Files
coa-bartender/Button.lua
T

526 lines
13 KiB
Lua

--[[
Action Button Template
]]
--[[ $Id$ ]]
local Button = CreateFrame("CheckButton")
local Button_MT = {__index = Button}
local onEnter, onLeave, onUpdate, onDragStart, onReceiveDrag
-- upvalues
local _G = _G
local format = string.format
local IsUsableAction = IsUsableAction
local IsActionInRange = IsActionInRange
Bartender4.Button = {}
Bartender4.Button.prototype = Button
function Bartender4.Button:Create(id, parent)
local absid = (parent.id - 1) * 12 + id
local name = ("BT4Button%d"):format(absid)
local button = setmetatable(CreateFrame("CheckButton", name, parent, "SecureActionButtonTemplate, ActionButtonTemplate"), Button_MT)
button.rid = id
button.id = absid
button.parent = parent
button.settings = parent.module.db
button:SetScript("OnEvent", button.EventHandler)
button:SetScript("OnUpdate", onUpdate)
button:SetScript("OnEnter", onEnter)
button:SetScript("OnLeave", onLeave)
button:SetScript("OnAttributeChanged", button.UpdateAction)
button:SetScript("OnDragStart", onDragStart)
button:SetScript("OnReceiveDrag", onReceiveDrag)
button:SetScript("PostClick", button.UpdateState)
button.icon = _G[("%sIcon"):format(name)]
button.border = _G[("%sBorder"):format(name)]
button.cooldown = _G[("%sCooldown"):format(name)]
button.macroName = _G[("%sName"):format(name)]
button.hotkey = _G[("%sHotKey"):format(name)]
button.count = _G[("%sCount"):format(name)]
button.flash = _G[("%sFlash"):format(name)]
button.flash:Hide()
--button:SetNormalTexture("")
--local realNormalTexture = _G[("%sNormalTexture"):format(name)]
--button.normalTexture = button:CreateTexture(("%sBT4NormalTexture"):format(name))
--button.normalTexture:SetAllPoints(realNormalTexture)
--realNormalTexture:Hide()
button:SetNormalTexture("")
local oldNT = _G[("%sNormalTexture"):format(name)]
oldNT:Hide()
button.normalTexture = button:CreateTexture(("%sBTNormalTexture"):format(name))
button.normalTexture:SetAllPoints(oldNT)
button.pushedTexture = button:GetPushedTexture()
button.highlightTexture = button:GetHighlightTexture()
button.textureCache = {}
button.textureCache.pushed = button.pushedTexture:GetTexture()
button.textureCache.highlight = button.highlightTexture:GetTexture()
parent:SetAttribute("addchild", button)
button:SetAttribute("type", "action")
button:SetAttribute("action", absid)
button:SetAttribute("useparent-unit", true)
button:SetAttribute("useparent-statebutton", true)
button:SetAttribute("hidestates", "-1")
button:SetAttribute("checkselfcast", true)
button:RegisterForDrag("LeftButton", "RightButton")
button:RegisterForClicks("AnyUp")
button.showgrid = 0
button.flashing = 0
button.flashtime = 0
button:RegisterButtonEvents()
button:Show()
button:UpdateAction(true)
return button
end
function onDragStart(button)
if InCombatLockdown() then return end
if not Bartender4.db.profile.buttonlock or IsModifiedClick("PICKUPACTION") then
PickupAction(button.action)
button:UpdateState()
button:UpdateFlash()
end
end
function onReceiveDrag(button)
PlaceAction(button.action)
button:UpdateState()
button:UpdateFlash()
end
function onEnter(self)
self:SetTooltip()
KeyBound:Set(self)
end
function onLeave()
