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--[[
Copyright (c) 2010-2018, Hendrik "nevcairiel" Leppkes <h.leppkes@gmail.com>

All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:

    * Redistributions of source code must retain the above copyright notice,
      this list of conditions and the following disclaimer.
    * Redistributions in binary form must reproduce the above copyright notice,
      this list of conditions and the following disclaimer in the documentation
      and/or other materials provided with the distribution.
    * Neither the name of the developer nor the names of its contributors
      may be used to endorse or promote products derived from this software without
      specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

the file was edit for Ema by Jennifer cally 2016-2018

]]
local MAJOR_VERSION = "EMALibActionButton-1.0"
local MINOR_VERSION = 74

if not LibStub then error(MAJOR_VERSION .. " requires LibStub.") end
local lib, oldversion = LibStub:NewLibrary(MAJOR_VERSION, MINOR_VERSION)
if not lib then return end

-- Lua functions
local _G = _G
local type, error, tostring, tonumber, assert, select = type, error, tostring, tonumber, assert, select
local setmetatable, wipe, unpack, pairs, next = setmetatable, wipe, unpack, pairs, next
local str_match, format, tinsert, tremove = string.match, format, tinsert, tremove

-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- Note: No WoW API function get upvalued to allow proper interaction with any addons that try to hook them.
-- GLOBALS: LibStub, CreateFrame, InCombatLockdown, ClearCursor, GetCursorInfo, GameTooltip, GameTooltip_SetDefaultAnchor
-- GLOBALS: GetBindingKey, GetBindingText, SetBinding, SetBindingClick, GetCVar, GetMacroInfo
-- GLOBALS: PickupAction, PickupItem, PickupMacro, PickupPetAction, PickupSpell, PickupCompanion, PickupEquipmentSet
-- GLOBALS: CooldownFrame_SetTimer, UIParent, IsSpellOverlayed, SpellFlyout, GetMouseFocus, SetClampedTextureRotation
-- GLOBALS: GetActionInfo, GetActionTexture, HasAction, GetActionText, GetActionCount, GetActionCooldown, IsAttackAction
-- GLOBALS: IsAutoRepeatAction, IsEquippedAction, IsCurrentAction, IsConsumableAction, IsUsableAction, IsStackableAction, IsActionInRange
-- GLOBALS: GetSpellLink, GetMacroSpell, GetSpellTexture, GetSpellCount, GetSpellCooldown, IsAttackSpell, IsCurrentSpell
-- GLOBALS: FindSpellBookSlotBySpellID, IsUsableSpell, IsConsumableSpell, IsSpellInRange, IsAutoRepeatSpell
-- GLOBALS: GetItemIcon, GetItemCount, GetItemCooldown, IsEquippedItem, IsCurrentItem, IsUsableItem, IsConsumableItem, IsItemInRange
-- GLOBALS: GetActionCharges, IsItemAction, GetSpellCharges
-- GLOBALS: RANGE_INDICATOR, ATTACK_BUTTON_FLASH_TIME, TOOLTIP_UPDATE_TIME
-- GLOBALS: ZoneAbilityFrame, HasZoneAbility, GetLastZoneAbilitySpellTexture

local KeyBound = LibStub("LibKeyBound-1.0", true)
local CBH = LibStub("CallbackHandler-1.0")
local LBG = LibStub("LibButtonGlow-1.0", true)
local Masque = LibStub("Masque", true)

lib.eventFrame = lib.eventFrame or CreateFrame("Frame")
lib.eventFrame:UnregisterAllEvents()

lib.buttonRegistry = lib.buttonRegistry or {}
lib.activeButtons = lib.activeButtons or {}
lib.actionButtons = lib.actionButtons or {}
lib.nonActionButtons = lib.nonActionButtons or {}

lib.ChargeCooldowns = lib.ChargeCooldowns or {}
lib.NumChargeCooldowns = lib.NumChargeCooldowns or 0

lib.ACTION_HIGHLIGHT_MARKS = lib.ACTION_HIGHLIGHT_MARKS or setmetatable({}, { __index = ACTION_HIGHLIGHT_MARKS })

