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ButtonForge-classic/Bar.lua
2020-11-26 02:31:28 +01:00

1975 lignes
65 Kio
Lua

--[[
Author: Alternator (Massiner of Nathrezim)
Copyright 2010
Notes: ':' syntax represents a function that will be called by an actual BF Bar object
'.' syntax represents either a function with no object passed or an event that will be called by a UI object (where the Objects ParentBar member will point at the BF Bar object)
]]
BFBar = BFBar or {}; local Bar = BFBar;
BFUtil = BFUtil or {}; local Util = BFUtil;
BFConst = BFConst or {}; local Const = BFConst;
BFUILib = BFUILib or {}; local UILib = BFUILib;
BFButton = BFButton or {}; local Button = BFButton;
BFKeyBinder = BFKeyBinder or {};local KeyBinder = BFKeyBinder;
Bar.__index = Bar;
--[[
Create a New Bar
--]]
function Bar.New(BarSave)
if (InCombatLockdown()) then
return;
end
local NewBar = {};
setmetatable(NewBar, Bar);
NewBar.LeftControls = {};
NewBar.TopControls = {};
--[[ Frames ]]--
--[[Master Frame for the Bar Controls, also controls positioning via drag]]--
local ControlFrame = CreateFrame("FRAME", nil, BFConfigureLayer);
ControlFrame:SetFrameStrata("LOW");
ControlFrame:SetSize(1, 1);
ControlFrame:SetClampRectInsets(Const.I, -Const.I, -Const.I, Const.I);
ControlFrame:SetClampedToScreen(false); --we will set this true later on though (false is default, but want to highlight this aspect here)
ControlFrame:EnableMouse(true);
ControlFrame:SetMovable(true);
ControlFrame:SetScript("OnMouseDown", NewBar.DragOnMouseDown);
ControlFrame:SetScript("OnMouseUp", NewBar.DragOnMouseUp);
ControlFrame:SetScript("OnEnter", NewBar.CFOnEnter);
ControlFrame.DragOnMouseUp = NewBar.DragOnMouseUp;
ControlFrame.ParentBar = NewBar;
NewBar.ControlFrame = ControlFrame;
--[[Destroy Frame, this is usually hidden, but will become active when the Destroy mode is enabled, if clicked it will destroy the Bar]]--
local DestroyFrame = CreateFrame("FRAME", nil, BFDestroyBarOverlay);
DestroyFrame:EnableMouse(true);
DestroyFrame:SetPoint("TOPLEFT", ControlFrame, "TOPLEFT");
DestroyFrame:SetPoint("BOTTOMRIGHT", ControlFrame, "BOTTOMRIGHT");
DestroyFrame:SetScript("OnEnter", NewBar.DestroyFrameOnEnter);
DestroyFrame.ParentBar = NewBar;
NewBar.DestroyFrame = DestroyFrame;
--[[Button Frame, this contains the actual buttons, this will also control visibility through a state driver for the buttons]]--
local ButtonFrameName = Util.GetButtonFrameName(BarSave["Label"]);
local ButtonFrame = CreateFrame("FRAME", ButtonFrameName, UIParent, "SecureHandlerShowHideTemplate");
--Const.BarSeq = Const.BarSeq + 1; Const.BarNaming..Const.BarSeq
--ButtonFrame:SetParent(UIParent);
ButtonFrame:SetFrameStrata("LOW");
ButtonFrame:SetSize(1, 1);
ButtonFrame:SetPoint("TOPLEFT", ControlFrame, "TOPLEFT", Const.I, -Const.I);
ButtonFrame:Execute([[Buttons = newtable();]]);
if (Util.ForceOffCastOnKeyDown) then
ButtonFrame:SetAttribute("_onshow", [[local B, Key;
for i = 1, #Buttons do
B = Buttons[i];
B:Enable();
Key = B:GetAttribute("KeyBindValue");
if (Key) then
B:SetBindingClick(false, Key, B);
end
end]]); --When the bar is shown enable the buttons
else
ButtonFrame:SetAttribute("_onshow", [[local B, Key;
for i = 1, #Buttons do
B = Buttons[i];
B:Enable();
Key = B:GetAttribute("KeyBindValue");
if (Key) then
B:SetBindingClick(false, Key, B, "KeyBind");
end
end]]); --When the bar is shown enable the buttons
end
ButtonFrame:SetAttribute("_onhide", [[local B, Key;
for i = 1, #Buttons do
B = Buttons[i];
B:Disable();
Key = B:GetAttribute("KeyBindValue");
if (Key) then
B:ClearBindings();
end
end]]); --When the bar is hidden disable them
ButtonFrame:WrapScript(BFSecureForCombatFrame, "OnAttributeChanged",
[[local B;
if (value == "true") then
if (not GridAlwaysOn) then
for i = 1, #Buttons do
B = Buttons[i];
if (not B:GetAttribute("type")) then
B:Hide();
end
end
end
if (not GUI) then
owner:SetAlpha(0);
for i = 1, #Buttons do
Buttons[i]:EnableMouse(false);
end
end
if (owner:GetFrameStrata() == "DIALOG") then
owner:SetFrameStrata("LOW");
owner:SetFrameLevel(owner:GetAttribute("Order") * 6 + 4);
end
end]]); --When the bar has grid hide and the user enters combat ensure the grid is actually hidden (unfortunately there are not many other options apart from this heavy handed approach)
ButtonFrame:WrapScript(BFSecureSpecialBarFrame, "OnAttributeChanged",
[[local B, id, page;
if (value == "overridebar") then
page = 14;
elseif (value == "vehicleui") then
page = 12;
else
page = 12;
end
for i = 1, #Buttons do
B = Buttons[i];
id = B:GetAttribute("id");
if (id) then
B:SetAttribute("action", id + ((page - 1) * 12));
end
end]]);
ButtonFrame.ParentBar = NewBar;
NewBar.ButtonFrame = ButtonFrame;
--[[Background Layer, this will contain all controls and is used in resizing]]--
local Background = CreateFrame("FRAME", nil, ControlFrame, "BackdropTemplate");
Background:SetSize(1, 1);
Background:SetPoint("TOPLEFT", ControlFrame, "TOPLEFT");
Background:SetBackdrop({bgFile = Const.ImagesDir.."Backdrop.tga", edgeFile = "Interface/Tooltips/UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 16, insets = {left=3, right=3, bottom=3, top=3}});
--Background:SetBackdrop({bgFile = Const.ImagesDir.."Backdrop.tga", edgeFile = "", tile = true, tileSize = 16, edgeSize = 16, insets = nil});
Background:SetBackdropColor(unpack(Const.BarBackdrop));
Background.ParentBar = NewBar;
NewBar.Background = Background;
--[[Advanced Layer, this will contain advanced controls]]--
local AdvFrame = CreateFrame("FRAME", nil, BFAdvancedToolsLayer);
AdvFrame:SetSize(1, 1);
AdvFrame:SetScript("OnShow", NewBar.AdvFrameOnShowHide);
AdvFrame:SetScript("OnHide", NewBar.AdvFrameOnShowHide);
AdvFrame.ParentBar = NewBar;
NewBar.AdvFrame = AdvFrame;
--[[Left Controls]]--
local LeftIconsFrame = CreateFrame("FRAME", nil, ControlFrame);
LeftIconsFrame:SetSize(Const.MiniIconSize + Const.BarEdge, 1);
LeftIconsFrame:SetPoint("TOPLEFT", Background, "TOPLEFT", 0, 0);
LeftIconsFrame:SetClampedToScreen(true);
NewBar.LeftIconsFrame = LeftIconsFrame;
--[[Top Controls]]--
local TopIconsFrame = CreateFrame("FRAME", nil, ControlFrame);
TopIconsFrame:SetSize(1, Const.MiniIconSize + Const.BarEdge);
TopIconsFrame:SetPoint("TOPLEFT", Background, "TOPLEFT", 0, 0);
TopIconsFrame:SetPoint("TOPLEFT", LeftIconsFrame, "TOPLEFT", 0, 0);
TopIconsFrame:SetClampedToScreen(true);
NewBar.TopIconsFrame = TopIconsFrame;
--[[Tile Texture, used to indicate where new buttons will be created when the cols and rows buttons are used]]--
local TileTexture = Background:CreateTexture();
TileTexture:SetTexture(Const.ImagesDir.."BarBackdrop.tga", true);
TileTexture:SetAlpha(.3);
TileTexture:SetPoint("TOPLEFT", Background, "TOPLEFT", Const.I, -Const.I);
TileTexture:Hide();
NewBar.TileTexture = TileTexture;
--[[Label Frame]]--
local LabelFrame = CreateFrame("FRAME", nil, ControlFrame, "BackdropTemplate");
LabelFrame:SetSize(1, 1);
LabelFrame:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background", edgeFile = "Interface/Tooltips/UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 8, insets = {left=1.5, right=1.5, bottom=1.5, top=1.5}});
LabelFrame:SetBackdropColor(0, 0, 0, 1);
LabelFrame:SetPoint("TOPLEFT", TopIconsFrame, "TOPLEFT", Const.BarInset, -Const.BarEdge); --Const.MiniIconSize + Const.MiniIconGap +Const.BarEdge, -Const.BarEdge);
LabelFrame:Hide();
LabelFrame.Text = LabelFrame:CreateFontString(nil, nil, "GameFontNormal");
LabelFrame.Text:SetPoint("TOPLEFT", LabelFrame, "TOPLEFT", 2, -1);
LabelFrame.ParentBar = NewBar;
NewBar.LabelFrame = LabelFrame;
--[[ ]]--
--[[ Basic Controls ]]--
--[[Scale Button]]--
NewBar.ScaleButton = UILib.CreateButton(Background, Const.MiniIconSize, Const.MiniIconSize,--parent, width, height
{"BOTTOMRIGHT", Background, "BOTTOMRIGHT", -2.5, 2.5},----Const.BarEdge + 1.5, Const.BarEdge - 1.5}, --Point
Const.ImagesDir.."DragScale.tga", --Norm
nil, --Push
nil, --Check
Const.ImagesDir.."DragScaleHighlight.tga", --Highlight
Util.GetLocaleString("ScaleTooltip"),
nil, NewBar.ScaleStart, NewBar.ScaleStop, "ANCHOR_BOTTOMRIGHT"); --OnClick, On M Down, On M Up, Tooltip anchor point
NewBar.ScaleButton:SetClampedToScreen(true);
NewBar.ScaleButton.ParentBar = NewBar;
--[[Cols Button]]--
NewBar.ColsButton = UILib.CreateButton(Background, 16, 32, --parent, width, height
{"LEFT", Background, "RIGHT", -3, 0}, --Point
Const.ImagesDir.."DragCols.tga", --Norm
nil, --Push
nil, --Check
Const.ImagesDir.."DragColsHighlight.tga", --"Interface\\Buttons\\ButtonHilight-Square", --Highlight
Util.GetLocaleString("ColsTooltip"),
nil, NewBar.ColsStart, NewBar.ColsStop, "ANCHOR_BOTTOMRIGHT"); --OnClick, On M Down, On M Up, Tooltip anchor point
