Mercurial > wow > skeletonkey
view SkeletonKey/SkeletonKey.lua @ 59:d8bb2629fea8
LKT
- organized addon templates a little
- centralized ticker
author | Nenue |
---|---|
date | Sat, 27 Aug 2016 10:31:48 -0400 |
parents | a545933ddf3d |
children | 556e075983a6 |
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-------------------------------------------- -- SkeletonKey -- Krakyn-Mal'Ganis -- @project-revision@ @project-hash@ -- @file-revision@ @file-hash@ -- Created: 6/16/2016 3:47 AM -------------------------------------------- -- Header script local _ local kb, print = LibStub("LibKraken").register(KeyBinder) kb.L = setmetatable({}, { __call = function(t, k, ...) return format(t[k] or k, ...) end }) local L = kb.L --- Caps Lock literals L.BINDING_ASSIGNED = '|cFF00FF00%s|r assigned to |cFFFFFF00%s|r (%s).' L.BINDING_REMOVED = '|cFFFFFF00%s|r (|cFF00FFFF%s|r) unbound.' L.BINDING_FAILED_PROTECTED = '|cFFFF4400Cannot use |r|cFF00FF00%s|r|cFFFF4400 (currently |cFFFFFF00%s|r|cFFFF4400). Uncheck "Safety" to ignore this restraint.|r' local BINDING_TYPE_SPECIALIZATION = 3 local BINDING_TYPE_CHARACTER = 2 local BINDING_TYPE_GLOBAL = 1 kb.configTitle = { [BINDING_TYPE_GLOBAL] = L('Global Binds'), [BINDING_TYPE_CHARACTER] = L('Character: %%s'), [BINDING_TYPE_SPECIALIZATION] = L('Specialization: %%s') } kb.configDescription = { [BINDING_TYPE_GLOBAL] = L('The bindings are applied globally.'), [BINDING_TYPE_CHARACTER] = L('Applied when you log onto this character.'), [BINDING_TYPE_SPECIALIZATION] = L('Applied when you select this specialization.'), } kb.ChangedBindings = {} kb.SystemBindings = {} kb.ActionTypes = {} kb.TalentBindings = {} kb.PetCache = { spell = {}, spellslot = {}, action = {}, special = {}, subtext = {} } kb.TalentCache = {} kb.ProfessionCache = {} kb.pendingCalls = {} kb.pendingAttributes = {} kb.configHeaders = {} kb.loadedProfiles = {} kb.orderedProfiles = {} kb.buttons = {} kb.macros = {} kb.bindings = {} kb.petFrames = {} -- pet data is slightly delayed, their buttons are indexed here so they can be refreshed kb.talentFrames = {} kb.professionFrames = {} -- these are sent to plugin local db local _G = _G local UnitName, SelectedRealmName, InCombatLockdown, UnitClass = UnitName, SelectedRealmName, InCombatLockdown, UnitClass local tostring, select, tinsert, pairs = tostring, select, tinsert, pairs local concat, wipe = table.concat, table.wipe local classHeader, className, classID = '', '', 0 --- Control handles local saveButton, restoreButton, clearButton --- Returns conflicting assignment and binding profiles for use in displaying confirmations kb.IsCommandBound = function(self, command) local isAssigned, assignedBy = false, db.bindMode local isBound, boundBy = false, db.bindMode command = command or self.command for i = 1, #kb.orderedProfiles do local tier = kb.orderedProfiles[i] if i ~= db.bindMode then if tier.commands[command] then isAssigned = true assignedBy = i end if tier.bound[command] then isBound = true boundBy = i end --print(' *', configHeaders[i], tier.commands[command], tier.bound[command]) if isAssigned and isBound then break end end end print('|cFFFFFF00IsCommandBound:|r', command,'|r [profile:', db.bindMode .. ']', isAssigned, isBound, assignedBy, boundBy) return isAssigned, isBound, assignedBy, boundBy end local talentSpellHardCodes = { [109248] = 'Binding Shot', } --- Returns a value for use with Texture:SetDesaturated() kb.BindingIsLocked = function(key) local success = false for i = 1, db.bindMode-1 do local tier = kb.orderedProfiles[i] if tier.bindings[key] then success = true break end end return success end --- Translates GetBindingKey() results into a printable string. kb.BindingString = function(...) local stack = {} for i = 1, select('#', ...) do local key = select(i, ...) stack[i] = key:gsub('SHIFT', 's'):gsub('ALT', 'a'):gsub('CTRL', 'c'):gsub('SPACE', 'Sp'):gsub('BUTTON', 'M '):gsub('NUMPAD', '# ') end if #stack >= 1 then return concat(stack, ',') else return nil end end kb.Command = function(args, editor) if args:match("import") then kb.ImportCommmit(args) return elseif args:match("scan") then kb.ImportScan(args) kb.ui() return elseif args:match("load") then kb:ApplyAllBindings() return end if db.showUI then db.showUI = false kb:print('|cFFFFFF00KeyBinds|r trace, |cFFFF0000OFF|r.') kb:Hide() else db.showUI = true