439 lines
11 KiB
Lua
439 lines
11 KiB
Lua
--[[
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Action Button Template
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]]
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--[[ $Id$ ]]
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local Button = CreateFrame("CheckButton")
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local Button_MT = {__index = Button}
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local onLeave, onUpdate, onDragStart, onReceiveDrag
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Bartender4.Button = {}
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Bartender4.Button.prototype = Button
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function Bartender4.Button:Create(id, parent)
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local absid = (parent.id - 1) * 12 + id
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local name = ("BT4Button%d"):format(absid)
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local button = setmetatable(CreateFrame("CheckButton", name, parent, "SecureActionButtonTemplate, ActionButtonTemplate"), Button_MT)
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button.parent = parent
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button.settings = parent.module.db
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button:SetScript("OnEvent", button.EventHandler)
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button:SetScript("OnUpdate", onUpdate)
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button:SetScript("OnEnter", button.SetTooltip)
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button:SetScript("OnLeave", onLeave)
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button:SetScript("OnAttributeChanged", button.UpdateAction)
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button:SetScript("OnDragStart", onDragStart)
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button:SetScript("OnReceiveDrag", onReceiveDrag)
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button:SetScript("PostClick", button.UpdateState)
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button.icon = _G[("%sIcon"):format(name)]
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button.border = _G[("%sBorder"):format(name)]
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button.cooldown = _G[("%sCooldown"):format(name)]
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button.macroName = _G[("%sName"):format(name)]
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button.hotkey = _G[("%sHotKey"):format(name)]
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button.count = _G[("%sCount"):format(name)]
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button.flash = _G[("%sFlash"):format(name)]
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button.flash:Hide()
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--button:SetNormalTexture("")
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--local realNormalTexture = _G[("%sNormalTexture"):format(name)]
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--button.normalTexture = button:CreateTexture(("%sBT4NormalTexture"):format(name))
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--button.normalTexture:SetAllPoints(realNormalTexture)
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--realNormalTexture:Hide()
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button.normalTexture = button:GetNormalTexture() -- _G[("%sNormalTexture"):format(name)]
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button.pushedTexture = button:GetPushedTexture()
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button.highlightTexture = button:GetHighlightTexture()
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button.textureCache = {}
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button.textureCache.pushed = button.pushedTexture:GetTexture()
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button.textureCache.highlight = button.highlightTexture:GetTexture()
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parent:SetAttribute("addchild", button)
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button:SetAttribute("type", "action")
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button:SetAttribute("action", absid)
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button:SetAttribute("useparent-unit", true)
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button:SetAttribute("useparent-statebutton", true)
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button:RegisterForDrag("LeftButton", "RightButton")
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button:RegisterForClicks("AnyUp")
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button.showgrid = 0
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button.flashing = 0
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button.flashtime = 0
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button:RegisterButtonEvents()
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button:Show()
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button:UpdateAction(true)
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return button
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end
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function onDragStart(button)
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if InCombatLockdown() then return end
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if not Bartender4.db.profile.buttonlock or IsModifiedClick("PICKUPACTION") then
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PickupAction(button.action)
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button:UpdateState()
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button:UpdateFlash()
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end
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end
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function onReceiveDrag(button)
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PlaceAction(button.action)
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button:UpdateState()
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button:UpdateFlash()
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end
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function onLeave()
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GameTooltip:Hide()
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end
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function onUpdate(self, elapsed)
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if not self.iconTex then self:UpdateIcon() end
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if ( self.flashing == 1 ) then
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self.flashtime = self.flashtime - elapsed;
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if ( self.flashtime <= 0 ) then
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local overtime = -self.flashtime;
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if ( overtime >= ATTACK_BUTTON_FLASH_TIME ) then
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overtime = 0;
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end
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self.flashtime = ATTACK_BUTTON_FLASH_TIME - overtime
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local flashTexture = self.flash
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if ( flashTexture:IsVisible() ) then
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flashTexture:Hide()
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else
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flashTexture:Show()
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end
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end
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end
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if ( self.rangeTimer ) then
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self.rangeTimer = self.rangeTimer - elapsed
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if ( self.rangeTimer <= 0 ) then
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local valid = IsActionInRange(self.action)
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local hotkey = self.hotkey
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local hkshown = (hotkey:GetText() == RANGE_INDICATOR and self.settings.profile.outofrange == "hotkey")
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if valid and hkshown then
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hotkey:Show()
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elseif hkshown then
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hotkey:Hide()
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end
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self.outOfRange = (valid == 0)
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self:UpdateUsable()
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self.rangeTimer = TOOLTIP_UPDATE_TIME
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end
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end
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end
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function Button:CalculateAction()
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return SecureButton_GetModifiedAttribute(self, "action", SecureButton_GetEffectiveButton(self)) or 1
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end
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function Button:UpdateAction(force)
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local action = self:CalculateAction()
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if action ~= self.action or force then
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self.action = action
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self:Update()
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end
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end
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function Button:Update()
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local action = self.action
