revert some changes to the action button code again to resolve a weird issue with moving spells (once again its not possible to move actions in combat)

This commit is contained in:
Hendrik Leppkes
2008-06-22 00:24:42 +00:00
parent 5da823daf6
commit 7de890f912
6 changed files with 403 additions and 94 deletions
+4 -3
View File
@@ -171,9 +171,10 @@ function ActionBar:UpdateButtons(numbuttons)
-- show active buttons
for i = 1, numbuttons do
self:SetAttribute("addchild", buttons[i])
buttons[i]:SetParent(self)
buttons[i]:SetLevels()
buttons[i]:Show()
buttons[i]:Update()
buttons[i]:UpdateAction(true)
end
-- hide inactive buttons
@@ -256,7 +257,7 @@ function ActionBar:SetHideHotkey(state)
if state ~= nil then
self.config.hidehotkey = state
end
self:ForAll("UpdateHotkey")
self:ForAll("Update")
end
function ActionBar:GetHideHotkey()
+3 -1
View File
@@ -342,7 +342,9 @@ function ActionBar:UpdateStates()
self:ApplyStateButton()
SecureStateHeader_Refresh(self)
self:SetAttribute("state", self:GetAttribute("state-page"))
local newState = self:GetAttribute("state-page")
self:SetAttribute("state", newState)
self:ApplyVisibilityDriver()
end
+2 -2
View File
@@ -183,7 +183,7 @@ function BT4ActionBars:ReassignBindings()
local frame = self.actionbars[1]
ClearOverrideBindings(frame)
for i = 1,min(#frame.buttons, 12) do
local button, real_button = ("ACTIONBUTTON%d"):format(i), ("BT4Button%d"):format(i)
local button, real_button = ("ACTIONBUTTON%d"):format(i), ("BT4Button%dSecure"):format(i)
for k=1, select('#', GetBindingKey(button)) do
local key = select(k, GetBindingKey(button))
SetOverrideBindingClick(frame, false, key, real_button)
@@ -192,7 +192,7 @@ function BT4ActionBars:ReassignBindings()
for i = 1, 120 do
-- rename old bindings from <buttonname>Secure to only <buttonname)
local button, real_button = ("CLICK BT4Button%dSecure:LeftButton"):format(i), ("BT4Button%d"):format(i)
local button, real_button = ("CLICK BT4Button%d:LeftButton"):format(i), ("BT4Button%dSecure"):format(i)
for k=1, select('#', GetBindingKey(button)) do
local key = select(k, GetBindingKey(button))
-2
View File
@@ -463,8 +463,6 @@ function Bar:ApplyVisibilityDriver()
-- default state is shown
self:RegisterVisibilityCondition("show")
RegisterStateDriver(self, "visibility", table_concat(self.hidedriver, ";"))
self:SetAttribute("statemap-visibility", "$input")
self:SetAttribute("state-visibility", self:GetAttribute("state-visibility"))
end
function Bar:DisableVisibilityDriver()
+392 -84
View File
@@ -5,10 +5,9 @@
--[[ $Id$ ]]
local Button = CreateFrame("CheckButton")
Button.BT4 = true
local Button_MT = {__index = Button}
local onEnter, onUpdate
local onEnter, onLeave, onUpdate, onDragStart, onReceiveDrag
-- upvalues
local _G = _G
@@ -24,65 +23,146 @@ Bartender4.Button.prototype = Button
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, "ActionBarButtonTemplate"), Button_MT)
local button = setmetatable(CreateFrame("CheckButton", name.."Secure", parent, "SecureActionButtonTemplate"), Button_MT)
button.rid = id
button.id = absid
button.parent = parent
button.hotkey = _G[("%sHotKey"):format(name)]
button.icon = _G[("%sIcon"):format(name)]
button.flash = _G[("%sFlash"):format(name)]
button.macroName = _G[("%sName"):format(name)]
button:SetFrameStrata("MEDIUM")
button:SetFrameLevel(parent:GetFrameLevel() + 2)
button:SetWidth(36)
button:SetHeight(36)
button:SetPushedTexture("Interface\\Buttons\\UI-Quickslot-Depress")
button:SetHighlightTexture("Interface\\Buttons\\ButtonHilight-Square")
button:GetHighlightTexture():SetBlendMode("ADD")
button:SetCheckedTexture("Interface\\Buttons\\CheckButtonHilight")
button:GetCheckedTexture():SetBlendMode("ADD")