lib.callbacks = lib.callbacks or CBH:New(lib)

local Generic = CreateFrame("CheckButton")
local Generic_MT = {__index = Generic}

local Action = setmetatable({}, {__index = Generic})
local Action_MT = {__index = Action}

local PetAction = setmetatable({}, {__index = Generic})
local PetAction_MT = {__index = PetAction}

local Spell = setmetatable({}, {__index = Generic})
local Spell_MT = {__index = Spell}

local Item = setmetatable({}, {__index = Generic})
local Item_MT = {__index = Item}

local Macro = setmetatable({}, {__index = Generic})
local Macro_MT = {__index = Macro}

local Custom = setmetatable({}, {__index = Generic})
local Custom_MT = {__index = Custom}

local type_meta_map = {
	empty  = Generic_MT,
	action = Action_MT,
	--pet    = PetAction_MT,
	spell  = Spell_MT,
	item   = Item_MT,
	macro  = Macro_MT,
	custom = Custom_MT
}

local ButtonRegistry, ActiveButtons, ActionButtons, NonActionButtons = lib.buttonRegistry, lib.activeButtons, lib.actionButtons, lib.nonActionButtons

local Update, UpdateButtonState, UpdateUsable, UpdateCount, UpdateCooldown, UpdateTooltip, UpdateNewAction, ClearNewActionHighlight
local StartFlash, StopFlash, UpdateFlash, UpdateHotkeys, UpdateRangeTimer, UpdateOverlayGlow
local UpdateFlyout, ShowGrid, HideGrid, UpdateGrid, SetupSecureSnippets, WrapOnClick
local ShowOverlayGlow, HideOverlayGlow
local EndChargeCooldown

local InitializeEventHandler, OnEvent, ForAllButtons, OnUpdate

local function GameTooltip_GetOwnerForbidden()
	if GameTooltip:IsForbidden() then
		return nil
	end
	return GameTooltip:GetOwner()
end

local DefaultConfig = {
	outOfRangeColoring = "button",
	tooltip = "enabled",
	showGrid = false,
	colors = {
		range = { 0.8, 0.1, 0.1 },
		mana = { 0.5, 0.5, 1.0 }
	},
	hideElements = {
		macro = false,
		hotkey = false,
		equipped = false,
	},
	keyBoundTarget = false,
	clickOnDown = false,
	flyoutDirection = "UP",
}

--- Create a new action button.
-- @param id Internal id of the button (not used by LibActionButton-1.0, only for tracking inside the calling addon)
-- @param name Name of the button frame to be created (not used by LibActionButton-1.0 aside from naming the frame)
-- @param header Header that drives these action buttons (if any)
function lib:CreateButton(id, name, header, config)
	if type(name) ~= "string" then
		error("Usage: CreateButton(id, name. header): Buttons must have a valid name!", 2)
	end
	if not header then
		error("Usage: CreateButton(id, name, header): Buttons without a secure header are not yet supported!", 2)
	end

	if not KeyBound then
		KeyBound = LibStub("LibKeyBound-1.0", true)
	end

	local button = setmetatable(CreateFrame("CheckButton", name, header, "SecureActionButtonTemplate, ActionButtonTemplate"), Generic_MT)
	button:RegisterForDrag("LeftButton", "RightButton")
	button:RegisterForClicks("AnyUp")

	-- Frame Scripts
	button:SetScript("OnEnter", Generic.OnEnter)
	button:SetScript("OnLeave", Generic.OnLeave)
	button:SetScript("PreClick", Generic.PreClick)
	button:SetScript("PostClick", Generic.PostClick)

	button.id = id
	button.header = header
	-- Mapping of state -> action
	button.state_types = {}
	button.state_actions = {}

	-- Store the LAB Version that created this button for debugging
	button.__LAB_Version = MINOR_VERSION

	-- just in case we're not run by a header, default to state 0
	button:SetAttribute("state", 0)

	SetupSecureSnippets(button)
	WrapOnClick(button)

