- basic shapeshift support, no config interface for it yet

This commit is contained in:
Hendrik Leppkes
2008-01-11 18:45:01 +00:00
parent 2fbed3b0ce
commit 3c64ce4269
5 changed files with 194 additions and 15 deletions
+1
View File
@@ -163,6 +163,7 @@ function ActionBar:ApplyConfig(config)
if not config.position then initialPosition(self) end
self:UpdateButtons()
self:UpdateStates()
end
-- Update the number of buttons in our bar, creating new ones if necessary
+166 -1
View File
@@ -4,6 +4,19 @@ local ActionBar = Bartender4.ActionBar
local module = Bartender4:GetModule("ActionBars")
local table_insert = table.insert
local table_concat = table.concat
local fmt = string.format
local modifiers = { "ctrl", "alt", "shift" }
local function tfind(haystack, needle, searchfunc)
for i,v in pairs(haystack) do
if (searchfunc and searchfunc(v, needle) or (v == needle)) then return i end
end
return nil
end
function module:GetStanceOptionsTable()
local options = {
@@ -12,6 +25,158 @@ function module:GetStanceOptionsTable()
return options
end
function ActionBar:InitStates()
local S = LibStub("AceLocale-3.0"):GetLocale("BT4Stances")
module.DefaultStanceMap = {
WARRIOR = {
{ id = "battle", match = S["Battle Stance"] },
{ id = "def", match = S["Defensive Stance"] },
{ id = "berserker", match = S["Berserker Stance"] },
},
DRUID = {
{ id = "bear", match = S["Bear Form"], match2 = S["Dire Bear Form"] },
{ id = "cat", match = S["Cat Form"] },
{ id = "moonkin", match = S["Moonkin Form"] },
{ id = "tree", name = S["Tree of Life"] },
{ id = "prowl", virtual = true, name = "Cat Form (Prowl)", depend = "cat" },
},
ROGUE = {
{ id = "stealth", match = S["Stealth"] },
},
PRIEST = {
{ id = "shadowform", virtual = true, name = "Shadowform" },
}
}
local _, playerclass = UnitClass("player")
local num_shapeshift_forms
function module:CreateStanceMap()
local defstancemap = self.DefaultStanceMap[playerclass]
if not defstancemap then return end
self.stancemap = {}
num_shapeshift_forms = GetNumShapeshiftForms()
for k,v in pairs(defstancemap) do
local entry = { id = v.id, match = v.match, match2 = v.match2, virtual = v.virtual, depend = v.depend }
if not v.virtual and type(v.match) == "string" then
entry.name = v.match
elseif not v.virtual and type(v.match) == "table" then
entry.name = v.match[1]
else
entry.name = v.name
end
table_insert(self.stancemap, entry)
end
for i = 1, num_shapeshift_forms do
local _, name = GetShapeshiftFormInfo(i)
local index = tfind(self.stancemap, name, function(h, n) return (h.match == n or h.match2 == n) end)
if index then
self.stancemap[index].position = i
end
end
end
function ActionBar:UpdateStates()
if not module.stancemap and module.DefaultStanceMap[playerclass] then module:CreateStanceMap() end
for i=0,10 do
self:AddButtonStates(i)
end
local stateconfig = self.config.states
if stateconfig.enabled then
-- arguments will be parsed from left to right, so we have a priority here
local statedriver = {}
-- highest priority have our temporary quick-swap keys
for _,v in pairs(modifiers) do
local page = stateconfig[v]
if page and tonumber(page) ~= 0 then
table_insert(statedriver, fmt("[modifier:%s]%s", v, page))
end
end
-- second priority the manual changes using the actionbar options
if self.id == 1 then
for i=2,6 do
table_insert(statedriver, fmt("[actionbar:%s]%s", i, i))
end
end
-- third priority the stances
if not stateconfig.stance[playerclass] then stateconfig.stance[playerclass] = {} end
stanceconfig = stateconfig.stance[playerclass]
if module.stancemap then
for i,v in pairs(module.stancemap) do
local state = self:GetStanceState(v)
if state and v.position then
if ( playerclass == "DRUID" and v.id == "cat" and self:GetStanceState("prowl") ) then
local prowl = self:GetStanceState("prowl")
table_insert(statedriver, ("[stance:%s,stealth:1]%s"):format(v.position, prowl))
end
table_insert(statedriver, ("[stance:%s]%s"):format(v.position, state))
end
end
end
table_insert(statedriver, "0")
