Files
coa-bartender/ActionBarStates.lua
T
Hendrik Leppkes 2242edd844 cleanups
2008-01-20 16:05:17 +00:00

252 lines
6.9 KiB
Lua

--[[ $Id$ ]]
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",
}
-- 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
function module:GetStanceOptionsTable()
local options = {
enabled = {
order = 1,
type = "toggle",
name = "Enabled",
desc = "Enable State-based Button Swaping",
get = optGetter,
set = optSetter,
},
}
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"] },
{ id = "moonkin", match = S["Moonkin Form"] },
{ id = "tree", match = S["Tree of Life"] },
-- prowl is virtual, no real stance
{ id = "prowl", virtual = true, name = "Cat Form (Prowl)", depend = "cat" },
},
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 _, playerclass = UnitClass("player")
local num_shapeshift_forms
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, function(h, n) return (h.match == n or h.match2 == n) end)
if index then
self.stancemap[index].position = i
end
end
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 = tonumber(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 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 = tonumber(stanceconfig[stance.id])
else
state = tonumber(stanceconfig[stance])
end
if state and state == 0 then state = nil end
return state
end
function ActionBar:GetStanceStateOption(stance)
local state = self:GetStanceState(stance)
return (state and tostring(state))
end
function ActionBar:SetStanceStateOption(stance, state)
local stanceconfig = self.config.states.stance[playerclass]
stanceconfig[stance] = tonumber(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
state = tonumber(state)
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