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local POINT = 1
local TARGET = 2
local REL_POINT = 3
local OFFS_X = 4
local OFFS_Y = 5
local CONSTRAINTS = 6
ZO_OPPOSING_ANCHOR_POINTS =
{
[ BOTTOM ] = TOP ,
[ BOTTOMLEFT ] = TOPRIGHT ,
[ BOTTOMRIGHT ] = TOPLEFT ,
[ CENTER ] = CENTER ,
[ LEFT ] = RIGHT ,
[ RIGHT ] = LEFT ,
[ TOP ] = BOTTOM ,
[ TOPLEFT ] = BOTTOMRIGHT ,
[ TOPRIGHT ] = BOTTOMLEFT ,
}
return ZO_OPPOSING_ANCHOR_POINTS [ anchorPoint ] or NONE
end
local screenOffsetX = controlCenterX / screenCenterX
local screenOffsetY = controlCenterY / screenCenterY
local strongHorizontalAnchor , weakHorizontalAnchor
if screenOffsetX < 0.5 then
weakHorizontalAnchor = RIGHT
strongHorizontalAnchor = screenOffsetX < 0.45 and RIGHT or NONE
else
weakHorizontalAnchor = LEFT
strongHorizontalAnchor = screenOffsetX > 0.55 and LEFT or NONE
end
local strongVerticalAnchor , weakVerticalAnchor
if screenOffsetY < 0.5 then
weakVerticalAnchor = BOTTOM
strongVerticalAnchor = screenOffsetY < 0.45 and BOTTOM or NONE
else
weakVerticalAnchor = TOP
strongVerticalAnchor = screenOffsetY > 0.55 and TOP or NONE
end
local strongAnchor = strongHorizontalAnchor + strongVerticalAnchor
if strongAnchor ~= NONE then
return strongAnchor
end
local weakAnchor = weakHorizontalAnchor + weakVerticalAnchor
return weakAnchor
end
a . data = { copy [ POINT ] , copy [ TARGET ] , copy [ REL_POINT ] , copy [ OFFS_X ] , copy [ OFFS_Y ] , copy [ CONSTRAINTS ] }
else
a . data = { pointOnMe or TOPLEFT , target , pointOnTarget or a [ POINT ] , offsetX or 0 , offsetY or 0 , constraints or ANCHOR_CONSTRAINS_XY }
end
return a
end
end
if isValid then
end
end
end
end
end
end
end
end
end
end
end
end
if ( offsetX )
then
end
if ( offsetY )
then
end
end
end
end
then
control : SetAnchor ( data [ POINT ] , data [ TARGET ] , data [ REL_POINT ] , data [ OFFS_X ] , data [ OFFS_Y ] , data [ CONSTRAINTS ] )
end
end
then
control : SetAnchor ( data [ POINT ] , data [ TARGET ] , data [ REL_POINT ] , data [ OFFS_X ] , data [ OFFS_Y ] , data [ CONSTRAINTS ] )
end
end
GROW_DIRECTION_UP_LEFT = 1
GROW_DIRECTION_UP_RIGHT = 2
GROW_DIRECTION_DOWN_LEFT = 3
GROW_DIRECTION_DOWN_RIGHT = 4
local verticalGrowthProduct =
{
[ GROW_DIRECTION_UP_LEFT ] = - 1 ,
[ GROW_DIRECTION_UP_RIGHT ] = - 1 ,
[ GROW_DIRECTION_DOWN_LEFT ] = 1 ,
[ GROW_DIRECTION_DOWN_RIGHT ] = 1 ,
}
local horizontalGrowthProduct =
{
[ GROW_DIRECTION_UP_LEFT ] = - 1 ,
[ GROW_DIRECTION_UP_RIGHT ] = 1 ,
[ GROW_DIRECTION_DOWN_LEFT ] = - 1 ,
[ GROW_DIRECTION_DOWN_RIGHT ] = 1 ,
}
function ZO_Anchor_BoxLayout ( currentAnchor , control , controlIndex , containerStride , padX , padY , controlWidth , controlHeight , initialX , initialY , growDirection )
growDirection = growDirection or GROW_DIRECTION_DOWN_RIGHT
local col = controlIndex - ( row * containerStride )
padX = col * padX
padY = row * padY
if ( padX < 0 ) then padX = 0 end
if ( padY < 0 ) then padY = 0 end
return row , col , offsetX , offsetY
end
--[[
You would like to anchor "control" to "anchorTo".
anchorTo will not move.
This function determines the best fit for control so that anchorTo
is not obscured and so that control fits in the window.
NOTE: anchorTo can't be nil...it MUST be a valid control.
The most common use of this function is to anchor a really big window, like a tooltip,
to a really small window, like an actionbutton or inventory slot.
--]]
offsetX = offsetX or 0
offsetY = offsetY or 0
local anchorToCenterX , anchorToCenterY = anchorToLeft + anchorToWidth * 0.5 , anchorToTop + anchorToHeight * 0.5
local UICenterX , UICenterY = UIWidth * 0.5 , UIHeight * 0.5
if ( anchorToCenterX < UICenterX ) then
if ( anchorToCenterY < UICenterY ) then
--TOPLEFT
else
--BOTTOMLEFT
end
else
if ( anchorToCenterY < UICenterY ) then
--TOPRIGHT
else
--BOTTOMRIGHT
end
end
end
--anchors a control to the centered text in a larger label
control : SetAnchor ( anchor : GetMyPoint ( ) , label , anchor : GetRelativePoint ( ) , labelWidth * 0.5 - textWidth * 0.5 + offX , offY )
end
local vx = x - anchorCenterX
local vy = y - anchorCenterY
local vMagSq = vx * vx + vy * vy
local rx , ry
if ( vMagSq > 0.001 ) then
--scale the vector toward the origin of rotation
local radiusSq = radius * radius
rx = vx * factor
ry = vy * factor
else
--just put it at the top, we're so close to the center that it doesn't really matter what side we're on
rx = 0
ry = - radius
end
end
control : SetAnchor ( CENTER , anchorToControl , CENTER , math . cos ( theta ) * radius , ( - math . sin ( theta ) ) * radius )
end
end |