/
frame.lua
949 lines (771 loc) · 19 KB
/
frame.lua
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--[[
frame.lua
A dominos frame, a generic container object
--]]
local Frame = Dominos:CreateClass('Frame')
Dominos.Frame = Frame
local FadeManager = Dominos.FadeManager
local active = {}
local unused = {}
--constructor
function Frame:New(id, tooltipText)
local id = tonumber(id) or id
local f = self:Restore(id) or self:Create(id)
f:LoadSettings()
f.buttons = {}
f:SetTooltipText(tooltipText)
Dominos.OverrideController:Add(f.header)
active[id] = f
return f
end
function Frame:Create(id)
local f = self:Bind(CreateFrame('Frame', format('DominosFrame%s', id), UIParent))
f:SetClampedToScreen(true)
f:SetMovable(true)
f.id = id
f.header = CreateFrame('Frame', nil, f, 'SecureHandlerStateTemplate')
f.header:SetAttribute('id', id)
f.header:SetAttribute('_onstate-overrideui', [[
self:RunAttribute('updateShown')
]])
f.header:SetAttribute('_onstate-showinoverrideui', [[
self:RunAttribute('updateShown')
]])
f.header:SetAttribute('_onstate-petbattleui', [[
self:RunAttribute('updateShown')
]])
f.header:SetAttribute('_onstate-showinpetbattleui', [[
self:RunAttribute('updateShown')
]])
f.header:SetAttribute('_onstate-display', [[
self:RunAttribute('updateShown')
]])
f.header:SetAttribute('updateShown', [[
local isOverrideUIShown = self:GetAttribute('state-overrideui') and true or false
local isPetBattleUIShown = self:GetAttribute('state-petbattleui') and true or false
if isPetBattleUIShown and not self:GetAttribute('state-showinpetbattleui') then
self:Hide()
return
end
if isOverrideUIShown and not self:GetAttribute('state-showinoverrideui') then
self:Hide()
return
end
local displayState = self:GetAttribute('state-display')
if displayState == 'hide' then
if self:GetAttribute('state-alpha') then
self:SetAttribute('state-alpha', nil)
end
self:Hide()
return
end
local stateAlpha = tonumber(displayState)
if self:GetAttribute('state-alpha') ~= stateAlpha then
self:SetAttribute('state-alpha', stateAlpha)
end
self:Show()
]])
f.header:SetAttribute('_onstate-alpha', [[
self:CallMethod('Fade')
]])
f.header.Fade = function() f:Fade() end
f.header:SetAllPoints(f)
f.drag = Dominos.DragFrame:New(f)
return f
end
function Frame:Restore(id)
local f = unused[id]
if f then
unused[id] = nil
return f
end
end
--destructor
function Frame:Free()
active[self.id] = nil
UnregisterStateDriver(self.header, 'display', 'show')
Dominos.MouseOverWatcher:Remove(self)
Dominos.OverrideController:Remove(self.header)
for i in pairs(self.buttons) do
self:RemoveButton(i)
end
self.buttons = nil
self.docked = nil
self:ClearAllPoints()
self:SetUserPlaced(nil)
self.drag:Hide()
self:Hide()
unused[self.id] = self
end
function Frame:Delete()
self:Free()
Dominos:SetFrameSets(self.id, nil)
end
function Frame:LoadSettings(defaults)
self.sets = Dominos:GetFrameSets(self.id) or Dominos:SetFrameSets(self.id, self:GetDefaults()) --get defaults must be provided by anything implementing the Frame type
self:Reposition()
if self.sets.hidden then
self:HideFrame()
else
self:ShowFrame()
end
if Dominos:Locked() then
self:Lock()
else
self:Unlock()
end
self:UpdateShowStates()
self:ShowInOverrideUI(self:ShowingInOverrideUI())
self:ShowInPetBattleUI(self:ShowingInPetBattleUI())
end
--[[ Layout ]]--
--this function is used in a lot of places, but never called in Frame
function Frame:LoadButtons()
if not self.AddButton then return end
for i = 1, self:NumButtons() do
self:AddButton(i)
end
self:UpdateClickThrough()
end
function Frame:RemoveButton(i)
local b = self.buttons and self.buttons[i]
if b and b.Free then
b:Free()
self.buttons[i] = nil
end
end
function Frame:UpdateButtonCount(numButtons)
for i = numButtons + 1, #self.buttons do
self:RemoveButton(i)
end
for i = #self.buttons + 1, numButtons do
self:AddButton(i)
end
end
function Frame:SetNumButtons(numButtons)
self.sets.numButtons = numButtons
self:UpdateButtonCount(self:NumButtons())
self:Layout()
end
function Frame:NumButtons()
return self.sets.numButtons or 0
end
function Frame:SetColumns(columns)
self.sets.columns = columns ~= self:NumButtons() and columns or nil
