Files
coa-bartender/StanceBar.lua
T
florian.berthold 57a5cdabdf ascension: 4.4.2 → vendored 4.4.2-2-g3b02ee4 (in-game AddOns dir)
Imported from /srv/add01/wow-ascension/Interface/AddOns/Bartender4 — the
build Ascension's WotLK 3.3.5 client ships.

Single vendored drop: Ascension's build process bundles their custom
patches with the standard CurseForge packager output (embedded libs),
and the individual patches aren't published separately.

Net delta vs Nevcairiel 4.4.2, excluding bundled libs and CRLF
normalization: 21 files, 2213+/52- — the Ascension-specific
adaptations for WotLK 3.3.5 hero classes / custom action systems.

License: All rights reserved (per .toc).
2026-05-08 03:45:58 +02:00

270 lines
7.3 KiB
Lua

--[[
Copyright (c) 2009, Hendrik "Nevcairiel" Leppkes < h.leppkes at gmail dot com >
All rights reserved.
]]
local L = LibStub("AceLocale-3.0"):GetLocale("Bartender4")
-- register module
local StanceBarMod = Bartender4:NewModule("StanceBar", "AceEvent-3.0")
-- fetch upvalues
local ButtonBar = Bartender4.ButtonBar.prototype
-- create prototype information
local StanceBar = setmetatable({}, {__index = ButtonBar})
local StanceButtonPrototype = CreateFrame("CheckButton")
local StanceButton_MT = {__index = StanceButtonPrototype}
local format = string.format
local LBF = LibStub("LibButtonFacade", true)
local KeyBound = LibStub("LibKeyBound-1.0")
local defaults = { profile = Bartender4:Merge({
enabled = true,
position = {
scale = 1.5,
},
hidehotkey = true,
}, Bartender4.ButtonBar.defaults) }
function StanceBarMod:OnInitialize()
self.db = Bartender4.db:RegisterNamespace("StanceBar", defaults)
self:SetEnabledState(self.db.profile.enabled)
end
function StanceBarMod:OnEnable()
if not self.bar then
self.bar = setmetatable(Bartender4.ButtonBar:Create("StanceBar", self.db.profile, L["Stance Bar"]), {__index = StanceBar})
self.bar:SetScript("OnEvent", StanceBar.OnEvent)
end
self.bar:Enable()
self:ToggleOptions()
self.bar:RegisterEvent("PLAYER_ENTERING_WORLD")
self.bar:RegisterEvent("UPDATE_SHAPESHIFT_FORMS")
self.bar:RegisterEvent("SPELL_UPDATE_COOLDOWN")
self.bar:RegisterEvent("SPELL_UPDATE_USABLE")
self.bar:RegisterEvent("PLAYER_AURAS_CHANGED")
self.bar:RegisterEvent("PLAYER_REGEN_ENABLED")
self.bar:RegisterEvent("ACTIONBAR_PAGE_CHANGED")
self:RegisterEvent("UPDATE_BINDINGS", "ReassignBindings")
self:ReassignBindings()
self:ApplyConfig()
end
StanceBarMod.button_count = 10
function StanceBarMod:ApplyConfig()
if not self:IsEnabled() then return end
self.bar:ApplyConfig(self.db.profile)
if GetNumShapeshiftForms() == 0 then
self:Disable()
end
end
function StanceBarMod:ReassignBindings()
if InCombatLockdown() then return end
if not self.bar or not self.bar.buttons then return end
ClearOverrideBindings(self.bar)
for i = 1, min(#self.bar.buttons, 10) do
local button, real_button = ("SHAPESHIFTBUTTON%d"):format(i), ("BT4StanceButton%d"):format(i)
for k=1, select('#', GetBindingKey(button)) do
local key = select(k, GetBindingKey(button))
SetOverrideBindingClick(self.bar, false, key, real_button)
end
end
end
function StanceButtonPrototype:Update()
if not self:IsShown() then return end
local id = self:GetID()
local texture, name, isActive, isCastable = GetShapeshiftFormInfo(id)
self.icon:SetTexture(texture)
-- manage cooldowns
if texture then
self.cooldown:Show()
else
self.cooldown:Hide()
end
local start, duration, enable = GetShapeshiftFormCooldown(id)
CooldownFrame_SetTimer(self.cooldown, start, duration, enable)
if isActive then
self:SetChecked(1)
else
self:SetChecked(0)
end
if isCastable then
self.icon:SetVertexColor(1.0, 1.0, 1.0)
else
self.icon:SetVertexColor(0.4, 0.4, 0.4)
end
self:UpdateHotkeys()
end
function StanceButtonPrototype:UpdateHotkeys()
local key = self:GetHotkey() or ""
local hotkey = self.hotkey
if key == "" or self.parent.config.hidehotkey then
