button implementation
This commit is contained in:
+21
-6
@@ -20,9 +20,10 @@ local defaults = {
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Enabled = true,
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Scale = 1,
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Alpha = 1,
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Buttons = 1,
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Buttons = 12,
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Padding = 2,
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Rows = 12,
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Rows = 1,
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HideMacrotext = false,
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},
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[1] = {
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Stances = stancedefaults,
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@@ -34,6 +35,7 @@ function BT4ActionBars:OnInitialize()
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Bartender4:RegisterDefaultsKey("ActionBars", defaults)
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end
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-- setup the 10 actionbars
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local first = true
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function BT4ActionBars:OnEnable()
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if first then
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@@ -49,32 +51,40 @@ function BT4ActionBars:OnEnable()
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end
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end
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-- Applys the config in the current profile to all active Bars
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function BT4ActionBars:ApplyConfig()
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for i,v in ipairs(self.actionbars) do
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v:ApplyConfig(self.db.profile.ActionBars[i])
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v:Unlock()
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end
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end
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local initialPosition
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do
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do
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-- Sets the Bar to its initial Position in the Center of the Screen
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function initialPosition(bar)
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bar:ClearSetPoint("CENTER", 0, -250 + (bar.id-1) * 38)
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bar:SavePosition()
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end
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end
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-- Creates a new bar object based on the id and the specified config
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function BT4ActionBars:Create(id, config)
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local bar = setmetatable(Bartender4.Bar:Create(id, "SecureStateDriverTemplate", config), ActionBar_MT)
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-- TODO: Setup Buttons and set bar width before pulling initial position
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bar:ApplyConfig()
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-- debugging
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bar:Unlock()
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--bar:Unlock()
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return bar
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end
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--[[
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Bar Prototype Functions
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]]
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-- Apply the specified config to the bar and refresh all settings
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function ActionBar:ApplyConfig(config)
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Bar.ApplyConfig(self, config)
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@@ -84,8 +94,8 @@ function ActionBar:ApplyConfig(config)
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self:UpdateButtons(config.Buttons)
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end
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-- Update the number of buttons in our bar, creating new ones if necessary
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function ActionBar:UpdateButtons(numbuttons)
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local oldbuttons = self.config.Buttons
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if numbuttons then
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self.config.Buttons = numbuttons
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else
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@@ -114,6 +124,7 @@ function ActionBar:UpdateButtons(numbuttons)
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self:UpdateButtonLayout()
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end
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-- align the buttons and correct the size of the bar overlay frame
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function ActionBar:UpdateButtonLayout()
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local numbuttons = self.config.Buttons
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local buttons = self.buttons
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@@ -125,10 +136,14 @@ function ActionBar:UpdateButtonLayout()
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self:SetSize((36 + pad) * ButtonPerRow - pad + 8, (36 + pad) * Rows - pad + 8)
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-- anchor button 1 to the topleft corner of the bar
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buttons[1]:ClearSetPoint("TOPLEFT", self, "TOPLEFT", 6, -3)
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-- and anchor all other buttons relative to our button 1
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for i = 2, numbuttons do
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-- jump into a new row
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if ((i-1) % ButtonPerRow) == 0 then
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buttons[i]:ClearSetPoint("TOPLEFT", buttons[i-ButtonPerRow], "BOTTOMLEFT", 0, -pad)
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-- align to the previous button
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else
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buttons[i]:ClearSetPoint("TOPLEFT", buttons[i-1], "TOPRIGHT", pad, 0)
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end
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+2
-1
@@ -10,7 +10,8 @@ end
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local defaults = {
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profile = {
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OutOfRange = "button",
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Colors = { OutOfRange = { r = 0.8, g = 0.1, b = 0.1 }, OutOfMana = { r = 0.5, g = 0.5, b = 1.0 } },
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}
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}
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+354
-8
@@ -7,30 +7,376 @@
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local Button = CreateFrame("CheckButton")
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local Button_MT = {__index = Button}
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local function onLeave()
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GameTooltip:Hide()
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end
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Bartender4.Button = {}
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Bartender4.Button.prototype = Button
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function Bartender4.Button:Create(id, parent)
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local absid = (parent.id - 1) * 12 + id
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local name = ("BT4Button%d"):format(absid)
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local button = setmetatable(CreateFrame("CheckButton", name, parent, "ActionBarButtonTemplate"), Button_MT)
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local button = setmetatable(CreateFrame("CheckButton", name, parent, "SecureActionButtonTemplate, ActionButtonTemplate"), Button_MT)
