--[[ Action Button Template Note: Some IDs produce a special behaviour! - Button ID 132 (Last Button in Possess Bar) Creates a Leave Vehicle Button ]] local specialButtons = { [132] = { script = "/script VehicleExit();", icon = "Interface\\Icons\\Spell_Shadow_SacrificialShield", tooltip = LEAVE_VEHICLE}, -- Vehicle Leave Button } local Button = CreateFrame("CheckButton") local Button_MT = {__index = Button} local onEnter, onLeave, onUpdate, onDragStart, onReceiveDrag -- upvalues local _G = _G local format = string.format local IsUsableAction = IsUsableAction local IsActionInRange = IsActionInRange local LBF = LibStub("LibButtonFacade", true) local KeyBound = LibStub("LibKeyBound-1.0") Bartender4.Button = {} 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.."Secure", parent, "SecureActionButtonTemplate"), Button_MT) -- work around for "blocked" message when using /click macros GetClickFrame(name .. "Secure") button.rid = id button.id = absid button.parent = parent button.stateactions = {} 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("") 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() button:SetAttribute("type", "action") button:SetAttribute("action", absid) button:SetAttribute("checkselfcast", true) --button:SetAttribute("useparent-unit", true) button:SetAttribute('_childupdate-state', [[ self:SetAttribute("state", message) local action = self:GetAttribute("action-" .. message) local special = self:GetAttribute("special-" .. tostring(action)) if special then self:SetAttribute("type", "macro") self:SetAttribute("macrotext", special) else self:SetAttribute("type", "action") end self:SetAttribute("action", action) -- fix unit on state change if self:GetAttribute("assisttype-"..message) == 1 then self:SetAttribute("unit", G_assist_help) elseif self:GetAttribute("assisttype-"..message) == 2 then self:SetAttribute("unit", G_assist_harm) else self:SetAttribute("unit", nil) end G_state = message ]]) button:SetAttribute('_childupdate-assist-help', [[ if self:GetAttribute("assisttype-"..G_state) == 1 then self:SetAttribute("unit", message) end G_assist_help = message ]]) button:SetAttribute('_childupdate-assist-harm', [[ if self:GetAttribute("assisttype-"..G_state) == 2 then self:SetAttribute("unit", message) end G_assist_harm = message ]]) button:RegisterForDrag("LeftButton", "RightButton") button:RegisterForClicks("AnyUp") button.showgrid = 0 button.flashing = 0 button.flashtime = 0 for k,v in pairs(specialButtons) do button:SetAttribute("special-" .. tostring(k), v.script) end button:RegisterButtonEvents() if LBF and parent.LBFGroup then 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 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() self:RefreshStateAction() end end function onReceiveDrag(self) if InCombatLockdown() then return end PlaceAction(self.action) self:UpdateState() self:UpdateFlash() self:RefreshStateAction() end function onEnter(self) if not (Bartender4.db.profile.tooltip == "nocombat" and InCombatLockdown()) and Bartender4.db.profile.tooltip ~= "disabled" then 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 local overtime = -self.flashtime if overtime >= ATTACK_BUTTON_FLASH_TIME then overtime = 0 end self.flashtime = ATTACK_BUTTON_FLASH_TIME - overtime local flashTexture = self.flash if flashTexture:IsVisible() then flashTexture:Hide() else flashTexture:Show() end end end if self.rangeTimer then self.rangeTimer = self.rangeTimer - elapsed if self.rangeTimer <= 0 then local valid = IsActionInRange(self.action) 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() self.rangeTimer = TOOLTIP_UPDATE_TIME end end end function Button:ClearStateAction() for state in pairs(self.stateactions) do self.stateactions = {} for i=0,10 do self:SetAttribute("action-" .. i, nil) end end end function Button:SetStateAction(state, action) self.stateactions[state] = action self:RefreshStateAction(state) end function Button:RefreshAllStateActions() self.stateconfig = {} for state in pairs(self.stateactions) do self:RefreshStateAction(state) end end function Button:RefreshStateAction(state) local state = tonumber(state or self:GetAttribute("state") or 0) local action = self.stateactions[state] self:SetAttribute("action-"..state, action) self:SetAttribute("assisttype-"..state, nil) self:SetAttribute("unit", nil) if self.parent.config.autoassist then local type, id, subtype = GetActionInfo(action) if type == "spell" and id > 0 then if IsHelpfulSpell(id, subtype) then self:SetAttribute("assisttype-"..state, 1) elseif IsHarmfulSpell(id, subtype) then self:SetAttribute("assisttype-"..state, 2) end end end self:UpdateRightClickSelfCast() end function Button:UpdateRightClickSelfCast() if Bartender4.db.profile.selfcastrightclick then self:SetAttribute("unit2", "player") else self:SetAttribute("unit2", nil) end end function Button:CalculateAction() return SecureButton_GetModifiedAttribute(self, "action", SecureButton_GetEffectiveButton(self)) or 1 end function Button:GetActionID() return self.action 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() local action = self.action self:UpdateIcon() self:UpdateCount() self:UpdateHotkeys() if HasAction(action) or specialButtons[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 = specialButtons[self.action] and specialButtons[self.action].icon or 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 self.macroName:Show() end end 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 if key == "" or self.parent.config.hidehotkey or not HasAction(self.action) then hotkey:SetText(RANGE_INDICATOR) hotkey:SetPoint("TOPLEFT", self, "TOPLEFT", 1, -2) hotkey:Hide() else hotkey:SetText(key) hotkey:SetPoint("TOPLEFT", self, "TOPLEFT", -2, -2) hotkey:Show() end end function Button:GetHotkey() local key = ((self.id <= 12) and GetBindingKey(format("ACTIONBUTTON%d", self.id))) or GetBindingKey("CLICK "..self:GetName()..":LeftButton") return key and KeyBound:ToShortKey(key) end function Button:GetBindings() local keys, binding = "" if self.id <= 12 then binding = format("ACTIONBUTTON%d", self.id) for i = 1, select('#', GetBindingKey(binding)) do local hotKey = select(i, GetBindingKey(binding)) if keys ~= "" then keys = keys .. ', ' end keys = keys .. GetBindingText(hotKey,'KEY_') end end binding = "CLICK "..self:GetName()..":LeftButton" for i = 1, select('#', GetBindingKey(binding)) do local hotKey = select(i, GetBindingKey(binding)) if keys ~= "" then keys = keys .. ', ' end keys = keys .. GetBindingText(hotKey,'KEY_') end return keys end function Button:SetKey(key) if self.id <= 12 then SetBinding(key, format("ACTIONBUTTON%d", self.id)) else SetBindingClick(key, self:GetName(), 'LeftButton') end end function Button:ClearBindings() if self.id <= 12 then local binding = format("ACTIONBUTTON%d", self.id) while GetBindingKey(binding) do SetBinding(GetBindingKey(binding), nil) end end local binding = "CLICK "..self:GetName()..":LeftButton" while GetBindingKey(binding) do SetBinding(GetBindingKey(binding), nil) end end local actionTmpl = "BT4 Bar %d Button %d" function Button:GetActionName() return format(actionTmpl, self.parent.id, self.rid) end function Button:UpdateState() local action = self.action if ( IsCurrentAction(action) or IsAutoRepeatAction(action) ) then self:SetChecked(1) else self:SetChecked(0) end 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 or specialButtons[self.action] 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 specialButtons[self.action] then GameTooltip:SetText(specialButtons[self.action].tooltip) self.UpdateTooltip = self.SetTooltip else if ( GameTooltip:SetAction(self.action) ) then self.UpdateTooltip = self.SetTooltip else self.UpdateTooltip = nil end 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.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 end function Button:ClearSetPoint(...) self:ClearAllPoints() self:SetPoint(...) end