INTERFACEOPTIONS_ADDONCATEGORIES = {};
local blizzardCategories = {};
local next = next;
local function SecureNext(elements, key)
return securecall(next, elements, key);
end
local tinsert = tinsert;
local strlower = strlower;
-- [[ InterfaceOptionsList functions ]] --
function InterfaceOptionsList_DisplayPanel (frame)
if ( InterfaceOptionsFramePanelContainer.displayedPanel ) then
InterfaceOptionsFramePanelContainer.displayedPanel:Hide();
end
InterfaceOptionsFramePanelContainer.displayedPanel = frame;
frame:SetParent(InterfaceOptionsFramePanelContainer);
frame:ClearAllPoints();
frame:SetPoint("TOPLEFT", InterfaceOptionsFramePanelContainer, "TOPLEFT");
frame:SetPoint("BOTTOMRIGHT", InterfaceOptionsFramePanelContainer, "BOTTOMRIGHT");
frame:Show();
end
function InterfaceOptionsListButton_OnClick (self, mouseButton)
if ( mouseButton == "RightButton" ) then
if ( self.element.hasChildren ) then
OptionsListButtonToggle_OnClick(self.toggle);
end
return;
end
local parent = self:GetParent();
local buttons = parent.buttons;
OptionsList_ClearSelection(InterfaceOptionsFrameCategories, InterfaceOptionsFrameCategories.buttons);
OptionsList_ClearSelection(InterfaceOptionsFrameAddOns, InterfaceOptionsFrameAddOns.buttons);
OptionsList_SelectButton(parent, self);
InterfaceOptionsList_DisplayPanel(self.element);
end
function InterfaceOptionsListButton_ToggleSubCategories (self)
local element = self.element;
element.collapsed = not element.collapsed;
local collapsed = element.collapsed;
for _, category in SecureNext, blizzardCategories do
if ( category.parent == element.name ) then
if ( collapsed ) then
category.hidden = true;
else
category.hidden = false;
end
end
end
for _, category in SecureNext, INTERFACEOPTIONS_ADDONCATEGORIES do
if ( category.parent == element.name ) then
if ( collapsed ) then
category.hidden = true;
else
category.hidden = false;
end
end
end
InterfaceCategoryList_Update();
InterfaceAddOnsList_Update();
end
--Table to reuse! Yay reuse!
local displayedElements = {}
function InterfaceCategoryList_Update ()
--Redraw the scroll lists
local offset = FauxScrollFrame_GetOffset(InterfaceOptionsFrameCategoriesList);
local buttons = InterfaceOptionsFrameCategories.buttons;
local element;
for i, element in SecureNext, displayedElements do
displayedElements[i] = nil;
end
for i, element in SecureNext, blizzardCategories do
if ( not element.hidden ) then
tinsert(displayedElements, element);
end
end
local numButtons = #buttons;
local numCategories = #displayedElements;
if ( numCategories > numButtons and ( not InterfaceOptionsFrameCategoriesList:IsShown() ) ) then
OptionsList_DisplayScrollBar(InterfaceOptionsFrameCategories);
elseif ( numCategories <= numButtons and ( InterfaceOptionsFrameCategoriesList:IsShown() ) ) then
OptionsList_HideScrollBar(InterfaceOptionsFrameCategories);
end
FauxScrollFrame_Update(InterfaceOptionsFrameCategoriesList, numCategories, numButtons, buttons[1]:GetHeight());
local selection = InterfaceOptionsFrameCategories.selection;
if ( selection ) then
-- Store the currently selected element and clear all the buttons, we're redrawing.
OptionsList_ClearSelection(InterfaceOptionsFrameCategories, InterfaceOptionsFrameCategories.buttons);
end
for i = 1, numButtons do
element = displayedElements[i + offset];
if ( not element ) then
OptionsList_HideButton(buttons[i]);
else
OptionsList_DisplayButton(buttons[i], element);
if ( selection ) and ( selection == element ) and ( not InterfaceOptionsFrameCategories.selection ) then
OptionsList_SelectButton(InterfaceOptionsFrameCategories, buttons[i]);
end
end
end
if ( selection ) then
-- If there was a selected element before we cleared the button highlights, restore it, 'cause we're done.
