ElvUI/Modules/ActionBars/StanceBar.lua

271 lines
7.6 KiB
Lua

local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local AB = E:GetModule('ActionBars')
local _G = _G
local gsub = gsub
local format, ipairs = format, ipairs
local CooldownFrame_Set = CooldownFrame_Set
local CreateFrame = CreateFrame
local GetBindingKey = GetBindingKey
local GetNumShapeshiftForms = GetNumShapeshiftForms
local GetShapeshiftForm = GetShapeshiftForm
local GetShapeshiftFormCooldown = GetShapeshiftFormCooldown
local GetShapeshiftFormInfo = GetShapeshiftFormInfo
local GetSpellInfo = GetSpellInfo
local InCombatLockdown = InCombatLockdown
local RegisterStateDriver = RegisterStateDriver
local NUM_STANCE_SLOTS = NUM_STANCE_SLOTS
local Masque = E.Masque
local MasqueGroup = Masque and Masque:Group('ElvUI', 'Stance Bar')
local WispSplode = [[Interface\Icons\Spell_Nature_WispSplode]]
local bar = CreateFrame('Frame', 'ElvUI_StanceBar', E.UIParent, 'SecureHandlerStateTemplate')
bar.buttons = {}
function AB:UPDATE_SHAPESHIFT_COOLDOWN()
local numForms = GetNumShapeshiftForms()
local start, duration, enable, cooldown
for i = 1, NUM_STANCE_SLOTS do
if i <= numForms then
cooldown = _G['ElvUI_StanceBarButton'..i..'Cooldown']
start, duration, enable = GetShapeshiftFormCooldown(i)
CooldownFrame_Set(cooldown, start, duration, enable)
cooldown:SetDrawBling(cooldown:GetEffectiveAlpha() > 0.5) --Cooldown Bling Fix
end
end
AB:StyleShapeShift('UPDATE_SHAPESHIFT_COOLDOWN')
end
function AB:StyleShapeShift()
local numForms = GetNumShapeshiftForms()
local stance = GetShapeshiftForm()
local darkenInactive = AB.db.stanceBar.style == 'darkenInactive'
for i = 1, NUM_STANCE_SLOTS do
local buttonName = 'ElvUI_StanceBarButton'..i
local button = _G[buttonName]
local cooldown = _G[buttonName..'Cooldown']
if i <= numForms then
local texture, isActive, isCastable, spellID, _ = GetShapeshiftFormInfo(i)
if darkenInactive then
_, _, texture = GetSpellInfo(spellID)
end
if not texture then texture = WispSplode end
button.icon:SetTexture(texture)
if not button.useMasque then
cooldown:SetAlpha(1)
if isActive then
_G.StanceBarFrame.lastSelected = button:GetID()
if numForms == 1 then
button.checked:SetColorTexture(1, 1, 1, 0.5)
button:SetChecked(true)
else
button.checked:SetColorTexture(1, 1, 1, 0.5)
button:SetChecked(not darkenInactive)
end
else
if numForms == 1 or stance == 0 then
button:SetChecked(false)
else
button:SetChecked(darkenInactive)
button.checked:SetAlpha(1)
if darkenInactive then
button.checked:SetColorTexture(0, 0, 0, 0.5)
else
button.checked:SetColorTexture(1, 1, 1, 0.5)
end
end
end
else
if isActive then
button:SetChecked(true)
else
button:SetChecked(false)
end
end
if isCastable then
button.icon:SetVertexColor(1.0, 1.0, 1.0)
else
button.icon:SetVertexColor(0.4, 0.4, 0.4)
end
end
end
end
function AB:PositionAndSizeBarShapeShift()
local db = AB.db.stanceBar
local buttonSpacing = db.buttonspacing
local backdropSpacing = db.backdropSpacing
local buttonsPerRow = db.buttonsPerRow
local numButtons = db.buttons
local point = db.point
local visibility = db.visibility
bar.db = db
bar.mouseover = db.mouseover
if bar.LastButton then
if numButtons > bar.LastButton then numButtons = bar.LastButton end
if buttonsPerRow > bar.LastButton then buttonsPerRow = bar.LastButton end
end
if numButtons < buttonsPerRow then
buttonsPerRow = numButtons
end
bar:SetParent(db.inheritGlobalFade and AB.fadeParent or E.UIParent)
bar:EnableMouse(not db.clickThrough)
bar:SetAlpha(bar.mouseover and 0 or db.alpha)
AB:FadeBarBlings(bar, bar.mouseover and 0 or db.alpha)
bar.backdrop:SetShown(db.backdrop)
bar.backdrop:ClearAllPoints()
AB:MoverMagic(bar)
