- split actionbar module and prototype into independent files

- added meta functions to update bars/buttons
- first options
This commit is contained in:
Hendrik Leppkes
2007-12-03 14:58:16 +00:00
parent 0fc2692a53
commit 276d0b6d1f
6 changed files with 308 additions and 136 deletions
+92 -81
View File
@@ -2,13 +2,9 @@
local BT4ActionBars = Bartender4:NewModule("ActionBars")
local Bar = Bartender4.Bar.prototype
local ActionBar = setmetatable({}, {__index = Bar})
local ActionBar = Bartender4.ActionBar
local ActionBar_MT = {__index = ActionBar}
local math_floor = math.floor
local stancedefaults = {
DRUID = { bear = 9, cat = 7, prowl = 8 },
WARRIOR = { battle = 7, def = 8, berserker = 9 },
@@ -33,6 +29,8 @@ local defaults = {
function BT4ActionBars:OnInitialize()
self.db = Bartender4.db
Bartender4:RegisterDefaultsKey("ActionBars", defaults)
self:SetupOptions()
end
-- setup the 10 actionbars
@@ -58,15 +56,98 @@ function BT4ActionBars:ApplyConfig()
end
end
local initialPosition
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()
function BT4ActionBars:UpdateButtons()
for i,v in ipairs(self.actionbars) do
for j,button in ipairs(v.buttons) do
button:UpdateAction(force)
end
end
end
function BT4ActionBars:GetAll()
return pairs(self.actionbars)
end
function BT4ActionBars:ForAll(method, ...)
for _, bar in self:GetAll() do
local func = bar[method]
if func then
func(bar, ...)
end
end
end
function BT4ActionBars:ForAllButtons(...)
self:ForAll("ForAll", ...)
end
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 BT4ActionBars:SetupOptions()
self.options = {
type = "group",
--cmdInline = true,
name = "Action Bars",
get = getFunc,
set = setFunc,
args = {
range = {
order = 1,
name = "Out of Range Indicator",
desc = "Configure how the Out of Range Indicator should display on the buttons.",
type = "select",
style = "dropdown",
arg = "OutOfRange",
set = function(info, value)
setFunc(info, value)
BT4ActionBars:ForAllButtons("UpdateUsable")
end,
values = { none = "No Display", button = "Full Button Mode", hotkey = "Hotkey Mode" },
},
colors = {
order = 2,
type = "group",
guiInline = true,
name = "Colors",
get = function(info)
local color = Bartender4.db.profile.Colors[info[#info]]
return color.r, color.g, color.b
end,
set = function(info, r, g, b)
local color = Bartender4.db.profile.Colors[info[#info]]
color.r, color.g, color.b = r, g, b
BT4ActionBars:ForAllButtons("UpdateUsable")
end,
args = {
range = {
order = 1,
type = "color",
name = "Out of Range Indicator",
desc = "Specify the Color of the Out of Range Indicator",
},
mana = {
order = 2,
type = "color",
name = "Out of Mana Indicator",
desc = "Specify the Color of the Out of Mana Indicator",
},
},
},
},
}
Bartender4:RegisterModuleOptions("actionbars", self.options)
end
-- Creates a new bar object based on the id and the specified config
function BT4ActionBars:Create(id, config)
@@ -79,73 +160,3 @@ function BT4ActionBars:Create(id, config)
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)
config = self.config
if not config.Position then initialPosition(self) end
self:UpdateButtons(config.Buttons)
end
-- Update the number of buttons in our bar, creating new ones if necessary
function ActionBar:UpdateButtons(numbuttons)
if numbuttons then
self.config.Buttons = numbuttons
else
numbuttons = self.config.Buttons
end
local buttons = self.buttons or {}
-- create more buttons if needed
for i = (#buttons+1), numbuttons do
buttons[i] = Bartender4.Button:Create(i, self)
end
-- show active buttons
for i = 1, numbuttons do
buttons[i]:Show()
end
-- hide inactive buttons
for i = (numbuttons + 1), #buttons do
buttons[i]:Hide()
end
self.buttons = buttons
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
local pad = self.config.Padding
local Rows = self.config.Rows
local ButtonPerRow = math_floor(numbuttons / Rows + 0.5) -- just a precaution
Rows = math_floor(numbuttons / ButtonPerRow + 0.5)
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
end
end