GameTooltip:Hide()
end
local oor, oorcolor, oomcolor
function onUpdate(self, elapsed)
if self.flashing == 1 then
self.flashtime = self.flashtime - elapsed
if self.flashtime <= 0 then
local overtime = -self.flashtime
if overtime >= ATTACK_BUTTON_FLASH_TIME then
overtime = 0
end
self.flashtime = ATTACK_BUTTON_FLASH_TIME - overtime
local flashTexture = self.flash
if flashTexture:IsVisible() then
flashTexture:Hide()
else
flashTexture:Show()
end
end
end
if self.rangeTimer then
self.rangeTimer = self.rangeTimer - elapsed
if self.rangeTimer <= 0 then
local valid = IsActionInRange(self.action)
local hotkey = self.hotkey
local hkshown = (hotkey:GetText() == RANGE_INDICATOR and oor == "hotkey")
if valid and hkshown then
hotkey:Show()
elseif hkshown then
hotkey:Hide()
end
self.outOfRange = (valid == 0)
self:UpdateUsable()
self.rangeTimer = TOOLTIP_UPDATE_TIME
end
end
end
Button.ApplyStyle = Bartender4.ButtonStyle.ApplyStyle
function Button:SetStateAction(state, action)
for i=1,2 do
self:SetAttribute(("*action-S%d%d"):format(state, i), action)
end
end
function Button:CalculateAction()
return SecureButton_GetModifiedAttribute(self, "action", SecureButton_GetEffectiveButton(self)) or 1
end
function Button:UpdateAction(force)
local action = self:CalculateAction()
if action ~= self.action or force then
self.action = action
self:Update()
end
end
function Button:Update()
local action = self.action
self:UpdateIcon()
self:UpdateCount()
self:UpdateHotkeys()
if ( HasAction(action) ) then
self:RegisterActionEvents()
self:UpdateState()
self:UpdateUsable(true)
self:UpdateCooldown()
self:UpdateFlash()
self:ShowButton()
self:SetScript("OnUpdate", onUpdate)
else
self:UnregisterActionEvents()
if ( self.showgrid == 0 and not self.parent.config.showgrid ) then
self.normalTexture:Hide()
else
self.normalTexture:Show()
end
self.cooldown:Hide()
self:HideButton()
self:SetScript("OnUpdate", nil)
end
if ( IsEquippedAction(action) ) then
self.border:SetVertexColor(0, 1.0, 0, 0.75)
self.border:Show()
else
self.border:Hide()
end
if ( GameTooltip:GetOwner() == self) then
self:SetTooltip()
end
if not IsConsumableAction(action) and not IsStackableAction(action) and not self.parent.config.hidemacrotext then
self.macroName:SetText(GetActionText(action))
else
self.macroName:SetText("")
end
end
function Button:UpdateIcon()
local texture = GetActionTexture(self.action)
if ( texture ) then
self.rangeTimer = -1
self.icon:SetTexture(texture)
self.icon:Show()
self.normalTexture:SetTexture("Interface\\Buttons\\UI-Quickslot2")
self.normalTexture:SetTexCoord(0, 0, 0, 0)
self.iconTex = texture
else
self.rangeTimer = nil
self.icon:Hide()
self.cooldown:Hide()
self.normalTexture:SetTexture("Interface\\Buttons\\UI-Quickslot")
self.hotkey:SetVertexColor(0.6, 0.6, 0.6)
self.normalTexture:SetTexCoord(-0.1, 1.1, -0.1, 1.12)
self.iconTex = nil
end
end
function Button:UpdateCount()
local action = self.action
if ( IsConsumableAction(action) or IsStackableAction(action) ) then
self.count:SetText(GetActionCount(action))
else
self.count:SetText("")
end
end
function Button:UpdateHotkeys()
local key = self:GetHotkey() or ""
local hotkey = self.hotkey