	-- adjust hotkey style for better readability
	button.HotKey:SetFont(button.HotKey:GetFont(), 13, "OUTLINE")
	button.HotKey:SetVertexColor(0.75, 0.75, 0.75)

	-- adjust count/stack size
	button.Count:SetFont(button.Count:GetFont(), 14, "OUTLINE")

	-- Store the button in the registry, needed for event and OnUpdate handling
	if not next(ButtonRegistry) then
		InitializeEventHandler()
	end
	ButtonRegistry[button] = true

	button:UpdateConfig(config)

	-- run an initial update
	button:UpdateAction()
	UpdateHotkeys(button)

	-- somewhat of a hack for the Flyout buttons to not error.
	button.action = 0

	lib.callbacks:Fire("OnButtonCreated", button)

	return button
end

function SetupSecureSnippets(button)
	button:SetAttribute("_custom", Custom.RunCustom)
	-- secure UpdateState(self, state)
	-- update the type and action of the button based on the state
	button:SetAttribute("UpdateState", [[
		local state = ...
		self:SetAttribute("state", state)
		local type, action = (self:GetAttribute(format("labtype-%s", state)) or "empty"), self:GetAttribute(format("labaction-%s", state))

		self:SetAttribute("type", type)
		if type ~= "empty" and type ~= "custom" then
			local action_field = (type == "pet") and "action" or type
			self:SetAttribute(action_field, action)
			self:SetAttribute("action_field", action_field)
		end
		local onStateChanged = self:GetAttribute("OnStateChanged")
		if onStateChanged then
			self:Run(onStateChanged, state, type, action)
		end
	]])

	-- this function is invoked by the header when the state changes
	button:SetAttribute("_childupdate-state", [[
		self:RunAttribute("UpdateState", message)
		self:CallMethod("UpdateAction")
	]])

	-- secure PickupButton(self, kind, value, ...)
	-- utility function to place a object on the cursor
	button:SetAttribute("PickupButton", [[
		local kind, value = ...
		if kind == "empty" then
			return "clear"
		elseif kind == "action" or kind == "pet" then
			local actionType = (kind == "pet") and "petaction" or kind
			return actionType, value
		elseif kind == "spell" or kind == "item" or kind == "macro" then
			return "clear", kind, value
		else
			print("LibActionButton-1.0: Unknown type: " .. tostring(kind))
			return false
		end
	]])

	button:SetAttribute("OnDragStart", [[
		if (self:GetAttribute("buttonlock") and not IsModifiedClick("PICKUPACTION")) or self:GetAttribute("LABdisableDragNDrop") then return false end
		local state = self:GetAttribute("state")
		local type = self:GetAttribute("type")
		-- if the button is empty, we can't drag anything off it
		if type == "empty" or type == "custom" then
			return false
		end
		-- Get the value for the action attribute
		local action_field = self:GetAttribute("action_field")
		local action = self:GetAttribute(action_field)

		-- non-action fields need to change their type to empty
		if type ~= "action" and type ~= "pet" then
			self:SetAttribute(format("labtype-%s", state), "empty")
			self:SetAttribute(format("labaction-%s", state), nil)
			-- update internal state
			self:RunAttribute("UpdateState", state)
			-- send a notification to the insecure code
			self:CallMethod("ButtonContentsChanged", state, "empty", nil)
		end
		-- return the button contents for pickup
		return self:RunAttribute("PickupButton", type, action)
	]])

	button:SetAttribute("OnReceiveDrag", [[
		if self:GetAttribute("LABdisableDragNDrop") then return false end
		local kind, value, subtype, extra = ...
		if not kind or not value then return false end
		local state = self:GetAttribute("state")
		local buttonType, buttonAction = self:GetAttribute("type"), nil
		if buttonType == "custom" then return false end
		-- action buttons can do their magic themself
		-- for all other buttons, we'll need to update the content now
		if buttonType ~= "action" and buttonType ~= "pet" then
			-- with "spell" types, the 4th value contains the actual spell id
			if kind == "spell" then
				if extra then
					value = extra
				else
					print("no spell id?", ...)
				end
			elseif kind == "item" and value then
				value = format("item:%d", value)
			end

