- split actionbar module and prototype into independent files
- added meta functions to update bars/buttons - first options
This commit is contained in:
@@ -0,0 +1,100 @@
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--[[ $Id: Bartender4.lua 56386 2007-12-01 14:21:40Z nevcairiel $ ]]
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local Bar = Bartender4.Bar.prototype
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local ActionBar = setmetatable({}, {__index = Bar})
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Bartender4.ActionBar = ActionBar
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local math_floor = math.floor
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--[[
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Bar Prototype Functions
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]]
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local initialPosition
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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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-- 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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config = self.config
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if not config.Position then initialPosition(self) end
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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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if numbuttons then
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self.config.Buttons = numbuttons
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else
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numbuttons = self.config.Buttons
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end
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local buttons = self.buttons or {}
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-- create more buttons if needed
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for i = (#buttons+1), numbuttons do
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buttons[i] = Bartender4.Button:Create(i, self)
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end
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-- show active buttons
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for i = 1, numbuttons do
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buttons[i]:Show()
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buttons[i]:UpdateAction(true)
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end
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-- hide inactive buttons
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for i = (numbuttons + 1), #buttons do
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buttons[i]:Hide()
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end
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self.buttons = buttons
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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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local pad = self.config.Padding
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local Rows = self.config.Rows
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local ButtonPerRow = math_floor(numbuttons / Rows + 0.5) -- just a precaution
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Rows = math_floor(numbuttons / ButtonPerRow + 0.5)
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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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end
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end
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function ActionBar:GetAll()
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return pairs(self.buttons)
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end
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function ActionBar:ForAll(method, ...)
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for _, button in self:GetAll() do
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local func = button[method]
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if func then
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func(button, ...)
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end
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end
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end
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+92
-81
@@ -2,13 +2,9 @@
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local BT4ActionBars = Bartender4:NewModule("ActionBars")
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local Bar = Bartender4.Bar.prototype
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local ActionBar = setmetatable({}, {__index = Bar})
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local ActionBar = Bartender4.ActionBar
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local ActionBar_MT = {__index = ActionBar}
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local math_floor = math.floor
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local stancedefaults = {
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DRUID = { bear = 9, cat = 7, prowl = 8 },
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WARRIOR = { battle = 7, def = 8, berserker = 9 },
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@@ -33,6 +29,8 @@ local defaults = {
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function BT4ActionBars:OnInitialize()
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self.db = Bartender4.db
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Bartender4:RegisterDefaultsKey("ActionBars", defaults)
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self:SetupOptions()
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end
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-- setup the 10 actionbars
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@@ -58,15 +56,98 @@ function BT4ActionBars:ApplyConfig()
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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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-- 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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function BT4ActionBars:UpdateButtons()
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for i,v in ipairs(self.actionbars) do
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for j,button in ipairs(v.buttons) do
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button:UpdateAction(force)
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end
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end
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end
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function BT4ActionBars:GetAll()
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return pairs(self.actionbars)
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end
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function BT4ActionBars:ForAll(method, ...)
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for _, bar in self:GetAll() do
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local func = bar[method]
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if func then
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func(bar, ...)
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end
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end
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end
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function BT4ActionBars:ForAllButtons(...)
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self:ForAll("ForAll", ...)
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end
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local getFunc, setFunc
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do
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function getFunc(info)
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return (info.arg and Bartender4.db.profile[info.arg] or Bartender4.db.profile[info[#info]])
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end
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function setFunc(info, value)
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local key = info.arg or info[#info]
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Bartender4.db.profile[key] = value
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end
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end
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function BT4ActionBars:SetupOptions()
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self.options = {
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type = "group",
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--cmdInline = true,
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name = "Action Bars",
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get = getFunc,
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set = setFunc,
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args = {
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range = {
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order = 1,
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name = "Out of Range Indicator",
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desc = "Configure how the Out of Range Indicator should display on the buttons.",
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type = "select",
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style = "dropdown",
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arg = "OutOfRange",
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set = function(info, value)
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setFunc(info, value)
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BT4ActionBars:ForAllButtons("UpdateUsable")
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end,
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values = { none = "No Display", button = "Full Button Mode", hotkey = "Hotkey Mode" },
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},
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colors = {
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order = 2,
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type = "group",
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guiInline = true,
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name = "Colors",
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get = function(info)
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local color = Bartender4.db.profile.Colors[info[#info]]
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return color.r, color.g, color.b
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end,
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set = function(info, r, g, b)
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local color = Bartender4.db.profile.Colors[info[#info]]
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color.r, color.g, color.b = r, g, b
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BT4ActionBars:ForAllButtons("UpdateUsable")
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end,
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args = {
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range = {
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order = 1,
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type = "color",
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name = "Out of Range Indicator",
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desc = "Specify the Color of the Out of Range Indicator",
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},
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mana = {