-- Note: This theoretically might already have been done by OptionsList_SelectButton, but in the event that the selected button hasn't been drawn, this is still necessary.
InterfaceOptionsFrameCategories.selection = selection;
end
end
function InterfaceAddOnsList_Update ()
-- Might want to merge this into InterfaceCategoryList_Update depending on whether or not things get differentiated.
local offset = FauxScrollFrame_GetOffset(InterfaceOptionsFrameAddOnsList);
local buttons = InterfaceOptionsFrameAddOns.buttons;
local element;
for i, element in SecureNext, displayedElements do
displayedElements[i] = nil;
end
for i, element in SecureNext, INTERFACEOPTIONS_ADDONCATEGORIES do
if ( not element.hidden ) then
tinsert(displayedElements, element);
end
end
local numAddOnCategories = #displayedElements;
local numButtons = #buttons;
-- Show the AddOns tab if it's not empty.
if ( ( InterfaceOptionsFrameTab2 and not InterfaceOptionsFrameTab2:IsShown() ) and numAddOnCategories > 0 ) then
InterfaceOptionsFrameCategoriesTop:Hide();
InterfaceOptionsFrameAddOnsTop:Hide();
InterfaceOptionsFrameTab1:Show();
InterfaceOptionsFrameTab2:Show();
end
if ( numAddOnCategories > numButtons and ( not InterfaceOptionsFrameAddOnsList:IsShown() ) ) then
-- We need to show the scroll bar, we have more elements than buttons.
OptionsList_DisplayScrollBar(InterfaceOptionsFrameAddOns);
elseif ( numAddOnCategories <= numButtons and ( InterfaceOptionsFrameAddOnsList:IsShown() ) ) then
-- Hide the scrollbar, there's nothing to scroll.
OptionsList_HideScrollBar(InterfaceOptionsFrameAddOns);
end
FauxScrollFrame_Update(InterfaceOptionsFrameAddOnsList, numAddOnCategories, numButtons, buttons[1]:GetHeight());
local selection = InterfaceOptionsFrameAddOns.selection;
if ( selection ) then
OptionsList_ClearSelection(InterfaceOptionsFrameAddOns, InterfaceOptionsFrameAddOns.buttons);
end
for i = 1, #buttons do
element = displayedElements[i + offset]
if ( not element ) then
OptionsList_HideButton(buttons[i]);
else
OptionsList_DisplayButton(buttons[i], element);
if ( selection ) and ( selection == element ) and ( not InterfaceOptionsFrameAddOns.selection ) then
OptionsList_SelectButton(InterfaceOptionsFrameAddOns, buttons[i]);
end
end
end
if ( selection ) then
InterfaceOptionsFrameAddOns.selection = selection;
end
end
-- [[ InterfaceOptionsFrame ]] --
function InterfaceOptionsFrame_Show ()
if ( InterfaceOptionsFrame:IsShown() ) then
InterfaceOptionsFrame:Hide();
else
InterfaceOptionsFrame:Show();
end
end
local function InterfaceOptionsFrame_RunOkayForCategory (category)
pcall(category.okay, category);
end
local function InterfaceOptionsFrame_RunDefaultForCategory (category)
pcall(category.default, category);
end
local function InterfaceOptionsFrame_RunCancelForCategory (category)