--NewBar.ColsButton:SetClampedToScreen(true);
NewBar.ColsButton.ParentBar = NewBar;
--[[Rows Button]]--
NewBar.RowsButton = UILib.CreateButton(Background, 32, 16, --parent, width, height
{"TOP", Background, "BOTTOM", 0, 3}, --Point
Const.ImagesDir.."DragRows.tga", --Norm
nil, --Push
nil, --Check
Const.ImagesDir.."DragRowsHighlight.tga", --Highlight
Util.GetLocaleString("RowsTooltip"),
nil, NewBar.RowsStart, NewBar.RowsStop, "ANCHOR_BOTTOMRIGHT"); --OnClick, On M Down, On M Up, Tooltip anchor point
--NewBar.RowsButton:SetClampedToScreen(true);
NewBar.RowsButton.ParentBar = NewBar;
--[[ ]]--
--[[ Advanced Controls ]]--
--[[KeyBind Mode]]--
NewBar.KBButton = UILib.CreateButton(AdvFrame, Const.MiniIconSize, Const.MiniIconSize, --parent, width, height,
{"TOPRIGHT", TopIconsFrame, "TOPRIGHT", 0 - (Const.MiniIconSize + Const.MiniIconGap) * 5 -Const.BarEdge, -Const.BarEdge}, --Point
Const.ImagesDir.."KeyBind.tga", --Norm
Const.ImagesDir.."KeyBindPushed.tga", --Push
"Interface/Buttons/CheckButtonHilight", --Check
"Interface/Buttons/ButtonHilight-Square", --Hilight,
Util.GetLocaleString("KeyBindModeTooltip"),
NewBar.KeyBindMode, nil, nil); --OnClick, On M Down, On M Up
NewBar.KBButton.ParentBar = NewBar;
table.insert(NewBar.TopControls, NewBar.KBButton);
--[[Tooltips On Off]]--
NewBar.TooltipButton = UILib.CreateButton(AdvFrame, Const.MiniIconSize, Const.MiniIconSize, --parent, width, height,
{"TOPRIGHT", TopIconsFrame, "TOPRIGHT", 0 - (Const.MiniIconSize + Const.MiniIconGap) * 4 -Const.BarEdge, -Const.BarEdge}, --Point
Const.ImagesDir.."TooltipOn.tga", --Norm
nil, --Push
nil, --Check
"Interface/Buttons/ButtonHilight-Square", --Hilight,
Util.GetLocaleString("TooltipsTooltip"),
NewBar.ToggleTooltips, nil, nil); --OnClick, On M Down, On M Up
NewBar.TooltipButton.ParentBar = NewBar;
table.insert(NewBar.TopControls, NewBar.TooltipButton);
--[[ButtonLock On Off]]--
NewBar.LockButton = UILib.CreateButton(AdvFrame, Const.MiniIconSize, Const.MiniIconSize, --parent, width, height,
{"TOPRIGHT", TopIconsFrame, "TOPRIGHT", 0 - (Const.MiniIconSize + Const.MiniIconGap) * 3 -Const.BarEdge, -Const.BarEdge}, --Point
Const.ImagesDir.."ButtonsUnlocked.tga", --Norm
nil, --Push
nil, --Check
"Interface/Buttons/ButtonHilight-Square", --Hilight,
Util.GetLocaleString("ButtonLockTooltip"),
NewBar.ToggleButtonsLocked, nil, nil); --OnClick, On M Down, On M Up
NewBar.LockButton.ParentBar = NewBar;
table.insert(NewBar.TopControls, NewBar.LockButton);
--[[Grid On Off]]--
NewBar.GridButton = UILib.CreateButton(AdvFrame, Const.MiniIconSize, Const.MiniIconSize, --parent, width, height,
{"TOPRIGHT", TopIconsFrame, "TOPRIGHT", 0 - (Const.MiniIconSize + Const.MiniIconGap) * 2 -Const.BarEdge, -Const.BarEdge}, --Point
Const.ImagesDir.."GridOn.tga", --Norm
nil, --Push
nil, --Check
"Interface/Buttons/ButtonHilight-Square", --Hilight,
Util.GetLocaleString("GridTooltip"),
NewBar.ToggleGrid, nil, nil); --OnClick, On M Down, On M Up
NewBar.GridButton.ParentBar = NewBar;
table.insert(NewBar.TopControls, NewBar.GridButton);
--[[Send To Front]]--
NewBar.STFButton = UILib.CreateButton(AdvFrame, Const.MiniIconSize, Const.MiniIconSize, --parent, width, height
{"TOPRIGHT", TopIconsFrame, "TOPRIGHT", 0 - Const.MiniIconSize - Const.MiniIconGap -Const.BarEdge, -Const.BarEdge}, --Point
Const.ImagesDir.."STF.tga", --Norm
Const.ImagesDir.."STFPushed.tga", --Push
nil, --Check
"Interface/Buttons/ButtonHilight-Square", --Hilight
Util.GetLocaleString("SendToFrontTooltip"),
NewBar.SendToFront, nil, nil); --OnClick, On M Down, On M Up
NewBar.STFButton.ParentBar = NewBar;
table.insert(NewBar.TopControls, NewBar.STFButton);
--[[Send To Back]]--
NewBar.STBButton = UILib.CreateButton(AdvFrame, Const.MiniIconSize, Const.MiniIconSize, --parent, width, height
{"TOPRIGHT", TopIconsFrame, "TOPRIGHT", -Const.BarEdge, -Const.BarEdge}, --Point
Const.ImagesDir.."STB.tga", --Norm
Const.ImagesDir.."STBPushed.tga", --Push
nil, --Check
"Interface/Buttons/ButtonHilight-Square", --Hilight
Util.GetLocaleString("SendToBackTooltip"),
NewBar.SendToBack, nil, nil); --OnClick, On M Down, On M Up
NewBar.STBButton.ParentBar = NewBar;
table.insert(NewBar.TopControls, NewBar.STBButton);
--[[ ]]--
--[[Label Edit]]--
NewBar.LabelButton = UILib.CreateButton(AdvFrame, Const.MiniIconSize, Const.MiniIconSize, --parent, width, height,
{"TOPLEFT", TopIconsFrame, "TOPLEFT", Const.BarEdge, -Const.BarEdge}, --Point
Const.ImagesDir.."Label.tga", --Norm
Const.ImagesDir.."LabelPushed.tga", --Push
"Interface/Buttons/CheckButtonHilight", --Check
"Interface/Buttons/ButtonHilight-Square", --Hilight,
Util.GetLocaleString("LabelModeTooltip"),
NewBar.InputLabel, nil, nil); --OnClick, On M Down, On M Up
NewBar.LabelButton.ParentBar = NewBar;
--table.insert(NewBar.LeftControls, NewBar.LabelButton);
-- a bit hacky - but to get this out sooner rather than a bigger refactor
local NumSpecs = GetNumSpecializations()
for i = 1, NumSpecs do
--[[Hide On Talent # Button]]--
NewBar["HSpec"..i.."Button"] = UILib.CreateButton(Background, Const.MiniIconSize, Const.MiniIconSize, --parent, width, height
{"TOPLEFT", LeftIconsFrame, "TOPLEFT", Const.BarEdge, -(Const.MiniIconSize + Const.MiniIconGap) * i -Const.BarEdge}, --Point
Const.ImagesDir.."Spec"..i.."On.tga", --Norm
nil, --Push
nil, --Check
"Interface/Buttons/ButtonHilight-Square", --Highlight
Util.GetLocaleString("HideSpec"..i.."Tooltip"),
NewBar["ToggleHSpec"..i], nil, nil); --OnClick, On M Down, On M Up
NewBar["HSpec"..i.."Button"].ParentBar = NewBar;
table.insert(NewBar.LeftControls, NewBar["HSpec"..i.."Button"]);
end
--[[Hide On Vehicle Button]]--
NewBar.HVehicleButton = UILib.CreateButton(Background, Const.MiniIconSize, Const.MiniIconSize, --parent, width, height
{"TOPLEFT", LeftIconsFrame, "TOPLEFT", Const.BarEdge, -(Const.MiniIconSize + Const.MiniIconGap) * (1 + NumSpecs) -Const.BarEdge}, --Point
Const.ImagesDir.."VehicleOff.tga", --Norm
nil, --Push
nil, --Check
"Interface/Buttons/ButtonHilight-Square", --Highlight
Util.GetLocaleString("HideVehicleTooltip"),
NewBar.ToggleHVehicle, nil, nil); --OnClick, On M Down, On M Up
NewBar.HVehicleButton.ParentBar = NewBar;
table.insert(NewBar.LeftControls, NewBar.HVehicleButton);
--[[Hide On Override Bar (the special bar)]]--
NewBar.HBonusBarButton = UILib.CreateButton(AdvFrame, Const.MiniIconSize, Const.MiniIconSize, --parent, width, height
{"TOPLEFT", LeftIconsFrame, "TOPLEFT", Const.BarEdge, -(Const.MiniIconSize + Const.MiniIconGap) * (2 + NumSpecs) -Const.BarEdge}, --Point
Const.ImagesDir.."BonusBarOff.tga", --Norm
nil, --Push
nil, --Check
"Interface/Buttons/ButtonHilight-Square", --Highlight
Util.GetLocaleString("HideBonusBarTooltip"),
NewBar.ToggleHBonusBar, nil, nil); --OnClick, On M Down, On M Up
NewBar.HBonusBarButton.ParentBar = NewBar;
table.insert(NewBar.LeftControls, NewBar.HBonusBarButton);
--[[Visibility Driver]]--
NewBar.VDButton = UILib.CreateButton(AdvFrame, Const.MiniIconSize, Const.MiniIconSize, --parent, width, height,
{"TOPLEFT", LeftIconsFrame, "TOPLEFT", Const.BarEdge, -(Const.MiniIconSize + Const.MiniIconGap) * (3 + NumSpecs) -Const.BarEdge}, --Point
Const.ImagesDir.."VDriver.tga", --Norm
Const.ImagesDir.."VDriverSet.tga", --Push
"Interface/Buttons/CheckButtonHilight", --Check
"Interface/Buttons/ButtonHilight-Square", --Hilight,
Util.GetLocaleString("VisibilityTooltip")..Util.GetLocaleString("VisibilityEgTooltip"),
NewBar.InputVD, nil, nil); --OnClick, On M Down, On M Up
NewBar.VDButton.ParentBar = NewBar;
table.insert(NewBar.LeftControls, NewBar.VDButton);
NewBar:Configure(BarSave);
return NewBar;
end
--[[
The secure handlers keep the buttons setup correctly, but that state wont be immediately available to new buttons on the bar
Since the secure handlers are not really possible to just invoke, this function will take care of any new buttons for the bar
--]]
function Bar:PrepareButtonSecureState()
-- 1) onshow / onhide configure the button
if (self.ButtonFrame:IsVisible()) then
local Buttons = self.Buttons;
for i = 1, #Buttons do
local B, Key;
B = Buttons[i].Widget;
B:Enable();
Key = B:GetAttribute("KeyBindValue");
ClearOverrideBindings(B);
if (Key) then
if (Util.ForceOffCastOnKeyDown) then
SetOverrideBindingClick(B, false, Key, B:GetName());
else
SetOverrideBindingClick(B, false, Key, B:GetName(), "KeyBind");
end
end
end
else
local Buttons = self.Buttons;
for i = 1, #Buttons do
local B;
B = Buttons[i].Widget;
B:Disable();
ClearOverrideBindings(B);
end
end
-- 2) Combat prep - by definition this will be false! - so umm yeah nothing is in this section (included since there is a secure handler...)
