Files
coa-bartender/ActionBars.lua
T
2007-12-01 14:21:40 +00:00

152 lines
3.6 KiB
Lua

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