pcall(category.cancel, category);
end
local function InterfaceOptionsFrame_RunRefreshForCategory (category)
pcall(category.refresh, category);
end
function InterfaceOptionsFrameOkay_OnClick (self, button, apply)
--Iterate through registered panels and run their okay methods in a taint-safe fashion
for _, category in SecureNext, blizzardCategories do
securecall(InterfaceOptionsFrame_RunOkayForCategory, category);
end
for _, category in SecureNext, INTERFACEOPTIONS_ADDONCATEGORIES do
securecall(InterfaceOptionsFrame_RunOkayForCategory, category);
end
if ( InterfaceOptionsFrame.gameRestart ) then
StaticPopup_Show("CLIENT_RESTART_ALERT");
InterfaceOptionsFrame.gameRestart = nil;
elseif ( InterfaceOptionsFrame.logout ) then
StaticPopup_Show("CLIENT_LOGOUT_ALERT");
InterfaceOptionsFrame.logout = nil;
end
if ( not apply ) then
InterfaceOptionsFrame_Show();
end
end
function InterfaceOptionsFrameCancel_OnClick (self, button)
--Iterate through registered panels and run their cancel methods in a taint-safe fashion
for _, category in SecureNext, blizzardCategories do
securecall(InterfaceOptionsFrame_RunCancelForCategory, category);
end
for _, category in SecureNext, INTERFACEOPTIONS_ADDONCATEGORIES do
securecall(InterfaceOptionsFrame_RunCancelForCategory, category);
end
InterfaceOptionsFrame.gameRestart = nil;
InterfaceOptionsFrame.logout = nil;
InterfaceOptionsFrame_Show();
end
function InterfaceOptionsFrameDefaults_OnClick (self, button)
StaticPopup_Show("CONFIRM_RESET_INTERFACE_SETTINGS");
end
function InterfaceOptionsFrame_SetAllToDefaults ()
--Iterate through registered panels and run their default methods in a taint-safe fashion
for _, category in SecureNext, blizzardCategories do
securecall(InterfaceOptionsFrame_RunDefaultForCategory, category);
end
for _, category in SecureNext, INTERFACEOPTIONS_ADDONCATEGORIES do
securecall(InterfaceOptionsFrame_RunDefaultForCategory, category);
end
--Refresh the categories to pick up changes made.
InterfaceOptionsOptionsFrame_RefreshCategories();
InterfaceOptionsOptionsFrame_RefreshAddOns();
end
function InterfaceOptionsFrame_SetCurrentToDefaults ()
local displayedPanel = InterfaceOptionsFramePanelContainer.displayedPanel;
if ( not displayedPanel or not displayedPanel.default ) then
return;
end
displayedPanel.default(displayedPanel);
--Run the refresh method to refresh any values that were changed.
displayedPanel.refresh(displayedPanel);
end
function InterfaceOptionsOptionsFrame_RefreshCategories ()
for _, category in SecureNext, blizzardCategories do
securecall(InterfaceOptionsFrame_RunRefreshForCategory, category);
end
end
function InterfaceOptionsOptionsFrame_RefreshAddOns ()
for _, category in SecureNext, INTERFACEOPTIONS_ADDONCATEGORIES do