-- 3) Prep the special action buttons if there is some kind of override bar
local page, barType;
barType = BFSecureSpecialBarFrame:GetAttribute("bar");
--[[if (barType == "overridebar") then
page = 14;
elseif (barType == "vehicleui") then
page = 12;
else
page = 12;
end
--]]
if (HasOverrideActionBar()) then
page = 14;
else
page = 12;
end
local Buttons = self.Buttons;
for i = 1, #Buttons do
local B, id;
B = Buttons[i].Widget;
id = B:GetAttribute("id");
if (id) then
B:SetAttribute("action", id + ((page - 1) * 12));
end
end
end
function Bar:Deallocate()
if (InCombatLockdown()) then
return;
end
self:SetNumButtons(0, 0);
self.SendToFront(self.STFButton);
self.ControlFrame:Hide();
self.DestroyFrame:Hide();
self.LabelFrame:ClearAllPoints(); --Not really needed but figure it will be nicer if this is not left attached to a potentially in use tab container
UnregisterStateDriver(self.ButtonFrame, "visibility");
self.ButtonFrame:Hide();
self.AdvFrame:Hide();
end
function Bar:Detach()
if (InCombatLockdown()) then
return;
end
for i = 1, #self.Buttons do
Util.DetachButton(self.Buttons[i]);
end
-- self.SendToFront(self.STFButton); -- This step does not happen on a detach since it mucks with the BarSave order, note though that this also means all bars are expected to be
-- Detached so that the ordering remains clean.
self.ControlFrame:Hide();
self.DestroyFrame:Hide();
self.LabelFrame:ClearAllPoints(); --Not really needed but figure it will be nicer if this is not left attached to a potentially in use tab container
UnregisterStateDriver(self.ButtonFrame, "visibility");
self.ButtonFrame:Hide();
self.AdvFrame:Hide();
end
--[[
Configure the bar before using it (DO NOT call this for a bar already in use, it must first be Deallocated);
--]]
function Bar:Configure(BarSave)
if (InCombatLockdown()) then
return;
end
if (BarSave.BonusBar) then
self.Background:SetBackdropColor(unpack(Const.BonusBarBackdrop));
else
self.Background:SetBackdropColor(unpack(Const.BarBackdrop));
end
self.BarSave = BarSave;
self.Cols = 0;
self.Rows = 0;
self.Buttons = {};
self.ScaleClickTime = 0;
self.TempVDSet = BFConfigureLayer:IsShown();
self.ControlFrame:Show();
self.DestroyFrame:Show();
self.ButtonFrame:Show();
self.AdvFrame:Show();
self:SetPosition(BarSave["Left"], BarSave["Top"]);
self:SetScale(BarSave["Scale"]);
self:SetOrder(BarSave["Order"]);
self:SetLabel(BarSave["Label"]);
if (#BarSave["Buttons"] > 0) then
self:SetButtonsFromSave();
else
self:SetNumButtons(BarSave["Cols"], BarSave["Rows"]);
end
self:SetHSpec1(BarSave["HSpec1"]);
self:SetHSpec2(BarSave["HSpec2"]);
self:SetHSpec3(BarSave["HSpec3"]);
self:SetHSpec4(BarSave["HSpec4"]);
self:SetHVehicle(BarSave["HVehicle"]);
self:SetHBonusBar(BarSave["HBonusBar"]);
self:SetHPetBattle(BarSave["HPetBattle"]);
self:SetVD(BarSave["VDriver"]);
self:SetGridAlwaysOn(BarSave["GridAlwaysOn"]);
self:SetButtonsLocked(BarSave["ButtonsLocked"]);
self:SetTooltips(BarSave["TooltipsOn"]);
self:SetMacroText(BarSave["MacroText"]);
self:SetKeyBindText(BarSave["KeyBindText"]);
self:SetEnabled(BarSave["Enabled"]);
self:SetButtonGap(BarSave["ButtonGap"]);
self:SetAlpha(BarSave["Alpha"]);
self:SetGUI(BarSave["GUI"]);
-- Uncomment this once Clamp insets are working again
--self.ControlFrame:SetClampedToScreen(true);
end
--[[
Bar Set functions
--]]
function Bar:SetPosition(Left, Top)
local CFrame = self.ControlFrame;
Left = (Left or CFrame:GetLeft()) + 0;
Top = (Top or CFrame:GetTop()) + 0;
CFrame:ClearAllPoints();
CFrame:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", Left, Top);
Util.RefreshTab(CFrame:GetLeft(), CFrame:GetTop());
--Left = (CFrame:GetLeft()) + 0;
--Top = (CFrame:GetTop()) + 0;
self.BarSave["Left"] = Left;
self.BarSave["Top"] = Top;
end
function Bar:GetPosition()
return self.BarSave["Left"], self.BarSave["Top"], self.BarSave["Left"]..", "..self.BarSave["Top"];
end
function Bar:SetScale(Scale, NoCheck)
Scale = (Scale or 0) + 0;
if (Scale <= 0) then
return;
end
local BFrame = self.ButtonFrame;
local Left, Top = self.ControlFrame:GetLeft(), self.ControlFrame:GetTop();
local CurrentScale = self.BarSave["Scale"];
Scale = Scale or CurrentScale;
BFrame:SetScale(Scale);
BFrame:ClearAllPoints();
BFrame:SetPoint("TOPLEFT", self.ControlFrame, "TOPLEFT", Const.I / Scale, -Const.I / Scale);
self.BarSave["Scale"] = Scale;
self:UpdateSize();
if (not NoCheck) then
if (self.ControlFrame:GetLeft() ~= Left or self.ControlFrame:GetTop() ~= Top) then
self:SetScale(CurrentScale, true);
self:SetPosition(Left, Top);
end
end
end
function Bar:GetScale()
return self.BarSave["Scale"];
end
function Bar:SetButtonsFromSave()
if (InCombatLockdown()) then
return;
end
local BFrame = self.ButtonFrame;
local Buttons = self.Buttons;
local Cols = self.BarSave["Cols"];
local Rows = self.BarSave["Rows"];
for r = 1, Rows do
for c = 1, Cols do
local i = (r-1) * Cols + c;
local NewButton = Util.NewButton(self.ButtonFrame, self.BarSave["Buttons"][i], self.BarSave["ButtonsLocked"], self.BarSave["TooltipsOn"], self.BarSave["MacroText"], self.BarSave["KeyBindText"]);
table.insert(self.Buttons, i, NewButton);
NewButton.Widget:SetPoint("TOPLEFT", self.ButtonFrame, "TOPLEFT", (c-1) * self.BSize, (1-r) * self.BSize);
end
end
self.Cols = Cols;
self.Rows = Rows;
BFrame:Execute([[wipe(Buttons);]]);
for i = 1, #Buttons do
BFrame:SetFrameRef("Button", Buttons[i].Widget);
BFrame:Execute([[tinsert(Buttons, owner:GetFrameRef("Button"));]]);
end
self:PrepareButtonSecureState();
--self.ButtonFrame:Execute("Buttons = newtable(owner:GetChildren());");
self:UpdateSize();
end
function Bar:SetNumButtons(Cols, Rows)
if (InCombatLockdown()) then
return;
end
Cols = (Cols or 0) + 0;
Rows = (Rows or 0) + 0;
if (Cols * Rows > self.Cols * self.Rows) then
if (Cols * Rows > Const.MaxButtonsPerBar or #Util.ActiveButtons + Cols * Rows - self.Cols * self.Rows > Const.MaxButtonsTotal) then
return;
end
end
if (Cols * Rows < 0) then
return;
end
local Buttons = self.Buttons;
local BFrame = self.ButtonFrame;
--First deallocate any buttons from removed rows
if (self.Rows > Rows) then
for i = self.Cols*self.Rows, self.Cols*Rows+1, -1 do
Util.DeallocateButton(Buttons[i]);
table.remove(Buttons);
end
self.Rows = Rows;
end
--Now deallocate any from removed columns
if (self.Cols > Cols) then
for r = self.Rows, 1, - 1 do
for c = self.Cols, Cols + 1, - 1 do
local i = (r-1) * self.Cols + c;
Util.DeallocateButton(Buttons[i]);
table.remove(Buttons, i);
end
end
self.Cols = Cols;
end
--Now allocate added columns
for r = 1, self.Rows do
for c = self.Cols+1, Cols do
local i = (r-1) * Cols + c;
local ButtonSave = {};
local NewButton = Util.NewButton(BFrame, ButtonSave, self.BarSave["ButtonsLocked"], self.BarSave["TooltipsOn"], self.BarSave["MacroText"], self.BarSave["KeyBindText"]);
table.insert(Buttons, i, NewButton);
NewButton.Widget:SetPoint("TOPLEFT", BFrame, "TOPLEFT", (c-1) * self.BSize, (1-r) * self.BSize);
end
end
self.Cols = Cols;
--And finally allocate added rows
for r = self.Rows+1, Rows do
for c = 1, Cols do
local i = (r-1) * Cols + c;
local ButtonSave = {};
local NewButton = Util.NewButton(BFrame, ButtonSave, self.BarSave["ButtonsLocked"], self.BarSave["TooltipsOn"], self.BarSave["MacroText"], self.BarSave["KeyBindText"]);
table.insert(Buttons, i, NewButton);
NewButton.Widget:SetPoint("TOPLEFT", BFrame, "TOPLEFT", (c-1) * self.BSize, (1-r) * self.BSize);
end
end
self.Rows = Rows;
--Now create a new array for the buttons and store it to BarSave;