button:SetNormalTexture("")
local oldNT = _G[("%sNormalTexture"):format(name)]
oldNT:Hide()
button.normalTexture = button:CreateTexture(("%sBTNT"):format(name))
button.normalTexture:SetAllPoints(oldNT)
button.SetNormalTexture = function(...) button.normalTexture:SetTexture(...) end
button.GetNormalTexture = function() return button.normalTexture end
button.Proxy = CreateFrame("CheckButton", name, button, "ActionButtonTemplate")
button.Proxy:SetFrameStrata("MEDIUM")
button.Proxy:SetFrameLevel(parent:GetFrameLevel() + 1)
button.Proxy:ClearAllPoints()
button.Proxy:SetAllPoints(button)
button.Proxy:SetPushedTexture("")
button.Proxy:SetHighlightTexture("")
button.Proxy:SetCheckedTexture("")
button.Proxy:Show()
button.Proxy.Secure = button
local NormalTexture = button.Proxy:GetNormalTexture()
NormalTexture:SetWidth(66)
NormalTexture:SetHeight(66)
NormalTexture:ClearAllPoints()
NormalTexture:SetPoint("CENTER", 0, -1)
NormalTexture:Show()
button.normalTexture = NormalTexture
button.pushedTexture = button:GetPushedTexture()
button.highlightTexture = button:GetHighlightTexture()
button:SetScript("OnEvent", button.EventHandler)
button:SetScript("OnUpdate", onUpdate)
button:SetScript("OnEnter", onEnter)
button:SetScript("OnLeave", onLeave)
button:SetScript("OnAttributeChanged", button.UpdateAction)
button:SetScript("OnDragStart", onDragStart)
button:SetScript("OnReceiveDrag", onReceiveDrag)
button:SetScript("PostClick", button.UpdateState)
button.icon = _G[("%sIcon"):format(name)]
button.border = _G[("%sBorder"):format(name)]
button.cooldown = _G[("%sCooldown"):format(name)]
button.macroName = _G[("%sName"):format(name)]
button.hotkey = _G[("%sHotKey"):format(name)]
button.count = _G[("%sCount"):format(name)]
button.flash = _G[("%sFlash"):format(name)]
button.flash:Hide()
button.textureCache = {}
button.textureCache.pushed = button.pushedTexture:GetTexture()
button.textureCache.highlight = button.highlightTexture:GetTexture()
parent:SetAttribute("addchild", button)
button:SetAttribute("type", "action")
button:SetAttribute("action", absid)
button:SetID(0)
button:ClearAllPoints()
button:SetAttribute("useparent-unit", true)
button:SetAttribute("useparent-statebutton", true)
button:SetAttribute("useparent-actionbar", nil)
button:SetScript('OnEnter', onEnter)
button:SetScript('OnUpdate', onUpdate)
--button:SetAttribute("hidestates", "-1")
button:RegisterForDrag("LeftButton", "RightButton")
button:RegisterForClicks("AnyUp")
button.showgrid = 0
button.flashing = 0
button.flashtime = 0
button:RegisterButtonEvents()
if LBF and parent.LBFGroup then
parent.LBFGroup:AddButton(button)
local group = parent.LBFGroup
button.LBFButtonData = {
Button = button.Proxy,
Highlight = button:GetHighlightTexture(),
Pushed = button:GetPushedTexture(),
Checked = button:GetCheckedTexture(),
}
group:AddButton(button.Proxy, button.LBFButtonData)
end
button:Update()
button:UpdateHotkey()
return button
end
function Button:SetLevels()
local parent = self:GetParent()
self:SetFrameLevel(parent:GetFrameLevel() + 3)
self.Proxy:SetFrameLevel(parent:GetFrameLevel() + 2)
end
function onDragStart(self)
if InCombatLockdown() then return end
if not Bartender4.db.profile.buttonlock or IsModifiedClick("PICKUPACTION") then
PickupAction(self.action)
self:UpdateState()
self:UpdateFlash()
end
end
function onReceiveDrag(self)
if InCombatLockdown() then return end
PlaceAction(self.action)
self:UpdateState()
self:UpdateFlash()
end
function onEnter(self)
if not (Bartender4.db.profile.tooltip == "nocombat" and InCombatLockdown()) and Bartender4.db.profile.tooltip ~= "disabled" then
ActionButton_SetTooltip(self)
self:SetTooltip()
end
KeyBound:Set(self)
