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1 --
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2 -- ReAction is a base class for action button management. It provides a
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3 -- framework for button setup, placement, recycling, keybinding, etc.
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4 -- It does not define any layout or actual action functionality,
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5 -- which is deferred to derived classes.
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6 --
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7 -- ReAction implements the ReBar.IButton interface. It is designed to be used with ReBar
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8 -- for grouping and laying out buttons.
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9 --
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10 -- Each instance of a ReAction-derived object is associated with a single action
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11 -- button frame, which may or may not have a one-to-one mapping with actionID.
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12 --
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13 -- ReAction makes use of a configuration structure, which can (and should) be
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14 -- extended by implementations. A single config structure is shared amongst all
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15 -- ReAction class instances within a single ReBar group, so the structure should
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16 -- contain sub-tables for any property that needs to be defined on a per-button
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17 -- basis. Each button is passed a 'barIdx' parameter to be used as an index into
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18 -- such tables.
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19 --
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20 -- The base config structure is as follows:
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21 --
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22 -- config = {
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23 -- type = "ReAction", -- static string (used by ReBar)
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24 -- subtype = "string", -- ReAction implementation identifier (index into ReAction.buttonTypes)
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25 -- buttons = {
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26 -- id = n, -- global button ID number
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27 -- actions = { {paged list}, {paged list}, ... } -- indexed by self.barIdx
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28 -- }
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29 -- }
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30 --
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31
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32
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33 local AceOO = AceLibrary("AceOO-2.0")
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34 local kbValidate = AceLibrary("AceConsole-2.0").keybindingValidateFunc
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35
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36
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37 -- private constants
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38 -- TODO: localize these key names with GetBindingText(KEY_)
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39 local keybindAbbreviations = {
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40 ["Mouse Button "] = "M-",
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41 ["Spacebar"] = "Sp",
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42 ["Num Pad "] = "Num-",
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43 ["Page Up"] = "PgUp",
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44 ["Page Down"] = "PgDn",
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45 [" Arrow"] = "",
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46 }
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47
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48
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49 ------------------------
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50 -- Interface Declarations
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51 ------------------------
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52
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53 -- The ActionType interface defines what the button does when it is clicked. At a
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54 -- minimum it must do the equivalent of SetAttribute("type", ...) and handle events that
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55 -- cause the action to change.
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56 -- ReAction implementations must provide this interface (implicitly or explicitly).
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57 local IActionType = AceOO.Interface {
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58 SetID = "function", -- SetID(id, [page]) optional argument indicates page #: omitting indicates default. self.config.idx[barIdx] must be updated.
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59 GetID = "function", -- id = GetID([page]) optional argument indicates page #: omitting indicates current page
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60 IsActionEmpty = "function", -- bool = IsActionEmpty()
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61 SetupAction = "function", -- one-time setup
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62 UpdateAction = "function", -- general action properties should be refreshed
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63 PickupAction = "function", -- pick up the action on the button and put on the cursor
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64 PlaceAction = "function", -- place the action on the cursor
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65 UpdateTooltip = "function", -- update the tooltip with the action's info
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66 }
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67
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68 -- The Display interface defines the "look and feel" of the action button. It should define the
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69 -- actual widgets and widget layout and provide methods to update the display.
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70 -- ReAction implementations must provide this interface (implicitly or explicitly).
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71 -- Note that ReAction implementations may also require additional display interfaces to be supported.
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72 --
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73 -- Also note: the class 'new' method must take *only* the primary button ID as an argument.
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74 local IDisplay = AceOO.Interface {
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75 SetupDisplay = "function", -- SetupDisplay(buttonName), one-time setup
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76 UpdateDisplay = "function", -- UpdateDisplay(), general display state should be refreshed
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77 TempShow = "function", -- TempShow(visible), calls to this can be nested so keep track.