BFrame:Execute([[wipe(Buttons);]]);
local TempButtonsSave = {};
for i = 1, #Buttons do
if (self.BarSave["BonusBar"]) then
if (i <= 12 and (not Buttons[i].Mode) and (not Util.BarHasButton(self, "bonusaction", i))) then
Buttons[i]:SetCommandBonusAction(i);
Buttons[i]:FullRefresh();
elseif (i == 13 and (not Buttons[i].Mode) and (not Util.BarHasButton(self, "customaction", "vehicleexit"))) then
Buttons[i]:SetCommandCustomAction("vehicleexit");
Buttons[i]:FullRefresh();
--elseif (i == 14 and (not Buttons[i].Mode) and (not Util.BarHasButton(self, "customaction", "possesscancel"))) then
-- Buttons[i]:SetCommandCustomAction("possesscancel");
-- Buttons[i]:FullRefresh();
end
end
tinsert(TempButtonsSave, Buttons[i].ButtonSave);
BFrame:SetFrameRef("Button", Buttons[i].Widget);
BFrame:Execute([[tinsert(Buttons, owner:GetFrameRef("Button"));]]);
end
self.BarSave["Cols"] = Cols;
self.BarSave["Rows"] = Rows;
self.BarSave["Buttons"] = TempButtonsSave;
self:PrepareButtonSecureState();
-- self.ButtonFrame:Execute("Buttons = newtable(owner:GetChildren());");
self:SetGridAlwaysOn(self.BarSave["GridAlwaysOn"]);
self:SetTooltips(self.BarSave["TooltipsOn"]);
self:UpdateSize();
end
function Bar:GetNumButtons()
return self.BarSave["Cols"], self.BarSave["Rows"], self.BarSave["Rows"]..", "..self.BarSave["Cols"];
end
--[[
Size update functions
--]]
function Bar:UpdateSize()
local CFrame = self.ControlFrame;
local Left = CFrame:GetLeft();
local Top = CFrame:GetTop();
self:UpdateControlFrameSize();
self:UpdateBackgroundSize();
self:UpdateTileSize(self.Cols, self.Rows);
self:ReflowUI();
self.BarSave["Left"] = Left;
self.BarSave["Top"] = Top;
end
function Bar:UpdateControlFrameSize()
if (InCombatLockdown()) then
return;
end
local CFrame = self.ControlFrame;
local Scale = self.BarSave["Scale"];
local BWidth = (self.Cols * self.BSize - self.BG) * Scale;
local BHeight = (self.Rows * self.BSize - self.BG) * Scale;
local Left = CFrame:GetLeft();
local Top = CFrame:GetTop();
self.ControlFrame:SetSize(BWidth + Const.I2, BHeight + Const.I2);
CFrame:ClearAllPoints();
CFrame:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", Left, Top);
end
function Bar:UpdateBackgroundSize()
local CFrame = self.ControlFrame;
local Background = self.Background;
Background:SetSize(CFrame:GetWidth(), CFrame:GetHeight());
Background:ClearAllPoints();
Background:SetPoint("TOPLEFT", CFrame, "TOPLEFT");
end
function Bar:UpdateTileSize(Cols, Rows)
local Scale = self.BarSave["Scale"];
local Tile = self.TileTexture;
local BWidth = (Cols * self.BSize - self.BG) * Scale;
local BHeight = (Rows * self.BSize - self.BG) * Scale;
Tile:SetSize(BWidth, BHeight);
Tile:SetTexCoord(0, Cols - self.GFrac, 0, Rows - self.GFrac);
end
function Bar:ReflowUI()
local Width, Height = self.Background:GetWidth(), self.Background:GetHeight();
local LeftSize = Height - Const.BarEdge * 2 - Const.MiniIconSize;
local BottomSize = Width - Const.BarInset - Const.MiniIconSize - Const.BarEdge - Const.MiniIconGap;
local TopSize = Width - Const.BarInset - Const.BarEdge;
local RightSize = Height - Const.BarInset - Const.MiniIconSize - Const.BarEdge - Const.MiniIconGap;
local TopIconsWidth = Width;
local LeftIconsHeight= Height;
if (self.LabelFrame:GetWidth() > 0 and not self.Tabbed) then
TopSize = TopSize - self.LabelFrame:GetWidth() - Const.MiniIconGap;
end
local LeftCapacity = math.max(math.floor(LeftSize / (Const.MiniIconSize + Const.MiniIconGap)), 0);
local BottomCapacity = math.max(math.floor(BottomSize / (Const.MiniIconSize + Const.MiniIconGap)), 0);
local TopCapacity = math.max(math.floor(TopSize / (Const.MiniIconSize + Const.MiniIconGap)), 0);
local RightCapacity = math.max(math.floor(RightSize / (Const.MiniIconSize + Const.MiniIconGap)), 0);
if (self.LeftCapacity == LeftCapacity and self.BottomCapacity == BottomCapacity and self.TopCapacity == TopCapacity and self.RightCapacity == RightCapacity and self.AdvFrameShown == BFAdvancedToolsLayer:IsShown()) then
return;
end
self.LeftCapacity = LeftCapacity;
self.BottomCapacity = BottomCapacity;
self.TopCapacity = TopCapacity;
self.RightCapacity = RightCapacity;
self.AdvFrameShown = BFAdvancedToolsLayer:IsShown();
--reflow the left buttons
local LeftCount = #self.LeftControls;
if (not BFAdvancedToolsLayer:IsShown()) then
LeftCount = LeftCount - 1;
end
self.LeftIconsFrame:ClearAllPoints();
if (LeftCapacity + BottomCapacity < LeftCount) then
LeftIconsHeight = Const.BarEdge + (Const.MiniIconSize + Const.MiniIconGap) * LeftCount + Const.MiniIconSize;
LeftCapacity = LeftCount;
self.LeftIconsFrame:SetPoint("TOPLEFT", self.Background);
self.LeftIconsFrame:SetHeight(LeftIconsHeight);
else
self.LeftIconsFrame:SetPoint("TOPLEFT", self.Background);
self.LeftIconsFrame:SetPoint("BOTTOMLEFT", self.Background);
end
if (LeftCapacity > LeftCount) then
LeftCapacity = LeftCount;
end
for i = 1, LeftCapacity do
self.LeftControls[i]:ClearAllPoints();
self.LeftControls[i]:SetPoint("TOPLEFT", self.LeftIconsFrame, "TOPLEFT", Const.BarEdge, - Const.BarEdge - i * (Const.MiniIconSize + Const.MiniIconGap));
end
for i = LeftCapacity + 1, LeftCount do
self.LeftControls[i]:ClearAllPoints();
self.LeftControls[i]:SetPoint("BOTTOMLEFT", self.LeftIconsFrame, "BOTTOMLEFT", Const.BarEdge + (Const.MiniIconSize + Const.MiniIconGap) * (i - LeftCapacity), Const.BarEdge);
end
--reflow the upper right buttons
local TopCount = #self.TopControls;
self.TopIconsFrame:ClearAllPoints();
self.TopIconsFrame:SetPoint("TOPLEFT", self.LeftIconsFrame);
if (TopCapacity + RightCapacity < TopCount) then
TopIconsWidth = Const.BarInset + (Const.MiniIconSize + Const.MiniIconGap) * TopCount + Const.BarEdge;
if (self.LabelFrame:GetWidth() > 0 and not self.Tabbed) then
TopIconsWidth = TopIconsWidth + self.LabelFrame:GetWidth() + Const.MiniIconGap;
end
TopCapacity = TopCount;
--self.TopIconsFrame:SetPoint("TOPLEFT", self.Background);
self.TopIconsFrame:SetWidth(TopIconsWidth);
else
self.TopIconsFrame:SetPoint("TOPLEFT", self.Background);
self.TopIconsFrame:SetPoint("TOPRIGHT", self.Background);
end
if (TopCapacity > TopCount) then
TopCapacity = TopCount;
end
for i = 1, TopCapacity do
self.TopControls[i]:ClearAllPoints();
self.TopControls[i]:SetPoint("TOPRIGHT", self.TopIconsFrame, "TOPRIGHT", - Const.BarEdge - (TopCapacity - i) * (Const.MiniIconSize + Const.MiniIconGap), -Const.BarEdge);
end
for i = TopCapacity + 1, TopCount do
self.TopControls[i]:ClearAllPoints();
self.TopControls[i]:SetPoint("TOPRIGHT", self.TopIconsFrame, "TOPRIGHT", - Const.BarEdge, - Const.BarEdge - (i - TopCapacity) * (Const.MiniIconSize + Const.MiniIconGap));
end
end
--[[
Control the appearance of the Mouse while over the bar
--]]
function Bar.CFOnEnter(Widget)
local self = Widget.ParentBar;
if (KeyBinder.SelectedBar == self and KeyBinder.SelectedButton == nil) then
SetCursor("CAST_CURSOR");
elseif (not UILib.GetDragInfo()) then
SetCursor(nil);
end
end
function Bar.AdvFrameOnShowHide(Widget)
Widget.ParentBar:ReflowUI();
end
--[[
Handles Dragging the bar
--]]
local LeftPoints = {};
LeftPoints[1] = "GetLeft";
LeftPoints[2] = "GetRight";
local LeftOffsets = {};
LeftOffsets[1] = Const.I;
local RightPoints = {};
RightPoints[1] = "GetRight";
RightPoints[2] = "GetLeft";
local RightOffsets = {};
RightOffsets[1] = -Const.I;
local TopPoints = {};
TopPoints[1] = "GetTop";
TopPoints[2] = "GetBottom";
local TopOffsets = {};
TopOffsets[1] = -Const.I;
local BottomPoints = {};
BottomPoints[1] = "GetBottom";
