first working stance bar, still needs events for updating etc
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@@ -19,7 +19,6 @@ do
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buttons = "Buttons",
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enabled = "Enabled",
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grid = "Grid",
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style = "Style",
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}
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-- retrieves a valid bar object from the modules actionbars table
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@@ -84,15 +83,6 @@ function module:GetOptionsObject()
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set = optSetter,
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get = optGetter,
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},
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style = {
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order = 59,
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name = "Style",
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type = "select",
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desc = "Button Style",
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values = Bartender4.ButtonStyle:GetStyles(),
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set = optSetter,
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get = optGetter,
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},
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buttons = {
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order = 60,
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name = "Buttons",
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@@ -191,15 +181,6 @@ end
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-- set the number of buttons and refresh layout
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ActionBar.SetButtons = ActionBar.UpdateButtons
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function ActionBar:GetStyle()
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return self.config.style
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end
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function ActionBar:SetStyle(style)
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self.config.style = style
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self:ForAll("ApplyStyle", style)
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end
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function ActionBar:GetEnabled()
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return true
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end
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@@ -224,22 +205,3 @@ function ActionBar:SetGrid(state)
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self:ForAll("HideGrid", true)
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end
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end
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--[[===================================================================================
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Utility function
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===================================================================================]]--
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-- get a iterator over all buttons
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function ActionBar:GetAll()
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return pairs(self.buttons)
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end
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-- execute a member function on all buttons
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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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@@ -10,7 +10,6 @@ local abdefaults = {
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buttons = 12,
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hidemacrotext = false,
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showgrid = false,
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style = "dream",
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states = {
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enabled = false,
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stance = {
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+41
-1
@@ -8,7 +8,8 @@ local ButtonBar_MT = {__index = ButtonBar}
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local defaults = Bartender4:Merge({
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padding = 2,
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rows = 1
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rows = 1,
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style = "dream",
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}, Bartender4.Bar.defaults)
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Bartender4.ButtonBar = {}
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@@ -34,6 +35,7 @@ do
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optionMap = {
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rows = "Rows",
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padding = "Padding",
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style = "Style",
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}
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-- retrieves a valid bar object from the barregistry table
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@@ -78,6 +80,15 @@ function ButtonBar:GetOptionObject()
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set = optSetter,
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get = optGetter,
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},
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style = {
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order = 59,
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name = "Style",
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type = "select",
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desc = "Button Style",
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values = Bartender4.ButtonStyle:GetStyles(),
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set = optSetter,
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get = optGetter,
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},
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rows = {
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order = 70,
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name = "Rows",
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@@ -152,3 +163,32 @@ function ButtonBar:UpdateButtonLayout()
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end
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end
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end
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function ButtonBar:GetStyle()
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return self.config.style
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end
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function ButtonBar:SetStyle(style)
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self.config.style = style
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self:ForAll("ApplyStyle", style)
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end
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--[[===================================================================================
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Utility function
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===================================================================================]]--
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-- get a iterator over all buttons
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function ButtonBar:GetAll()
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return pairs(self.buttons)
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end
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-- execute a member function on all buttons
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function ButtonBar: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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+88
-6
@@ -1,24 +1,29 @@
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--[[ $Id$ ]]
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local StanceBar = Bartender4:NewModule("StanceBar")
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local StanceBarMod = Bartender4:NewModule("StanceBar")
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local ActionBars = Bartender4:GetModule("ActionBars")
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local ButtonBar = Bartender4.ButtonBar.prototype
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local StanceBar = setmetatable({}, {__index = ButtonBar})
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local StanceButtonPrototype = CreateFrame("CheckButton")
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local StanceButton_MT = {__index = StanceButtonPrototype}
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local defaults = { profile = Bartender4:Merge({ enabled = true }, Bartender4.ButtonBar.defaults) }
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function StanceBar:OnInitialize()
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function StanceBarMod:OnInitialize()
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self.db = Bartender4.db:RegisterNamespace("StanceBar", defaults)
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self:SetupOptions()
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end
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function StanceBar:OnEnable()
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self.bar = Bartender4.ButtonBar:Create("stance", nil, self.db.profile)
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self.buttons = {}
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function StanceBarMod:OnEnable()
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self.bar = setmetatable(Bartender4.ButtonBar:Create("stance", nil, self.db.profile), {__index = StanceBar})
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self.bar:ClearSetPoint("CENTER")
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self.bar:ApplyConfig()
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end
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function StanceBar:SetupOptions()
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function StanceBarMod:SetupOptions()
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self.options = Bartender4.ButtonBar.prototype:GetOptionObject()
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ActionBars.options.args["stance"] = {
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order = 30,
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type = "group",
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@@ -28,3 +33,80 @@ function StanceBar:SetupOptions()
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}
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ActionBars.options.args["stance"].args = self.options.table
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end
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function StanceButtonPrototype:Update()
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if not self:IsShown() then return end
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local id = self:GetID()
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local texture, name, isActive, isCastable = GetShapeshiftFormInfo(id)
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self.icon:SetTexture(texture);
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-- manage cooldowns
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if texture then
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self.cooldown:Show()
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else
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self.cooldown:Hide()
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end
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local start, duration, enable = GetShapeshiftFormCooldown(id)
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CooldownFrame_SetTimer(self.cooldown, start, duration, enable)
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if ( isActive ) then
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self:SetChecked(1);
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else
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self:SetChecked(0);
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end
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if ( isCastable ) then
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self.icon:SetVertexColor(1.0, 1.0, 1.0)
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else
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self.icon:SetVertexColor(0.4, 0.4, 0.4)
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end
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end
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StanceButtonPrototype.ApplyStyle = Bartender4.ButtonStyle.ApplyStyle
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function StanceButtonPrototype:ClearSetPoint(...)
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self:ClearAllPoints()
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self:SetPoint(...)
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end
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function StanceBarMod:CreateStanceButton(id)
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local button = setmetatable(CreateFrame("CheckButton", "BT4StanceButton" .. id, self.bar, "ShapeshiftButtonTemplate"), StanceButton_MT)
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button:SetID(id)
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button.icon = _G[button:GetName() .. "Icon"]
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button.cooldown = _G[button:GetName() .. "Cooldown"]
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button.normalTexture = button:GetNormalTexture()
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button.normalTexture:SetTexture("")
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button.checkedTexture = button:GetCheckedTexture()
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button.checkedTexture:SetTexture("")
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return button
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end
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function StanceBar:ApplyConfig(config)
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ButtonBar.ApplyConfig(self, config)
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self:UpdateStanceButtons()
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self:ForAll("ApplyStyle", self.config.style)
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end
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function StanceBar:UpdateStanceButtons()
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local buttons = self.buttons or {}
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local num_stances = GetNumShapeshiftForms()
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for i = (#buttons+1), num_stances do
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buttons[i] = StanceBarMod:CreateStanceButton(i)
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end
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for i = 1, num_stances do
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buttons[i]:Show()
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buttons[i]:Update()
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end
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for i = num_stances+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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