--[[ $Id: Prototype.lua 77829 2008-07-05 12:41:16Z nevcairiel $ ]]
--[[ Generic Template for a Bar which contains Buttons ]]

local Bar = Bartender4.Bar.prototype
local ButtonBar = setmetatable({}, {__index = Bar})
local ButtonBar_MT = {__index = ButtonBar}

local defaults = Bartender4:Merge({
	padding = 2,
	rows = 1,
	skin = {
		ID = "DreamLayout",
		Backdrop = true,
		Gloss = 0,
		Zoom = false,
		Colors = {},
	},
}, Bartender4.Bar.defaults)

Bartender4.ButtonBar = {}
Bartender4.ButtonBar.prototype = ButtonBar
Bartender4.ButtonBar.defaults = defaults

local LBF = LibStub("LibButtonFacade", true)

function Bartender4.ButtonBar:Create(id, config, name)
	local bar = setmetatable(Bartender4.Bar:Create(id, config, name), ButtonBar_MT)
	
	if LBF then
		bar.LBFGroup = LBF:Group("Bartender4", tostring(id))
		bar.LBFGroup.SkinID = config.skin.ID or "Blizzard"
		bar.LBFGroup.Backdrop = config.skin.Backdrop
		bar.LBFGroup.Gloss = config.skin.Gloss
		bar.LBFGroup.Colors = config.skin.Colors
		
		LBF:RegisterSkinCallback("Bartender4", self.SkinChanged, self)
	end
	
	return bar
end

local barregistry = Bartender4.Bar.barregistry
function Bartender4.ButtonBar:SkinChanged(SkinID, Gloss, Backdrop, Group, Button, Colors)
	local bar = barregistry[tostring(Group)]
	if not bar then return end
	
	bar:SkinChanged(SkinID, Gloss, Backdrop, Colors, Button)
end

function ButtonBar:ApplyConfig(config)
	Bar.ApplyConfig(self, config)
	-- any module inherting this template should call UpdateButtonLayout after setting up its buttons, we cannot call it here
	--self:UpdateButtonLayout()
end

-- get the current padding
function ButtonBar:GetPadding()
	return self.config.padding
end

-- set the padding and refresh layout
function ButtonBar:SetPadding(pad)
	if pad ~= nil then
		self.config.padding = pad
	end
	self:UpdateButtonLayout()
end


-- get the current number of rows
function ButtonBar:GetRows()
	return self.config.rows
end

-- set the number of rows and refresh layout
function ButtonBar:SetRows(rows)
	if rows ~= nil then
		self.config.rows = rows
	end
	self:UpdateButtonLayout()
end

function ButtonBar:GetZoom()
	return self.config.skin.Zoom
end

function ButtonBar:SetZoom(zoom)
	self.config.skin.Zoom = zoom
	self:UpdateButtonLayout()
end

local math_floor = math.floor
-- align the buttons and correct the size of the bar overlay frame
ButtonBar.button_width = 36
ButtonBar.button_height = 36
function ButtonBar:UpdateButtonLayout()
	local buttons = self.buttons
	local pad = self:GetPadding()
	
	local numbuttons = self.numbuttons or #buttons
	
	-- bail out if the bar has no buttons, for whatever reason
	-- (eg. stanceless class, or no stances learned yet, etc.)
	if numbuttons == 0 then return end
	
	local Rows = self:GetRows()
	local ButtonPerRow = math_floor(numbuttons / Rows + 0.5) -- just a precaution
	Rows = math_floor(numbuttons / ButtonPerRow + 0.5)
	if Rows > numbuttons then 
		Rows = numbuttons 
		ButtonPerRow = 1
	end
	
	self:SetSize((self.button_width + pad) * ButtonPerRow - pad + 8, (self.button_height + pad) * Rows - pad + 8)
	
	-- anchor button 1 to the topleft corner of the bar
	buttons[1]:ClearSetPoint("TOPLEFT", self, "TOPLEFT", 5, -3)
	-- and anchor all other buttons relative to our button 1
	for i = 2, numbuttons do
		-- jump into a new row
		if ((i-1) % ButtonPerRow) == 0 then
			buttons[i]:ClearSetPoint("TOPLEFT", buttons[i-ButtonPerRow], "BOTTOMLEFT", 0, -pad)
		-- align to the previous button
		else
			buttons[i]:ClearSetPoint("TOPLEFT", buttons[i-1], "TOPRIGHT", pad, 0)
		end
	end
	
	if not LBF then
		for i = 1, #buttons do
			local button = buttons[i]
			if button.icon and self.config.skin.Zoom then
				button.icon:SetTexCoord(0.07,0.93,0.07,0.93)
			elseif button.icon then
				button.icon:SetTexCoord(0,1,0,1)
			end
		end
	end
end

function ButtonBar:SkinChanged(SkinID, Gloss, Backdrop, Colors)
	self.config.skin.ID = SkinID
	self.config.skin.Gloss = Gloss
	self.config.skin.Backdrop = Backdrop
	self.config.skin.Colors = Colors
end

--[[===================================================================================
	Utility function
===================================================================================]]--

-- get a iterator over all buttons
function ButtonBar:GetAll()
	return pairs(self.buttons)
end

-- execute a member function on all buttons
function ButtonBar:ForAll(method, ...)
	if not self.buttons then return end
	for _, button in self:GetAll() do
		local func = button[method]
		if func then
			func(button, ...)
		end
	end
end