hotkey:Hide()
else
hotkey:SetText(key)
hotkey:Show()
end
end
function StanceButtonPrototype:GetHotkey()
local key = GetBindingKey(format("SHAPESHIFTBUTTON%d", self:GetID())) or GetBindingKey("CLICK "..self:GetName()..":LeftButton")
return key and KeyBound:ToShortKey(key)
end
function StanceButtonPrototype:GetBindings()
local keys, binding = ""
binding = format("SHAPESHIFTBUTTON%d", self:GetID())
for i = 1, select('#', GetBindingKey(binding)) do
local hotKey = select(i, GetBindingKey(binding))
if keys ~= "" then
keys = keys .. ', '
end
keys = keys .. GetBindingText(hotKey,'KEY_')
end
binding = "CLICK "..self:GetName()..":LeftButton"
for i = 1, select('#', GetBindingKey(binding)) do
local hotKey = select(i, GetBindingKey(binding))
if keys ~= "" then
keys = keys .. ', '
end
keys = keys.. GetBindingText(hotKey,'KEY_')
end
return keys
end
function StanceButtonPrototype:SetKey(key)
SetBinding(key, format("SHAPESHIFTBUTTON%d", self:GetID()))
end
function StanceButtonPrototype:ClearBindings()
local binding = format("SHAPESHIFTBUTTON%d", self:GetID())
while GetBindingKey(binding) do
SetBinding(GetBindingKey(binding), nil)
end
binding = "CLICK "..self:GetName()..":LeftButton"
while GetBindingKey(binding) do
SetBinding(GetBindingKey(binding), nil)
end
end
local actionTmpl = "Stance Button %d (%s)"
function StanceButtonPrototype:GetActionName()
local id = self:GetID()
return format(actionTmpl, id, select(2, GetShapeshiftFormInfo(id)))
end
function StanceButtonPrototype:ClearSetPoint(...)
self:ClearAllPoints()
self:SetPoint(...)
end
local function onEnter(self, ...)
if not (Bartender4.db.profile.tooltip == "nocombat" and InCombatLockdown()) and Bartender4.db.profile.tooltip ~= "disabled" then
self:OnEnter(...)
end
KeyBound:Set(self)
end
function StanceBarMod:CreateStanceButton(id)
local button = setmetatable(CreateFrame("CheckButton", "BT4StanceButton" .. id, self.bar, "ShapeshiftButtonTemplate"), StanceButton_MT)
button.parent = self.bar
button:SetID(id)
button.icon = _G[button:GetName() .. "Icon"]
button.cooldown = _G[button:GetName() .. "Cooldown"]
button.hotkey = _G[button:GetName() .. "HotKey"]
button.normalTexture = button:GetNormalTexture()
button.normalTexture:SetTexture("")
-- button.checkedTexture = button:GetCheckedTexture()
-- button.checkedTexture:SetTexture("")
button.OnEnter = button:GetScript("OnEnter")
button:SetScript("OnEnter", onEnter)
if LBF then
local group = self.bar.LBFGroup
button.LBFButtonData = {
Button = button
}
group:AddButton(button, button.LBFButtonData)
end
return button
end
function StanceBar:ApplyConfig(config)
ButtonBar.ApplyConfig(self, config)
if not self.config.position.x then
self:ClearSetPoint("CENTER", -55, -10)
self:SavePosition()
end
self:UpdateStanceButtons()
self:ForAll("ApplyStyle", self.config.style)
end
StanceBar.button_width = 30
StanceBar.button_height = 30
function StanceBar:UpdateStanceButtons()
local buttons = self.buttons or {}
local num_stances = GetNumShapeshiftForms()
local updateBindings = (num_stances > #buttons)
for i = (#buttons+1), num_stances do
buttons[i] = StanceBarMod:CreateStanceButton(i)
end
for i = 1, num_stances do
buttons[i]:Show()
buttons[i]:Update()
end
for i = num_stances+1, #buttons do
buttons[i]:Hide()
end
StanceBarMod.button_count = num_stances
if StanceBarMod.optionobject then
StanceBarMod.optionobject.table.general.args.rows.max = num_stances
end
self.buttons = buttons
self:UpdateButtonLayout()
if updateBindings then
StanceBarMod:ReassignBindings()
end
self.disabled = (GetNumShapeshiftForms() == 0) and true or nil
-- need to re-set clickthrough after creating new buttons
self:SetClickThrough()
end
function StanceBar:OnEvent(event, ...)
if event == "PLAYER_ENTERING_WORLD" or event == "UPDATE_SHAPESHIFT_FORMS" and not InCombatLockdown() then
self:UpdateStanceButtons()
else
self:ForAll("Update")
end
end