securecall(InterfaceOptionsFrame_RunRefreshForCategory, category);
end
end
UVARINFO = {
["REMOVE_CHAT_DELAY"] = { default = "0", cvar = "removeChatDelay", event = "REMOVE_CHAT_DELAY_TEXT" },
["LOCK_ACTIONBAR"] = { default = "0", cvar = "lockActionBars", event = "LOCK_ACTIONBAR_TEXT" },
["SHOW_BUFF_DURATIONS"] = { default = "1", cvar = "buffDurations", event = "SHOW_BUFF_DURATION_TEXT", func = function () SHOW_BUFF_DURATIONS = GetCVar("buffDurations"); BuffFrame_UpdatePositions(); end},
["ALWAYS_SHOW_MULTIBARS"] = { default = "0", cvar = "alwaysShowActionBars", event = "ALWAYS_SHOW_MULTIBARS_TEXT" },
["SHOW_PARTY_PETS"] = { default = "1", cvar = "showPartyPets", event = "SHOW_PARTY_PETS_TEXT" },
["SHOW_PARTY_BACKGROUND"] = { default = "0", cvar = "showPartyBackground", event = "SHOW_PARTY_BACKGROUND_TEXT" },
["SHOW_TARGET_OF_TARGET"] = { default = "0", cvar = "showTargetOfTarget", event = "SHOW_TARGET_OF_TARGET_TEXT" },
["SHOW_TARGET_OF_TARGET_STATE"] = { default = "5", cvar = "targetOfTargetMode", event = "SHOW_TARGET_OF_TARGET_STATE" },
["AUTO_QUEST_WATCH"] = { default = "1", cvar = "autoQuestWatch", event = "AUTO_QUEST_WATCH_TEXT" },
["LOOT_UNDER_MOUSE"] = { default = "0", cvar = "lootUnderMouse", event = "LOOT_UNDER_MOUSE_TEXT" },
["AUTO_LOOT_DEFAULT"] = { default = "0", cvar = "autoLootDefault", event = "AUTO_LOOT_DEFAULT_TEXT" },
["SHOW_COMBAT_TEXT"] = { default = "1", cvar = "enableCombatText", event = "SHOW_COMBAT_TEXT_TEXT" },
["COMBAT_TEXT_SHOW_LOW_HEALTH_MANA"] = { default = "1", cvar = "fctLowManaHealth", event = "COMBAT_TEXT_SHOW_LOW_HEALTH_MANA_TEXT" },
["COMBAT_TEXT_SHOW_AURAS"] = { default = "0", cvar = "fctAuras", event = "COMBAT_TEXT_SHOW_AURAS_TEXT" },
["COMBAT_TEXT_SHOW_AURA_FADE"] = { default = "0", cvar = "fctAuras", event = "COMBAT_TEXT_SHOW_AURAS_TEXT" },
["COMBAT_TEXT_SHOW_COMBAT_STATE"] = { default = "0", cvar = "fctCombatState", event = "COMBAT_TEXT_SHOW_COMBAT_STATE_TEXT" },
["COMBAT_TEXT_SHOW_DODGE_PARRY_MISS"] = { default = "0", cvar = "fctDodgeParryMiss", event = "COMBAT_TEXT_SHOW_DODGE_PARRY_MISS_TEXT" },
["COMBAT_TEXT_SHOW_RESISTANCES"] = { default = "0", cvar = "fctDamageReduction", event = "COMBAT_TEXT_SHOW_RESISTANCES_TEXT" },
["COMBAT_TEXT_SHOW_REPUTATION"] = { default = "1", cvar = "fctRepChanges", event = "COMBAT_TEXT_SHOW_REPUTATION_TEXT" },
["COMBAT_TEXT_SHOW_REACTIVES"] = { default = "0", cvar = "fctReactives", event = "COMBAT_TEXT_SHOW_REACTIVES_TEXT" },
["COMBAT_TEXT_SHOW_FRIENDLY_NAMES"] = { default = "0", cvar = "fctFriendlyHealers", event = "COMBAT_TEXT_SHOW_FRIENDLY_NAMES_TEXT" },
["COMBAT_TEXT_SHOW_COMBO_POINTS"] = { default = "0", cvar = "fctComboPoints", event = "COMBAT_TEXT_SHOW_COMBO_POINTS_TEXT" },
["COMBAT_TEXT_SHOW_ENERGIZE"] = { default = "0", cvar = "fctEnergyGains", event = "COMBAT_TEXT_SHOW_ENERGIZE_TEXT" },
