273 lines
6.3 KiB
Lua
273 lines
6.3 KiB
Lua
--[[ $Id$ ]]
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local L = LibStub("AceLocale-3.0"):GetLocale("Bartender4")
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local ButtonBar = Bartender4.ButtonBar.prototype
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local ActionBar = setmetatable({}, {__index = ButtonBar})
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Bartender4.ActionBar = ActionBar
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--[[===================================================================================
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ActionBar Options
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===================================================================================]]--
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local module = Bartender4:GetModule("ActionBars")
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-- option utilty functions
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local optGetter, optSetter
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do
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local optionMap, getBar, callFunc
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-- maps option keys to function names
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optionMap = {
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buttons = "Buttons",
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enabled = "Enabled",
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grid = "Grid",
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macrotext = "HideMacroText",
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hotkey = "HideHotkey",
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}
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-- retrieves a valid bar object from the modules actionbars table
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function getBar(id)
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local bar = module.actionbars[tonumber(id)]
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assert(bar, ("Invalid bar id in options table. (%s)"):format(id))
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return bar
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end
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-- calls a function on the bar
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function callFunc(bar, type, option, ...)
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local func = type .. (optionMap[option] or option)
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assert(bar[func], ("Invalid get/set function %s in bar %s."):format(func, bar.id))
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return bar[func](bar, ...)
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end
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-- universal function to get a option
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function optGetter(info)
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local bar = getBar(info[2])
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local option = info[#info]
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return callFunc(bar, "Get", option)
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end
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-- universal function to set a option
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function optSetter(info, ...)
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local bar = getBar(info[2])
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local option = info[#info]
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return callFunc(bar, "Set", option, ...)
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end
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end
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-- returns the option table used for all action bars
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-- creates it, if the first time called
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-- the Universal Bar option table is merged into this, alot of stuff gets inherited.
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function module:GetOptionsTable()
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return self:GetOptionsObject().table
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end
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function module:GetOptionsObject()
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if not self.baroptions then
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local obj = ButtonBar.GetOptionObject(self)
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local cat_general = {
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enabled ={
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order = 4,
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name = L["Enabled"],
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desc = L["Enable/Disable the bar."],
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type = "toggle",
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set = optSetter,
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get = optGetter,
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},
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grid = {
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order = 60,
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type = "toggle",
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name = L["Button Grid"],
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desc = L["Toggle the button grid."],
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set = optSetter,
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get = optGetter,
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},
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buttons = {
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order = 50,
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name = L["Buttons"],
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desc = L["Number of buttons."],
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type = "range",
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min = 1, max = 12, step = 1,
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set = optSetter,
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get = optGetter,
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},
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hidedesc = {
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order = 80,
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name = L["Button Look"],
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type = "header",
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},
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macrotext = {
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order = 81,
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type = "toggle",
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name = L["Hide Macro Text"],
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desc = L["Hide the Macro Text on the buttons of this bar."],
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set = optSetter,
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get = optGetter,
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},
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hotkey = {
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order = 82,
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type = "toggle",
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name = L["Hide Hotkey"],
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desc = L["Hide the Hotkey on the buttons of this bar."],
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set = optSetter,
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get = optGetter,
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},
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}
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obj:AddElementGroup("general", cat_general)
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local states = {
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type = "group",
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name = L["State Configuration"],
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cmdInline = true,
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order = 2,
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args = self:GetStateOptionsTable(),
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}
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obj:NewCategory("state", states)
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self.baroptions = obj
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end
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return self.baroptions
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end
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--[[===================================================================================
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ActionBar Prototype
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===================================================================================]]--
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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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-- Apply the specified config to the bar and refresh all settings
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function ActionBar:ApplyConfig(config)
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ButtonBar.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()
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self:UpdateSelfCast(true)
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self:UpdateStates()
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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 = min(numbuttons, 12)
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else
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numbuttons = min(self.config.buttons, 12)
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end
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local buttons = self.buttons or {}
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local updateBindings = (numbuttons > #buttons)
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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]:SetParent(self)
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buttons[i]:SetLevels()
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buttons[i]:Show()
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buttons[i]:UpdateAction(true)
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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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buttons[i]:SetParent(UIParent)
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end
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self.numbuttons = numbuttons
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self.buttons = buttons
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self:UpdateButtonLayout()
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self:SetGrid()
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if updateBindings and self.id == "1" then
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module:ReassignBindings()
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end
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end
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function ActionBar:SkinChanged(...)
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ButtonBar.SkinChanged(self, ...)
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self:ForAll("Update")
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end
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function ActionBar:SetShow(...)
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ButtonBar.SetShow(self, ...)
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self:UpdateStates()
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end
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--[[===================================================================================
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ActionBar Config Interface
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===================================================================================]]--
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-- get the current number of buttons
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function ActionBar:GetButtons()
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return self.config.buttons
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end
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-- set the number of buttons and refresh layout
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ActionBar.SetButtons = ActionBar.UpdateButtons
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function ActionBar:GetEnabled()
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return true
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end
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function ActionBar:SetEnabled(state)
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if not state then
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module:DisableBar(self.id)
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end
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end
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function ActionBar:GetGrid()
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return self.config.showgrid
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end
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function ActionBar:SetGrid(state)
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if state ~= nil then
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self.config.showgrid = state
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end
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if self.config.showgrid then
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self:ForAll("ShowGrid", true)
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else
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self:ForAll("HideGrid", true)
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end
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end
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function ActionBar:SetHideMacroText(state)
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if state ~= nil then
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self.config.hidemacrotext = state
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end
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self:ForAll("Update")
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end
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function ActionBar:GetHideMacroText()
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return self.config.hidemacrotext
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end
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function ActionBar:SetHideHotkey(state)
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if state ~= nil then
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self.config.hidehotkey = state
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end
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self:ForAll("Update")
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end
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function ActionBar:GetHideHotkey()
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return self.config.hidehotkey
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end
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function ActionBar:UpdateSelfCast(nostates)
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self:ForAll("SetAttribute", "checkselfcast", Bartender4.db.profile.selfcastmodifier and true or nil)
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if not nostates then
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self:UpdateStates()
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end
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end
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