RegisterStateDriver(self, "page", table_concat(statedriver, ";"))
self:SetAttribute("statemap-page", "$input")
self:SetAttribute("state", frame:GetAttribute("state-page"))
else
UnregisterStateDriver(self)
self:SetAttribute("state", "0")
end
self:ApplyStateButton()
end
function ActionBar:GetStanceState(stance)
local stanceconfig = self.config.states.stance[playerclass]
if type(stance) == "table" then
state = tonumber(stanceconfig[stance.id])
else
state = tonumber(stanceconfig[stance])
end
if state and state == 0 then state = nil end
return state
end
function ActionBar:AddButtonStates(state, page)
if not page then page = state end
for _, button in self:GetAll() do
local action = (page == 0) and button.id or (button.rid + (page - 1) * 12)
button:SetStateAction(state, action)
end
self:AddRightClickState(state)
self:AddToStateButton(state)
end
function ActionBar:AddToStateButton(state)
if not self.statebutton then self.statebutton = {} end
state = tonumber(state)
if not tfind(self.statebutton, state) then
table_insert(self.statebutton, state)
end
end
function ActionBar:AddRightClickState(state)
local scrc = Bartender4.db.profile.selfcastrightclick
local target = scrc and "player" or nil
self:SetAttribute("unit-S" .. state .. "2", target)
end
function ActionBar:ApplyStateButton()
local states1, states2 = {}, {}
for _,v in pairs(self.statebutton) do
table_insert(states1, fmt("%s:S%s1;", v, v))
table_insert(states2, fmt("%s:S%s2;", v, v))
end
self:SetAttribute("statebutton", table_concat(states1, ""))
self:SetAttribute("statebutton2", table_concat(states2, ""))
end
+9 -5
View File
@@ -4,10 +4,13 @@ local BT4ActionBars = Bartender4:NewModule("ActionBars")
local ActionBar, ActionBar_MT
local stancedefaults = {
DRUID = { bear = 9, cat = 7, prowl = 8 },
WARRIOR = { battle = 7, def = 8, berserker = 9 },
ROGUE = { stealth = 7 }
local statedefaults = {
enabled = true,
stance = {
DRUID = { bear = 9, cat = 7, prowl = 8 },
WARRIOR = { battle = 7, def = 8, berserker = 9 },
ROGUE = { stealth = 7 }
},
}
local abdefaults = Bartender4:Merge({
@@ -18,9 +21,10 @@ local abdefaults = Bartender4:Merge({
rows = 1,
hidemacrotext = false,
showgrid = false,
states = { enabled = false, stance = {} },
},
[1] = {
stances = stancedefaults,
states = statedefaults,
},
[7] = {
enabled = false,
+9
View File
@@ -15,6 +15,8 @@ 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, "SecureActionButtonTemplate, ActionButtonTemplate"), Button_MT)
button.rid = id
button.id = absid
button.parent = parent
button.settings = parent.module.db
@@ -75,6 +77,7 @@ function Bartender4.Button:Create(id, parent)
return button
end
function onDragStart(button)
if InCombatLockdown() then return end
if not Bartender4.db.profile.buttonlock or IsModifiedClick("PICKUPACTION") then
@@ -133,6 +136,12 @@ function onUpdate(self, elapsed)
end
end
function Button:SetStateAction(state, action)
for i=1,2 do
self:SetAttribute(("*action-S%d%d"):format(state, i), action)
end
end
function Button:CalculateAction()
return SecureButton_GetModifiedAttribute(self, "action", SecureButton_GetEffectiveButton(self)) or 1
end
+9 -9
View File
@@ -3,14 +3,14 @@
local S = LibStub("AceLocale-3.0"):NewLocale("BT4Stances", "esES")
if not S then return end
-- warrior
S["Battle Stance"] = "Actitud de batalla",
S["Defensive Stance"] = "Actitud defensiva",
S["Berserker Stance"] = "Actitud rabiosa",
S["Battle Stance"] = "Actitud de batalla"
S["Defensive Stance"] = "Actitud defensiva"
S["Berserker Stance"] = "Actitud rabiosa"
-- druid
S["Bear Form"] = "Forma de oso",
S["Dire Bear Form"] = "Forma de oso temible",
S["Cat Form"] = "Forma felina",
S["Tree of Life"] = "\195\129rbol de vida",
S["Moonkin Form"] = "Forma de lech\195\186cico lunar",
S["Bear Form"] = "Forma de oso"
S["Dire Bear Form"] = "Forma de oso temible"
S["Cat Form"] = "Forma felina"
S["Tree of Life"] = "\195\129rbol de vida"
S["Moonkin Form"] = "Forma de lech\195\186cico lunar"
-- rogue
S["Stealth"] = "Sigilo",
S["Stealth"] = "Sigilo"