			-- Get the action that was on the button before
			if buttonType ~= "empty" then
				buttonAction = self:GetAttribute(self:GetAttribute("action_field"))
			end

			-- TODO: validate what kind of action is being fed in here
			-- We can only use a handful of the possible things on the cursor
			-- return false for all those we can't put on buttons

			self:SetAttribute(format("labtype-%s", state), kind)
			self:SetAttribute(format("labaction-%s", state), value)
			-- update internal state
			self:RunAttribute("UpdateState", state)
			-- send a notification to the insecure code
			self:CallMethod("ButtonContentsChanged", state, kind, value)
		else
			-- get the action for (pet-)action buttons
			buttonAction = self:GetAttribute("action")
		end
		return self:RunAttribute("PickupButton", buttonType, buttonAction)
	]])

	button:SetScript("OnDragStart", nil)
	-- Wrapped OnDragStart(self, button, kind, value, ...)
	button.header:WrapScript(button, "OnDragStart", [[
		return self:RunAttribute("OnDragStart")
	]])
	-- Wrap twice, because the post-script is not run when the pre-script causes a pickup (doh)
	-- we also need some phony message, or it won't work =/
	button.header:WrapScript(button, "OnDragStart", [[
		return "message", "update"
	]], [[
		self:RunAttribute("UpdateState", self:GetAttribute("state"))
	]])

	button:SetScript("OnReceiveDrag", nil)
	-- Wrapped OnReceiveDrag(self, button, kind, value, ...)
	button.header:WrapScript(button, "OnReceiveDrag", [[
		return self:RunAttribute("OnReceiveDrag", kind, value, ...)
	]])
	-- Wrap twice, because the post-script is not run when the pre-script causes a pickup (doh)
	-- we also need some phony message, or it won't work =/
	button.header:WrapScript(button, "OnReceiveDrag", [[
		return "message", "update"
	]], [[
		self:RunAttribute("UpdateState", self:GetAttribute("state"))
	]])
end

function WrapOnClick(button)
	-- Wrap OnClick, to catch changes to actions that are applied with a click on the button.
	button.header:WrapScript(button, "OnClick", [[
		if self:GetAttribute("type") == "action" then
			local type, action = GetActionInfo(self:GetAttribute("action"))
			return nil, format("%s|%s", tostring(type), tostring(action))
		end
	]], [[
		local type, action = GetActionInfo(self:GetAttribute("action"))
		if message ~= format("%s|%s", tostring(type), tostring(action)) then
			self:RunAttribute("UpdateState", self:GetAttribute("state"))
		end
	]])
end

-----------------------------------------------------------
--- utility

function lib:GetAllButtons()
	local buttons = {}
	for button in next, ButtonRegistry do
		buttons[button] = true
	end
	return buttons
end

function Generic:ClearSetPoint(...)
	self:ClearAllPoints()
	self:SetPoint(...)
end

function Generic:NewHeader(header)
	self.header = header
	self:SetParent(header)
	SetupSecureSnippets(self)
	WrapOnClick(self)
end


-----------------------------------------------------------
--- state management

function Generic:ClearStates()
	for state in pairs(self.state_types) do
		self:SetAttribute(format("labtype-%s", state), nil)
		self:SetAttribute(format("labaction-%s", state), nil)
	end
	wipe(self.state_types)
	wipe(self.state_actions)
end

function Generic:SetState(state, kind, action)
	if not state then state = self:GetAttribute("state") end
	state = tostring(state)
	-- we allow a nil kind for setting a empty state
	if not kind then kind = "empty" end
	if not type_meta_map[kind] then
		error("SetStateAction: unknown action type: " .. tostring(kind), 2)
	end
	if kind ~= "empty" and action == nil then
		error("SetStateAction: an action is required for non-empty states", 2)
	end
	if kind ~= "custom" and action ~= nil and type(action) ~= "number" and type(action) ~= "string" or (kind == "custom" and type(action) ~= "table") then
		error("SetStateAction: invalid action data type, only strings and numbers allowed", 2)
	end

