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bars.lua
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bars.lua
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local a, c, v = select(2, ...):unpack()
local cfg = {}
local defaultPadding = 20
--===============================================================
-- Actionbar 1
--===============================================================
a:HideMainMenuBar()
cfg = {}
cfg.blizzardBar = nil
cfg.cfg = "bar1"
cfg.frameName = "bdActionbars_1"
cfg.frameVisibility = "[petbattle] hide; show"
cfg.actionPage = "[bar:6]6;[bar:5]5;[bar:4]4;[bar:3]3;[bar:2]2;[overridebar]14;[shapeshift]13;[vehicleui]12;[possessbar]12;[bonusbar:5]11;[bonusbar:4]10;[bonusbar:3]9;[bonusbar:2]8;[bonusbar:1]7;1"
cfg.frameSpawn = {"BOTTOM", UIParent, "BOTTOM", 0, defaultPadding}
local buttonName = "ActionButton"
local numButtons = NUM_ACTIONBAR_BUTTONS
local buttonList = a:GetButtonList(buttonName, numButtons)
local bar1 = a:CreateBar(buttonList, cfg)
-- fix the button grid for actionbar1
local function ToggleButtonGrid()
if InCombatLockdown() then return end
local showgrid = tonumber(GetCVar("alwaysShowActionBars"))
for i, button in next, buttonList do
button:SetAttribute("showgrid", showgrid)
ActionButton_ShowGrid(button, ACTION_BUTTON_SHOW_GRID_REASON_EVENT)
end
end
hooksecurefunc("MultiActionBar_UpdateGridVisibility", ToggleButtonGrid)
--_onstate-page state driver
for i, button in next, buttonList do
bar1:SetFrameRef(buttonName..i, button)
end
bar1:Execute(([[
buttons = table.new()
for i=1, %d do
table.insert(buttons, self:GetFrameRef("%s"..i))
end
]]):format(numButtons, buttonName))
bar1:SetAttribute("_onstate-page", [[
--print("_onstate-page","index",newstate)
for i, button in next, buttons do
button:SetAttribute("actionpage", newstate)
end
]])
RegisterStateDriver(bar1, "page", cfg.actionPage)
--===============================================================
-- Actionbar 2
--===============================================================
cfg = {}
cfg.blizzardBar = MultiBarBottomLeft
cfg.cfg = "bar2"
cfg.frameName = "bdActionbars_2"
-- cfg.frameVisibility = "[petbattle][overridebar][vehicleui][possessbar][shapeshift] hide; [combat][mod][@target,exists,nodead] show; hide"
cfg.frameVisibility = "[petbattle][overridebar][vehicleui][possessbar][shapeshift] hide; show"
cfg.frameSpawn = {"RIGHT", bar1, "LEFT", -defaultPadding, 0}
local buttonList = a:GetButtonList("MultiBarBottomLeftButton", NUM_ACTIONBAR_BUTTONS)
local bar2 = a:CreateBar(buttonList, cfg)
--===============================================================
-- Actionbar 3
--===============================================================
cfg = {}
cfg.blizzardBar = MultiBarBottomRight
cfg.frameName = "bdActionbars_3"
cfg.cfg = "bar3"
cfg.frameVisibility = "[petbattle][overridebar][vehicleui][possessbar][shapeshift] hide; show"
cfg.frameSpawn = {"LEFT", bar1, "RIGHT", defaultPadding, 0}
local buttonList = a:GetButtonList("MultiBarBottomRightButton", NUM_ACTIONBAR_BUTTONS)
local bar3 = a:CreateBar(buttonList, cfg)
--===============================================================
-- Actionbar 4
--===============================================================
cfg = {}
cfg.blizzardBar = MultiBarRight
cfg.frameName = "bdActionbars_4"
cfg.cfg = "bar4"
cfg.frameVisibility = "[petbattle][overridebar][vehicleui][possessbar][shapeshift] hide; show"
cfg.frameSpawn = {"RIGHT", UIParent, "RIGHT", -defaultPadding, 0}
local buttonList = a:GetButtonList("MultiBarRightButton", NUM_ACTIONBAR_BUTTONS)
local bar4 = a:CreateBar(buttonList, cfg)
--===============================================================
-- Actionbar 5
--===============================================================
cfg = {}
cfg.blizzardBar = MultiBarLeft
cfg.frameName = "bdActionbars_5"
cfg.cfg = "bar5"
cfg.frameVisibility = "[petbattle][overridebar][vehicleui][possessbar][shapeshift] hide; show"
cfg.frameSpawn = {"RIGHT", bar4, "LEFT", -defaultPadding, 0}
local buttonList = a:GetButtonList("MultiBarLeftButton", NUM_ACTIONBAR_BUTTONS)
local bar5 = a:CreateBar(buttonList, cfg)
--===============================================================
-- Pet Bar
--===============================================================
cfg = {}
cfg.cfg = "petbar"
cfg.blizzardBar = PetActionBarFrame
cfg.frameName = "bdActionbars_PetBar"
cfg.frameVisibility = "[petbattle][overridebar][vehicleui][possessbar][shapeshift] hide; [pet] show; hide"
cfg.frameSpawn = {"BOTTOMRIGHT", bar1, "TOPRIGHT", 0, defaultPadding}
local buttonList = a:GetButtonList("PetActionButton", NUM_PET_ACTION_SLOTS)
local petbar = a:CreateBar(buttonList, cfg)
