Files
coa-bartender/StanceBar.lua
T
Hendrik Leppkes acbaae01eb - remove cyCircled support
- add preliminary ButtonFacade support (still some bugs in it)
- this also replaces the built-in skin selection for the bars (for now)
2008-04-11 17:14:46 +00:00

265 lines
6.7 KiB
Lua

--[[ $Id$ ]]
-- register module
local StanceBarMod = Bartender4:NewModule("StanceBar", "AceEvent-3.0")
-- fetch upvalues
local ActionBars = Bartender4:GetModule("ActionBars")
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 defaults = { profile = Bartender4:Merge({
enabled = true,
scale = 1.5,
}, 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("Stance", nil, self.db.profile), {__index = StanceBar})
self.bar:ClearSetPoint("CENTER")
self.bar:ApplyConfig()
self.bar:SetScript("OnEvent", StanceBar.OnEvent)
end
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:Show()
self:RegisterEvent("UPDATE_BINDINGS", "ReassignBindings")
self:ReassignBindings()
end
function StanceBarMod:OnDisable()
if not self.bar then return end
self.bar:UnregisterAllEvents()
self.bar:Hide()
self:ToggleOptions()
end
function StanceBarMod:SetupOptions()
if not self.options then
self.optionobject = Bartender4.ButtonBar.prototype:GetOptionObject()
local enabled = {
type = "toggle",
order = 1,
name = "Enabled",
desc = "Enable the StanceBar",
get = function() return self.db.profile.enabled end,
set = "ToggleModule",
handler = self,
}
self.optionobject:AddElement("general", "enabled", enabled)
self.disabledoptions = {
general = {
type = "group",
name = "General Settings",
cmdInline = true,
order = 1,
args = {
enabled = enabled,
}
}
}
self.options = {
order = 30,
type = "group",
name = "Stance Bar",
desc = "Configure the Stance Bar",
childGroups = "tab",
disabled = function(info) return GetNumShapeshiftForms() == 0 end,
}
Bartender4:RegisterBarOptions("Stance", self.options)
end
self.options.args = self:IsEnabled() and self.optionobject.table or self.disabledoptions
end
function StanceBarMod:ToggleOptions()
if self.options then
self.options.args = self:IsEnabled() and self.optionobject.table or self.disabledoptions
end
end
function StanceBarMod:ApplyConfig()
if not self:IsEnabled() then return end
self.bar:ApplyConfig(self.db.profile)
end
function StanceBarMod:ReassignBindings()
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
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
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, ...)
self:OnEnter(...)
KeyBound:Set(self)
end
function StanceBarMod:CreateStanceButton(id)
local button = setmetatable(CreateFrame("CheckButton", "BT4StanceButton" .. id, self.bar, "ShapeshiftButtonTemplate"), StanceButton_MT)
button:SetID(id)
button.icon = _G[button:GetName() .. "Icon"]
button.cooldown = _G[button:GetName() .. "Cooldown"]
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)
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
self.buttons = buttons
self:UpdateButtonLayout()
if updateBindings then
StanceBarMod:ReassignBindings()
end
end
function StanceBar:OnEvent(event, ...)
if InCombatLockdown() then
self:ForAll("Update")
else
self:UpdateStanceButtons()
end
end