	if kind == "item" then
		if tonumber(action) then
			action = format("item:%s", action)
		else
			local itemString = str_match(action, "^|c%x+|H(item[%d:]+)|h%[")
			if itemString then
				action = itemString
			end
		end
	end

	self.state_types[state] = kind
	self.state_actions[state] = action
	self:UpdateState(state)
end

function Generic:UpdateState(state)
	if not state then state = self:GetAttribute("state") end
	state = tostring(state)
	self:SetAttribute(format("labtype-%s", state), self.state_types[state])
	self:SetAttribute(format("labaction-%s", state), self.state_actions[state])
	if state ~= tostring(self:GetAttribute("state")) then return end
	if self.header then
		self.header:SetFrameRef("updateButton", self)
		self.header:Execute([[
			local frame = self:GetFrameRef("updateButton")
			control:RunFor(frame, frame:GetAttribute("UpdateState"), frame:GetAttribute("state"))
		]])
	else
	-- TODO
	end
	self:UpdateAction()
end

function Generic:GetAction(state)
	if not state then state = self:GetAttribute("state") end
	state = tostring(state)
	return self.state_types[state] or "empty", self.state_actions[state]
end

function Generic:UpdateAllStates()
	for state in pairs(self.state_types) do
		self:UpdateState(state)
	end
end

function Generic:ButtonContentsChanged(state, kind, value)
	state = tostring(state)
	self.state_types[state] = kind or "empty"
	self.state_actions[state] = value
	lib.callbacks:Fire("OnButtonContentsChanged", self, state, self.state_types[state], self.state_actions[state])
	self:UpdateAction(self)
end

function Generic:DisableDragNDrop(flag)
	if InCombatLockdown() then
		error("LibActionButton-1.0: You can only toggle DragNDrop out of combat!", 2)
	end
	if flag then
		self:SetAttribute("LABdisableDragNDrop", true)
	else
		self:SetAttribute("LABdisableDragNDrop", nil)
	end
end

function Generic:AddToButtonFacade(group)
	if type(group) ~= "table" or type(group.AddButton) ~= "function" then
		error("LibActionButton-1.0:AddToButtonFacade: You need to supply a proper group to use!", 2)
	end
	group:AddButton(self)
	self.LBFSkinned = true
end

function Generic:AddToMasque(group)
	if type(group) ~= "table" or type(group.AddButton) ~= "function" then
		error("LibActionButton-1.0:AddToMasque: You need to supply a proper group to use!", 2)
	end
	group:AddButton(self)
	self.MasqueSkinned = true
end

function Generic:UpdateAlpha()
	UpdateCooldown(self)
end

-----------------------------------------------------------
--- frame scripts

-- copied (and adjusted) from SecureHandlers.lua
local function PickupAny(kind, target, detail, ...)
	if kind == "clear" then
		ClearCursor()
		kind, target, detail = target, detail, ...
	end
	if kind == 'action' then
		PickupAction(target)
	elseif kind == 'item' then
		PickupItem(target)
	elseif kind == 'macro' then
		PickupMacro(target)
	elseif kind == 'petaction' then
		PickupPetAction(target)
	elseif kind == 'spell' then
		PickupSpell(target)
	elseif kind == 'companion' then
		PickupCompanion(target, detail)
	elseif kind == 'equipmentset' then
		PickupEquipmentSet(target)
	end
end

function Generic:OnEnter()
	if self.config.tooltip ~= "disabled" and (self.config.tooltip ~= "nocombat" or not InCombatLockdown()) then
		UpdateTooltip(self)
	end
	if KeyBound then
		KeyBound:Set(self)
	end

	if self._state_type == "action" and self.NewActionTexture then
		ClearNewActionHighlight(self._state_action, false, false)
		UpdateNewAction(self)
	end
end

function Generic:OnLeave()
	if GameTooltip:IsForbidden() then return end
	GameTooltip:Hide()
end