--===============================================================
-- StanceBar
--===============================================================
cfg = {}
cfg.cfg = "stancebar"
cfg.blizzardBar = StanceBarFrame
cfg.frameName = "bdActionbars_StanceBar"
cfg.frameVisibility = "[petbattle][overridebar][vehicleui][possessbar][shapeshift] hide; show"
cfg.frameSpawn = {"BOTTOMLEFT", bar1, "TOPLEFT", 0, defaultPadding}
local buttonList = a:GetButtonList("StanceButton", NUM_STANCE_SLOTS)
local stancebar = a:CreateBar(buttonList, cfg)
--===============================================================
-- MicroMenu
--===============================================================
cfg = {}
cfg.cfg = "microbar"
cfg.frameName = "bdActionbars_MicroMenuBar"
cfg.frameVisibility = "[petbattle] hide; show"
cfg.frameSpawn = {"BOTTOMRIGHT", UIParent, "BOTTOMRIGHT", -defaultPadding, defaultPadding}
cfg.widthScale = 0.777
TalentMicroButtonAlert:Hide()
TalentMicroButtonAlert.Show = noop
cfg.buttonSkin = function(button)
local regions = {button:GetRegions()}
for k, v in pairs(regions) do
if (v == button.background or v == button.border) then return end
v:SetTexCoord(.17, .80, .22, .82)
v:SetPoint("TOPLEFT", button, "TOPLEFT", 4, -6)
v:SetPoint("BOTTOMRIGHT", button, "BOTTOMRIGHT", -4, 6)
end
bdCore:setBackdrop(button)
end
local buttonList = {}
for idx, buttonName in next, MICRO_BUTTONS do
local button = _G[buttonName]
if button and button:IsShown() then
table.insert(buttonList, button)
end
end
local micromenu = a:CreateBar(buttonList, cfg)
--===============================================================
-- BagBar
--===============================================================
cfg = {}
cfg.cfg = "bagbar"
cfg.frameName = "bdActionbars_BagBar"
-- cfg.frameVisibility = "[petbattle] hide; show"
cfg.frameSpawn = { "BOTTOMRIGHT", micromenu, "TOPRIGHT", 0, defaultPadding }
function cfg:callback(frame)
if (c.showBags) then
_G['bdActionbars_BagBar']:Show()
else
_G['bdActionbars_BagBar']:Hide()
end
end
local buttonList = { MainMenuBarBackpackButton, CharacterBag0Slot, CharacterBag1Slot, CharacterBag2Slot, CharacterBag3Slot }
local bagbar = a:CreateBar(buttonList, cfg)
--===============================================================
-- Vehicle Exit
--===============================================================
cfg = {}
cfg.cfg = "vehiclebar"
cfg.frameName = "bdActionbars_VehicleExitBar"
cfg.frameVisibility = "[canexitvehicle]c;[mounted]m;n"
cfg.frameVisibilityFunc = "exit"
cfg.frameSpawn = { "BOTTOMRIGHT", bar1, "TOPLEFT", -defaultPadding, defaultPadding }
--create vehicle exit button
local button = CreateFrame("CHECKBUTTON", "bdActionbars_VehicleExitButton", nil, "ActionButtonTemplate, SecureHandlerClickTemplate")
button.icon:SetTexture("Interface\\Vehicles\\UI-Vehicles-Button-Exit-Up")
button:SetScript("OnEnter", function()
ShowUIPanel(GameTooltip)
GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
if (UnitOnTaxi("player")) then
GameTooltip:AddLine("Request Stop")
else
GameTooltip:AddLine("Leave Vehicle")
end
GameTooltip:Show()
end)
button:SetScript("OnLeave", function()
GameTooltip:Hide()
end)
button:RegisterForClicks("AnyUp")
local function OnClick(self)
if UnitOnTaxi("player") then TaxiRequestEarlyLanding() else VehicleExit() end self:SetChecked(false)
end
button:SetScript("OnClick", OnClick)
local buttonList = { button }
local vehicle = a:CreateBar(buttonList, cfg)
--[canexitvehicle] is not triggered on taxi, exit workaround
vehicle:SetAttribute("_onstate-exit", [[ if CanExitVehicle() then self:Show() else self:Hide() end ]])
if not CanExitVehicle() then vehicle:Hide() end
--===============================================================
-- Possess Exit
--===============================================================
cfg = {}
cfg.cfg = "possessbar"
cfg.blizzardBar = PossessBarFrame
cfg.frameName = "bdActionbars_PossessExitBar"
cfg.frameVisibility = "[possessbar] show; hide"
cfg.frameSpawn = { "BOTTOMLEFT", bar1, "TOPRIGHT", defaultPadding, defaultPadding }
local buttonList = a:GetButtonList("PossessButton", NUM_POSSESS_SLOTS)
local possess = a:CreateBar(buttonList, cfg)
--===============================================================
-- Extra Action Button
--===============================================================
cfg = {}
cfg.cfg = "extrabar"
cfg.blizzardBar = ExtraActionBarFrame
cfg.frameName = "bdActionbars_ExtraBar"
cfg.frameVisibility = "[extrabar] show; hide"
cfg.frameSpawn = { "LEFT", UIParent, "LEFT", defaultPadding }
local buttonList = a:GetButtonList("ExtraActionButton", NUM_ACTIONBAR_BUTTONS)
table.insert(buttonList, ZoneAbilityFrame)
local extra = a:CreateBar(buttonList, cfg)