- basic shapeshift support, no config interface for it yet
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+166
-1
@@ -4,6 +4,19 @@ local ActionBar = Bartender4.ActionBar
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local module = Bartender4:GetModule("ActionBars")
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local table_insert = table.insert
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local table_concat = table.concat
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local fmt = string.format
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local modifiers = { "ctrl", "alt", "shift" }
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local function tfind(haystack, needle, searchfunc)
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for i,v in pairs(haystack) do
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if (searchfunc and searchfunc(v, needle) or (v == needle)) then return i end
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end
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return nil
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end
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function module:GetStanceOptionsTable()
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local options = {
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@@ -12,6 +25,158 @@ function module:GetStanceOptionsTable()
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return options
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end
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function ActionBar:InitStates()
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local S = LibStub("AceLocale-3.0"):GetLocale("BT4Stances")
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module.DefaultStanceMap = {
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WARRIOR = {
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{ id = "battle", match = S["Battle Stance"] },
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{ id = "def", match = S["Defensive Stance"] },
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{ id = "berserker", match = S["Berserker Stance"] },
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},
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DRUID = {
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{ id = "bear", match = S["Bear Form"], match2 = S["Dire Bear Form"] },
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{ id = "cat", match = S["Cat Form"] },
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{ id = "moonkin", match = S["Moonkin Form"] },
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{ id = "tree", name = S["Tree of Life"] },
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{ id = "prowl", virtual = true, name = "Cat Form (Prowl)", depend = "cat" },
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},
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ROGUE = {
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{ id = "stealth", match = S["Stealth"] },
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},
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PRIEST = {
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{ id = "shadowform", virtual = true, name = "Shadowform" },
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}
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}
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local _, playerclass = UnitClass("player")
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local num_shapeshift_forms
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function module:CreateStanceMap()
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local defstancemap = self.DefaultStanceMap[playerclass]
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if not defstancemap then return end
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self.stancemap = {}
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num_shapeshift_forms = GetNumShapeshiftForms()
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for k,v in pairs(defstancemap) do
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local entry = { id = v.id, match = v.match, match2 = v.match2, virtual = v.virtual, depend = v.depend }
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if not v.virtual and type(v.match) == "string" then
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entry.name = v.match
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elseif not v.virtual and type(v.match) == "table" then
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entry.name = v.match[1]
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else
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entry.name = v.name
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end
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table_insert(self.stancemap, entry)
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end
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for i = 1, num_shapeshift_forms do
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local _, name = GetShapeshiftFormInfo(i)
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local index = tfind(self.stancemap, name, function(h, n) return (h.match == n or h.match2 == n) end)
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if index then
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self.stancemap[index].position = i
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end
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end
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end
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function ActionBar:UpdateStates()
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if not module.stancemap and module.DefaultStanceMap[playerclass] then module:CreateStanceMap() end
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for i=0,10 do
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self:AddButtonStates(i)
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end
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local stateconfig = self.config.states
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if stateconfig.enabled then
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-- arguments will be parsed from left to right, so we have a priority here
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local statedriver = {}
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-- highest priority have our temporary quick-swap keys
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for _,v in pairs(modifiers) do
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local page = stateconfig[v]
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if page and tonumber(page) ~= 0 then
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table_insert(statedriver, fmt("[modifier:%s]%s", v, page))
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end
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end
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-- second priority the manual changes using the actionbar options
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if self.id == 1 then
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for i=2,6 do
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table_insert(statedriver, fmt("[actionbar:%s]%s", i, i))
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end
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end
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-- third priority the stances
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if not stateconfig.stance[playerclass] then stateconfig.stance[playerclass] = {} end
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stanceconfig = stateconfig.stance[playerclass]
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if module.stancemap then
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for i,v in pairs(module.stancemap) do
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local state = self:GetStanceState(v)
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if state and v.position then
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if ( playerclass == "DRUID" and v.id == "cat" and self:GetStanceState("prowl") ) then
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local prowl = self:GetStanceState("prowl")
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table_insert(statedriver, ("[stance:%s,stealth:1]%s"):format(v.position, prowl))
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end
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table_insert(statedriver, ("[stance:%s]%s"):format(v.position, state))
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end
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end
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end
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table_insert(statedriver, "0")
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RegisterStateDriver(self, "page", table_concat(statedriver, ";"))
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self:SetAttribute("statemap-page", "$input")
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self:SetAttribute("state", frame:GetAttribute("state-page"))
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else
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UnregisterStateDriver(self)
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self:SetAttribute("state", "0")
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end
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self:ApplyStateButton()
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end
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function ActionBar:GetStanceState(stance)
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local stanceconfig = self.config.states.stance[playerclass]
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if type(stance) == "table" then
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state = tonumber(stanceconfig[stance.id])
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else
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state = tonumber(stanceconfig[stance])
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end
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if state and state == 0 then state = nil end
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return state
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end
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function ActionBar:AddButtonStates(state, page)
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if not page then page = state end
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for _, button in self:GetAll() do
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local action = (page == 0) and button.id or (button.rid + (page - 1) * 12)
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button:SetStateAction(state, action)
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end
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self:AddRightClickState(state)
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self:AddToStateButton(state)
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end
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function ActionBar:AddToStateButton(state)
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if not self.statebutton then self.statebutton = {} end
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state = tonumber(state)
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if not tfind(self.statebutton, state) then
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table_insert(self.statebutton, state)
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end
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end
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function ActionBar:AddRightClickState(state)
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local scrc = Bartender4.db.profile.selfcastrightclick
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local target = scrc and "player" or nil
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self:SetAttribute("unit-S" .. state .. "2", target)
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end
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function ActionBar:ApplyStateButton()
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local states1, states2 = {}, {}
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for _,v in pairs(self.statebutton) do
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table_insert(states1, fmt("%s:S%s1;", v, v))
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table_insert(states2, fmt("%s:S%s2;", v, v))
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end
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self:SetAttribute("statebutton", table_concat(states1, ""))
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self:SetAttribute("statebutton2", table_concat(states2, ""))
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end
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