button implementation

This commit is contained in:
Hendrik Leppkes
2007-12-01 14:21:40 +00:00
parent 1d14edf665
commit 0fc2692a53
3 changed files with 377 additions and 15 deletions
+21 -6
View File
@@ -20,9 +20,10 @@ local defaults = {
Enabled = true,
Scale = 1,
Alpha = 1,
Buttons = 1,
Buttons = 12,
Padding = 2,
Rows = 12,
Rows = 1,
HideMacrotext = false,
},
[1] = {
Stances = stancedefaults,
@@ -34,6 +35,7 @@ function BT4ActionBars:OnInitialize()
Bartender4:RegisterDefaultsKey("ActionBars", defaults)
end
-- setup the 10 actionbars
local first = true
function BT4ActionBars:OnEnable()
if first then
@@ -49,32 +51,40 @@ function BT4ActionBars:OnEnable()
end
end
-- Applys the config in the current profile to all active Bars
function BT4ActionBars:ApplyConfig()
for i,v in ipairs(self.actionbars) do
v:ApplyConfig(self.db.profile.ActionBars[i])
v:Unlock()
end
end
local initialPosition
do
do
-- Sets the Bar to its initial Position in the Center of the Screen
function initialPosition(bar)
bar:ClearSetPoint("CENTER", 0, -250 + (bar.id-1) * 38)
bar:SavePosition()
end
end
-- Creates a new bar object based on the id and the specified config
function BT4ActionBars:Create(id, config)
local bar = setmetatable(Bartender4.Bar:Create(id, "SecureStateDriverTemplate", config), ActionBar_MT)
-- TODO: Setup Buttons and set bar width before pulling initial position
bar:ApplyConfig()
-- debugging
bar:Unlock()
--bar:Unlock()
return bar
end
--[[
Bar Prototype Functions
]]
-- Apply the specified config to the bar and refresh all settings
function ActionBar:ApplyConfig(config)
Bar.ApplyConfig(self, config)
@@ -84,8 +94,8 @@ function ActionBar:ApplyConfig(config)
self:UpdateButtons(config.Buttons)
end
-- Update the number of buttons in our bar, creating new ones if necessary
function ActionBar:UpdateButtons(numbuttons)
local oldbuttons = self.config.Buttons
if numbuttons then
self.config.Buttons = numbuttons
else
@@ -114,6 +124,7 @@ function ActionBar:UpdateButtons(numbuttons)
self:UpdateButtonLayout()
end
-- align the buttons and correct the size of the bar overlay frame
function ActionBar:UpdateButtonLayout()
local numbuttons = self.config.Buttons
local buttons = self.buttons
@@ -125,10 +136,14 @@ function ActionBar:UpdateButtonLayout()
self:SetSize((36 + pad) * ButtonPerRow - pad + 8, (36 + pad) * Rows - pad + 8)
-- anchor button 1 to the topleft corner of the bar
buttons[1]:ClearSetPoint("TOPLEFT", self, "TOPLEFT", 6, -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
+2 -1
View File
@@ -10,7 +10,8 @@ end
local defaults = {
profile = {
OutOfRange = "button",
Colors = { OutOfRange = { r = 0.8, g = 0.1, b = 0.1 }, OutOfMana = { r = 0.5, g = 0.5, b = 1.0 } },
}
}
+354 -8
View File
@@ -7,30 +7,376 @@
local Button = CreateFrame("CheckButton")
local Button_MT = {__index = Button}
local function onLeave()
GameTooltip:Hide()
end
Bartender4.Button = {}
Bartender4.Button.prototype = Button
function Bartender4.Button:Create(id, parent)
local absid = (parent.id - 1) * 12 + id
local name = ("BT4Button%d"):format(absid)
local button = setmetatable(CreateFrame("CheckButton", name, parent, "ActionBarButtonTemplate"), Button_MT)