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self:UpdateIcon()
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self:UpdateCount()
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self:UpdateHotkeys()
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if ( HasAction(action) ) then
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self:RegisterActionEvents()
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self:UpdateState()
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self:UpdateUsable()
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self:UpdateCooldown()
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self:UpdateFlash()
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self:ShowButton()
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self:SetScript("OnUpdate", onUpdate)
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else
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self:UnregisterActionEvents()
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if ( self.showgrid == 0 and not self.parent.config.showgrid ) then
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self.normalTexture:Hide()
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if self.overlay then
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self.overlay:Hide()
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end
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else
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self.normalTexture:Show()
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if self.overlay then
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self.overlay:Show()
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end
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end
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self.cooldown:Hide()
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self:HideButton()
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self:SetScript("OnUpdate", nil)
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end
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if ( IsEquippedAction(action) ) then
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self.border:SetVertexColor(0, 1.0, 0, 0.75)
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self.border:Show()
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else
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self.border:Hide()
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end
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if ( GameTooltip:GetOwner() == self) then
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self:SetTooltip()
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end
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if not IsConsumableAction(action) and not IsStackableAction(action) and not self.parent.config.hidemacrotext then
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self.macroName:SetText(GetActionText(action))
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else
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self.macroName:SetText("")
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end
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end
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function Button:UpdateIcon()
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local texture = GetActionTexture(self.action)
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if ( texture ) then
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self.rangeTimer = -1
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self.icon:SetTexture(texture)
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self.icon:Show()
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self.normalTexture:SetTexture("Interface\\Buttons\\UI-Quickslot2")
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self.normalTexture:SetTexCoord(0, 0, 0, 0)
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self.iconTex = texture
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else
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self.rangeTimer = nil
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self.icon:Hide()
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self.cooldown:Hide()
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self.normalTexture:SetTexture("Interface\\Buttons\\UI-Quickslot")
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self.hotkey:SetVertexColor(0.6, 0.6, 0.6)
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self.normalTexture:SetTexCoord(-0.1, 1.1, -0.1, 1.12)
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self.iconTex = nil
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end
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end
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function Button:UpdateCount()
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local action = self.action
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if ( IsConsumableAction(action) or IsStackableAction(action) ) then
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self.count:SetText(GetActionCount(action))
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else
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self.count:SetText("")
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end
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end
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function Button:UpdateHotkeys()
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-- TODO
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end
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function Button:UpdateState()
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local action = self.action
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if ( IsCurrentAction(action) or IsAutoRepeatAction(action) ) then
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self:SetChecked(1)
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else
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self:SetChecked(0)
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end
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end
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function Button:UpdateUsable()
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local oor = self.settings.profile.outofrange
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local isUsable, notEnoughMana = IsUsableAction(self.action)
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local oorcolor, oomcolor = self.settings.profile.colors.range, self.settings.profile.colors.mana
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if ( oor ~= "button" or not self.outOfRange) then
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if ( oor == "none" or not self.outOfRange) then
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self.hotkey:SetVertexColor(1.0, 1.0, 1.0)
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elseif ( oor == "hotkey" ) then
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self.hotkey:SetVertexColor(oorcolor.r, oorcolor.g, oorcolor.b)
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end
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if ( isUsable ) then
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self.icon:SetVertexColor(1.0, 1.0, 1.0);
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elseif ( notEnoughMana ) then
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self.icon:SetVertexColor(oomcolor.r, oomcolor.g, oomcolor.b)
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else
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self.icon:SetVertexColor(0.4, 0.4, 0.4);
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end
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elseif ( oor == "button" ) then
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self.icon:SetVertexColor(oorcolor.r, oorcolor.g, oorcolor.b)
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self.hotkey:SetVertexColor(1.0, 1.0, 1.0)
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end
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end
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function Button:UpdateCooldown()
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local start, duration, enable = GetActionCooldown(self.action)
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CooldownFrame_SetTimer(self.cooldown, start, duration, enable)
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end
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function Button:UpdateFlash()
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local action = self.action
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if ( (IsAttackAction(action) and IsCurrentAction(action)) or IsAutoRepeatAction(action) ) then
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self:StartFlash()
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else
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self:StopFlash()
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end
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end
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function Button:StartFlash()
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self.flashing = 1
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self.flashtime = 0
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self:UpdateState()
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end
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function Button:StopFlash()
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self.flashing = 0
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self.flash:Hide()
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self:UpdateState()
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end
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function Button:SetTooltip()
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if ( GetCVar("UberTooltips") == "1" ) then
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GameTooltip_SetDefaultAnchor(GameTooltip, self)
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else