["COMBAT_TEXT_SHOW_PERIODIC_ENERGIZE"] = { default = "0", cvar = "fctPeriodicEnergyGains", event = "COMBAT_TEXT_SHOW_PERIODIC_ENERGIZE_TEXT" },
["COMBAT_TEXT_FLOAT_MODE"] = { default = "1", cvar = "combatTextFloatMode", event = "COMBAT_TEXT_FLOAT_MODE" },
["COMBAT_TEXT_SHOW_HONOR_GAINED"] = { default = "0", cvar = "fctHonorGains", event = "COMBAT_TEXT_SHOW_HONOR_GAINED_TEXT" },
["ALWAYS_SHOW_MULTIBARS"] = { default = "0", cvar = "alwaysShowActionBars", },
["SHOW_CASTABLE_BUFFS"] = { default = "0", cvar = "showCastableBuffs", event = "SHOW_CASTABLE_BUFFS_TEXT" },
["SHOW_DISPELLABLE_DEBUFFS"] = { default = "1", cvar = "showDispelDebuffs", event = "SHOW_DISPELLABLE_DEBUFFS_TEXT" },
["SHOW_ARENA_ENEMY_FRAMES"] = { default = "1", cvar = "showArenaEnemyFrames", event = "SHOW_ARENA_ENEMY_FRAMES_TEXT" },
["SHOW_ARENA_ENEMY_CASTBAR"] = { default = "1", cvar = "showArenaEnemyCastbar", event = "SHOW_ARENA_ENEMY_CASTBAR_TEXT" },
["SHOW_ARENA_ENEMY_PETS"] = { default = "1", cvar = "showArenaEnemyPets", event = "SHOW_ARENA_ENEMY_PETS_TEXT" },
["SHOW_ALL_ENEMY_DEBUFFS"] = { default = "0", cvar = "showAllEnemyDebuffs", event = "SHOW_ALL_ENEMY_DEBUFFS_TEXT" },
}
function InterfaceOptionsFrame_InitializeUVars ()
-- Setup UVars that keep settings
for uvar, setting in SecureNext, UVARINFO do
_G[uvar] = setting.default;
end
end
function InterfaceOptionsFrame_LoadUVars ()
local variable, cvarValue
for uvar, setting in SecureNext, UVARINFO do
variable = _G[uvar];
cvarValue = GetCVar(setting.cvar);
if ( cvarValue == setting.default and variable ~= setting.default ) then
SetCVar(setting.cvar, variable, setting.event)
if ( setting.func ) then
setting.func()
end
elseif ( cvarValue ~= setting.default or ( not ( _G[uvar] ) ) ) then
if ( setting.func ) then
setting.func()
end
end
end
end
function InterfaceOptionsFrame_OnLoad (self)
--Make sure all the UVars get their default values set, since systems that require them to be defined will be loaded before anything in UIOptionsPanels
self:RegisterEvent("VARIABLES_LOADED");
InterfaceOptionsFrame_InitializeUVars();
PanelTemplates_SetNumTabs(self, 2);
InterfaceOptionsFrame.selectedTab = 1;
PanelTemplates_UpdateTabs(self);
end
function InterfaceOptionsFrame_OnEvent (self, event, ...)
if ( event == "VARIABLES_LOADED" ) then
InterfaceOptionsFrame_LoadUVars();
end
end
function InterfaceOptionsFrame_OnShow (self)
--Refresh the two category lists and display the "Controls" group of options if nothing is selected.
InterfaceCategoryList_Update();
InterfaceAddOnsList_Update();
if ( not InterfaceOptionsFramePanelContainer.displayedPanel ) then
InterfaceOptionsFrame_OpenToCategory(CONTROLS_LABEL);
end
--Refresh the categories to pick up changes made while the options frame was hidden.