self:Layout()
end
function Frame:NumColumns()
return self.sets.columns or self:NumButtons()
end
function Frame:SetSpacing(spacing)
self.sets.spacing = spacing
self:Layout()
end
function Frame:GetSpacing()
return self.sets.spacing or 0
end
function Frame:SetPadding(w, h)
self.sets.padW = w
self.sets.padH = h or w
self:Layout()
end
function Frame:GetPadding()
local w = self.sets.padW or 0
local h = self.sets.padH or w
return w, h
end
--the wackiness here is for backward compaitbility reasons, since I did not implement true defaults
function Frame:SetLeftToRight(isLeftToRight)
local isRightToLeft = not isLeftToRight
self.sets.isRightToLeft = isRightToLeft and true or nil
self:Layout()
end
function Frame:GetLeftToRight()
return not self.sets.isRightToLeft
end
function Frame:SetTopToBottom(isTopToBottom)
local isBottomToTop = not isTopToBottom
self.sets.isBottomToTop = isBottomToTop and true or nil
self:Layout()
end
function Frame:GetTopToBottom()
return not self.sets.isBottomToTop
end
function Frame:Layout()
local width, height
if #self.buttons > 0 then
local cols = min(self:NumColumns(), #self.buttons)
local rows = ceil(#self.buttons / cols)
local pW, pH = self:GetPadding()
local spacing = self:GetSpacing()
local isLeftToRight = self:GetLeftToRight()
local isTopToBottom = self:GetTopToBottom()
local b = self.buttons[1]
local w = b:GetWidth() + spacing
local h = b:GetHeight() + spacing
for i,b in pairs(self.buttons) do
local col
local row
if isLeftToRight then
col = (i-1) % cols
else
col = (cols-1) - (i-1) % cols
end
if isTopToBottom then
row = ceil(i / cols) - 1
else
row = rows - ceil(i / cols)
end
b:ClearAllPoints()
b:SetPoint('TOPLEFT', w*col + pW, -(h*row + pH))
end
width = w*cols - spacing + pW*2
height = h*ceil(#self.buttons/cols) - spacing + pH*2
else
width = 30
height = 30
end
self:SetSize(max(width, 8), max(height, 8))
end
--[[ Scaling ]]--
function Frame:GetScaledCoords(scale)
local ratio = self:GetFrameScale() / scale
return (self:GetLeft() or 0) * ratio, (self:GetTop() or 0) * ratio
end
function Frame:SetFrameScale(scale, scaleAnchored)
local x, y = self:GetScaledCoords(scale)
self.sets.scale = scale
self:Rescale()
if not self.sets.anchor then
self:ClearAllPoints()
self:SetPoint('TOPLEFT', self:GetParent(), 'BOTTOMLEFT', x, y)
self:SavePosition()
end
if scaleAnchored then
for _,f in self:GetAll() do
if f:GetAnchor() == self then
f:SetFrameScale(scale, true)
end
end
end
end
function Frame:Rescale()
self:SetScale(self:GetFrameScale())
self.drag:SetScale(self:GetFrameScale())
end
function Frame:GetFrameScale()
return self.sets.scale or 1
end
--[[ Opacity ]]--
function Frame:SetFrameAlpha(alpha)
if alpha == 1 then
self.sets.alpha = nil
else
self.sets.alpha = alpha
end
self:UpdateAlpha()
end
function Frame:GetFrameAlpha()
return self.sets.alpha or 1
end
--faded opacity (mouse not over the frame)
function Frame:SetFadeMultiplier(alpha)
local alpha = alpha or 1
if alpha == 1 then
self.sets.fadeAlpha = nil
else
self.sets.fadeAlpha = alpha
end
self:UpdateWatched()
self:UpdateAlpha()
end
function Frame:GetFadeMultiplier()
return self.sets.fadeAlpha or 1
end
function Frame:UpdateAlpha()
self:SetAlpha(self:GetExpectedAlpha())
if Dominos:IsLinkedOpacityEnabled() then
self:ForDocked('UpdateAlpha')
end
end
--returns the opacity value we expect the frame to be at in its current state
function Frame:GetExpectedAlpha()
--if this is a docked frame and linked opacity is enabled
--then return the expected opacity of the parent frame
if Dominos:IsLinkedOpacityEnabled() then
local anchor = (self:GetAnchor())
if anchor and anchor:FrameIsShown() then
return anchor:GetExpectedAlpha()
end
end
--if the frame is moused over, then return the frame's normal opacity
if self.focused then
return self:GetFrameAlpha()
end
--if there's a statealpha value for the frame, then use it
local stateAlpha = self.header:GetAttribute('state-alpha')
if stateAlpha then
return stateAlpha / 100
end
return self:GetFrameAlpha() * self:GetFadeMultiplier()
end
--[[ Mouseover Checking ]]--
local function isChildFocus(...)
