width,height) self.imageWidth,self.imageHeight=width,height;image:SetSize(width,height);measure() end
        function w:SetDisabled(value) self.disabled=value==true;if self.disabled then frame:Disable() else frame:Enable() end end
    end
    function w:OnAcquire()
        self.measuring=false;self.measuredHeight=nil
        if interactive then self.imagePath=nil;self.imageWidth,self.imageHeight=24,24;image:SetTexture(nil);image:SetSize(24,24);image:Hide();self:SetDisabled(false) end
        self:SetText('');self:SetFontObject();self:SetColor();self:SetJustifyH('LEFT');self:SetJustifyV('TOP');self:SetWidth(200)
        if interactive then
            frame:RegisterForClicks('LeftButtonUp','RightButtonUp');local lease=self.rmLease
            local function live() return w.rmActive and w.rmLease==lease and not w:IsReleasing() end
            addon:SetUIScript(frame,'OnEnter',function() if live() then w:Fire('OnEnter') end end)
            addon:SetUIScript(frame,'OnLeave',function() if live() then w:Fire('OnLeave') end end)
            addon:SetUIScript(frame,'OnClick',function(_,button) if live() and not w.disabled then w:Fire('OnClick',button) end end)
        end
    end
    function w:OnRelease()
        self.text='';self.measuring=false;self.measuredHeight=nil;label:SetText('')
        if image then image:Hide();image:SetTexture(nil);self.imagePath=nil;if GameTooltip and GameTooltip:IsOwned(frame) then GameTooltip:Hide() end end
    end
    return addon:RegisterConditionWidget(w)

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