kb:print('|cFFFFFF00KeyBinds|r trace, |cFF00FF00ON|r.') end kb.ui(true) end kb.InitProfile = function(profile, prototype) if not profile then profile = {} end if prototype then print('appplying prototype', prototype) for k,v in pairs(prototype) do if not profile[k] then profile[k] = v end end end profile.bound = profile.bound or {} profile.buttons = profile.buttons or {} profile.commands = profile.commands or {} profile.bindings = profile.bindings or {} profile.macros = profile.macros or {} profile.talents = profile.talents or {} return profile end kb.ResetProfile = function(profile, prototype) if profile == kb.currentProfile then for i, button in pairs(kb.buttons) do kb.ReleaseSlot(button) end end wipe(profile) kb.InitProfile(profile, prototype) end --- Handles constructing spec profiles as they are selected --- Obtains profile data or creates the necessary tables kb.SelectProfileSet = function(name) local defaultMode --- General info classHeader, className, classID = UnitClass('player') print('|cFF00FF00profile:|r', name) print('|cFF00FF00class:|r', UnitClass('player')) defaultMode = BINDING_TYPE_GLOBAL if db[name] then defaultMode = BINDING_TYPE_CHARACTER if db[name][kb.specInfo.id] then defaultMode = BINDING_TYPE_SPECIALIZATION end end db[name] = kb.InitProfile(db[name], { classHeader = classHeader, className = className, classID = classID }) db[name][kb.specInfo.id] = kb.InitProfile(db[name][kb.specInfo.id], { specID = kb.specInfo.id, specName = kb.specInfo.name }) kb.loadedProfiles[BINDING_TYPE_GLOBAL] = db kb.loadedProfiles[BINDING_TYPE_CHARACTER] = db[name] kb.loadedProfiles[BINDING_TYPE_SPECIALIZATION] = db[name][kb.specInfo.id] kb.orderedProfiles = {db, db[name], db[name][kb.specInfo.id]} if (not db.bindMode) or (not kb.configTitle[db.bindMode]) then print('fixing bad bindMode value, was', db.bindMode) db.bindMode = defaultMode end print(BINDING_TYPE_GLOBAL) kb.configHeaders[BINDING_TYPE_GLOBAL] = kb.configTitle[BINDING_TYPE_GLOBAL] kb.configHeaders[BINDING_TYPE_CHARACTER] = kb.configTitle[BINDING_TYPE_CHARACTER]:format(UnitName('player', true)) kb.configHeaders[BINDING_TYPE_SPECIALIZATION] = kb.configTitle[BINDING_TYPE_SPECIALIZATION]:format(kb.specInfo.name) setmetatable(kb.loadedProfiles[BINDING_TYPE_GLOBAL], {__tostring =function() return kb.configHeaders[BINDING_TYPE_GLOBAL] end}) setmetatable(kb.loadedProfiles[BINDING_TYPE_CHARACTER], {__tostring =function() return kb.configHeaders[BINDING_TYPE_CHARACTER] end}) setmetatable(kb.loadedProfiles[BINDING_TYPE_SPECIALIZATION], {__tostring =function() return kb.configHeaders[BINDING_TYPE_SPECIALIZATION] end}) print('|cFF00FF00bindMode:|r', db.bindMode) kb.currentProfile = kb.loadedProfiles[db.bindMode] kb.currentHeader = kb.configHeaders[db.bindMode] end local scrollCache = {} kb.SelectTab = function(self) scrollCache[db.bindMode] = kb.scrollOffset db.bindMode = self:GetID() kb.currentProfile = kb.loadedProfiles[self:GetID()] kb.currentHeader = kb.configHeaders[db.bindMode] kb.scrollOffset = scrollCache[db.bindMode] or 0 kb.ui(true) end kb.RevertBindings = function() -- todo: reversion code end kb.ConfirmBindings = function() kb.ApplyAllBindings() kb.ui() end --- post ADDON_LOADED kb.variables = function() _G.SkeletonKeyDB = kb.InitProfile(_G.SkeletonKeyDB, {}) kb.db = _G.SkeletonKeyDB kb.playerName = UnitName('player') kb.playerRealm = SelectedRealmName() kb.profileName = kb.playerRealm .. '_' .. kb.playerName db = kb.db kb.UpdateSpecInfo() kb.UpdateTalentInfo() kb.SelectProfileSet(kb.profileName) -- todo: redo import checking kb.UpdateSystemBinds() kb.ApplyAllBindings() if not InCombatLockdown() then kb.CreateHooks() else kb:print('Some functionality will not load until breaking combat.') tinsert(kb.pendingCalls, kb.CreateHooks) end kb.ui(true) end -- Volatiles Access kb.FormatActionID = function(actionType, actionID) return tostring(actionType) .. '_' .. tostring(actionID) end kb.GetBindings = function() return kb.bindings end kb.GetButtons = function() return kb.buttons end kb.GetCharacterProfile = function () return kb.loadedProfiles[BINDING_TYPE_CHARACTER] end kb.GetGlobalProfile = function () return kb.loadedProfiles[BINDING_TYPE_GLOBAL] end kb.GetSpecProfile = function () return kb.loadedProfiles[BINDING_TYPE_SPECIALIZATION] end SLASH_SKB1 = "/skb" SLASH_SKB2 = "/skeletonkey" SlashCmdList.SKB = kb.Command