195 lines
5.2 KiB
Lua
195 lines
5.2 KiB
Lua
--[[ $Id$ ]]
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local ActionBar = Bartender4.ActionBar
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local table_insert = table.insert
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local table_concat = table.concat
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local fmt = string.format
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local modifiers = { "ctrl", "alt", "shift" }
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local function tfind(haystack, needle, searchfunc)
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for i,v in pairs(haystack) do
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if (searchfunc and searchfunc(v, needle) or (v == needle)) then return i end
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end
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return nil
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end
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local _, playerclass = UnitClass("player")
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-- specifiy the available stances for each class
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local DefaultStanceMap = setmetatable({}, { __index = function(t,k)
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local newT = nil
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if k == "WARRIOR" then
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newT = {
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{ id = "battle", name = GetSpellInfo(2457), index = 1},
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{ id = "def", name = GetSpellInfo(71), index = 2 },
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{ id = "berserker", name = GetSpellInfo(2458), index = 3 },
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}
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elseif k == "DRUID" then
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newT = {
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{ id = "bear", name = GetSpellInfo(5487), index = 3 },
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{ id = "cat", name = GetSpellInfo(768), index = 1 },
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-- prowl is virtual, no real stance
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{ id = "prowl", name = ("%s (%s)"):format((GetSpellInfo(768)), (GetSpellInfo(5215))), index = false},
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{ id = "moonkin", name = GetSpellInfo(24858), index = 4 },
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{ id = "treeoflife", name = GetSpellInfo(33891), index = 2 },
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}
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elseif k == "ROGUE" then
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newT = {
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{ id = "stealth", name = GetSpellInfo(1784), index = 1 },
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}
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elseif k == "PRIEST" then
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newT = {
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{ id = "shadowform", name = GetSpellInfo(15473), index = 1 },
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}
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end
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rawset(t, k, newT)
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return newT
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end})
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local searchFunc = function(h, n) return (h.match == n or h.match2 == n or h.id == n) end
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local stancemap
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function ActionBar:UpdateStates()
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if not self.buttons then return end
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self.statebutton = {}
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if not stancemap and DefaultStanceMap[playerclass] then
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stancemap = DefaultStanceMap[playerclass]
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end
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self:ForAll("ClearStateAction")
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for i=0,10 do
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self:AddButtonStates(i)
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end
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local statedriver = {}
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if self:GetStateOption("possess") then
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self:AddButtonStates(11)
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table_insert(statedriver, "[bonusbar:5]11")
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end
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local stateconfig = self.config.states
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if self:GetStateOption("enabled") then
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-- arguments will be parsed from left to right, so we have a priority here
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-- highest priority have our temporary quick-swap keys
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for _,v in pairs(modifiers) do
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local page = self:GetStateOption(v)
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if page and page ~= 0 then
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table_insert(statedriver, fmt("[modifier:%s]%s", v, page))
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end
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end
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-- second priority the manual changes using the actionbar options
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if self:GetStateOption("actionbar") then
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for i=2,6 do
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table_insert(statedriver, fmt("[actionbar:%s]%s", i, i))
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end
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end
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-- third priority the stances
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if stancemap then
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if not stateconfig.stance[playerclass] then stateconfig.stance[playerclass] = {} end
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for i,v in pairs(stancemap) do
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local state = self:GetStanceState(v)
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if state and state ~= 0 and v.index then
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if playerclass == "DRUID" and v.id == "cat" then
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local prowl = self:GetStanceState("prowl")
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if prowl then
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table_insert(statedriver, fmt("[bonusbar:%s,stealth:1]%s", v.index, prowl))
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end
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end
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table_insert(statedriver, fmt("[bonusbar:%s]%s", v.index, state))
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end
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end
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end
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end
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self:SetAttribute("_onstate-page", [[
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self:SetAttribute("state", newstate)
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control:ChildUpdate("state", newstate)
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]])
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table_insert(statedriver, tostring(self:GetDefaultState() or 0))
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RegisterStateDriver(self, "page", table_concat(statedriver, ";"))
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--local newState = self:GetAttribute("state-page")
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--self:SetAttribute("state", newState)
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end
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function ActionBar:GetStanceState(stance)
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local stanceconfig = self.config.states.stance[playerclass]
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if type(stance) == "table" then
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state = stanceconfig[stance.id]
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else
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state = stanceconfig[stance]
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end
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return state or 0
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end
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function ActionBar:GetStanceStateOption(stance)
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local state = self:GetStanceState(stance)
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return state
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end
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function ActionBar:SetStanceStateOption(stance, state)
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local stanceconfig = self.config.states.stance[playerclass]
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stanceconfig[stance] = state
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self:UpdateStates()
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end
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function ActionBar:AddButtonStates(state, page)
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if not page then page = state end
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for _, button in self:GetAll() do
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local action = (page == 0) and button.id or (button.rid + (page - 1) * 12)
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button:SetStateAction(state, action)
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end
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self:AddRightClickState(state)
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self:AddToStateButton(state)
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end
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function ActionBar:AddToStateButton(state)
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if not self.statebutton then self.statebutton = {} end
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if not tfind(self.statebutton, state) then
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table_insert(self.statebutton, state)
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end
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end
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function ActionBar:AddRightClickState(state)
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local scrc = Bartender4.db.profile.selfcastrightclick
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local target = scrc and "player" or nil
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self:SetAttribute("unit-S" .. state .. "Right", target)
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end
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function ActionBar:GetStateOption(key)
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return self.config.states[key]
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end
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function ActionBar:SetStateOption(key, value)
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self.config.states[key] = value
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self:UpdateStates()
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end
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function ActionBar:GetDefaultState()
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return self.config.states.default
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end
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function ActionBar:SetDefaultState(_, value)
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self.config.states.default = value
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self:UpdateStates()
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end
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function ActionBar:GetConfigAutoAssist()
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return self.config.autoassist
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end
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function ActionBar:SetConfigAutoAssist(_, value)
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if value ~= nil then
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self.config.autoassist = value
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end
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self:ForAll("RefreshAllStateActions")
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end
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