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78 GetActionFrame = "function", -- f = GetActionFrame(), return a frame derived from SecureActionButtonTemplate (note: this is inherited unimplemented from ReBar.IButton)
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79 GetBaseButtonSize = "function", -- sz = GetBaseButtonSize(), return size in pixels of the nominal button (square)
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80 DisplayID = "function", -- DisplayID(show), true/false to show/hide the action ID (or equivalent)
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81 DisplayHotkey = "function", -- DisplayHotkey(keyText, button), set the hotkey display text. 2nd argument specifies which button the hotkey is for, default is "LeftButton".
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82 }
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83
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84
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85 ----------------------------
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86 -- ReAction class definition
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87 ----------------------------
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88
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89 ReAction = AceOO.Class("AceEvent-2.0", ReBar.IButton, IActionType, IDisplay)
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90 ReAction.virtual = true
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91 ReAction.IActionType = IActionType
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92 ReAction.IDisplay = IDisplay
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93
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94
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95 -----------------------
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96 -- Static class members
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97 -----------------------
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98
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99 ReAction.recycler = CreateFrame("Frame",nil,UIParent)
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100 ReAction.recycler:SetAllPoints(UIParent)
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101 ReAction.recycler:Hide()
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102
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103 ReAction.buttonTypes = { }
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104
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105
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106
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107 -----------------------
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108 -- Static class methods
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109 -----------------------
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110
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111 function ReAction:AddButtonType( name, class, maxIDs )
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112 self.buttonTypes[name] = { subtype = class, maxIDs = maxIDs }
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113 end
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114
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115 function ReAction:GetButtonType( name )
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116 if name then
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117 local t = self.buttonTypes[name]
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118 if t then
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119 return t.subtype, t.maxIDs
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120 end
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121 end
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122 end
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123
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124 function ReAction:GetButtonTypeList()
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125 local list = { }
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126 for name, _ in pairs(self.buttonTypes) do
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127 table.insert(list,name)
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128 end
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129 return list
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130 end
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131
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132 function ReAction:GetAvailableID( subtype, hint )
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133 local class, maxIDs = self:GetButtonType(subtype)
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134
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135 -- store the list of action buttons in use in the button type class factory
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136 if class._idTbl == nil then class._idTbl = { } end
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137 local t = class._idTbl
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138 local id = nil
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139
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140 -- find lowest ID not in use
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141 for i = 1, maxIDs do
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142 if t[i] == nil or t[i].inUse == false then
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143 id = i
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144 break
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145 end
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146 end
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147
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148 if id == nil then return nil end -- all action ids are in use
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149
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150 -- if a hint is given, see if that one is free instead, as long as it's < maxIDs
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151 if hint and hint > 0 and hint <= maxIDs and (t[hint] == nil or t[hint].inUse == false) then
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152 id = hint
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153 end
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154
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155 if t[id] == nil then
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156 t[id] = { }
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157 end
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158 t[id].inUse = true
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159
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160 return id, t[id]
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161 end
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162
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163 function ReAction:Acquire(config, barIdx, pages, buttonsPerPage)
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164 local btnType = self:GetButtonType(config.subtype)
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165 if not btnType then
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166 error("ReAction: Unknown button type specified.")