end
function onLeave()
GameTooltip:Hide()
end
local oor, oorcolor, oomcolor
function onUpdate(self, elapsed)
if ( self.flashing == 1 ) then
self.flashtime = self.flashtime - elapsed;
if ( self.flashtime <= 0 ) then
if self.flashing == 1 then
self.flashtime = self.flashtime - elapsed
if self.flashtime <= 0 then
local overtime = -self.flashtime
if ( overtime >= ATTACK_BUTTON_FLASH_TIME ) then
if overtime >= ATTACK_BUTTON_FLASH_TIME then
overtime = 0
end
self.flashtime = ATTACK_BUTTON_FLASH_TIME - overtime
local flashTexture = self.flash
if ( flashTexture:IsShown() ) then
if flashTexture:IsVisible() then
flashTexture:Hide()
else
flashTexture:Show()
@@ -90,16 +170,16 @@ function onUpdate(self, elapsed)
end
end
if ( self.rangeTimer ) then
if self.rangeTimer then
self.rangeTimer = self.rangeTimer - elapsed
if self.rangeTimer <= 0 then
local valid = IsActionInRange(self.action)
local shown = (self.hotkey:GetText() == RANGE_INDICATOR and oor == "hotkey")
if valid and shown then
self.hotkey:Show()
elseif shown then
self.hotkey:Hide()
local hotkey = self.hotkey
local hkshown = (hotkey:GetText() == RANGE_INDICATOR and oor == "hotkey")
if valid and hkshown then
hotkey:Show()
elseif hkshown then
hotkey:Hide()
end
self.outOfRange = (valid == 0)
self:UpdateUsable()
@@ -150,50 +230,86 @@ function Button:SetStateAction(state, action)
self:SetAttribute(("*action-S%dRight"):format(state), action)
end
function Button:CalculateAction()
return SecureButton_GetModifiedAttribute(self, "action", SecureButton_GetEffectiveButton(self)) or 1
end
function Button:GetActionID()
return self.action
end
function Button:BlizzCall(func, ...)
local oldThis = this
this = self
func(...)
this = oldThis
end
orig_ActionButton_UpdateUsable = ActionButton_UpdateUsable
ActionButton_UpdateUsable = function(...) if this.BT4 then this:UpdateUsable() else return orig_ActionButton_UpdateUsable(...) end end
function Button:UpdateUsable()
local isUsable, notEnoughMana = IsUsableAction(self.action)
local icon, hotkey = self.icon, self.hotkey
if not oor then
oor = Bartender4.db.profile.outofrange
oorcolor, oomcolor = Bartender4.db.profile.colors.range, Bartender4.db.profile.colors.mana
end
if oor == "button" and self.outOfRange then
icon:SetVertexColor(oorcolor.r, oorcolor.g, oorcolor.b)
hotkey:SetVertexColor(1.0, 1.0, 1.0)
else
if oor == "hotkey" and self.outOfRange then
hotkey:SetVertexColor(oorcolor.r, oorcolor.g, oorcolor.b)
else
hotkey:SetVertexColor(1.0, 1.0, 1.0)
end
if isUsable then
icon:SetVertexColor(1.0, 1.0, 1.0)
elseif notEnoughMana then
icon:SetVertexColor(oomcolor.r, oomcolor.g, oomcolor.b)
else
icon:SetVertexColor(0.4, 0.4, 0.4)
end
function Button:UpdateAction(force)
local action = self:CalculateAction()
if action ~= self.action or force then
self.action = action
self:Update()
end
end
function Button:Update()
oor = nil
self:BlizzCall(ActionButton_Update)
local action = self.action
self:UpdateIcon()
self:UpdateCount()
self:UpdateHotkeys()
if ( HasAction(action) ) then
self:RegisterActionEvents()
self:UpdateState()
self:UpdateUsable(true)
self:UpdateCooldown()
self:UpdateFlash()
self:ShowButton()
self:SetScript("OnUpdate", onUpdate)
else
self:UnregisterActionEvents()
self.cooldown:Hide()
if ( self.showgrid == 0 and not self.parent.config.showgrid ) then
self:HideButton()
end
self:SetScript("OnUpdate", nil)
end
if ( IsEquippedAction(action) ) then
self.border:SetVertexColor(0, 1.0, 0, 0.75)
self.border:Show()
else
self.border:Hide()
end
if ( GameTooltip:GetOwner() == self) then
self:SetTooltip()
end
if not IsConsumableAction(action) and not IsStackableAction(action) and not self.parent.config.hidemacrotext then