BottomPoints[2] = "GetTop";
local BottomOffsets = {};
BottomOffsets[1] = Const.I;
function Bar.DragOnMouseDown(ControlFrame, ButtonName)
ControlFrame:StartMoving();
ControlFrame.ParentBar.PLeft = 0;
ControlFrame.ParentBar.PTop = 0;
ControlFrame.ParentBar.HPressure = 0;
ControlFrame.ParentBar.VPressure = 0;
ControlFrame:SetScript("OnUpdate", Bar.DragOnUpdate);
local Scale = ControlFrame.ParentBar.BarSave["Scale"];
LeftOffsets[2] = ControlFrame.ParentBar.BG * Scale - Const.I;
RightOffsets[2] = Const.I - ControlFrame.ParentBar.BG * Scale;
TopOffsets[2] = Const.I - ControlFrame.ParentBar.BG * Scale;
BottomOffsets[2] = ControlFrame.ParentBar.BG * Scale - Const.I;
Util.UpdateBlizzardEnabledBarsMap();
Util.SetControlFrameAlphas(0);
BFAdvancedToolsLayer:SetAlpha(0);
GameTooltip_SetDefaultAnchor(GameTooltip, ControlFrame);
GameTooltip:SetText(Util.GetLocaleString("DisableAutoAlignmentTooltip"));
end
function Bar.DragOnMouseUp(ControlFrame, ButtonName)
local self = ControlFrame.ParentBar;
ControlFrame:StopMovingOrSizing();
UILib.HideVerticalLine();
UILib.HideHorizontalLine();
ControlFrame.ParentBar.Docked = false;
Util.SetControlFrameAlphas(1);
BFAdvancedToolsLayer:SetAlpha(1);
Util.RefreshTab(self.BarSave["Left"], self.BarSave["Top"]);
self.BarSave["Left"] = ControlFrame:GetLeft();
self.BarSave["Top"] = ControlFrame:GetTop();
Util.RefreshTab(ControlFrame:GetLeft(), ControlFrame:GetTop());
if (not InCombatLockdown()) then
ControlFrame:ClearAllPoints();
ControlFrame:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", self.BarSave["Left"], self.BarSave["Top"]);
end
Util.RefreshTab(ControlFrame:GetLeft(), ControlFrame:GetTop());
GameTooltip:Hide();
ControlFrame:SetScript("OnUpdate", nil);
if (ButtonName == "RightButton") then
if (KeyBinder.SelectedBar == self and KeyBinder.SelectedButton == nil) then
KeyBinder.CancelButtonSelectorMode();
end
end
end
--[[ I will possibly come back and make this a buried option if users request the old alignment method be available
function Bar.DragOnUpdate(Widget)
local WLeft, WTop = Widget:GetLeft(), Widget:GetTop();
local Left, Top, Dist = Util.DockCoords(WLeft, WTop, Widget.ParentBar);
if (InCombatLockdown()) then
Widget.ParentBar.PLeft = 0;
Widget.ParentBar.PTop = 0;
if (Widget.ParentBar.Tabbed) then
Util.RefreshTab(Left, Top);
Util.RefreshTab(Widget:GetLeft(), Widget:GetTop());
end
return;
end
local PDist;
if (Dist < 144) then
Widget.ParentBar.PLeft = Widget.ParentBar.PLeft + WLeft - Left;
Widget.ParentBar.PTop = Widget.ParentBar.PTop + WTop - Top;
PDist = (Widget.ParentBar.PLeft ^ 2) + (Widget.ParentBar.PTop ^ 2);
if (PDist < 225) then
Widget:ClearAllPoints();
Widget:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", Left, Top);
if (not Widget.ParentBar.Tabbed) then
Util.RefreshTab(Widget:GetLeft(), Widget:GetTop());
end
else
Widget:ClearAllPoints();
Widget:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", Left + Widget.ParentBar.PLeft, Top + Widget.ParentBar.PTop);
Widget.ParentBar.PLeft = 0;
Widget.ParentBar.PTop = 0;
Util.RefreshTab(Left, Top);
Util.RefreshTab(Widget:GetLeft(), Widget:GetTop());
end
elseif (Widget.ParentBar.Tabbed) then
Util.RefreshTab(Left, Top);
Util.RefreshTab(Widget:GetLeft(), Widget:GetTop());
end
end
--]]
function Bar.DragOnUpdate(Widget)
UILib.HideVerticalLine();
UILib.HideHorizontalLine();
if (InCombatLockdown() or IsShiftKeyDown()) then
return;
end
local ParentBar = Widget.ParentBar;
local Left, Right, Top, Bottom = Widget:GetLeft(), Widget:GetRight(), Widget:GetTop(), Widget:GetBottom();
local LBar, LPoint, LCalc, LMove, LCoord = Util.FindClosestPoint(Left + Const.I, LeftPoints, LeftOffsets, ParentBar);
local RBar, RPoint, RCalc, RMove, RCoord = Util.FindClosestPoint(Right - Const.I, RightPoints, RightOffsets, ParentBar);
local TBar, TPoint, TCalc, TMove, TCoord = Util.FindClosestPoint(Top - Const.I, TopPoints, TopOffsets, ParentBar);
local BBar, BPoint, BCalc, BMove, BCoord = Util.FindClosestPoint(Bottom + Const.I, BottomPoints, BottomOffsets, ParentBar);
local HBar, HPoint, HCalc, HMove, HCoord;
local VBar, VPoint, VCalc, VMove, VCoord;
local Flag, HLine, VLine;
if (RCalc < LCalc - 0.1) then
HBar = RBar;
HPoint = RPoint;
HCalc = RCalc;
HMove = RMove;
HCoord = RCoord;
else
HBar = LBar;
HPoint = LPoint;
HCalc = LCalc;
HMove = LMove;
HCoord = LCoord;
end
if (BCalc < TCalc - 0.1) then
VBar = BBar;
VPoint = BPoint;
VCalc = BCalc;
VMove = BMove;
VCoord = BCoord;
else
VBar = TBar;
VPoint = TPoint;
VCalc = TCalc;
VMove = TMove;
VCoord = TCoord;
end
if (HCalc < Const.ThresholdHSnapSq) then
Flag = true;
ParentBar.HPressure = ParentBar.HPressure - HMove;
if (ParentBar.HPressure * ParentBar.HPressure < Const.ThresholdHPressureSq) then
--Set the Horizontal position in alignment
HLine = true;
Left = Left + HMove;
Right = Right + HMove;
else
--Set the Horizontal position but release from alignment
Left = Left + ParentBar.HPressure;
Right = Right + ParentBar.HPressure;
ParentBar.HPressure = 0;
end
else
ParentBar.HPressure = 0;
end
if (VCalc < Const.ThresholdVSnapSq) then
Flag = true;
ParentBar.VPressure = ParentBar.VPressure - VMove;
if (ParentBar.VPressure * ParentBar.VPressure < Const.ThresholdVPressureSq) then
--Set the Vertical position in alignment
VLine = true;
Top = Top + VMove;
Bottom = Bottom + VMove;
else
--Set the Vertical poisition but release from alignment
Top = Top + ParentBar.VPressure;
Bottom = Bottom + ParentBar.VPressure;
ParentBar.VPressure = 0;
end
else
ParentBar.VPressure = 0;
end
if (HLine) then
UILib.ShowVerticalLine(HCoord, math.max(HBar:GetTop(), Top) - Const.I, math.min(HBar:GetBottom(), Bottom) + Const.I);
end
if (VLine) then
UILib.ShowHorizontalLine(VCoord, math.min(VBar:GetLeft(), Left) + Const.I, math.max(VBar:GetRight(), Right) - Const.I);
end
if (Flag) then
--We need to adjust the position
Widget:ClearAllPoints();
Widget:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", Left, Top);
end
end
--[[
Destroy the bar if clicked with the Left mouse while in destroy mode
--]]
function Bar:DestroyBar()
if (not InCombatLockdown()) then
PlaySoundFile(569366); --sound/spells/meltoretarget.ogg
Util.DeallocateBar(self);
end
UILib.ToggleDestroyBarMode(true);
end
function Bar.DestroyFrameOnEnter(Widget)
local self = Widget.ParentBar;
UILib.SetMask(self, Bar.DestroyBar, UILib.ToggleDestroyBarMode, Widget, "CAST_CURSOR", Const.ImagesDir.."DestroyMask.tga", {0, Widget:GetWidth() / Widget:GetHeight(), 0.1, 1});
end
--[[
Send to Front and to Back, wrapper for the Util function call that handles this operation
--]]
function Bar.SendToBack(Widget)
if (not InCombatLockdown()) then
Util.ReorderBar(Widget.ParentBar, 0);
Util.RefreshTab(Widget.ParentBar.ControlFrame:GetLeft(), Widget.ParentBar.ControlFrame:GetTop());
end
end
function Bar.SendToFront(Widget)
if (not InCombatLockdown()) then
Util.ReorderBar(Widget.ParentBar, #Util.ActiveBars - 1);
Util.RefreshTab(Widget.ParentBar.ControlFrame:GetLeft(), Widget.ParentBar.ControlFrame:GetTop());
end
end
--[[
Handle updating the Label for the bar
--]]
function Bar.InputLabel(Widget)
local self = Widget.ParentBar;
self.LabelFrame:Hide();
UILib.InputBox(self, self.SetLabel, self.CancelInputLabel, self.BarSave["Label"], 200, {"LEFT", Widget, "RIGHT", 5, 0});
end
function Bar:SetLabel(Text)
Text = Text or "";
if (Text ~= "") then
self.LabelFrame:Show();
self.LabelFrame.Text:SetText(Text);
self.LabelFrame:SetSize(self.LabelFrame.Text:GetStringWidth() + 4.5, Const.MiniIconSize);