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167 end
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168 pages = pages or 1
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169
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170 local ids = { }
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171 local primary = nil
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172
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173 for i = 1, pages do
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174 local hint = config.buttons and config.buttons.actions[barIdx]
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175 if hint == nil and i > 1 and ids[i-1] then
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176 hint = ids[i-1] + (buttonsPerPage or 0)
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177 end
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178 local id, p = self:GetAvailableID(config.subtype, hint)
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179 if id == nil then
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180 break
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181 end
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182 primary = primary or p
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183 if id then
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184 ids[i] = id
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185 end
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186 end
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187
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188 if primary then
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189 if not primary.button then
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190 primary.button = btnType:new(ids[1])
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191 end
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192 if primary.button then
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193 config.buttons.actions[barIdx] = ids
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194 primary.button:Configure(config,barIdx)
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195 end
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196 end
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197
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198 return primary and primary.button
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199 end
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200
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201 function ReAction:Release( b )
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202 if b then
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203 for i = 1, #b.config.buttons.actions[b.barIdx] do
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204 local id = b:GetID(i)
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205 if id then
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206 b.class._idTbl[id].inUse = false
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207 end
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208 end
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209 b.config = nil
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210 b:Recycle()
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211 end
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212 end
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213
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214 function ReAction:ShowAllIds()
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215 for _, t in pairs(self.buttonTypes) do
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216 if t.subtype._idTbl then
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217 for _, tbl in pairs(t.subtype._idTbl) do
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218 if tbl.button then tbl.button:DisplayID(true) end
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219 end
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220 end
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221 end
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222 self.showIDs_ = true
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223 end
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224
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225 function ReAction:HideAllIds()
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226 for _, t in pairs(self.buttonTypes) do
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227 if t.subtype._idTbl then
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228 for _, tbl in pairs(t.subtype._idTbl) do
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229 if tbl.button then tbl.button:DisplayID(false) end
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230 end
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231 end
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232 end
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233 self.showIDs_ = false
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234 end
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235
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236
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237 ----------------------
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238 -- Instance methods
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239 ----------------------
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240
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241 -- constructor
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242
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243 function ReAction.prototype:init()
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244 ReAction.super.prototype.init(self)
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245 end
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flickerstreak@2
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246
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247
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248 -- ReBar.IButton interface
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249
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250 function ReAction.prototype:BarUnlocked()
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251 self:TempShow(true)
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252 self:DisplayID(true)
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253 end
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254
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255 function ReAction.prototype:BarLocked()
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256 self:TempShow(false)
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257 self:DisplayID(false)
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258 end
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259
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260 function ReAction.prototype:PlaceButton(parent, point, x, y, sz)
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261 local b = self:GetActionFrame()
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262 local baseSize = self:GetBaseButtonSize()
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263 local scale = baseSize and baseSize ~= 0 and ((sz or 1) / baseSize) or 1
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264 if scale == 0 then scale = 1 end
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265 b:ClearAllPoints()
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266 b:SetParent(parent)
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267 b:SetScale(scale)
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268 b:SetPoint(point,x/scale,y/scale)
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269 end
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270
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271 function ReAction.prototype:SetPages( n )
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272 n = tonumber(n)
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273 local ids = self.config.buttons.actions[self.barIdx]