self.macroName:SetText(GetActionText(action))
else
self.macroName:SetText("")
end
end
function Button:UpdateIcon()
local texture = GetActionTexture(self.action)
if ( texture ) then
self.rangeTimer = -1
self.icon:SetTexture(texture)
self.icon:Show()
self.normalTexture:SetTexture("Interface\\Buttons\\UI-Quickslot2")
self.normalTexture:SetTexCoord(0, 0, 0, 0)
self.iconTex = texture
else
self.rangeTimer = nil
self.icon:Hide()
self.cooldown:Hide()
self.normalTexture:SetTexture("Interface\\Buttons\\UI-Quickslot")
self.normalTexture:SetTexCoord(-0.15, 1.15, -0.15, 1.17)
self.hotkey:SetVertexColor(0.6, 0.6, 0.6)
self.iconTex = nil
end
if self.parent.config.hidemacrotext then
self.macroName:Hide()
else
@@ -201,9 +317,16 @@ function Button:Update()
end
end
orig_ActionButton_UpdateHotkeys = ActionButton_UpdateHotkeys
ActionButton_UpdateHotkeys = function(...) if this.BT4 then Button.UpdateHotkey(this) else orig_ActionButton_UpdateHotkeys(...) end end
function Button:UpdateHotkey()
function Button:UpdateCount()
local action = self.action
if ( IsConsumableAction(action) or IsStackableAction(action) ) then
self.count:SetText(GetActionCount(action))
else
self.count:SetText("")
end
end
function Button:UpdateHotkeys()
local key = self:GetHotkey() or ""
local hotkey = self.hotkey
@@ -275,20 +398,205 @@ function Button:GetActionName()
return format(actionTmpl, self.parent.id, self.rid)
end
function Button:ShowGrid()
if not self.gridShown then
self.gridShown = true
self:SetAttribute("showgrid", self:GetAttribute("showgrid") + 1)
function Button:UpdateState()
local action = self.action
if ( IsCurrentAction(action) or IsAutoRepeatAction(action) ) then
self:SetChecked(1)
else
self:SetChecked(0)
end
ActionButton_ShowGrid(self)
end
function Button:UpdateUsable(force)
local isUsable, notEnoughMana = IsUsableAction(self.action)
local icon, hotkey = self.icon, self.hotkey
if force or not oor then
oor = Bartender4.db.profile.outofrange
oorcolor, oomcolor = Bartender4.db.profile.colors.range, Bartender4.db.profile.colors.mana
end
if oor == "button" and self.outOfRange then
icon:SetVertexColor(oorcolor.r, oorcolor.g, oorcolor.b)
hotkey:SetVertexColor(1.0, 1.0, 1.0)
else
if oor == "hotkey" and self.outOfRange then
hotkey:SetVertexColor(oorcolor.r, oorcolor.g, oorcolor.b)
else
hotkey:SetVertexColor(1.0, 1.0, 1.0)
end
if isUsable then
icon:SetVertexColor(1.0, 1.0, 1.0)
elseif notEnoughMana then
icon:SetVertexColor(oomcolor.r, oomcolor.g, oomcolor.b)
else
icon:SetVertexColor(0.4, 0.4, 0.4)
end
end
end
function Button:UpdateCooldown()
local start, duration, enable = GetActionCooldown(self.action)
CooldownFrame_SetTimer(self.cooldown, start, duration, enable)
end
function Button:UpdateFlash()
local action = self.action
if ( (IsAttackAction(action) and IsCurrentAction(action)) or IsAutoRepeatAction(action) ) then
self:StartFlash()
else
self:StopFlash()
end
end
function Button:StartFlash()
self.flashing = 1
self.flashtime = 0
self:UpdateState()
end
function Button:StopFlash()
self.flashing = 0
self.flash:Hide()
self:UpdateState()
end
function Button:SetTooltip()
if ( GetCVar("UberTooltips") == "1" ) then
GameTooltip_SetDefaultAnchor(GameTooltip, self)
else
GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
end
if ( GameTooltip:SetAction(self.action) ) then
self.UpdateTooltip = self.SetTooltip
else
self.UpdateTooltip = nil
end
end
function Button:ShowButton()
if self.Proxy:IsShown() then return end
self.pushedTexture:SetTexture(self.textureCache.pushed)
self.highlightTexture:SetTexture(self.textureCache.highlight)
self.Proxy:Show()
end
function Button:HideButton()
if not self.Proxy:IsShown() then return end
