--[[ $Id$ ]] 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 local optGetter, optSetter do local getBar, optionMap, callFunc optionMap = { stance = "StanceStateOption", enabled = "StateOption", def_state = "DefaultState", } -- retrieves a valid bar object from the modules actionbars table function getBar(id) local bar = module.actionbars[tonumber(id)] assert(bar, "Invalid bar id in options table.") return bar end -- calls a function on the bar function callFunc(bar, type, option, ...) local func = type .. (optionMap[option] or option) assert(bar[func], "Invalid get/set function."..func) return bar[func](bar, ...) end -- universal function to get a option function optGetter(info) local bar = getBar(info[2]) local option = info.arg or info[#info] return callFunc(bar, "Get", option, info[#info]) end -- universal function to set a option function optSetter(info, ...) local bar = getBar(info[2]) local option = info.arg or info[#info] return callFunc(bar, "Set", option, info[#info], ...) end end local hasStances --local validStanceTable = { ["-1"] = "Hide", ["0"] = "Don't Page", ["1"] = ("Page %d"):format(1), ["2"] = ("Page %d"):format(2), ["3"] = ("Page %d"):format(3), ["4"] = ("Page %d"):format(4), ["5"] = ("Page %d"):format(5), ["6"] = ("Page %d"):format(6), ["7"] = ("Page %d"):format(7), ["8"] = ("Page %d"):format(8), ["9"] = ("Page %d"):format(9), ["10"] = ("Page %d"):format(10) } local validStanceTable = { [-1] = "Hide", [0] = "Don't Page", ("Page %2d"):format(1), ("Page %2d"):format(2), ("Page %2d"):format(3), ("Page %2d"):format(4), ("Page %2d"):format(5), ("Page %2d"):format(6), ("Page %2d"):format(7), ("Page %2d"):format(8), ("Page %2d"):format(9), ("Page %2d"):format(10) } local _, playerclass = UnitClass("player") local num_shapeshift_forms local function createOptionGroup(k, id) local tbl = { order = 10 * k, type = "select", arg = "stance", get = optGetter, set = optSetter, values = validStanceTable, name = module.DefaultStanceMap[playerclass][k].name or module.DefaultStanceMap[playerclass][k].match or "BUG", hidden = function() return not module.stancemap[k].position end, } return tbl end function module:GetStateOptionsTable() local options = { enabled = { order = 1, type = "toggle", name = "Enabled", desc = "Enable State-based Button Swaping", get = optGetter, set = optSetter, }, def_desc = { order = 10, type = "description", name = "The default behaviour of this bar when no state-based paging option affects it.", }, def_state = { order = 11, type = "select", name = "Default Bar State", values = validStanceTable, get = optGetter, set = optSetter, }, stances = { order = 20, type = "group", inline = true, name = "", hidden = function() return not hasStances end, args = { stance_header = { order = 1, type = "header", name = "Stance Configuration", }, }, }, } do local defstancemap = self.DefaultStanceMap[playerclass] for k,v in pairs(defstancemap) do if not options.stances.args[v.id] then options.stances.args[v.id] = createOptionGroup(k, v.id) end end end return options end local S = LibStub("AceLocale-3.0"):GetLocale("BT4Stances") -- specifiy the available stances for each class 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"] }, -- prowl is virtual, no real stance { id = "prowl", virtual = true, name = "Cat Form (Prowl)", depend = "cat" }, { id = "moonkin", match = S["Moonkin Form"] }, { id = "tree", match = S["Tree of Life"] }, }, ROGUE = { { id = "stealth", match = S["Stealth"] }, }, PRIEST = { --shadowform gets a position override because it doesnt have a real stance position .. and priests dont have other stances =) { id = "shadowform", virtual = true, name = "Shadowform", position = 1 }, } } local searchFunc = function(h, n) return (h.match == n or h.match2 == n or h.id == n) end 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, position = v.position } 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, searchFunc) if index then self.stancemap[index].position = i if self.stancemap[index].id == "cat" then local prowl = tfind(self.stancemap, "prowl", searchFunc) self.stancemap[prowl].position = i end end end hasStances = (num_shapeshift_forms > 0) 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 self:GetStateOption("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 = self:GetStateOption(v) if page and 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 if module.stancemap then for i,v in pairs(module.stancemap) do local state = self:GetStanceState(v) if state and state ~= 0 and v.position then if playerclass == "DRUID" and v.id == "cat" then local prowl = self:GetStanceState("prowl") if prowl then table_insert(statedriver, fmt("[stance:%s,stealth:1]%s", v.position, prowl)) end end table_insert(statedriver, fmt("[stance:%s]%s", v.position, state)) end end end table_insert(statedriver, "0") RegisterStateDriver(self, "page", table_concat(statedriver, ";")) self:SetAttribute("statemap-page", "$input") self:SetAttribute("state", self:GetAttribute("state-page")) else UnregisterStateDriver(self) self:SetAttribute("state", "0") end self:ApplyStateButton() SecureStateHeader_Refresh(self) end function ActionBar:GetStanceState(stance) local stanceconfig = self.config.states.stance[playerclass] if type(stance) == "table" then state = stanceconfig[stance.id] else state = stanceconfig[stance] end return state end function ActionBar:GetStanceStateOption(stance) local state = self:GetStanceState(stance) return state end function ActionBar:SetStanceStateOption(stance, state) local stanceconfig = self.config.states.stance[playerclass] stanceconfig[stance] = state self:UpdateStates() 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 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 function ActionBar:GetStateOption(key) return self.config.states[key] end function ActionBar:SetStateOption(key, value) self.config.states[key] = value self:UpdateStates() end function ActionBar:GetDefaultState() return self.config.states.stance.default end function ActionBar:SetDefaultState(_, value) self.config.states.stance.default = value self:UpdateStates() end