local focus = GetMouseFocus()
for i = 1, select('#', ...) do
if focus == select(i, ...) then
return true
end
end
for i = 1, select('#', ...) do
local f = select(i, ...)
if f:IsShown() and isChildFocus(f:GetChildren()) then
return true
end
end
return false
end
local function isDescendant(frame, ...)
for i = 1, select('#', ...) do
local f = select(i, ...)
if frame == f then
return true
end
end
for i = 1, select('#', ...) do
local f = select(i, ...)
if isDescendant(frame, f:GetChildren()) then
return true
end
end
return false
end
--returns all frames docked to the given frame
function Frame:IsFocus()
if self:IsMouseOver(1, -1, -1, 1) then
return (GetMouseFocus() == WorldFrame) or isChildFocus(self:GetChildren())
end
if SpellFlyout and SpellFlyout:IsMouseOver(1, -1, -1, 1) and isDescendant(SpellFlyout:GetParent(), self) then
return true
end
return Dominos:IsLinkedOpacityEnabled() and self:IsDockedFocus()
end
function Frame:IsDockedFocus()
local docked = self.docked
if docked then
for _,f in pairs(docked) do
if f:IsFocus() then
return true
end
end
end
return false
end
--[[ Fading ]]--
local function fader_Create(parent)
local fadeGroup = parent:CreateAnimationGroup()
fadeGroup:SetLooping('NONE')
fadeGroup:SetScript('OnFinished', function(self) parent:SetAlpha(self.targetAlpha) end)
local fade = fadeGroup:CreateAnimation('Alpha')
fade:SetSmoothing('NONE')
fade:SetOrder(1)
return function(targetAlpha, duration)
if fadeGroup:IsPlaying() then
fadeGroup:Pause()
parent:SetAlpha(parent:GetAlpha() + (fade:GetChange() * fade:GetProgress()))
end
fadeGroup.targetAlpha = targetAlpha
fade:SetChange(targetAlpha - parent:GetAlpha())
fade:SetDuration(duration)
fadeGroup:Play()
end
end
local Fade = setmetatable({}, {__index = function(t, parent)
local fade = fader_Create(parent)
t[parent] = fade
return fade
end})
--fades the frame from the current opacity setting
--to the expected setting
function Frame:Fade()
if floor(abs(self:GetExpectedAlpha()*100 - self:GetAlpha()*100)) == 0 then
return
end
if not self:FrameIsShown() then
return
end
Fade[self](self:GetExpectedAlpha(), 0.1)
if Dominos:IsLinkedOpacityEnabled() then
self:ForDocked('Fade')
end
end
--[[ Visibility ]]--
function Frame:ShowFrame()
self.sets.hidden = nil
self:Show()
self.drag:UpdateColor()
self:UpdateWatched()
self:UpdateAlpha()
if Dominos:IsLinkedOpacityEnabled() then
self:ForDocked('ShowFrame')
end
end
function Frame:HideFrame()
self.sets.hidden = true
self:Hide()
self.drag:UpdateColor()
self:UpdateWatched()
self:UpdateAlpha()
if Dominos:IsLinkedOpacityEnabled() then
self:ForDocked('HideFrame')
end
end
function Frame:ToggleFrame()
if self:FrameIsShown() then
self:HideFrame()
else
self:ShowFrame()
end
end
function Frame:FrameIsShown()
return not self.sets.hidden
end
--[[ Perspectives Visibility ]] --
function Frame:ShowInOverrideUI(enable)
self.sets.showInOverrideUI = enable and true or false
self.header:SetAttribute('state-showinoverrideui', enable)
end
function Frame:ShowingInOverrideUI()
return self.sets.showInOverrideUI
end
function Frame:ShowInPetBattleUI(enable)
self.sets.showInPetBattleUI = enable and true or false
self.header:SetAttribute('state-showinpetbattleui', enable)
end
function Frame:ShowingInPetBattleUI()
return self.sets.showInPetBattleUI
end
--[[ Clickthrough ]]--
function Frame:SetClickThrough(enable)
self.sets.clickThrough = enable and true or false
self:UpdateClickThrough()