if key == "" or self.settings.profile.HideHotkey or not HasAction(self.action) then
hotkey:SetText(RANGE_INDICATOR)
hotkey:SetPoint("TOPLEFT", self, "TOPLEFT", 1, -2)
hotkey:Hide()
else
hotkey:SetText(key)
hotkey:SetPoint("TOPLEFT", self, "TOPLEFT", -2, -2)
hotkey:Show()
end
end
function Button:GetHotkey()
local key = ((self.id <= 12) and GetBindingKey(format("ACTIONBUTTON%d", self.id))) or GetBindingKey("CLICK "..self:GetName()..":LeftButton")
return key and KeyBound:ToShortKey(key)
end
function Button:GetBindings()
local keys, binding = ""
if self.id <= 12 then
binding = format("ACTIONBUTTON%d", self.id)
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
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 Button:SetKey(key)
if self.id <= 12 then
SetBinding(key, format("ACTIONBUTTON%d", self.id))
else
SetBindingClick(key, self:GetName(), 'LeftButton')
end
end
local actionTmpl = "BT4 Bar %d Button %d"
function Button:GetActionName()
return format(actionTmpl, self.parent.id, self.rid)
end
function Button:UpdateState()
local action = self.action
if ( IsCurrentAction(action) or IsAutoRepeatAction(action) ) then
self:SetChecked(1)
else
self:SetChecked(0)
end
end
function Button:UpdateUsable(force)
local isUsable, notEnoughMana = IsUsableAction(self.action)
local icon, hotkey = self.icon, self.hotkey
if force or not oor then
icon.state, hotkey.state = 1, 1
oor = self.settings.profile.outofrange
oorcolor, oomcolor = self.settings.profile.colors.range, self.settings.profile.colors.mana
end
if oor == "button" and self.outOfRange then
icon:SetVertexColor(oorcolor.r, oorcolor.g, oorcolor.b)
hotkey:SetVertexColor(1.0, 1.0, 1.0)
else
if oor == "hotkey" and self.outOfRange then
hotkey:SetVertexColor(oorcolor.r, oorcolor.g, oorcolor.b)
else
hotkey:SetVertexColor(1.0, 1.0, 1.0)
end
if isUsable then
icon:SetVertexColor(1.0, 1.0, 1.0);
elseif notEnoughMana then
icon:SetVertexColor(oomcolor.r, oomcolor.g, oomcolor.b)
else
icon:SetVertexColor(0.4, 0.4, 0.4)
end
end
end
function Button:UpdateCooldown()
local start, duration, enable = GetActionCooldown(self.action)
CooldownFrame_SetTimer(self.cooldown, start, duration, enable)
end
function Button:UpdateFlash()
local action = self.action
if ( (IsAttackAction(action) and IsCurrentAction(action)) or IsAutoRepeatAction(action) ) then
self:StartFlash()
else
self:StopFlash()
end
end
function Button:StartFlash()
self.flashing = 1
self.flashtime = 0
self:UpdateState()
end
function Button:StopFlash()
self.flashing = 0
self.flash:Hide()
self:UpdateState()
end
function Button:SetTooltip()
if ( GetCVar("UberTooltips") == "1" ) then
GameTooltip_SetDefaultAnchor(GameTooltip, self)
else
GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
end
if ( GameTooltip:SetAction(self.action) ) then
self.UpdateTooltip = self.SetTooltip
else
self.UpdateTooltip = nil
end
end
function Button:ShowButton()
self.pushedTexture:SetTexture(self.textureCache.pushed)
self.highlightTexture:SetTexture(self.textureCache.highlight)
if self.overlay then
self.overlay:Show()
end
end
function Button:HideButton()
self.pushedTexture:SetTexture("")
self.highlightTexture:SetTexture("")
if self.overlay then
self.overlay:Hide()