local button = setmetatable(CreateFrame("CheckButton", name, parent, "SecureActionButtonTemplate, ActionButtonTemplate"), Button_MT)
button.parent = parent
button:SetScript("OnEvent", button.EventHandler)
button:SetScript("OnUpdate", button.OnUpdate)
button:SetScript("OnEnter", button.SetTooltip)
button:SetScript("OnLeave", onLeave)
button:SetScript("OnAttributeChanged", button.UpdateAction)
--button:SetScript("OnDragStart", button.OnDragStart)
button:SetScript("PostClick", button.UpdateState)
button.icon = _G[("%sIcon"):format(name)]
button.border = _G[("%sBorder"):format(name)]
button.cooldown = _G[("%sCooldown"):format(name)]
button.macroName = _G[("%sName"):format(name)]
button.hotkey = _G[("%sHotKey"):format(name)]
button.count = _G[("%sCount"):format(name)]
button.flash = _G[("%sFlash"):format(name)]
button.flash:Hide()
local realNormalTexture = _G[("%sNormalTexture"):format(name)]
realNormalTexture:Hide()
button.normalTexture = button:CreateTexture(("%sBT4NormalTexture"):format(name))
button.normalTexture:SetAllPoints(realNormalTexture)
button.pushedTexture = button:GetPushedTexture()
button.highlightTexture = button:GetHighlightTexture()
button.textureCache = {}
button.textureCache.pushed = button.pushedTexture:GetTexture()
button.textureCache.highlight = button.highlightTexture:GetTexture()
parent:SetAttribute("addchild", button)
button:SetAttribute("type", "action")
button:SetAttribute("useparent-unit", true)
button:SetAttribute("useparent-statebutton", true)
button:SetAttribute("useparent-actionpage", nil)
button:SetAttribute("action", absid)
this = button
ActionButton_UpdateAction()
button:SetAttribute("useparent-unit", true)
button:SetAttribute("useparent-statebutton", true)
_G[("%sNormalTexture"):format(name)]:Hide()
button:RegisterForDrag("LeftButton", "RightButton")
button:RegisterForClicks("AnyUp")
button.showgrid = 0
button.flashing = 0
button.flashtime = 0
button:RegisterButtonEvents()
button:Show()
button:UpdateAction()
return button
end
function Button:CalculateAction()
return SecureButton_GetModifiedAttribute(self, "action", SecureButton_GetEffectiveButton(self)) or 1
end
function Button:UpdateAction()
local action = self:CalculateAction()
if action ~= self.action then
self.action = action
self:Update()
end
end
function Button:Update()
local action = self.action
self:UpdateIcon()
self:UpdateCount()
self:UpdateHotkeys()
if ( HasAction(action) ) then
self:RegisterActionEvents()
self:UpdateState()
self:UpdateUsable()
self:UpdateCooldown()
self:UpdateFlash()
self:ShowButton()
self:SetScript("OnUpdate", self.OnUpdate)
else
self:UnregisterActionEvents()
self.cooldown:Hide()
self:HideButton()
self:SetScript("OnUpdate", nil)
end
if ( IsEquippedAction(action) ) then
self.border:SetVertexColor(0, 1.0, 0, 0.75)
self.border:Show()
else
self.border:Hide()
end
if ( GameTooltip:IsOwned(self) ) then
self:SetTooltip()
else
self.UpdateTooltip = nil
end
if self.parent.config.HideMacrotext then
self.macroName:SetText("")
else
self.macroName:SetText(GetActionText(self.action))
end
end
function Button:UpdateIcon()
local texture = GetActionTexture(self.action)
if ( texture ) then
self.rangeTimer = -1
self.icon:SetTexture(texture)
self.icon:Show()