else
self.LabelFrame.Text:SetText("");
self.LabelFrame:SetWidth(0);
self.LabelFrame:Hide();
end
Util.RefreshTab(self.ControlFrame:GetLeft(), self.ControlFrame:GetTop());
self.BarSave["Label"] = Text;
self.LabelButton:SetChecked(false);
self:ReflowUI()
end
function Bar:GetLabel()
return self.BarSave["Label"];
end
function Bar:CancelInputLabel()
self.LabelButton:SetChecked(false);
self:SetLabel(self.BarSave["Label"]);
end
function Bar.LabelOnEnter(Widget)
Widget:SetBackdropColor(.3, .3, .3, 1);
end
function Bar.LabelOnLeave(Widget)
Widget:SetBackdropColor(0, 0, 0, 1);
end
function Bar.ToggleGrid(Widget)
local self = Widget.ParentBar;
if (not InCombatLockdown()) then
self:SetGridAlwaysOn(not self.BarSave["GridAlwaysOn"]);
end
end
function Bar:SetGridAlwaysOn(Value)
if (not InCombatLockdown()) then
if (Value == "toggle") then
Value = not self.BarSave["GridAlwaysOn"];
end
self.BarSave["GridAlwaysOn"] = Value;
if (Value) then
self.GridButton:SetNormalTexture(Const.ImagesDir.."GridOn.tga");
self.GridButton.Tooltip = Util.GetLocaleString("GridTooltip")..Util.GetLocaleString("Shown");
self.ButtonFrame:Execute("GridAlwaysOn = true;");
self:GridShow();
else
self.GridButton:SetNormalTexture(Const.ImagesDir.."GridOff.tga");
self.GridButton.Tooltip = Util.GetLocaleString("GridTooltip")..Util.GetLocaleString("Hidden");
self.ButtonFrame:Execute("GridAlwaysOn = false;");
if (Util.GridHidden) then
self:GridHide();
end
end
UILib.RefreshTooltip(self.GridButton);
end
end
function Bar:GetGridAlwaysOn()
if (self.BarSave["GridAlwaysOn"]) then
return self.BarSave["GridAlwaysOn"], Util.GetLocaleString("Shown");
else
return self.BarSave["GridAlwaysOn"], Util.GetLocaleString("Hidden");
end
end
function Bar:GridShow()
local Buttons = self.Buttons;
for i = 1, #Buttons do
if (not Buttons[i].Mode) then
Buttons[i].Widget:Show();
end
end
end
function Bar:GridHide()
local Buttons = self.Buttons;
for i = 1, #Buttons do
if (not Buttons[i].Mode) then
Buttons[i].Widget:Hide();
end
end
end
--[[
GUI disabling is the ability to visually hide the bar and also disable mouse input, but allows the buttons to still respond to mouse clicks
... This is not to be confused with the visibility of the bar and it's buttons which go further and fully enable/disable the bar including for keyboard
GUI will temporarily be forced on when the user is holding an item and holds shift - or during config mode ... possibly come back and collapse these functions down?
--]]
function Bar:SetGUI(Value)
if (not InCombatLockdown()) then
if (Value == "toggle") then
Value = not self.BarSave["GUI"];
end
self.BarSave["GUI"] = Value;
if (Value) then
self:GUIOn();
self.ButtonFrame:Execute("GUI = true;");
else
self:GUIOff();
self.ButtonFrame:Execute("GUI = false;");
end
end
end
function Bar:GetGUI()
if (self.BarSave["GUI"]) then
return self.BarSave["GUI"], Util.GetLocaleString("Shown");
else
return self.BarSave["GUI"], Util.GetLocaleString("GUIHidden");
end
end
function Bar:GUIOff()
self.ButtonFrame:SetAlpha(0);
local Buttons = self.Buttons;
for i = 1, #Buttons do
Buttons[i].Widget:EnableMouse(false);
Buttons[i]:UpdateCooldown();
end
end
function Bar:GUIOn()
self.ButtonFrame:SetAlpha(self.BarSave["Alpha"]);
local Buttons = self.Buttons;
for i = 1, #Buttons do
Buttons[i].Widget:EnableMouse(true);
Buttons[i]:UpdateCooldown();
end
end
function Bar:SetAlpha(Value)
self.BarSave["Alpha"] = Value;
self.ButtonFrame:SetAlpha(Value);
self:SetGUI(self.BarSave["GUI"]);
end
function Bar:GetAlpha()
return self.BarSave["Alpha"];
end
function Bar.ToggleTooltips(Widget)
local self = Widget.ParentBar;
self:SetTooltips(not self.BarSave["TooltipsOn"]);
end
function Bar:SetTooltips(Value)
if (Value == "toggle") then
Value = not self.BarSave["TooltipsOn"];
end
self.BarSave["TooltipsOn"] = Value;
if (Value) then
self.TooltipButton:SetNormalTexture(Const.ImagesDir.."TooltipOn.tga");
self.TooltipButton.Tooltip = Util.GetLocaleString("TooltipsTooltip")..Util.GetLocaleString("Shown");
else
self.TooltipButton:SetNormalTexture(Const.ImagesDir.."TooltipOff.tga");
self.TooltipButton.Tooltip = Util.GetLocaleString("TooltipsTooltip")..Util.GetLocaleString("Hidden");
end
for i = 1, #self.Buttons do
self.Buttons[i]:SetTooltipEnabled(Value);
end
UILib.RefreshTooltip(self.TooltipButton);
end
function Bar:GetTooltips()
if (self.BarSave["TooltipsOn"]) then
return self.BarSave["TooltipsOn"], Util.GetLocaleString("Shown");
else
return self.BarSave["TooltipsOn"], Util.GetLocaleString("Hidden");
end
end
function Bar.ToggleButtonsLocked(Widget)
local self = Widget.ParentBar;
self:SetButtonsLocked(not self.BarSave["ButtonsLocked"]);
end
function Bar:SetButtonsLocked(Value)
if (Value == "toggle") then
Value = not self.BarSave["ButtonsLocked"];
end
self.BarSave["ButtonsLocked"] = Value;
if (Value) then
self.LockButton:SetNormalTexture(Const.ImagesDir.."ButtonsLocked.tga");
self.LockButton.Tooltip = Util.GetLocaleString("ButtonLockTooltip")..Util.GetLocaleString("Locked");
else
self.LockButton:SetNormalTexture(Const.ImagesDir.."ButtonsUnlocked.tga");
self.LockButton.Tooltip = Util.GetLocaleString("ButtonLockTooltip")..Util.GetLocaleString("Unlocked");
end
for i = 1, #self.Buttons do
self.Buttons[i]:SetButtonLock(Value);
end
UILib.RefreshTooltip(self.LockButton);
end
function Bar:GetButtonsLocked()
if (self.BarSave["ButtonsLocked"]) then
return self.BarSave["ButtonsLocked"], Util.GetLocaleString("Locked");
else
return self.BarSave["ButtonsLocked"], Util.GetLocaleString("Unlocked");
end
end
function Bar.ToggleHSpec1(Widget)
local self = Widget.ParentBar;
if (not InCombatLockdown()) then
self:SetHSpec1(not self.BarSave["HSpec1"]);
end
end
function Bar.ToggleHSpec2(Widget)
local self = Widget.ParentBar;
if (not InCombatLockdown()) then
self:SetHSpec2(not self.BarSave["HSpec2"]);
end
end
function Bar.ToggleHSpec3(Widget)
local self = Widget.ParentBar;
if (not InCombatLockdown()) then
self:SetHSpec3(not self.BarSave["HSpec3"]);
end
end
function Bar.ToggleHSpec4(Widget)
local self = Widget.ParentBar;
if (not InCombatLockdown()) then
self:SetHSpec4(not self.BarSave["HSpec4"]);
end
end
function Bar.ToggleHVehicle(Widget)
local self = Widget.ParentBar;
if (not InCombatLockdown()) then
self:SetHVehicle(not self.BarSave["HVehicle"]);
end
end
function Bar.ToggleHBonusBar(Widget)
local self = Widget.ParentBar;
if (not InCombatLockdown()) then
self:SetHBonusBar(not self.BarSave["HBonusBar"]);
end
end
function Bar:SetHSpec1(Value)
if (not InCombatLockdown()) then
if (Value == "toggle") then
Value = not self.BarSave["HSpec1"];
end
self.BarSave["HSpec1"] = Value;
if (self.HSpec1Button) then
if (Value) then
self.HSpec1Button:SetNormalTexture(Const.ImagesDir.."Spec1Off.tga");
self.HSpec1Button.Tooltip = Util.GetLocaleString("HideSpec1Tooltip")..Util.GetLocaleString("Hidden");
else
self.HSpec1Button:SetNormalTexture(Const.ImagesDir.."Spec1On.tga");
self.HSpec1Button.Tooltip = Util.GetLocaleString("HideSpec1Tooltip")..Util.GetLocaleString("Shown");
end
self:SetVD(self.BarSave["VDriver"]);
UILib.RefreshTooltip(self.HSpec1Button);
end
end
end
function Bar:GetHSpec1()
if (self.BarSave["HSpec1"]) then
return self.BarSave["HSpec1"], Util.GetLocaleString("Hidden");
else
return self.BarSave["HSpec1"], Util.GetLocaleString("Shown");
end
end
function Bar:SetHSpec2(Value)
if (not InCombatLockdown()) then
if (Value == "toggle") then
Value = not self.BarSave["HSpec2"];
end
self.BarSave["HSpec2"] = Value;
if (self.HSpec2Button) then