-- Insecure drag handler to allow clicking on the button with an action on the cursor
-- to place it on the button. Like action buttons work.
function Generic:PreClick()
	if self._state_type == "action" or self._state_type == "pet"
	   or InCombatLockdown() or self:GetAttribute("LABdisableDragNDrop")
	then
		return
	end
	-- check if there is actually something on the cursor
	local kind, value, subtype = GetCursorInfo()
	if not (kind and value) then return end
	self._old_type = self._state_type
	if self._state_type and self._state_type ~= "empty" then
		self._old_type = self._state_type
		self:SetAttribute("type", "empty")
		--self:SetState(nil, "empty", nil)
	end
	self._receiving_drag = true
end

local function formatHelper(input)
	if type(input) == "string" then
		return format("%q", input)
	else
		return tostring(input)
	end
end

function Generic:PostClick()
	UpdateButtonState(self)
	if self._receiving_drag and not InCombatLockdown() then
		if self._old_type then
			self:SetAttribute("type", self._old_type)
			self._old_type = nil
		end
		local oldType, oldAction = self._state_type, self._state_action
		local kind, data, subtype, extra = GetCursorInfo()
		self.header:SetFrameRef("updateButton", self)
		self.header:Execute(format([[
			local frame = self:GetFrameRef("updateButton")
			control:RunFor(frame, frame:GetAttribute("OnReceiveDrag"), %s, %s, %s, %s)
			control:RunFor(frame, frame:GetAttribute("UpdateState"), %s)
		]], formatHelper(kind), formatHelper(data), formatHelper(subtype), formatHelper(extra), formatHelper(self:GetAttribute("state"))))
		PickupAny("clear", oldType, oldAction)
	end
	self._receiving_drag = nil

	if self._state_type == "action" and lib.ACTION_HIGHLIGHT_MARKS[self._state_action] then
		ClearNewActionHighlight(self._state_action, false, false)
	end
end

-----------------------------------------------------------
--- configuration

local function merge(target, source, default)
	for k,v in pairs(default) do
		if type(v) ~= "table" then
			if source and source[k] ~= nil then
				target[k] = source[k]
			else
				target[k] = v
			end
		else
			if type(target[k]) ~= "table" then target[k] = {} else wipe(target[k]) end
			merge(target[k], type(source) == "table" and source[k], v)
		end
	end
	return target
end

function Generic:UpdateConfig(config)
	if config and type(config) ~= "table" then
		error("LibActionButton-1.0: UpdateConfig requires a valid configuration!", 2)
	end
	local oldconfig = self.config
	if not self.config then self.config = {} end
	-- merge the two configs
	merge(self.config, config, DefaultConfig)

	if self.config.outOfRangeColoring == "button" or (oldconfig and oldconfig.outOfRangeColoring == "button") then
		UpdateUsable(self)
	end
	if self.config.outOfRangeColoring == "hotkey" then
		self.outOfRange = nil
	elseif oldconfig and oldconfig.outOfRangeColoring == "hotkey" then
		self.HotKey:SetVertexColor(0.75, 0.75, 0.75)
	end

	if self.config.hideElements.macro then
		self.Name:Hide()
	else
		self.Name:Show()
	end

	self:SetAttribute("flyoutDirection", self.config.flyoutDirection)

	UpdateHotkeys(self)
	UpdateGrid(self)
	Update(self)
	self:RegisterForClicks(self.config.clickOnDown and "AnyDown" or "AnyUp")
end

-----------------------------------------------------------
--- event handler

function ForAllButtons(method, onlyWithAction)
	assert(type(method) == "function")
	for button in next, (onlyWithAction and ActiveButtons or ButtonRegistry) do
		method(button)
	end
end