end
function Frame:GetClickThrough()
return self.sets.clickThrough
end
function Frame:UpdateClickThrough()
local buttons = self.buttons
if not buttons then return end
local clickThrough = self:GetClickThrough()
for i, button in pairs(self.buttons) do
if clickThrough then
button:EnableMouse(false)
else
button:EnableMouse(true)
end
end
end
--[[ Show states ]]--
function Frame:SetShowStates(states)
self.sets.showstates = states
self:UpdateShowStates()
end
function Frame:GetShowStates()
local states = self.sets.showstates
--hack to convert [combat] into [combat]show;hide in case a user is using the old style of showstates
if states then
if states:sub(#states) == ']' then
states = states .. 'show;hide'
self.sets.showstates = states
end
end
return states
end
function Frame:UpdateShowStates()
local showstates = self:GetShowStates()
if showstates then
RegisterStateDriver(self.header, 'display', showstates)
else
UnregisterStateDriver(self.header, 'display')
if self.header:GetAttribute('state-display') then
self.header:SetAttribute('state-display', nil)
end
end
end
--[[ Lock/Unlock ]]--
function Frame:Lock()
self.drag:Hide()
end
function Frame:Unlock()
self.drag:Show()
end
--[[ Sticky Bars ]]--
Frame.stickyTolerance = 16
function Frame:StickToEdge()
local point, x, y = self:GetRelPosition()
local s = self:GetScale()
local w = self:GetParent():GetWidth()/s
local h = self:GetParent():GetHeight()/s
local rTolerance = self.stickyTolerance/s
local changed = false
--sticky edges
if abs(x) <= rTolerance then
x = 0
changed = true
end
if abs(y) <= rTolerance then
y = 0
changed = true
end
-- auto centering
local cX, cY = self:GetCenter()
if y == 0 then
if abs(cX - w/2) <= rTolerance*2 then
if point == 'TOPLEFT' or point == 'TOPRIGHT' then
point = 'TOP'
else
point = 'BOTTOM'
end
x = 0
changed = true
end
elseif x == 0 then
if abs(cY - h/2) <= rTolerance*2 then
if point == 'TOPLEFT' or point == 'BOTTOMLEFT' then
point = 'LEFT'
else
point = 'RIGHT'
end
y = 0
changed = true
end
end
--save this junk if we've done something
if changed then
self.sets.point = point
self.sets.x = x
self.sets.y = y
self:ClearAllPoints()
self:SetPoint(point, x, y)
end
end
function Frame:Stick()
self:ClearAnchor()
--only do sticky code if the alt key is not currently down
if Dominos:Sticky() and not IsAltKeyDown() then
--try to stick to a bar, then try to stick to a screen edge
for _, f in self:GetAll() do
if f ~= self then
local point = FlyPaper.Stick(self, f, self.stickyTolerance)
if point then
self:SetAnchor(f, point)
break
end
end
end
if not self.sets.anchor then
self:StickToEdge()
end
end
self:SavePosition()
self.drag:UpdateColor()
end
function Frame:Reanchor()
local f, point = self:GetAnchor()
if not(f and FlyPaper.StickToPoint(self, f, point)) then
self:ClearAnchor()
if not self:Reposition() then
self:ClearAllPoints()
self:SetPoint('CENTER')
end
else
self:SetAnchor(f, point)
end
self.drag:UpdateColor()
end
function Frame:SetAnchor(anchor, point)
self:ClearAnchor()
if anchor.docked then
local found = false
for i,f in pairs(anchor.docked) do
if f == self then
found = i
break
end
end
if not found then
tinsert(anchor.docked, self)
end
else
anchor.docked = {self}
end
self.sets.anchor = anchor.id .. point
self:UpdateWatched()
self:UpdateAlpha()
end
function Frame:ClearAnchor()
local anchor, point = self:GetAnchor()
if anchor and anchor.docked then
for i,f in pairs(anchor.docked) do