if (Value) then
self.HSpec2Button:SetNormalTexture(Const.ImagesDir.."Spec2Off.tga");
self.HSpec2Button.Tooltip = Util.GetLocaleString("HideSpec2Tooltip")..Util.GetLocaleString("Hidden");
else
self.HSpec2Button:SetNormalTexture(Const.ImagesDir.."Spec2On.tga");
self.HSpec2Button.Tooltip = Util.GetLocaleString("HideSpec2Tooltip")..Util.GetLocaleString("Shown");
end
self:SetVD(self.BarSave["VDriver"]);
UILib.RefreshTooltip(self.HSpec2Button);
end
end
end
function Bar:GetHSpec2()
if (self.BarSave["HSpec2"]) then
return self.BarSave["HSpec2"], Util.GetLocaleString("Hidden");
else
return self.BarSave["HSpec2"], Util.GetLocaleString("Shown");
end
end
function Bar:SetHSpec3(Value)
if (not InCombatLockdown()) then
if (Value == "toggle") then
Value = not self.BarSave["HSpec3"];
end
self.BarSave["HSpec3"] = Value;
if (self.HSpec3Button) then
if (Value) then
self.HSpec3Button:SetNormalTexture(Const.ImagesDir.."Spec3Off.tga");
self.HSpec3Button.Tooltip = Util.GetLocaleString("HideSpec3Tooltip")..Util.GetLocaleString("Hidden");
else
self.HSpec3Button:SetNormalTexture(Const.ImagesDir.."Spec3On.tga");
self.HSpec3Button.Tooltip = Util.GetLocaleString("HideSpec3Tooltip")..Util.GetLocaleString("Shown");
end
self:SetVD(self.BarSave["VDriver"]);
UILib.RefreshTooltip(self.HSpec3Button);
end
end
end
function Bar:GetHSpec3()
if (self.BarSave["HSpec3"]) then
return self.BarSave["HSpec3"], Util.GetLocaleString("Hidden");
else
return self.BarSave["HSpec3"], Util.GetLocaleString("Shown");
end
end
function Bar:SetHSpec4(Value)
if (not InCombatLockdown()) then
if (Value == "toggle") then
Value = not self.BarSave["HSpec4"];
end
self.BarSave["HSpec4"] = Value;
if (self.HSpec4Button) then
if (Value) then
self.HSpec4Button:SetNormalTexture(Const.ImagesDir.."Spec4Off.tga");
self.HSpec4Button.Tooltip = Util.GetLocaleString("HideSpec4Tooltip")..Util.GetLocaleString("Hidden");
else
self.HSpec4Button:SetNormalTexture(Const.ImagesDir.."Spec4On.tga");
self.HSpec4Button.Tooltip = Util.GetLocaleString("HideSpec4Tooltip")..Util.GetLocaleString("Shown");
end
self:SetVD(self.BarSave["VDriver"]);
UILib.RefreshTooltip(self.HSpec4Button);
end
end
end
function Bar:GetHSpec4()
if (self.BarSave["HSpec4"]) then
return self.BarSave["HSpec4"], Util.GetLocaleString("Hidden");
else
return self.BarSave["HSpec4"], Util.GetLocaleString("Shown");
end
end
function Bar:SetHVehicle(Value)
if (not InCombatLockdown()) then
if (Value == "toggle") then
Value = not self.BarSave["HVehicle"];
end
self.BarSave["HVehicle"] = Value;
if (Value) then
self.HVehicleButton:SetNormalTexture(Const.ImagesDir.."VehicleOff.tga");
self.HVehicleButton.Tooltip = Util.GetLocaleString("HideVehicleTooltip")..Util.GetLocaleString("Hidden");
else
self.HVehicleButton:SetNormalTexture(Const.ImagesDir.."VehicleOn.tga");
self.HVehicleButton.Tooltip = Util.GetLocaleString("HideVehicleTooltip")..Util.GetLocaleString("Shown");
end
self:SetVD(self.BarSave["VDriver"]);
UILib.RefreshTooltip(self.HVehicleButton);
end
end
function Bar:GetHVehicle()
if (self.BarSave["HVehicle"]) then
return self.BarSave["HVehicle"], Util.GetLocaleString("Hidden");
else
return self.BarSave["HVehicle"], Util.GetLocaleString("Shown");
end
end
function Bar:SetHBonusBar(Value)
if (not InCombatLockdown()) then
if (Value == "toggle") then
Value = not self.BarSave["HBonusBar"];
end
self.BarSave["HBonusBar"] = Value;
if (Value) then
self.HBonusBarButton:SetNormalTexture(Const.ImagesDir.."BonusBarOff.tga");
self.HBonusBarButton.Tooltip = Util.GetLocaleString("HideBonusBarTooltip")..Util.GetLocaleString("Hidden");
else
self.HBonusBarButton:SetNormalTexture(Const.ImagesDir.."BonusBarOn.tga");
self.HBonusBarButton.Tooltip = Util.GetLocaleString("HideBonusBarTooltip")..Util.GetLocaleString("Shown");
end
self:SetVD(self.BarSave["VDriver"]);
UILib.RefreshTooltip(self.HBonusBarButton);
end
end
function Bar:GetHBonusBar()
if (self.BarSave["HBonusBar"]) then
return self.BarSave["HBonusBar"], Util.GetLocaleString("Hidden");
else
return self.BarSave["HBonusBar"], Util.GetLocaleString("Shown");
end
end
function Bar:SetHPetBattle(Value)
if (not InCombatLockdown()) then
if (Value == "toggle") then
Value = not self.BarSave["HPetBattle"];
end
self.BarSave["HPetBattle"] = Value;
self:SetVD(self.BarSave["VDriver"]);
end
end
function Bar:GetHPetBattle()
if (self.BarSave["HPetBattle"]) then
return self.BarSave["HPetBattle"], Util.GetLocaleString("Hidden");
else
return self.BarSave["HPetBattle"], Util.GetLocaleString("Shown");
end
end
--[[
Handle updating the Visibility State Driver
--]]
function Bar.InputVD(Widget)
local self = Widget.ParentBar;
if (not InCombatLockdown()) then
UILib.InputBox(self, self.SetVD, self.CancelInputVD, self.BarSave["VDriver"], 300, {"LEFT", Widget, "RIGHT", 5, 0});
end
end
function Bar:SetVD(VDText)
if (not InCombatLockdown()) then
local Text = "";
if (self.TempVDSet) then
Text = Text.."[nocombat] show; "
end
if (not self.BarSave["Enabled"]) then
Text = Text.."hide; ";
end
if (self.BarSave["HPetBattle"]) then
Text = Text.."[petbattle] hide; ";
end
if (self.BarSave["HSpec1"]) then
Text = Text.."[spec:1] hide; ";
end
if (self.BarSave["HSpec2"]) then
Text = Text.."[spec:2] hide; ";
end
if (self.BarSave["HSpec3"]) then
Text = Text.."[spec:3] hide; ";
end
if (self.BarSave["HSpec4"]) then
Text = Text.."[spec:4] hide; ";
end
if (self.BarSave["HVehicle"]) then
Text = Text.."[vehicleui] hide; ";
end
if (self.BarSave["HBonusBar"]) then
Text = Text.."[overridebar] hide; ";
end
--UnregisterStateDriver(self.ButtonFrame, "visibility");
VDText = VDText or "";
if (VDText ~= "") then
self.VDButton:SetNormalTexture(Const.ImagesDir.."VDriverSet.tga");
RegisterStateDriver(self.ButtonFrame, "visibility", Text..VDText);
self.VDButton.Tooltip = Util.GetLocaleString("VisibilityTooltip").."|c"..Const.DarkBlue..VDText.."|r";
else
self.VDButton:SetNormalTexture(Const.ImagesDir.."VDriver.tga");
if (Text ~= "") then
RegisterStateDriver(self.ButtonFrame, "visibility", Text.."show");
else
self.ButtonFrame:Show();
end
self.VDButton.Tooltip = Util.GetLocaleString("VisibilityTooltip")..Util.GetLocaleString("VisibilityEgTooltip");
end
self.BarSave["VDriver"] = VDText;
UILib.RefreshTooltip(self.VDButton);
end
self.VDButton:SetChecked(false);
end
function Bar:GetVD()
return self.BarSave["VDriver"];
end
function Bar:CancelInputVD()
self.VDButton:SetChecked(false);
end
function Bar:SetTempShowVD()
--These functions allow the VD to be overridden (such that they work as normal while in combat) for the purposes of adjusting the UI
if (InCombatLockdown()) then
return;
end
self.TempVDSet = true;
self:SetVD(self.BarSave["VDriver"]);
end
function Bar:ClearTempShowVD()
if (InCombatLockdown()) then
return;
end
self.TempVDSet = false;
self:SetVD(self.BarSave["VDriver"]);
end
--[[
Set the Bar to accept Key Binds
--]]
function Bar.KeyBindMode(Widget)
local self = Widget.ParentBar;
if (Widget:GetChecked()) then
for i = 1, #self.Buttons do
self.Buttons[i]:SetOnEnter("KeyBind");
end
KeyBinder.SetButtonSelectorMode(self);
SetCursor("CAST_CURSOR");
else
KeyBinder.CancelButtonSelectorMode();
end
end
function Bar:CancelKeyBindMode()
for i = 1, #self.Buttons do
self.Buttons[i]:SetOnEnter();
end
UILib.SetMask(nil);
self.KBButton:SetChecked(false);
SetCursor(nil);
end
--[[
Handles Dragging the bar size to create new COLUMNS
--]]
function Bar.ColsStart(Widget)
if (InCombatLockdown()) then
return;
end
local self = Widget.ParentBar;
