152 lines
3.6 KiB
Lua
152 lines
3.6 KiB
Lua
--[[ $Id$ ]]
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local BT4ActionBars = Bartender4:NewModule("ActionBars")
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local Bar = Bartender4.Bar.prototype
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local ActionBar = setmetatable({}, {__index = Bar})
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local ActionBar_MT = {__index = ActionBar}
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local math_floor = math.floor
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local stancedefaults = {
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DRUID = { bear = 9, cat = 7, prowl = 8 },
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WARRIOR = { battle = 7, def = 8, berserker = 9 },
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ROGUE = { stealth = 7 }
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}
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local defaults = {
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['**'] = {
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Enabled = true,
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Scale = 1,
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Alpha = 1,
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Buttons = 12,
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Padding = 2,
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Rows = 1,
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HideMacrotext = false,
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},
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[1] = {
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Stances = stancedefaults,
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},
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}
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function BT4ActionBars:OnInitialize()
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self.db = Bartender4.db
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Bartender4:RegisterDefaultsKey("ActionBars", defaults)
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end
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-- setup the 10 actionbars
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local first = true
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function BT4ActionBars:OnEnable()
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if first then
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self.playerclass = select(2, UnitClass("player"))
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self.actionbars = {}
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for i=1,10 do
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local config = self.db.profile.ActionBars[i]
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if config.Enabled then
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self.actionbars[i] = self:Create(i, config)
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end
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end
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first = nil
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end
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end
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-- Applys the config in the current profile to all active Bars
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function BT4ActionBars:ApplyConfig()
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for i,v in ipairs(self.actionbars) do
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v:ApplyConfig(self.db.profile.ActionBars[i])
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end
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end
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local initialPosition
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do
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-- Sets the Bar to its initial Position in the Center of the Screen
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function initialPosition(bar)
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bar:ClearSetPoint("CENTER", 0, -250 + (bar.id-1) * 38)
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bar:SavePosition()
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end
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end
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-- Creates a new bar object based on the id and the specified config
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function BT4ActionBars:Create(id, config)
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local bar = setmetatable(Bartender4.Bar:Create(id, "SecureStateDriverTemplate", config), ActionBar_MT)
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-- TODO: Setup Buttons and set bar width before pulling initial position
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bar:ApplyConfig()
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-- debugging
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--bar:Unlock()
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return bar
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end
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--[[
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Bar Prototype Functions
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]]
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-- Apply the specified config to the bar and refresh all settings
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function ActionBar:ApplyConfig(config)
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Bar.ApplyConfig(self, config)
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config = self.config
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if not config.Position then initialPosition(self) end
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self:UpdateButtons(config.Buttons)
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end
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-- Update the number of buttons in our bar, creating new ones if necessary
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function ActionBar:UpdateButtons(numbuttons)
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if numbuttons then
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self.config.Buttons = numbuttons
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else
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numbuttons = self.config.Buttons
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end
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local buttons = self.buttons or {}
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-- create more buttons if needed
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for i = (#buttons+1), numbuttons do
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buttons[i] = Bartender4.Button:Create(i, self)
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end
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-- show active buttons
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for i = 1, numbuttons do
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buttons[i]:Show()
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end
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-- hide inactive buttons
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for i = (numbuttons + 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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-- align the buttons and correct the size of the bar overlay frame
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function ActionBar:UpdateButtonLayout()
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local numbuttons = self.config.Buttons
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local buttons = self.buttons
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local pad = self.config.Padding
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local Rows = self.config.Rows
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local ButtonPerRow = math_floor(numbuttons / Rows + 0.5) -- just a precaution
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Rows = math_floor(numbuttons / ButtonPerRow + 0.5)
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self:SetSize((36 + pad) * ButtonPerRow - pad + 8, (36 + pad) * Rows - pad + 8)
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-- anchor button 1 to the topleft corner of the bar
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buttons[1]:ClearSetPoint("TOPLEFT", self, "TOPLEFT", 6, -3)
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-- and anchor all other buttons relative to our button 1
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for i = 2, numbuttons do
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-- jump into a new row
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if ((i-1) % ButtonPerRow) == 0 then
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buttons[i]:ClearSetPoint("TOPLEFT", buttons[i-ButtonPerRow], "BOTTOMLEFT", 0, -pad)
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-- align to the previous button
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else
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buttons[i]:ClearSetPoint("TOPLEFT", buttons[i-1], "TOPRIGHT", pad, 0)
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end
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end
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end
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