if f == self then
tremove(anchor.docked, i)
break
end
end
if not next(anchor.docked) then
anchor.docked = nil
end
end
self.sets.anchor = nil
self:UpdateWatched()
self:UpdateAlpha()
end
function Frame:GetAnchor()
local anchorString = self.sets.anchor
if anchorString then
local pointStart = #anchorString - 1
return self:Get(anchorString:sub(1, pointStart - 1)), anchorString:sub(pointStart)
end
end
--[[ Positioning ]]--
function Frame:GetRelPosition()
local parent = self:GetParent()
local w, h = parent:GetWidth(), parent:GetHeight()
local x, y = self:GetCenter()
local s = self:GetScale()
w = w/s h = h/s
local dx, dy
local hHalf = (x > w/2) and 'RIGHT' or 'LEFT'
if hHalf == 'RIGHT' then
dx = self:GetRight() - w
else
dx = self:GetLeft()
end
local vHalf = (y > h/2) and 'TOP' or 'BOTTOM'
if vHalf == 'TOP' then
dy = self:GetTop() - h
else
dy = self:GetBottom()
end
return vHalf..hHalf, dx, dy
end
function Frame:SavePosition()
local point, x, y = self:GetRelPosition()
local sets = self.sets
sets.point = point
sets.x = x
sets.y = y
end
--place the frame at it's saved position
function Frame:Reposition()
self:Rescale()
local sets = self.sets
local point, x, y = sets.point, sets.x, sets.y
if point then
self:ClearAllPoints()
self:SetPoint(point, x, y)
self:SetUserPlaced(true)
return true
end
end
function Frame:SetFramePoint(...)
self:ClearAllPoints()
self:SetPoint(...)
self:SavePosition()
end
--[[ Menus ]]--
function Frame:CreateMenu()
self.menu = Dominos:NewMenu(self.id)
self.menu:AddLayoutPanel()
self.menu:AddAdvancedPanel()
end
function Frame:ShowMenu()
local enabled = select(4, GetAddOnInfo('Dominos_Config'))
if enabled then
if not self.menu then
self:CreateMenu()
end
local menu = self.menu
if menu then
menu:Hide()
menu:SetOwner(self)
menu:ShowPanel(LibStub('AceLocale-3.0'):GetLocale('Dominos-Config').Layout)
menu:Show()
end
end
end
--[[ Tooltip Text ]]--
function Frame:SetTooltipText(text)
self.tooltipText = text
end
function Frame:GetTooltipText()
return self.tooltipText
end
--[[ Mouseover Watching ]]--
function Frame:UpdateWatched()
if self:FrameIsShown() and self:GetFadeMultiplier() < 1 and not(Dominos:IsLinkedOpacityEnabled() and self:GetAnchor()) then
Dominos.MouseOverWatcher:Add(self)
else
Dominos.MouseOverWatcher:Remove(self)
end
end
--[[ Metafunctions ]]--
function Frame:Get(id)
return active[tonumber(id) or id]
end
function Frame:GetAll()
return pairs(active)
end
function Frame:ForAll(method, ...)
for _,f in self:GetAll() do
local action = f[method]
if action then
action(f, ...)
end
end
end
function Frame:ForDocked(method, ...)
if self.docked then
for _, f in pairs(self.docked) do
local action = f[method]
if action then
action(f, ...)
end
end
end
end
--takes a frameId, and performs the specified action on that frame
--this adds two special IDs, 'all' for all frames and '<number>-<number>' for a range of IDs
function Frame:ForFrame(id, method, ...)
if id == 'all' then
self:ForAll(method, ...)
else
local startID, endID = tostring(id):match('(%d+)-(%d+)')
startID = tonumber(startID)
endID = tonumber(endID)
if startID and endID then
if startID > endID then
local t = startID
startID = endID
endID = t
end
for i = startID, endID do
local f = self:Get(i)
if f then
local action = f[method]
if action then
action(f, ...)
end
end
end
else
local f = self:Get(id)
if f then
local action = f[method]
if action then
action(f, ...)
end
end
end
end
end