self.textureCache.pushed = self.pushedTexture:GetTexture()
self.textureCache.highlight = self.highlightTexture:GetTexture()
self.pushedTexture:SetTexture("")
self.highlightTexture:SetTexture("")
self.Proxy:Hide()
end
function Button:ShowGrid()
self.showgrid = self.showgrid + 1
self:ShowButton()
end
function Button:HideGrid()
if self.gridShown then
self.gridShown = nil
self:SetAttribute("showgrid", self:GetAttribute("showgrid") - 1)
if self.showgrid > 0 then self.showgrid = self.showgrid - 1 end
if ( self.showgrid == 0 and not HasAction(self.action) and not self.parent.config.showgrid ) then
self:HideButton()
end
end
function Button:RegisterButtonEvents()
self:RegisterEvent("ACTIONBAR_SLOT_CHANGED")
self:RegisterEvent("PLAYER_ENTERING_WORLD")
self:RegisterEvent("ACTIONBAR_PAGE_CHANGED")
self:RegisterEvent("ACTIONBAR_SHOWGRID")
self:RegisterEvent("ACTIONBAR_HIDEGRID")
self:RegisterEvent("UPDATE_BINDINGS")
self:RegisterEvent("UPDATE_SHAPESHIFT_FORM")
end
local actionevents = {
"PLAYER_TARGET_CHANGED",
"ACTIONBAR_UPDATE_STATE",
"ACTIONBAR_UPDATE_USABLE",
"ACTIONBAR_UPDATE_COOLDOWN",
--"UPDATE_INVENTORY_ALERTS",
--"PLAYER_AURAS_CHANGED",
"CRAFT_SHOW",
"CRAFT_CLOSE",
"TRADE_SKILL_SHOW",
"TRADE_SKILL_CLOSE",
"PLAYER_ENTER_COMBAT",
"PLAYER_LEAVE_COMBAT",
"START_AUTOREPEAT_SPELL",
"STOP_AUTOREPEAT_SPELL",
}
function Button:RegisterActionEvents()
if self.eventsregistered then return end
self.eventsregistered = true
for _, event in ipairs(actionevents) do
self:RegisterEvent(event)
end
end
function Button:UnregisterActionEvents()
if not self.eventsregistered then return end
self.eventsregistered = nil
for _, event in ipairs(actionevents) do
self:UnregisterEvent(event)
end
end
function Button:EventHandler(event, arg1)
if ( event == "ACTIONBAR_SLOT_CHANGED" ) then
if ( arg1 == 0 or arg1 == self.action ) then
self:Update()
end
elseif ( event == "PLAYER_ENTERING_WORLD" ) then
self:Update()
elseif ( event == "ACTIONBAR_PAGE_CHANGED" or event == "UPDATE_BONUS_ACTIONBAR" ) then
self:UpdateAction()
elseif ( event == "ACTIONBAR_SHOWGRID" ) then
self:ShowGrid()
elseif ( event == "ACTIONBAR_HIDEGRID" ) then
self:HideGrid()
elseif ( event == "UPDATE_BINDINGS" ) then
self:UpdateHotkeys()
elseif not self.eventsregistered then
return
-- Action Event Handlers, only set when the button actually has an action
elseif ( event == "PLAYER_TARGET_CHANGED" ) then
self.rangeTimer = -1
elseif ( event == "ACTIONBAR_UPDATE_STATE" ) then
self:UpdateState()
elseif ( event == "ACTIONBAR_UPDATE_USABLE" ) then
self:UpdateUsable()
elseif ( event == "ACTIONBAR_UPDATE_COOLDOWN" ) then
self:UpdateCooldown()
elseif ( event == "CRAFT_SHOW" or event == "CRAFT_CLOSE" or event == "TRADE_SKILL_SHOW" or event == "TRADE_SKILL_CLOSE" ) then
self:UpdateState()
elseif ( event == "PLAYER_ENTER_COMBAT" ) then
if ( IsAttackAction(self.action) ) then
self:StartFlash()
end
elseif ( event == "PLAYER_LEAVE_COMBAT" ) then
if ( IsAttackAction(self.action) ) then
self:StopFlash()
end
elseif ( event == "START_AUTOREPEAT_SPELL" ) then
if ( IsAutoRepeatAction(self.action) ) then
self:StartFlash()
end
elseif ( event == "STOP_AUTOREPEAT_SPELL" ) then
if ( self.flashing == 1 and not IsAttackAction(self.action) ) then
self:StopFlash()
end
end
ActionButton_HideGrid(self)
end
function Button:ClearSetPoint(...)
+2 -2
View File
@@ -34,14 +34,14 @@ local function getOptions()
get = function() return Bartender4.Locked end,
set = function(info, value) Bartender4[value and "Lock" or "Unlock"](Bartender4) end,
},
--[[buttonlock = {
buttonlock = {
order = 2,
type = "toggle",
name = "Button Lock",
desc = "Lock the buttons.",
get = getFunc,
set = setFunc,
},--]]
},
bars = {
order = 20,
type = "group",