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274 if n and n >= 1 then
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275 -- note that as long as n >= 1 then id[1] will never be modified, which is what we want
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276 -- because then the button frame ID would be out of sync with the static button name
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277 while #ids < n do
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278 local id = ReAction:GetAvailableID(self.config.subtype, ids[#ids] + #self.config.buttons.actions)
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279 if id == nil then
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280 break
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281 end
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282 self:SetID( id, #ids + 1 )
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283 table.insert(ids, id)
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284 end
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flickerstreak@7
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285 while #ids > n do
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286 local id = table.remove(ids)
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287 self:SetID( nil, #ids + 1 )
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288 self.class._idTbl[id].inUse = false
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289 end
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flickerstreak@1
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290 end
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291 end
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292
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293 -- Event handlers
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294
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295 function ReAction.prototype:UPDATE_BINDINGS()
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flickerstreak@10
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296 self:DisplayHotkey(self:GetKeyBindingText("LeftButton", true),"LeftButton")
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297 self:DisplayHotkey(self:GetKeyBindingText("RightButton",true),"RightButton")
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298 end
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flickerstreak@1
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299
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300
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flickerstreak@7
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301 -- Internal functions
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302
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303 function ReAction.prototype:Recycle()
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304 self:UnregisterAllEvents()
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flickerstreak@7
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305
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306 -- tuck the frame away
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307 local b = self:GetActionFrame()
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308 b:SetParent(ReAction.recycler)
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309 b:ClearAllPoints()
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310 b:SetPoint("TOPLEFT",0,0)
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311 b:Hide()
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312 end
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flickerstreak@7
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313
|
flickerstreak@7
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314 function ReAction.prototype:Configure( config, barIdx )
|
flickerstreak@7
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315 self.config = config
|
flickerstreak@7
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316 self.barIdx = barIdx
|
flickerstreak@7
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317
|
flickerstreak@21
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318 local ids = config.buttons.actions[barIdx]
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flickerstreak@7
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319 self:SetID(ids[1]) -- default id
|
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320 for i = 1, #ids do
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321 self:SetID(ids[i], i) -- paged ids
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flickerstreak@7
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322 end
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flickerstreak@7
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323 self:UpdateAction()
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flickerstreak@7
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324 self:UpdateDisplay()
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flickerstreak@7
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325 self:DisplayHotkey(self:GetKeyBindingText(nil, true))
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flickerstreak@7
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326
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flickerstreak@7
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327 self:RegisterEvent("UPDATE_BINDINGS")
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flickerstreak@7
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328 end
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flickerstreak@7
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329
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flickerstreak@7
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330 function ReAction.prototype:SetKeyBinding( k, mouseBtn )
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flickerstreak@1
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331 if k == nil or kbValidate(k) then
|
flickerstreak@7
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332 local current = self:GetKeyBinding(mouseBtn)
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flickerstreak@1
|
333 if current then
|
flickerstreak@1
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334 SetBinding(current,nil)
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flickerstreak@1
|
335 end
|
flickerstreak@1
|
336 if k then
|
flickerstreak@7
|
337 SetBindingClick(k, self:GetActionFrame():GetName(), mouseBtn or "LeftButton")
|
flickerstreak@1
|
338 end
|
flickerstreak@1
|
339 end
|
flickerstreak@1
|
340 end
|
flickerstreak@1
|
341
|
flickerstreak@7
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342 function ReAction.prototype:GetKeyBinding( mouseBtn )
|
flickerstreak@7
|
343 return GetBindingKey("CLICK "..self:GetActionFrame():GetName()..":"..(mouseBtn or "LeftButton"))
|
flickerstreak@1
|
344 end
|
flickerstreak@1
|
345
|
flickerstreak@7
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346 function ReAction.prototype:GetKeyBindingText( mouseBtn, abbrev )
|
flickerstreak@7
|
347 local key = self:GetKeyBinding(mouseBtn)
|
flickerstreak@7
|
348 local txt = key and GetBindingText(key, "KEY_", abbrev and 1) or ""
|
flickerstreak@7
|
349
|
flickerstreak@7
|
350 if txt and abbrev then
|
flickerstreak@7
|
351 -- further abbreviate some key names
|
flickerstreak@7
|
352 for pat, rep in pairs(keybindAbbreviations) do
|
flickerstreak@7
|
353 txt = string.gsub(txt,pat,rep)
|
flickerstreak@7
|
354 end
|
flickerstreak@7
|
355 end
|
flickerstreak@7
|
356 return txt
|
flickerstreak@1
|
357 end
|
flickerstreak@1
|
358
|
flickerstreak@7
|
359 function ReAction.prototype:SetTooltip()
|
flickerstreak@7
|
360 GameTooltip_SetDefaultAnchor(GameTooltip, self:GetActionFrame())
|
flickerstreak@1
|
361 self:UpdateTooltip()
|
flickerstreak@1
|
362 end
|
flickerstreak@1
|
363
|
flickerstreak@7
|
364 function ReAction.prototype:ClearTooltip()
|
flickerstreak@1
|
365 tooltipTime = nil
|
flickerstreak@1
|
366 GameTooltip:Hide()
|
flickerstreak@1
|
367 end
|