end
end
function Button:ShowGrid()
self.showgrid = self.showgrid + 1
self.normalTexture:Show()
if self.overlay and not self.overlay.hidegrid then
self.overlay:Show()
end
end
function Button:HideGrid()
local button = self.frame
if self.showgrid > 0 then self.showgrid = self.showgrid - 1 end
if ( self.showgrid == 0 and not HasAction(self.action) and not self.parent.config.showgrid ) then
self.normalTexture:Hide()
if self.overlay then
self.overlay:Hide()
end
end
end
function Button:RegisterButtonEvents()
self:RegisterEvent("ACTIONBAR_SLOT_CHANGED")
self:RegisterEvent("PLAYER_ENTERING_WORLD")
self:RegisterEvent("ACTIONBAR_PAGE_CHANGED")
self:RegisterEvent("ACTIONBAR_SHOWGRID")
self:RegisterEvent("ACTIONBAR_HIDEGRID")
self:RegisterEvent("UPDATE_BINDINGS")
self:RegisterEvent("UPDATE_SHAPESHIFT_FORM")
end
local actionevents = {
"PLAYER_TARGET_CHANGED",
"ACTIONBAR_UPDATE_STATE",
"ACTIONBAR_UPDATE_USABLE",
"ACTIONBAR_UPDATE_COOLDOWN",
--"UPDATE_INVENTORY_ALERTS",
--"PLAYER_AURAS_CHANGED",
"CRAFT_SHOW",
"CRAFT_CLOSE",
"TRADE_SKILL_SHOW",
"TRADE_SKILL_CLOSE",
"PLAYER_ENTER_COMBAT",
"PLAYER_LEAVE_COMBAT",
"START_AUTOREPEAT_SPELL",
"STOP_AUTOREPEAT_SPELL",
}
function Button:RegisterActionEvents()
if self.eventsregistered then return end
self.eventsregistered = true
for _, event in ipairs(actionevents) do
self:RegisterEvent(event)
end
end
function Button:UnregisterActionEvents()
if not self.eventsregistered then return end
self.eventsregistered = nil
for _, event in ipairs(actionevents) do
self:UnregisterEvent(event)
end
end
function Button:EventHandler(event, arg1)
if ( event == "ACTIONBAR_SLOT_CHANGED" ) then
if ( arg1 == 0 or arg1 == self.action ) then
self:Update()
end
elseif ( event == "PLAYER_ENTERING_WORLD" ) then
self:Update()
elseif ( event == "ACTIONBAR_PAGE_CHANGED" or event == "UPDATE_BONUS_ACTIONBAR" ) then
self:UpdateAction()
elseif ( event == "ACTIONBAR_SHOWGRID" ) then
self:ShowGrid()
elseif ( event == "ACTIONBAR_HIDEGRID" ) then
self:HideGrid()
elseif ( event == "UPDATE_BINDINGS" ) then
self:UpdateHotkeys()
elseif not self.eventsregistered then
return
-- Action Event Handlers, only set when the button actually has an action
elseif ( event == "PLAYER_TARGET_CHANGED" ) then
self.rangeTimer = -1
elseif ( event == "ACTIONBAR_UPDATE_STATE" ) then
self:UpdateState()
elseif ( event == "ACTIONBAR_UPDATE_USABLE" ) then
self:UpdateUsable()
elseif ( event == "ACTIONBAR_UPDATE_COOLDOWN" ) then
self:UpdateCooldown()
elseif ( event == "CRAFT_SHOW" or event == "CRAFT_CLOSE" or event == "TRADE_SKILL_SHOW" or event == "TRADE_SKILL_CLOSE" ) then
self:UpdateState()
elseif ( event == "PLAYER_ENTER_COMBAT" ) then
if ( IsAttackAction(self.action) ) then
self:StartFlash()
end
elseif ( event == "PLAYER_LEAVE_COMBAT" ) then
if ( IsAttackAction(self.action) ) then
self:StopFlash()
end
elseif ( event == "START_AUTOREPEAT_SPELL" ) then
if ( IsAutoRepeatAction(self.action) ) then
self:StartFlash()
end
elseif ( event == "STOP_AUTOREPEAT_SPELL" ) then
if ( self.flashing == 1 and not IsAttackAction(self.action) ) then
self:StopFlash()
end
end
end
function Button:ClearSetPoint(...)
self:ClearAllPoints()
self:SetPoint(...)
end