Mercurial > wow > skeletonkey
view SkeletonKey/HotKey.lua @ 14:82170735e67c
- move co-routine handler to general lib
- slightly better handling of pet actions
author | Nenue |
---|---|
date | Thu, 28 Jul 2016 23:58:53 -0400 |
parents | eeec4a600064 |
children | 73df13211b22 |
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-- KrakTool -- HotKey.lua -- Created: 7/22/2016 10:28 PM -- %file-revision% -- Module for fixing actionbar hotkey text local kb, print, wrap = LibStub("LibKraken").register(KeyBinder, 'HotKey') local hotkey = {} local hotkeyText = {} local blizHotKey = {} local bindings -- frames obtained via post-load hooks, created by addons like Dominos or BarTender4 local loadedFrames = {} -- frames divided by update categories local categoryFrames = {} -- frames indexed by action slot ID (just the action bar, for... reasons) local actionFrames = {} kb.wrap(hotkey) --- Used to determine which groups of action buttons need updating local hotkeyEvents = { ["UPDATE_BONUS_ACTIONBAR"] = {"bonus"}, ["UPDATE_VEHICLE_ACTIONBAR"] = {"vehicle"}, ["UPDATE_OVERRIDE_ACTIONBAR"] = {"override"}, ["ACTIONBAR_PAGE_CHANGED"] = {"actionbar"}, ["PLAYER_ENTERING_WORLD"] = {"world","all"}, ["PET_UI_UPDATE"] = {"pet"}, } hotkey.wrapEvent = function(event, ...) kb:RegisterEvent(event) hotkeyEvents[event] = {...} hotkey[event] = hotkey.UpdateFromEvent end hotkey.unwrapEvent = function(event) if not kb[event] then kb:UnregisterEvent(event) end hotkeyEvents[event] = nil hotkey[event] = nil end hotkey.ActionButton_Update = function(frame) wrap(function() local actionType, actionID = GetActionInfo(frame.action) hotkey.UpdateSkeletonKeyText(frame, actionType, actionID, HasAction(frame.action)) end) end hotkey.RegisterFrame = function(frame) --wrap(function() --print('ActionBarButtonEventsFrame_RegisterFrame(', frame:GetName(), frame.action, frame:IsVisible(), frame:IsShown()) --end) blizHotKey[frame] = frame.HotKey loadedFrames[frame] = true end hotkey.UpdateFromEvent = function(self, event, ...) if hotkeyEvents[event] then --print('call batch', event, ...) for i, func in ipairs(hotkeyEvents[event]) do if hotkey[func] then --print(' ', func) hotkey[func](self, event, ...) end end end return true end hotkey.variables = function() bindings = kb.GetBindings() for event, manifest in pairs(hotkeyEvents) do kb:RegisterEvent(event) hotkey[event] = hotkey.UpdateFromEvent end hotkey.wrapEvent('UNIT_PET', 'pet') end hotkey.init = function() hooksecurefunc("ActionBarButtonEventsFrame_RegisterFrame", hotkey.RegisterFrame) end hotkey.ui = function() hotkey.player() hotkey.pet() end hotkey.world = function() hotkeyEvents["UPDATE_BINDINGS"] = {"actionbar"} hotkey.UPDATE_BINDINGS = hotkey.UpdateFromEvent kb:RegisterEvent("UPDATE_BINDINGS") hotkey.player() hotkey.pet() -- Set this after, since we already full-scanned buttons hooksecurefunc("ActionButton_Update", hotkey.ActionButton_Update) end -- requires all these arguments since non-actionbar buttons don't have all of said methods hotkey.UpdateSkeletonKeyText = function(frame, actionType, actionID, hasAction) bindings = kb.GetBindings() print(frame, actionType, actionID, hasAction) if bindings[actionType] then --print('|cFFFFFF00'..frame:GetName(), actionType, actionID, hasAction) local binds = bindings[actionType][actionID] if binds then if hasAction and not frame.HotKey:IsVisible() then if not hotkeyText[frame] then hotkeyText[frame] = frame:CreateFontString('KeyBinderHotKeyText', 'OVERLAY') hotkeyText[frame]:SetFont(frame.HotKey:GetFont()) hotkeyText[frame]:SetTextColor(frame.HotKey:GetTextColor()) hotkeyText[frame]:SetPoint('TOPRIGHT', frame.HotKey, 'TOPRIGHT') end hotkeyText[frame]:SetText(kb.BindingString(unpack(binds))) print('|cFF00FFFFUpdate text for', frame:GetName()) print(unpack(binds)) return end end end if hotkeyText[frame] then hotkeyText[frame]:SetText(nil) --print('|cFFFF4400cleared text from', frame:GetName()) end end hotkey.actionbar = function() if ActionBarButtonEventsFrame.frames then for index, frame in ipairs(ActionBarButtonEventsFrame.frames) do local actionType, actionID = GetActionInfo(frame.action) hotkey.UpdateSkeletonKeyText(frame, actionType, actionID, HasAction(frame.action)) end end end hotkey.actionslot = function(self, event, slot) --print(event, slot) --print(GetActionButtonForID(slot)) hotkey.UpdateSkeletonKeyText(GetActionButtonForID(slot)) end hotkey.player = function() hotkey.actionbar() end hotkey.pet = function(self, event, arg1) if event == 'UNIT_PET' and arg1 == 'player' then if PetHasActionBar() and UnitIsVisible("pet") then hotkey.wrapEvent('PET_UI_CLOSE', 'pet') hotkey.wrapEvent('PET_BAR_UPDATE', 'pet') else hotkey.unwrapEvent('PET_UI_CLOSE') hotkey.unwrapEvent('PET_BAR_UPDATE') return end end for i=1, NUM_PET_ACTION_SLOTS, 1 do local button = _G['PetActionButton'.. i] --print(button:GetName()) for k, v in pairs(button) do --print(' ', k, type(v)) end end end