self.normalTexture:SetTexture("Interface\\Buttons\\UI-Quickslot2")
self.normalTexture:SetTexCoord(0, 0, 0, 0)
self.iconTex = texture
else
self.rangeTimer = nil
self.icon:Hide()
self.cooldown:Hide()
self.normalTexture:SetTexture("Interface\\Buttons\\UI-Quickslot")
self.hotkey:SetVertexColor(0.6, 0.6, 0.6)
self.normalTexture:SetTexCoord(-0.1, 1.1, -0.1, 1.12)
self.iconTex = nil
end
end
function Button:UpdateCount()
local action = self.action
if ( IsConsumableAction(action) or IsStackableAction(action) ) then
self.count:SetText(GetActionCount(action))
else
self.count:SetText("")
end
end
function Button:UpdateHotkeys()
-- TODO
end
function Button:UpdateState()
local action = self.action
if ( IsCurrentAction(action) or IsAutoRepeatAction(action) ) then
self:SetChecked(1)
else
self:SetChecked(0)
end
end
function Button:UpdateUsable()
local oor = Bartender4.db.profile.OutOfRange
local isUsable, notEnoughMana = IsUsableAction(self.action)
local oorcolor, oomcolor = Bartender4.db.profile.Colors.OutOfRange, Bartender4.db.profile.Colors.OutOfMana
if ( oor ~= "button" or not self.outOfRange) then
if ( oor == "none" or not self.outOfRange) then
self.hotkey:SetVertexColor(1.0, 1.0, 1.0)
elseif ( oor == "hotkey" ) then
self.hotkey:SetVertexColor(oorcolor.r, oorcolor.g, oorcolor.b)
end
if ( isUsable ) then
self.icon:SetVertexColor(1.0, 1.0, 1.0);
elseif ( notEnoughMana ) then
self.icon:SetVertexColor(oomcolor.r, oomcolor.g, oomcolor.b)
else
self.icon:SetVertexColor(0.4, 0.4, 0.4);
end
elseif ( oor == "button" ) then
self.icon:SetVertexColor(oorcolor.r, oorcolor.g, oorcolor.b)
self.hotkey:SetVertexColor(1.0, 1.0, 1.0)
end
end
function Button:UpdateCooldown()
local start, duration, enable = GetActionCooldown(self.action)
CooldownFrame_SetTimer(self.cooldown, start, duration, enable)
end
function Button:UpdateFlash()
local action = self.action
if ( (IsAttackAction(action) and IsCurrentAction(action)) or IsAutoRepeatAction(action) ) then
self:StartFlash()
else
self:StopFlash()
end
end
function Button:StartFlash()
self.flashing = 1
self.flashtime = 0
self:UpdateState()
end
function Button:StopFlash()
self.flashing = 0
self.flash:Hide()
self:UpdateState()
end
function Button:OnUpdate(elapsed)
--if not self.frame.tex then self:UpdateIcon() end
if ( self.flashing == 1 ) then
self.flashtime = self.flashtime - elapsed;
if ( self.flashtime <= 0 ) then
local overtime = -self.flashtime;
if ( overtime >= ATTACK_BUTTON_FLASH_TIME ) then
overtime = 0;
end
self.flashtime = ATTACK_BUTTON_FLASH_TIME - overtime
local flashTexture = self.flash
if ( flashTexture:IsVisible() ) then
flashTexture:Hide()
else
flashTexture:Show()
end
end
end
if ( self.rangeTimer ) then
self.rangeTimer = self.rangeTimer - elapsed
if ( self.rangeTimer <= 0 ) then
local valid = IsActionInRange(self.action)
local hotkey = self.hotkey
local hkshown = (hotkey:GetText() == RANGE_INDICATOR and Bartender4.db.profile.OutOfRange == "hotkey")
if valid and hkshown then
hotkey:Show()
elseif hkshown then
hotkey:Hide()
end
self.outOfRange = (valid == 0)
self:UpdateUsable()
self.rangeTimer = TOOLTIP_UPDATE_TIME
end
end
end
function Button:SetTooltip()
if ( GetCVar("UberTooltips") == "1" ) then