InterfaceOptionsOptionsFrame_RefreshCategories();
InterfaceOptionsOptionsFrame_RefreshAddOns();
end
function InterfaceOptionsFrame_OnHide (self)
OptionsFrame_OnHide(InterfaceOptionsFrame);
if ( InterfaceOptionsFrame.gameRestart ) then
StaticPopup_Show("CLIENT_RESTART_ALERT");
InterfaceOptionsFrame.gameRestart = nil;
elseif ( InterfaceOptionsFrame.logout ) then
StaticPopup_Show("CLIENT_LOGOUT_ALERT");
InterfaceOptionsFrame.logout = nil;
end
end
function InterfaceOptionsFrame_TabOnClick ()
if ( InterfaceOptionsFrame.selectedTab == 1 ) then
InterfaceOptionsFrameCategories:Show();
InterfaceOptionsFrameAddOns:Hide();
InterfaceOptionsFrameTab1TabSpacer:Show();
InterfaceOptionsFrameTab2TabSpacer1:Hide();
InterfaceOptionsFrameTab2TabSpacer2:Hide();
else
InterfaceOptionsFrameCategories:Hide();
InterfaceOptionsFrameAddOns:Show();
InterfaceOptionsFrameTab1TabSpacer:Hide();
InterfaceOptionsFrameTab2TabSpacer1:Show();
InterfaceOptionsFrameTab2TabSpacer2:Show();
end
end
function InterfaceOptionsFrame_OpenToCategory (panel)
local panelName;
if ( type(panel) == "string" ) then
panelName = panel;
panel = nil;
end
assert(panelName or panel, 'Usage: InterfaceOptionsFrame_OpenToCategory("categoryName" or panel)');
local blizzardElement, elementToDisplay
for i, element in SecureNext, blizzardCategories do
if ( element == panel or (panelName and element.name and element.name == panelName) ) then
elementToDisplay = element;
blizzardElement = true;
break;
end
end
if ( not elementToDisplay ) then
for i, element in SecureNext, INTERFACEOPTIONS_ADDONCATEGORIES do
if ( element == panel or (panelName and element.name and element.name == panelName) ) then
elementToDisplay = element;
break;
end
end
end
if ( not elementToDisplay ) then
return;
end
if ( blizzardElement ) then
InterfaceOptionsFrameTab1:Click();
local buttons = InterfaceOptionsFrameCategories.buttons;
for i, button in SecureNext, buttons do
if ( button.element == elementToDisplay ) then
InterfaceOptionsListButton_OnClick(button);
elseif ( elementToDisplay.parent and button.element and (button.element.name == elementToDisplay.parent and button.element.collapsed) ) then
OptionsListButtonToggle_OnClick(button.toggle);
end
end
if ( not InterfaceOptionsFrame:IsShown() ) then
InterfaceOptionsFrame_Show();
end
else
InterfaceOptionsFrameTab2:Click();
local buttons = InterfaceOptionsFrameAddOns.buttons;
for i, button in SecureNext, buttons do
if ( button.element == elementToDisplay ) then
InterfaceOptionsListButton_OnClick(button);
elseif ( elementToDisplay.parent and button.element and (button.element.name == elementToDisplay.parent and button.element.collapsed) ) then
OptionsListButtonToggle_OnClick(button.toggle);
end
end
if ( not InterfaceOptionsFrame:IsShown() ) then
InterfaceOptionsFrame_Show();
end
end
end
---------------------------------------------------------------------------------------------------
-- HOWTO: Add new categories of options
--
-- The new Interface Options frame allows authors to place their configuration
-- frames (aka "panels") alongside the panels for modifying the default UI.
--
-- Adding a new panel to the Interface Options frame is a fairly straightforward process.
-- Any frame can be used as a panel as long as it implements the required values and methods.
-- Once a frame is ready to be used as a panel, it must be registered using the function
-- InterfaceOptions_AddCategory, i.e. InterfaceOptions_AddCategory(panel)
--
-- Panels can be designated as sub-categories of existing options. These panels are listed
-- with smaller text, offset, and tied to parent categories. The parent categories can be expanded
-- or collapsed to toggle display of their sub-categories.
--
-- When players select a category of options from the Interface Options frame, the panel associated
-- with that category will be anchored to the right hand side of the Interface Options frame and shown.
--
-- The following members and methods are used by the Interface Options frame to display and organize panels.
--
-- panel.name - string (required)
-- The name of the AddOn or group of configuration options.
-- This is the text that will display in the AddOn options list.
--
-- panel.parent - string (optional)
-- Name of the parent of the AddOn or group of configuration options.
-- This identifies "panel" as the child of another category.
-- If the parent category doesn't exist, "panel" will be displayed as a regular category.
--
-- panel.okay - function (optional)
-- This method will run when the player clicks "okay" in the Interface Options.
--
-- panel.cancel - function (optional)
-- This method will run when the player clicks "cancel" in the Interface Options.
-- Use this to revert their changes.
--
-- panel.default - function (optional)
-- This method will run when the player clicks "defaults".
-- Use this to revert their changes to your defaults.
