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