--######################################### --# Icon class setup --######################################### -- The normal way of handling icons is to create a texture, load the icon file into that, set the region you want, and done. -- However, we need to embed icons into a text string for display in the LDB label. -- So, we create a custom object to hold icon information, and give it a method to create a text string to display that icon. -- That text string can then be embedded in the LDB label to show the icon. -- Get local references to globals local setmetatable = setmetatable local string = string --######################################### --# Icon class setup --######################################### -- Create the object class -- Adapted from http://lua-users.org/wiki/ObjectOrientationTutorial IconClass = {} IconClass.__index = IconClass setmetatable(IconClass, { __call = function (cls, ...) return cls.new(...) end, }) --######################################### --# Constructor --######################################### -- Create the constructor function IconClass.new(iconfile, IconFileX, IconFileY, StartX, EndX, StartY, EndY) local self = setmetatable({}, IconClass) -- The caller has to specify an iconfile before actually using the class, or the results will not be what is expected. self.IconFile = iconfile or "" -- the game file that has the icon we want -- The initial values are sane defaults, but they should be updated for each icon. -- These settings control the display of the icon self.SizeOne = 0 -- SizeOne and SizeTwo jointly control the size of the icon. The logic is not intuitive. self.SizeTwo = nil -- For more details on the SizeOne and SizeTwo parameters, see http://wowwiki.wikia.com/wiki/UI_escape_sequences#Textures -- For the purposes of our icons, they should always be 0 and nil (indicating a square sized to the height of the text). self.OffsetX = 0 -- This moves the image n pixels horizontally in the final display. For our icons, it's always 0. self.OffsetY = 0 -- This moves the image n pixels vertically in the final display. For our icons, it's always 0. -- These settings control the extraction of the icon from a bigger texture file self.IconFileX = IconFileX or 0 -- the total X (horizontal) pixels in the image file - not just the icon we want self.IconFileY = IconFileY or 0 -- the total Y (vertical) pixels in the image file self.StartX = StartX or 0 -- The starting point in the file where the icon begins, counted from the left border, in pixels self.EndX = EndX or 0 -- The ending point in the file where the icon ends, counted from the left border, in pixels self.StartY = StartY or 0 -- The starting point in the file where the icon begins, counted from the top border, in pixels self.EndY = EndY or 0 -- The ending point in the file where the icon ends, counted from the top border, in pixels return self end -- IconClass.new() --######################################### --# Methods --######################################### -- Gets the display string without the control codes that make WoW display it as an icon. -- Useful for debugging or when there's additional text that needs to be added or modified before the control codes are added. function IconClass:GetIconStringInner() -- Icon strings effectively have to be built right to left, since if the rightmost parameters are required, then the ones to the left are also required. -- This function constructs the inner part of the icon string, without the control codes to cause it to display as an actual icon. -- This is mostly useful for debugging. In actual use, you'd want the GetIconString() function. local required = false -- tells us whether the remaining parameters are required local OutputString = ""; if required or self.StartX > 0 or self.StartY > 0 or self.EndX > 0 or self.EndY > 0 then required = true OutputString = string.format(":%d:%d:%d:%d", self.StartX, self.EndX, self.StartY, self.EndY) end if required or self.IconFileX > 0 or self.IconFileY > 0 then required = true OutputString = string.format(":%d:%d%s", self.IconFileX, self.IconFileY, OutputString) end if required or self.OffsetX > 0 or self.OffsetY > 0 then required = true OutputString = string.format(":%d:%d%s", self.OffsetX, self.OffsetY, OutputString) end -- Size2 can be nil, so to avoid comparing or concatenating a nil, we have some special handling local localsizetwo = self.SizeTwo or "" if required or (self.SizeTwo and self.SizeTwo >= 0) then OutputString = string.format(":%s%s", localsizetwo, OutputString) end -- Size1 and the icon path are required. OutputString = string.format("%s:%d%s", self.IconFile, self.SizeOne, OutputString) return OutputString end -- IconClass:GetIconStringInner() -- Gets a string that, when printed in the UI, is converted to an icon shown inline in the text. function IconClass:GetIconString() -- This function wraps the icon string in the control code that causes it to display as an icon return string.format("\124T%s\124t", self:GetIconStringInner()) end -- IconClass:GetIconString() -- @TODO: Add method to get the TexCoords of an icon for inclusion in the LDB object's iconCoords parameter. -- See: -- https://wow.gamepedia.com/API_Texture_SetTexCoord -- https://github.com/tekkub/libdatabroker-1-1/wiki/Data-Specifications