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button.parent = parent
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button:SetScript("OnEvent", button.EventHandler)
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button:SetScript("OnUpdate", button.OnUpdate)
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button:SetScript("OnEnter", button.SetTooltip)
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button:SetScript("OnLeave", onLeave)
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button:SetScript("OnAttributeChanged", button.UpdateAction)
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--button:SetScript("OnDragStart", button.OnDragStart)
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button:SetScript("PostClick", button.UpdateState)
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button.icon = _G[("%sIcon"):format(name)]
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button.border = _G[("%sBorder"):format(name)]
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button.cooldown = _G[("%sCooldown"):format(name)]
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button.macroName = _G[("%sName"):format(name)]
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button.hotkey = _G[("%sHotKey"):format(name)]
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button.count = _G[("%sCount"):format(name)]
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button.flash = _G[("%sFlash"):format(name)]
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button.flash:Hide()
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local realNormalTexture = _G[("%sNormalTexture"):format(name)]
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realNormalTexture:Hide()
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button.normalTexture = button:CreateTexture(("%sBT4NormalTexture"):format(name))
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button.normalTexture:SetAllPoints(realNormalTexture)
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button.pushedTexture = button:GetPushedTexture()
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button.highlightTexture = button:GetHighlightTexture()
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button.textureCache = {}
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button.textureCache.pushed = button.pushedTexture:GetTexture()
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button.textureCache.highlight = button.highlightTexture:GetTexture()
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parent:SetAttribute("addchild", button)
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button:SetAttribute("type", "action")
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button:SetAttribute("useparent-unit", true)
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button:SetAttribute("useparent-statebutton", true)
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button:SetAttribute("useparent-actionpage", nil)
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button:SetAttribute("action", absid)
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this = button
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ActionButton_UpdateAction()
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button:SetAttribute("useparent-unit", true)
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button:SetAttribute("useparent-statebutton", true)
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_G[("%sNormalTexture"):format(name)]:Hide()
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button:RegisterForDrag("LeftButton", "RightButton")
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button:RegisterForClicks("AnyUp")
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button.showgrid = 0
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button.flashing = 0
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button.flashtime = 0
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button:RegisterButtonEvents()
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button:Show()
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button:UpdateAction()
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return button
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end
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function Button:CalculateAction()
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return SecureButton_GetModifiedAttribute(self, "action", SecureButton_GetEffectiveButton(self)) or 1
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end
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function Button:UpdateAction()
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local action = self:CalculateAction()
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if action ~= self.action then
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self.action = action
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self:Update()
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end
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end
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function Button:Update()
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local action = self.action
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self:UpdateIcon()
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self:UpdateCount()
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self:UpdateHotkeys()
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if ( HasAction(action) ) then
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self:RegisterActionEvents()
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self:UpdateState()
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self:UpdateUsable()
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self:UpdateCooldown()
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self:UpdateFlash()
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self:ShowButton()
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self:SetScript("OnUpdate", self.OnUpdate)
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else
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self:UnregisterActionEvents()
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self.cooldown:Hide()
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self:HideButton()
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self:SetScript("OnUpdate", nil)
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end
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if ( IsEquippedAction(action) ) then
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self.border:SetVertexColor(0, 1.0, 0, 0.75)
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self.border:Show()
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else
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self.border:Hide()
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end
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if ( GameTooltip:IsOwned(self) ) then
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self:SetTooltip()
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else
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self.UpdateTooltip = nil
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end
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if self.parent.config.HideMacrotext then
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self.macroName:SetText("")
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else
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self.macroName:SetText(GetActionText(self.action))
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end
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end
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function Button:UpdateIcon()
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local texture = GetActionTexture(self.action)
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if ( texture ) then
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self.rangeTimer = -1
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self.icon:SetTexture(texture)
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self.icon:Show()
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self.normalTexture:SetTexture("Interface\\Buttons\\UI-Quickslot2")
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self.normalTexture:SetTexCoord(0, 0, 0, 0)
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self.iconTex = texture
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else
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self.rangeTimer = nil