function InitializeEventHandler()
	lib.eventFrame:SetScript("OnEvent", OnEvent)
	lib.eventFrame:RegisterEvent("PLAYER_ENTERING_WORLD")
	lib.eventFrame:RegisterEvent("ACTIONBAR_SHOWGRID")
	lib.eventFrame:RegisterEvent("ACTIONBAR_HIDEGRID")
	--lib.eventFrame:RegisterEvent("ACTIONBAR_PAGE_CHANGED")
	--lib.eventFrame:RegisterEvent("UPDATE_BONUS_ACTIONBAR")
	lib.eventFrame:RegisterEvent("ACTIONBAR_SLOT_CHANGED")
	lib.eventFrame:RegisterEvent("UPDATE_BINDINGS")
	lib.eventFrame:RegisterEvent("UPDATE_SHAPESHIFT_FORM")
	lib.eventFrame:RegisterEvent("UPDATE_VEHICLE_ACTIONBAR")
	lib.eventFrame:RegisterEvent("PLAYER_MOUNT_DISPLAY_CHANGED")

	lib.eventFrame:RegisterEvent("ACTIONBAR_UPDATE_STATE")
	lib.eventFrame:RegisterEvent("ACTIONBAR_UPDATE_USABLE")
	lib.eventFrame:RegisterEvent("ACTIONBAR_UPDATE_COOLDOWN")
	lib.eventFrame:RegisterEvent("PLAYER_TARGET_CHANGED")
	lib.eventFrame:RegisterEvent("TRADE_SKILL_SHOW")
	lib.eventFrame:RegisterEvent("TRADE_SKILL_CLOSE")
	lib.eventFrame:RegisterEvent("ARCHAEOLOGY_CLOSED")
	lib.eventFrame:RegisterEvent("PLAYER_ENTER_COMBAT")
	lib.eventFrame:RegisterEvent("PLAYER_LEAVE_COMBAT")
	lib.eventFrame:RegisterEvent("START_AUTOREPEAT_SPELL")
	lib.eventFrame:RegisterEvent("STOP_AUTOREPEAT_SPELL")
	lib.eventFrame:RegisterEvent("UNIT_ENTERED_VEHICLE")
	lib.eventFrame:RegisterEvent("UNIT_EXITED_VEHICLE")
	lib.eventFrame:RegisterEvent("COMPANION_UPDATE")
	lib.eventFrame:RegisterEvent("UNIT_INVENTORY_CHANGED")
	lib.eventFrame:RegisterEvent("LEARNED_SPELL_IN_TAB")
	lib.eventFrame:RegisterEvent("PET_STABLE_UPDATE")
	lib.eventFrame:RegisterEvent("PET_STABLE_SHOW")
	lib.eventFrame:RegisterEvent("SPELL_ACTIVATION_OVERLAY_GLOW_SHOW")
	lib.eventFrame:RegisterEvent("SPELL_ACTIVATION_OVERLAY_GLOW_HIDE")
	lib.eventFrame:RegisterEvent("SPELL_UPDATE_CHARGES")
	lib.eventFrame:RegisterEvent("UPDATE_SUMMONPETS_ACTION")
	lib.eventFrame:RegisterEvent("SPELL_UPDATE_ICON")

	-- With those two, do we still need the ACTIONBAR equivalents of them?
	lib.eventFrame:RegisterEvent("SPELL_UPDATE_COOLDOWN")
	lib.eventFrame:RegisterEvent("SPELL_UPDATE_USABLE")
	lib.eventFrame:RegisterEvent("PLAYER_EQUIPMENT_CHANGED")
	lib.eventFrame:RegisterEvent("BAG_UPDATE_DELAYED")

	lib.eventFrame:RegisterEvent("LOSS_OF_CONTROL_ADDED")
	lib.eventFrame:RegisterEvent("LOSS_OF_CONTROL_UPDATE")