local Background = self.Background;
GameTooltip_Hide();
self.TileTexture:Show();
Background:SetScript("OnSizeChanged", self.ColsOnSizeChanged);
Background:SetResizable(true);
Background:StartSizing();
end
function Bar.ColsStop(Widget)
local self = Widget.ParentBar;
local Background = self.Background;
local Buttons = self.Buttons;
local Scale = self.BarSave["Scale"];
local NumCols = max(math.floor((Background:GetWidth() - Const.I2 + self.BG * Scale) / (self.BSize * Scale) + 0.00001), 1);
self.TileTexture:Hide();
Background:SetScript("OnSizeChanged", nil);
Background:StopMovingOrSizing();
Background:SetResizable(false);
for i = 1, #Buttons do
Buttons[i]:Fade(false);
end
self:SetNumButtons(NumCols, self.Rows);
self:UpdateSize();
end
function Bar.ColsOnSizeChanged(Widget, Width, Height)
local self = Widget.ParentBar;
if (InCombatLockdown()) then
self.ColsStop(Widget);
return;
end
local Scale = self.BarSave["Scale"]
local NumCols = max(math.floor((Width - Const.I2 + self.BG * Scale) / (self.BSize * Scale) + 0.00001), 1);
local i = 1;
for r = 1, self.Rows do
for c = 1, self.Cols do
if (c > NumCols) then
self.Buttons[i]:Fade(true);
else
self.Buttons[i]:Fade(false);
end
i = i + 1;
end
end
if (Width < Const.BS * Scale + Const.I2) then
self.Background:SetWidth(Const.BS * Scale + Const.I2);
end
self.Background:SetHeight((self.Rows * self.BSize - self.BG) * Scale + Const.I2);
self:ReflowUI();
self:UpdateTileSize(NumCols, self.Rows);
end
--[[
Handles Dragging the bar size to create new ROWS
--]]
function Bar.RowsStart(Widget)
if (InCombatLockdown()) then
return;
end
local self = Widget.ParentBar;
local Background = self.Background;
GameTooltip_Hide();
self.TileTexture:Show();
Background:SetScript("OnSizeChanged", self.RowsOnSizeChanged);
Background:SetResizable(true);
Background:StartSizing();
end
function Bar.RowsStop(Widget)
local self = Widget.ParentBar;
local Background = self.Background;
local Buttons = self.Buttons;
local Scale = self.BarSave["Scale"];
local NumRows = max(math.floor((Background:GetHeight() - Const.I2 + self.BG * Scale) / (self.BSize * Scale) + 0.00001), 1);
self.TileTexture:Hide();
Background:SetScript("OnSizeChanged", nil);
Background:StopMovingOrSizing();
Background:SetResizable(false);
for i = 1, #Buttons do
Buttons[i]:Fade(false);
end
self:SetNumButtons(self.Cols, NumRows);
self:UpdateSize();
end
function Bar.RowsOnSizeChanged(Widget, Width, Height)
local self = Widget.ParentBar;
if (InCombatLockdown()) then
self.RowsStop(Widget);
return;
end
local Scale = self.BarSave["Scale"];
local NumRows = max(math.floor((Height - Const.I2 + self.BG * Scale) / (self.BSize * Scale) + 0.00001), 1);
local i = 1;
for r = 1, self.Rows do
for c = 1, self.Cols do
if (r > NumRows) then
self.Buttons[i]:Fade(true);
else
self.Buttons[i]:Fade(false);
end
i = i + 1;
end
end
if (Height < Const.BS * Scale + Const.I2) then
self.Background:SetHeight(Const.BS * Scale + Const.I2);
end
self.Background:SetWidth((self.Cols * self.BSize - self.BG) * Scale + Const.I2);
self:ReflowUI();
self:UpdateTileSize(self.Cols, NumRows);
end
--[[
Handles Dragging the bar size to SCALE
--]]
function Bar.ScaleStart(Widget)
if (InCombatLockdown()) then
return;
end
GameTooltip_Hide();
local self = Widget.ParentBar;
local Background = self.Background;
local Time = GetTime(); --This is for double click default
if (self.ScaleClickTime + Const.DoubleClickSpeed > Time) then
local CFrame = self.ControlFrame;
local WLeft, WTop = CFrame:GetLeft(), CFrame:GetTop();
local Left, Top, Dist, DockedBar = Util.DockCoords(WLeft, WTop, self);
if (DockedBar) then
if (math.floor(Dist * 1000) == 0 and self.BarSave["Scale"] ~= DockedBar.BarSave["Scale"]) then
self:SetScale(DockedBar.BarSave["Scale"]);
return;
end
end
self:SetScale(1);
return;
end
Background:SetScript("OnSizeChanged", self.ScaleOnSizeChanged);
Background:SetResizable(true);
Background:StartSizing();
self.ScaleClickTime = Time;
end
function Bar.ScaleStop(Widget)
local self = Widget.ParentBar;
local Background = self.Background;
Background:SetScript("OnSizeChanged", nil);
Background:StopMovingOrSizing();
Background:SetResizable(false);
self:UpdateSize();
end
function Bar.ScaleOnSizeChanged(Widget, Width, Height)
local self = Widget.ParentBar;
if (InCombatLockdown()) then
self.ScaleStop(Widget);
return;
end
local UIScale = UIParent:GetEffectiveScale();
local MouseX, MouseY = GetCursorPosition();
local Left, Top = self.Background:GetLeft(), self.Background:GetTop();
Width = MouseX / UIScale - Left;
Height = Top - MouseY / UIScale;
local UnscaledWidth = self.Cols * self.BSize - self.BG;
local UnscaledHeight = self.Rows * self.BSize - self.BG;
--Now calculate the scale needed to space the buttons in the bars new size in each dir
local ScaleX = (Width - Const.I2) / UnscaledWidth;
local ScaleY = (Height - Const.I2) / UnscaledHeight;
local Scale;
--Now we choose the lower scale factor (x or y) to use
if (ScaleX <= ScaleY) then
Scale = ScaleX;
else
Scale = ScaleY;
end
if (Scale < Const.MinScale) then
Scale = Const.MinScale;
end
self:SetScale(Scale);
end
function Bar:SetMacroText(Value)
if (Value == "toggle") then
Value = not self.BarSave["MacroText"];
end
self.BarSave["MacroText"] = Value;
for i = 1, #self.Buttons do
self.Buttons[i]:SetMacroText(Value);
end
end
function Bar:GetMacroText()
if (self.BarSave["MacroText"]) then
return self.BarSave["MacroText"], Util.GetLocaleString("Shown");
else
return self.BarSave["MacroText"], Util.GetLocaleString("Hidden");
end
end
function Bar:SetKeyBindText(Value)
if (Value == "toggle") then
Value = not self.BarSave["KeyBindText"];
end
self.BarSave["KeyBindText"] = Value;
for i = 1, #self.Buttons do
self.Buttons[i]:SetKeyBindText(Value);
end
end
function Bar:GetKeyBindText()
if (self.BarSave["KeyBindText"]) then
return self.BarSave["KeyBindText"], Util.GetLocaleString("Shown");
else
return self.BarSave["KeyBindText"], Util.GetLocaleString("Hidden");
end
end
Bar.BG = Const.BG; --I'm initing these here just to smooth the config process
Bar.BSize = Const.BSize;
Bar.GFrac = Const.GFrac;
function Bar:SetButtonGap(Value)
if (not InCombatLockdown()) then
self.BarSave["ButtonGap"] = Value;
self.BG = Value;
self.BSize = Const.BS + self.BG;
self.GFrac = self.BG / self.BSize;
for r = 1, self.Rows do
for c = 1, self.Cols do
local i = (r-1) * self.Cols + c;
self.Buttons[i].Widget:ClearAllPoints();
self.Buttons[i].Widget:SetPoint("TOPLEFT", self.ButtonFrame, "TOPLEFT", (c-1) * self.BSize, (1-r) * self.BSize);
end
end
self:UpdateSize();
end
end
function Bar:GetButtonGap()
return self.BarSave["ButtonGap"];
end
function Bar:SetEnabled(Value)
if (not InCombatLockdown()) then
if (Value == "toggle") then
Value = not self.BarSave["Enabled"];
end
self.BarSave["Enabled"] = Value;
self:SetVD(self.BarSave["VDriver"]);
end
end
function Bar:GetEnabled()
if (self.BarSave["Enabled"]) then
return self.BarSave["Enabled"], Util.GetLocaleString("Enabled");
else
return self.BarSave["Enabled"], Util.GetLocaleString("Disabled");
end
end
function Bar:SetOrder(Order)
if (InCombatLockdown()) then
return;
end
Order = Order or self.BarSave["Order"];
self.ControlFrame:SetFrameLevel(Order * 6 + 2); --1
self.ButtonFrame:SetFrameLevel(Order * 6 + 4); --2, 3
self.LabelFrame:SetFrameLevel(Order * 6 + 5); --3
self.AdvFrame:SetFrameLevel(Order * 6 + 5); --3, 4
self.DestroyFrame:SetFrameLevel(Order * 6 + 7); --
self.BarSave["Order"] = Order;
self.ButtonFrame:SetAttribute("Order", Order);
end