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order = 2,
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type = "color",
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name = "Out of Mana Indicator",
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desc = "Specify the Color of the Out of Mana Indicator",
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},
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},
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},
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},
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}
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Bartender4:RegisterModuleOptions("actionbars", self.options)
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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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@@ -79,73 +160,3 @@ function BT4ActionBars:Create(id, config)
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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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config = self.config
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if not config.Position then initialPosition(self) end
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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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if numbuttons then
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self.config.Buttons = numbuttons
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else
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numbuttons = self.config.Buttons
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end
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local buttons = self.buttons or {}
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-- create more buttons if needed
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for i = (#buttons+1), numbuttons do
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buttons[i] = Bartender4.Button:Create(i, self)
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end
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-- show active buttons
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for i = 1, numbuttons do
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buttons[i]:Show()
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end
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-- hide inactive buttons
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for i = (numbuttons + 1), #buttons do
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buttons[i]:Hide()
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end
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self.buttons = buttons
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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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local pad = self.config.Padding
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local Rows = self.config.Rows
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local ButtonPerRow = math_floor(numbuttons / Rows + 0.5) -- just a precaution
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Rows = math_floor(numbuttons / ButtonPerRow + 0.5)
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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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end
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end
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+17
-7
@@ -2,19 +2,21 @@
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local AceAddon = LibStub("AceAddon-3.0")
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Bartender4 = AceAddon:NewAddon("Bartender4", "AceConsole-3.0", "AceEvent-3.0")
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local defaults = {
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profile = {
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OutOfRange = "button",
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Colors = { range = { r = 0.8, g = 0.1, b = 0.1 }, mana = { r = 0.5, g = 0.5, b = 1.0 } },
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}
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}
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function Bartender4:OnInitialize()
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self.db = LibStub("AceDB-3.0"):New("Bartender4DB")
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self.db.RegisterCallback(self, "OnProfileChanged", "UpdateModuleConfigs")
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self.db.RegisterCallback(self, "OnProfileCopied", "UpdateModuleConfigs")
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self:SetupOptions()
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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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function Bartender4:RegisterDefaultsKey(key, subdefaults)
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defaults.profile[key] = subdefaults
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@@ -28,3 +30,11 @@ function Bartender4:UpdateModuleConfigs()
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end
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end
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end
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function Bartender4:Update()
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for k,v in AceAddon:IterateModulesOfAddon("Bartender4") do
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if type(v.Update) == "function" then
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v:Update()
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end
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end
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end
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@@ -13,10 +13,12 @@ embeds.xml
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## Core ##
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Bartender4.lua
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Options.lua
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## Prototypes ##
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Bar.lua
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Button.lua
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ActionBarPrototype.lua
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## Modules ##
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ActionBars.lua
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+52
-48
@@ -7,9 +7,7 @@
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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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local onLeave, onUpdate
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Bartender4.Button = {}
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Bartender4.Button.prototype = Button
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@@ -20,7 +18,7 @@ function Bartender4.Button:Create(id, parent)
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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("OnUpdate", 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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@@ -36,6 +34,7 @@ function Bartender4.Button:Create(id, parent)
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button.flash = _G[("%sFlash"):format(name)]
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button.flash:Hide()
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button:SetNormalTexture("")
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local realNormalTexture = _G[("%sNormalTexture"):format(name)]
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realNormalTexture:Hide()
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@@ -72,13 +71,56 @@ function Bartender4.Button:Create(id, parent)
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return button
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end
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function onLeave()
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GameTooltip:Hide()
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end
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function onUpdate(self, elapsed)
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if not self.iconTex 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: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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function Button:UpdateAction(force)
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local action = self:CalculateAction()
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if action ~= self.action then
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if action ~= self.action or force then
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self.action = action
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self:Update()
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end
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@@ -91,13 +133,14 @@ function Button:Update()
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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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self:SetScript("OnUpdate", onUpdate)
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else
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self:UnregisterActionEvents()
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@@ -123,7 +166,7 @@ function Button:Update()
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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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self.macroName:SetText(GetActionText(action))
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end
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end
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@@ -173,7 +216,7 @@ 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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local oorcolor, oomcolor = Bartender4.db.profile.Colors.range, Bartender4.db.profile.Colors.mana
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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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@@ -220,45 +263,6 @@ function Button:StopFlash()
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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
|
||||
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)
|
||||
|
||||
+45
@@ -0,0 +1,45 @@
|
||||
--[[ $Id$ ]]
|
||||
|
||||
local getFunc, setFunc
|
||||
do
|
||||
function getFunc(info)
|
||||
return (info.arg and Bartender4.db.profile[info.arg] or Bartender4.db.profile[info[#info]])
|
||||
end
|
||||
|
||||
function setFunc(info, value)
|
||||
local key = info.arg or info[#info]
|
||||
Bartender4.db.profile[key] = value
|
||||
end
|
||||
end
|
||||
|
||||
function Bartender4:SetupOptions()
|
||||
self.options = {
|
||||
type = "group",
|
||||
name = "Bartender4",
|
||||
icon = "Interface\\Icons\\INV_Drink_05",
|
||||
childGroups = "tree",
|
||||
args = {
|
||||
gui = {
|
||||
type = "execute",
|
||||
name = "gui",
|
||||
order = 1,
|
||||
desc = "Open GUI",
|
||||
func = function() LibStub("AceConfigDialog-3.0"):Open("Bartender4") end,
|
||||
guiHidden = true,
|
||||
},
|
||||
general = {
|
||||
type = "group",
|
||||
--cmdInline = true,
|
||||
name = "General Settings",
|
||||
get = getFunc,
|
||||
set = setFunc,
|
||||
args = {},
|
||||
},
|
||||
},
|
||||
}
|
||||
LibStub("AceConfig-3.0"):RegisterOptionsTable("Bartender4", self.options, "bar")
|
||||
end
|
||||
|
||||
function Bartender4:RegisterModuleOptions(key, table)
|
||||
self.options.args[key] = table
|
||||
end
|
||||
Reference in New Issue
Block a user