--
-- panel.refresh - function (optional)
-- This method will run when the Interface Options frame calls its OnShow function and after defaults
-- have been applied via the panel.default method described above.
-- Use this to refresh your panel's UI in case settings were changed without player interaction.
--
-- EXAMPLE -- Use XML to create a frame, and through its OnLoad function, make the frame a panel.
--
-- MyAddOn.xml
-- <Frame name="ExamplePanel">
-- <Scripts>
-- <OnLoad>
-- ExamplePanel_OnLoad(self);
-- </OnLoad>
-- </Scripts>
-- </Frame>
--
-- MyAddOn.lua
-- function ExamplePanel_OnLoad (panel)
-- panel.name = "My AddOn"
-- InterfaceOptions_AddCategory(panel);
-- end
--
-- EXAMPLE -- Dynamically create a frame and use it as a subcategory for "My AddOn".
--
-- local panel = CreateFrame("FRAME", "ExampleSubCategory");
-- panel.name = "My SubCategory";
-- panel.parent = "My AddOn";
--
-- InterfaceOptions_AddCategory(panel);
--
-- EXAMPLE -- Create a frame with a control, an okay and a cancel method
--
-- --[[ Create a frame to use as the panel ]] --
-- local panel = CreateFrame("FRAME", "ExamplePanel");
-- panel.name = "My AddOn";
--
-- -- [[ When the player clicks okay, set the original value to the current setting ]] --
-- panel.okay =
-- function (self)
-- self.originalValue = MY_VARIABLE;
-- end
--
-- -- [[ When the player clicks cancel, set the current setting to the original value ]] --
-- panel.cancel =
-- function (self)
-- MY_VARIABLE = self.originalValue;
-- end
--
-- -- [[ Add the panel to the Interface Options ]] --
-- InterfaceOptions_AddCategory(panel);
-------------------------------------------------------------------------------------------------
function InterfaceOptions_AddCategory (frame, addOn, position)
if ( issecure() and ( not addOn ) ) then
local parent = frame.parent;
if ( parent ) then
for i = 1, #blizzardCategories do
if ( blizzardCategories[i].name == parent ) then
if ( blizzardCategories[i].hasChildren ) then
frame.hidden = ( blizzardCategories[i].collapsed );
else
frame.hidden = true;
blizzardCategories[i].hasChildren = true;
blizzardCategories[i].collapsed = true;
end
tinsert(blizzardCategories, i + 1, frame);
InterfaceCategoryList_Update();
return;
end
end
end
if ( position ) then
tinsert(blizzardCategories, position, frame);
else
tinsert(blizzardCategories, frame);
end
InterfaceCategoryList_Update();
elseif ( not type(frame) == "table" or not frame.name ) then
--Check to make sure that AddOn interface panels have the necessary attributes to work with the system.
return;
else
frame.okay = frame.okay or function () end;
frame.cancel = frame.cancel or function () end;
frame.default = frame.default or function () end;
frame.refresh = frame.refresh or function () end;
local categories = INTERFACEOPTIONS_ADDONCATEGORIES;
local name = strlower(frame.name);
local parent = frame.parent;
if ( parent ) then
for i = 1, #categories do
if ( categories[i].name == parent ) then
if ( not categories[i].hasChildren ) then
frame.hidden = true;
categories[i].hasChildren = true;
categories[i].collapsed = true;
tinsert(categories, i + 1, frame);
InterfaceAddOnsList_Update();
return;
end
frame.hidden = ( categories[i].collapsed );
local j = i + 1;
while ( categories[j] and categories[j].parent == parent ) do
-- Skip to the end of the list of children, add this there.
j = j + 1;
end
tinsert(categories, j, frame);
InterfaceAddOnsList_Update();
return;
end
end
end
for i = 1, #categories do
if ( ( not categories[i].parent ) and ( name < strlower(categories[i].name) ) ) then
tinsert(categories, i, frame);
InterfaceAddOnsList_Update();
return;
end
end
if ( position ) then
tinsert(categories, position, frame);
else
tinsert(categories, frame);
end
InterfaceAddOnsList_Update();
end
end