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self.icon:Hide()
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self.cooldown:Hide()
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self.normalTexture:SetTexture("Interface\\Buttons\\UI-Quickslot")
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self.hotkey:SetVertexColor(0.6, 0.6, 0.6)
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self.normalTexture:SetTexCoord(-0.1, 1.1, -0.1, 1.12)
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self.iconTex = nil
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end
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end
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function Button:UpdateCount()
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local action = self.action
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if ( IsConsumableAction(action) or IsStackableAction(action) ) then
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self.count:SetText(GetActionCount(action))
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else
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self.count:SetText("")
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end
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end
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function Button:UpdateHotkeys()
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-- TODO
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end
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function Button:UpdateState()
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local action = self.action
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if ( IsCurrentAction(action) or IsAutoRepeatAction(action) ) then
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self:SetChecked(1)
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else
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self:SetChecked(0)
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end
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end
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function Button:UpdateUsable()
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local oor = Bartender4.db.profile.OutOfRange
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local isUsable, notEnoughMana = IsUsableAction(self.action)
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local oorcolor, oomcolor = Bartender4.db.profile.Colors.OutOfRange, Bartender4.db.profile.Colors.OutOfMana
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if ( oor ~= "button" or not self.outOfRange) then
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if ( oor == "none" or not self.outOfRange) then
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self.hotkey:SetVertexColor(1.0, 1.0, 1.0)
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elseif ( oor == "hotkey" ) then
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self.hotkey:SetVertexColor(oorcolor.r, oorcolor.g, oorcolor.b)
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end
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if ( isUsable ) then
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self.icon:SetVertexColor(1.0, 1.0, 1.0);
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elseif ( notEnoughMana ) then
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self.icon:SetVertexColor(oomcolor.r, oomcolor.g, oomcolor.b)
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else
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self.icon:SetVertexColor(0.4, 0.4, 0.4);
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end
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elseif ( oor == "button" ) then
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self.icon:SetVertexColor(oorcolor.r, oorcolor.g, oorcolor.b)
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self.hotkey:SetVertexColor(1.0, 1.0, 1.0)
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end
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end
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function Button:UpdateCooldown()
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local start, duration, enable = GetActionCooldown(self.action)
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CooldownFrame_SetTimer(self.cooldown, start, duration, enable)
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end
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function Button:UpdateFlash()
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local action = self.action
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if ( (IsAttackAction(action) and IsCurrentAction(action)) or IsAutoRepeatAction(action) ) then
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self:StartFlash()
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else
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self:StopFlash()
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end
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end
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function Button:StartFlash()
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self.flashing = 1
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self.flashtime = 0
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self:UpdateState()
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end
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function Button:StopFlash()
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self.flashing = 0
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self.flash:Hide()
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self:UpdateState()
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end
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function Button:OnUpdate(elapsed)
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--if not self.frame.tex then self:UpdateIcon() end
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if ( self.flashing == 1 ) then
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self.flashtime = self.flashtime - elapsed;
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if ( self.flashtime <= 0 ) then
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local overtime = -self.flashtime;
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if ( overtime >= ATTACK_BUTTON_FLASH_TIME ) then
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overtime = 0;
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end
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self.flashtime = ATTACK_BUTTON_FLASH_TIME - overtime
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local flashTexture = self.flash
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if ( flashTexture:IsVisible() ) then
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flashTexture:Hide()
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else
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flashTexture:Show()
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end
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end
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end
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if ( self.rangeTimer ) then
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self.rangeTimer = self.rangeTimer - elapsed
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if ( self.rangeTimer <= 0 ) then
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local valid = IsActionInRange(self.action)
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local hotkey = self.hotkey
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local hkshown = (hotkey:GetText() == RANGE_INDICATOR and Bartender4.db.profile.OutOfRange == "hotkey")
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if valid and hkshown then
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hotkey:Show()
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elseif hkshown then
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hotkey:Hide()
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end
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self.outOfRange = (valid == 0)
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self:UpdateUsable()
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self.rangeTimer = TOOLTIP_UPDATE_TIME
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end
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end
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end
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function Button:SetTooltip()
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if ( GetCVar("UberTooltips") == "1" ) then
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GameTooltip_SetDefaultAnchor(GameTooltip, self)