GameTooltip_SetDefaultAnchor(GameTooltip, self)
else
GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
end
if ( GameTooltip:SetAction(self.action) ) then
self.UpdateTooltip = self.SetTooltip
else
self.UpdateTooltip = nil
end
end
function Button:ShowButton()
if self.overlay then return end
self.pushedTexture:SetTexture(self.textureCache.pushed)
self.highlightTexture:SetTexture(self.textureCache.highlight)
end
function Button:HideButton()
if self.overlay then return end
self.pushedTexture:SetTexture("")
self.highlightTexture:SetTexture("")
end
function Button:RegisterButtonEvents()
self:RegisterEvent("ACTIONBAR_SLOT_CHANGED")
self:RegisterEvent("PLAYER_ENTERING_WORLD")
self:RegisterEvent("ACTIONBAR_PAGE_CHANGED")
self:RegisterEvent("ACTIONBAR_SHOWGRID")
self:RegisterEvent("ACTIONBAR_HIDEGRID")
self:RegisterEvent("UPDATE_BINDINGS")
self:RegisterEvent("UPDATE_SHAPESHIFT_FORM")
end
local actionevents = {
"PLAYER_TARGET_CHANGED",
"ACTIONBAR_UPDATE_STATE",
"ACTIONBAR_UPDATE_USABLE",
"ACTIONBAR_UPDATE_COOLDOWN",
--"UPDATE_INVENTORY_ALERTS",
--"PLAYER_AURAS_CHANGED",
"CRAFT_SHOW",
"CRAFT_CLOSE",
"TRADE_SKILL_SHOW",
"TRADE_SKILL_CLOSE",
"PLAYER_ENTER_COMBAT",
"PLAYER_LEAVE_COMBAT",
"START_AUTOREPEAT_SPELL",
"STOP_AUTOREPEAT_SPELL",
}
function Button:RegisterActionEvents()
if self.eventsregistered then return end
self.eventsregistered = true
for _, event in ipairs(actionevents) do
self:RegisterEvent(event)
end
end
function Button:UnregisterActionEvents()
if not self.eventsregistered then return end
self.eventsregistered = nil
for _, event in ipairs(actionevents) do
self:UnregisterEvent(event)
end
end
function Button:EventHandler(event, arg1)
if ( event == "ACTIONBAR_SLOT_CHANGED" ) then
if ( arg1 == 0 or arg1 == self.action ) then
self:Update()
end
elseif ( event == "PLAYER_ENTERING_WORLD" ) then
self:Update()
elseif ( event == "ACTIONBAR_PAGE_CHANGED" or event == "UPDATE_BONUS_ACTIONBAR" ) then
self:UpdateAction()
elseif ( event == "ACTIONBAR_SHOWGRID" ) then
self:ShowGrid()
elseif ( event == "ACTIONBAR_HIDEGRID" ) then
self:HideGrid()
elseif ( event == "UPDATE_BINDINGS" ) then
self:UpdateHotkeys()
-- Action Event Handlers, only set when the button actually has an action
elseif ( event == "PLAYER_TARGET_CHANGED" ) then
self.rangeTimer = -1
elseif ( event == "ACTIONBAR_UPDATE_STATE" ) then
self:UpdateState()
elseif ( event == "ACTIONBAR_UPDATE_USABLE" ) then
self:UpdateUsable()
elseif ( event == "ACTIONBAR_UPDATE_COOLDOWN" ) then
self:UpdateCooldown()
elseif ( event == "CRAFT_SHOW" or event == "CRAFT_CLOSE" or event == "TRADE_SKILL_SHOW" or event == "TRADE_SKILL_CLOSE" ) then
self:UpdateState()
elseif ( event == "PLAYER_ENTER_COMBAT" ) then
if ( IsAttackAction(self.action) ) then
self:StartFlash()
end
elseif ( event == "PLAYER_LEAVE_COMBAT" ) then
if ( IsAttackAction(self.action) ) then
self:StopFlash()
end
elseif ( event == "START_AUTOREPEAT_SPELL" ) then
if ( IsAutoRepeatAction(self.action) ) then
self:StartFlash()
end
elseif ( event == "STOP_AUTOREPEAT_SPELL" ) then
if ( self:IsFlashing() and not IsAttackAction(self.action) ) then
self:StopFlash()
end
end
end
function Button:ClearSetPoint(...)
self:ClearAllPoints()
self:SetPoint(...)