local _, horizontal, anchorUp, anchorLeft = AB:GetGrowth(point)
local button, lastButton, lastColumnButton, anchorRowButton, lastShownButton
local useMasque = MasqueGroup and E.private.actionbar.masque.stanceBar
for i = 1, NUM_STANCE_SLOTS do
button = _G['ElvUI_StanceBarButton'..i]
lastButton = _G['ElvUI_StanceBarButton'..i-1]
lastColumnButton = _G['ElvUI_StanceBarButton'..i-buttonsPerRow]
button.db = db
if i == 1 or i == buttonsPerRow then
anchorRowButton = button
end
if i > numButtons then
button:SetAlpha(0)
button.handleBackdrop = nil
else
button:SetAlpha(db.alpha)
lastShownButton = button
button.handleBackdrop = true -- keep over HandleButton
end
AB:HandleButton(bar, button, i, lastButton, lastColumnButton)
if useMasque then
MasqueGroup:AddButton(bar.buttons[i])
end
if not button.FlyoutUpdateFunc then
AB:StyleButton(button, nil, useMasque, true)
if not useMasque then
if db.style == 'darkenInactive' then
button.checked:SetBlendMode('BLEND')
else
button.checked:SetBlendMode('ADD')
end
end
end
end
AB:HandleBackdropMultiplier(bar, backdropSpacing, buttonSpacing, db.widthMult, db.heightMult, anchorUp, anchorLeft, horizontal, lastShownButton, anchorRowButton)
AB:HandleBackdropMover(bar, backdropSpacing)
if db.enabled then
visibility = gsub(visibility,'[\n\r]','')
RegisterStateDriver(bar, 'visibility', (GetNumShapeshiftForms() == 0 and 'hide') or visibility)
E:EnableMover(bar.mover:GetName())
else
RegisterStateDriver(bar, 'visibility', 'hide')
E:DisableMover(bar.mover:GetName())
end
if useMasque then
MasqueGroup:ReSkin()
for _, btn in ipairs(bar.buttons) do
AB:TrimIcon(btn, true)
end
end
end
function AB:AdjustMaxStanceButtons(event)
if InCombatLockdown() then
AB.NeedsAdjustMaxStanceButtons = event or true
AB:RegisterEvent('PLAYER_REGEN_ENABLED')
return
end
for _, button in ipairs(bar.buttons) do
button:Hide()
end
local numButtons = GetNumShapeshiftForms()
for i = 1, NUM_STANCE_SLOTS do
if not bar.buttons[i] then
bar.buttons[i] = CreateFrame('CheckButton', format(bar:GetName()..'Button%d', i), bar, 'StanceButtonTemplate')
bar.buttons[i]:SetID(i)
AB:HookScript(bar.buttons[i], 'OnEnter', 'Button_OnEnter')
AB:HookScript(bar.buttons[i], 'OnLeave', 'Button_OnLeave')
end
local blizz = _G[format('StanceButton%d', i)]
if blizz and blizz.commandName then
bar.buttons[i].commandName = blizz.commandName
end
if i <= numButtons then
bar.buttons[i]:Show()
bar.LastButton = i
end
end
AB:PositionAndSizeBarShapeShift()
-- sometimes after combat lock down `event` may be true because of passing it back with `AB.NeedsAdjustMaxStanceButtons`
if event == 'UPDATE_SHAPESHIFT_FORMS' or event == 'PLAYER_ENTERING_WORLD' then
AB:StyleShapeShift()
end
end
function AB:UpdateStanceBindings()
for i = 1, NUM_STANCE_SLOTS do
local button = _G['ElvUI_StanceBarButton'..i]
if not button then break end
if AB.db.hotkeytext then
button.HotKey:Show()
button.HotKey:SetText(GetBindingKey('SHAPESHIFTBUTTON'..i))
AB:FixKeybindText(button)
else
button.HotKey:Hide()
end
end
end
function AB:CreateBarShapeShift()
bar:CreateBackdrop(AB.db.transparent and 'Transparent')
bar.backdrop:SetFrameLevel(0)
bar:Point('TOPLEFT', E.UIParent, 'BOTTOMLEFT', 4, -769)
AB:HookScript(bar, 'OnEnter', 'Bar_OnEnter')
AB:HookScript(bar, 'OnLeave', 'Bar_OnLeave')
AB:RegisterEvent('UPDATE_SHAPESHIFT_COOLDOWN')
AB:RegisterEvent('UPDATE_SHAPESHIFT_FORMS', 'AdjustMaxStanceButtons')
AB:RegisterEvent('UPDATE_SHAPESHIFT_FORM', 'StyleShapeShift')
AB:RegisterEvent('UPDATE_SHAPESHIFT_USABLE', 'StyleShapeShift')
AB:RegisterEvent('ACTIONBAR_PAGE_CHANGED', 'StyleShapeShift')
E:CreateMover(bar, 'ShiftAB', L["Stance Bar"], nil, -3, nil, 'ALL,ACTIONBARS', nil, 'actionbar,stanceBar', true)
end