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GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
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end
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if ( GameTooltip:SetAction(self.action) ) then
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self.UpdateTooltip = self.SetTooltip
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else
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self.UpdateTooltip = nil
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end
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end
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function Button:ShowButton()
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if self.overlay then return end
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self.pushedTexture:SetTexture(self.textureCache.pushed)
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self.highlightTexture:SetTexture(self.textureCache.highlight)
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end
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function Button:HideButton()
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if self.overlay then return end
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self.pushedTexture:SetTexture("")
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self.highlightTexture:SetTexture("")
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end
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function Button:ShowGrid(override)
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if not override then self.showgrid = self.showgrid+1 end
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self.normalTexture:Show()
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if self.overlay then
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self.overlay:Show()
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end
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end
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function Button:HideGrid(override)
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local button = self.frame
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if not override then self.showgrid = self.showgrid-1 end
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if ( self.showgrid == 0 and not HasAction(self.action) and not self.parent.config.showgrid ) then
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self.normalTexture:Hide()
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if self.overlay then
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self.overlay:Hide()
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end
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end
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end
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function Button:RegisterButtonEvents()
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self:RegisterEvent("ACTIONBAR_SLOT_CHANGED")
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self:RegisterEvent("PLAYER_ENTERING_WORLD")
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self:RegisterEvent("ACTIONBAR_PAGE_CHANGED")
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self:RegisterEvent("ACTIONBAR_SHOWGRID")
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self:RegisterEvent("ACTIONBAR_HIDEGRID")
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self:RegisterEvent("UPDATE_BINDINGS")
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self:RegisterEvent("UPDATE_SHAPESHIFT_FORM")
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end
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local actionevents = {
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"PLAYER_TARGET_CHANGED",
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"ACTIONBAR_UPDATE_STATE",
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"ACTIONBAR_UPDATE_USABLE",
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"ACTIONBAR_UPDATE_COOLDOWN",
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--"UPDATE_INVENTORY_ALERTS",
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--"PLAYER_AURAS_CHANGED",
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"CRAFT_SHOW",
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"CRAFT_CLOSE",
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"TRADE_SKILL_SHOW",
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"TRADE_SKILL_CLOSE",
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"PLAYER_ENTER_COMBAT",
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"PLAYER_LEAVE_COMBAT",
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"START_AUTOREPEAT_SPELL",
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"STOP_AUTOREPEAT_SPELL",
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}
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function Button:RegisterActionEvents()
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if self.eventsregistered then return end
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self.eventsregistered = true
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for _, event in ipairs(actionevents) do
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self:RegisterEvent(event)
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end
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end
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function Button:UnregisterActionEvents()
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if not self.eventsregistered then return end
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self.eventsregistered = nil
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for _, event in ipairs(actionevents) do
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self:UnregisterEvent(event)
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end
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end
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function Button:EventHandler(event, arg1)
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if ( event == "ACTIONBAR_SLOT_CHANGED" ) then
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if ( arg1 == 0 or arg1 == self.action ) then
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self:Update()
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end
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elseif ( event == "PLAYER_ENTERING_WORLD" ) then
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self:Update()
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elseif ( event == "ACTIONBAR_PAGE_CHANGED" or event == "UPDATE_BONUS_ACTIONBAR" ) then
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self:UpdateAction()
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elseif ( event == "ACTIONBAR_SHOWGRID" ) then
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self:ShowGrid()
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elseif ( event == "ACTIONBAR_HIDEGRID" ) then
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self:HideGrid()
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elseif ( event == "UPDATE_BINDINGS" ) then
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self:UpdateHotkeys()
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elseif not self.eventsregistered then
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return
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-- Action Event Handlers, only set when the button actually has an action
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elseif ( event == "PLAYER_TARGET_CHANGED" ) then
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self.rangeTimer = -1
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elseif ( event == "ACTIONBAR_UPDATE_STATE" ) then
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self:UpdateState()
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elseif ( event == "ACTIONBAR_UPDATE_USABLE" ) then
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self:UpdateUsable()
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elseif ( event == "ACTIONBAR_UPDATE_COOLDOWN" ) then
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self:UpdateCooldown()
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elseif ( event == "CRAFT_SHOW" or event == "CRAFT_CLOSE" or event == "TRADE_SKILL_SHOW" or event == "TRADE_SKILL_CLOSE" ) then
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self:UpdateState()
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elseif ( event == "PLAYER_ENTER_COMBAT" ) then
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if ( IsAttackAction(self.action) ) then
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self:StartFlash()
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end
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elseif ( event == "PLAYER_LEAVE_COMBAT" ) then
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if ( IsAttackAction(self.action) ) then
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self:StopFlash()
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end
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elseif ( event == "START_AUTOREPEAT_SPELL" ) then
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if ( IsAutoRepeatAction(self.action) ) then
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self:StartFlash()
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end
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elseif ( event == "STOP_AUTOREPEAT_SPELL" ) then
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if ( self:IsFlashing() and not IsAttackAction(self.action) ) then
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self:StopFlash()
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end
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end
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end
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function Button:ClearSetPoint(...)
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self:ClearAllPoints()
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self:SetPoint(...)
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end
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