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else
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GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
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end
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if ( GameTooltip:SetAction(self.action) ) then
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self.UpdateTooltip = self.SetTooltip
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else
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self.UpdateTooltip = nil
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end
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end
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function Button:ShowButton()
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if self.overlay then return end
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self.pushedTexture:SetTexture(self.textureCache.pushed)
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self.highlightTexture:SetTexture(self.textureCache.highlight)
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end
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function Button:HideButton()
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if self.overlay then return end
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self.pushedTexture:SetTexture("")
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self.highlightTexture:SetTexture("")
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end
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function Button:RegisterButtonEvents()
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self:RegisterEvent("ACTIONBAR_SLOT_CHANGED")
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self:RegisterEvent("PLAYER_ENTERING_WORLD")
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self:RegisterEvent("ACTIONBAR_PAGE_CHANGED")
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self:RegisterEvent("ACTIONBAR_SHOWGRID")
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self:RegisterEvent("ACTIONBAR_HIDEGRID")
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self:RegisterEvent("UPDATE_BINDINGS")
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self:RegisterEvent("UPDATE_SHAPESHIFT_FORM")
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end
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local actionevents = {
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"PLAYER_TARGET_CHANGED",
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"ACTIONBAR_UPDATE_STATE",
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"ACTIONBAR_UPDATE_USABLE",
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"ACTIONBAR_UPDATE_COOLDOWN",
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--"UPDATE_INVENTORY_ALERTS",
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--"PLAYER_AURAS_CHANGED",
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"CRAFT_SHOW",
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"CRAFT_CLOSE",
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"TRADE_SKILL_SHOW",
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"TRADE_SKILL_CLOSE",
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"PLAYER_ENTER_COMBAT",
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"PLAYER_LEAVE_COMBAT",
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"START_AUTOREPEAT_SPELL",
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"STOP_AUTOREPEAT_SPELL",
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}
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function Button:RegisterActionEvents()
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if self.eventsregistered then return end
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self.eventsregistered = true
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for _, event in ipairs(actionevents) do
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self:RegisterEvent(event)
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end
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end
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function Button:UnregisterActionEvents()
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if not self.eventsregistered then return end
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self.eventsregistered = nil
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for _, event in ipairs(actionevents) do
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self:UnregisterEvent(event)
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end
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end
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function Button:EventHandler(event, arg1)
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if ( event == "ACTIONBAR_SLOT_CHANGED" ) then
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if ( arg1 == 0 or arg1 == self.action ) then
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self:Update()
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end
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elseif ( event == "PLAYER_ENTERING_WORLD" ) then
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self:Update()
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elseif ( event == "ACTIONBAR_PAGE_CHANGED" or event == "UPDATE_BONUS_ACTIONBAR" ) then
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self:UpdateAction()
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elseif ( event == "ACTIONBAR_SHOWGRID" ) then
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self:ShowGrid()
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elseif ( event == "ACTIONBAR_HIDEGRID" ) then
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self:HideGrid()
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elseif ( event == "UPDATE_BINDINGS" ) then
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self:UpdateHotkeys()
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-- Action Event Handlers, only set when the button actually has an action
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elseif ( event == "PLAYER_TARGET_CHANGED" ) then
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self.rangeTimer = -1
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elseif ( event == "ACTIONBAR_UPDATE_STATE" ) then
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self:UpdateState()
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elseif ( event == "ACTIONBAR_UPDATE_USABLE" ) then
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self:UpdateUsable()
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elseif ( event == "ACTIONBAR_UPDATE_COOLDOWN" ) then
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self:UpdateCooldown()
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elseif ( event == "CRAFT_SHOW" or event == "CRAFT_CLOSE" or event == "TRADE_SKILL_SHOW" or event == "TRADE_SKILL_CLOSE" ) then
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self:UpdateState()
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elseif ( event == "PLAYER_ENTER_COMBAT" ) then
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if ( IsAttackAction(self.action) ) then
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self:StartFlash()
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end
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elseif ( event == "PLAYER_LEAVE_COMBAT" ) then
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if ( IsAttackAction(self.action) ) then
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self:StopFlash()
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end
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elseif ( event == "START_AUTOREPEAT_SPELL" ) then
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if ( IsAutoRepeatAction(self.action) ) then
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self:StartFlash()
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end
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elseif ( event == "STOP_AUTOREPEAT_SPELL" ) then
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if ( self:IsFlashing() and not IsAttackAction(self.action) ) then
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self:StopFlash()
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end
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end
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end
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function Button:ClearSetPoint(...)
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self:ClearAllPoints()
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self:SetPoint(...)
|
||||
|
||||
Reference in New Issue
Block a user