	lib.eventFrame:Show()
	lib.eventFrame:SetScript("OnUpdate", OnUpdate)
end

function OnEvent(frame, event, arg1, ...)
	if (event == "UNIT_INVENTORY_CHANGED" and arg1 == "player") or event == "LEARNED_SPELL_IN_TAB" then
		local tooltipOwner = GameTooltip_GetOwnerForbidden()
		if tooltipOwner and ButtonRegistry[tooltipOwner] then
			tooltipOwner:SetTooltip()
		end
	elseif event == "ACTIONBAR_SLOT_CHANGED" then
		for button in next, ButtonRegistry do
			if button._state_type == "action" and (arg1 == 0 or arg1 == tonumber(button._state_action)) then
				ClearNewActionHighlight(button._state_action, true, false)
				Update(button)
			end
		end
	elseif event == "PLAYER_ENTERING_WORLD" or event == "UPDATE_SHAPESHIFT_FORM" or event == "UPDATE_VEHICLE_ACTIONBAR" then
		ForAllButtons(Update)
	elseif event == "ACTIONBAR_PAGE_CHANGED" or event == "UPDATE_BONUS_ACTIONBAR" then
		-- TODO: Are these even needed?
	elseif event == "ACTIONBAR_SHOWGRID" then
		ShowGrid()
	elseif event == "ACTIONBAR_HIDEGRID" then
		HideGrid()
	elseif event == "UPDATE_BINDINGS" then
		ForAllButtons(UpdateHotkeys)
	elseif event == "PLAYER_TARGET_CHANGED" then
		UpdateRangeTimer()
	elseif (event == "ACTIONBAR_UPDATE_STATE") or
		((event == "UNIT_ENTERED_VEHICLE" or event == "UNIT_EXITED_VEHICLE") and (arg1 == "player")) or
		((event == "COMPANION_UPDATE") and (arg1 == "MOUNT")) then
		ForAllButtons(UpdateButtonState, true)
	elseif event == "ACTIONBAR_UPDATE_USABLE" then
		for button in next, ActionButtons do
			UpdateUsable(button)
		end
	elseif event == "SPELL_UPDATE_USABLE" then
		for button in next, NonActionButtons do
			UpdateUsable(button)
		end
	elseif event == "PLAYER_MOUNT_DISPLAY_CHANGED" then
		for button in next, ActiveButtons do
			UpdateUsable(button)
		end
	elseif event == "ACTIONBAR_UPDATE_COOLDOWN" then
		for button in next, ActionButtons do
			UpdateCooldown(button)
			if GameTooltip:GetOwner() == button then
				UpdateTooltip(button)
			end
		end
	elseif event == "SPELL_UPDATE_COOLDOWN" then
		for button in next, NonActionButtons do
			UpdateCooldown(button)
			if GameTooltip_GetOwnerForbidden() == button then
				UpdateTooltip(button)
			end
		end
	elseif event == "LOSS_OF_CONTROL_ADDED" then
		for button in next, ActiveButtons do
			UpdateCooldown(button)
			if GameTooltip_GetOwnerForbidden() == button then
				UpdateTooltip(button)
			end
		end
	elseif event == "LOSS_OF_CONTROL_UPDATE" then
		for button in next, ActiveButtons do
			UpdateCooldown(button)
		end
	elseif event == "TRADE_SKILL_SHOW" or event == "TRADE_SKILL_CLOSE"  or event == "ARCHAEOLOGY_CLOSED" then
		ForAllButtons(UpdateButtonState, true)
	elseif event == "PLAYER_ENTER_COMBAT" then
		for button in next, ActiveButtons do
			if button:IsAttack() then
				StartFlash(button)
			end
		end
	elseif event == "PLAYER_LEAVE_COMBAT" then
		for button in next, ActiveButtons do
			if button:IsAttack() then
				StopFlash(button)
			end
		end
	elseif event == "START_AUTOREPEAT_SPELL" then
		for button in next, ActiveButtons do
			if button:IsAutoRepeat() then
				StartFlash(button)
			end
		end
	elseif event == "STOP_AUTOREPEAT_SPELL" then
		for button in next, ActiveButtons do
			if button.flashing == 1 and not button:IsAttack() then
				StopFlash(button)
			end
		end
	elseif event == "PET_STABLE_UPDATE" or event == "PET_STABLE_SHOW" then
		ForAllButtons(Update)
	elseif event == "SPELL_ACTIVATION_OVERLAY_GLOW_SHOW" then
		for button in next, ActiveButtons do
			local spellId = button:GetSpellId()
			if spellId and spellId == arg1 then
				ShowOverlayGlow(button)
			else
				if button._state_type == "action" then
					local actionType, id = GetActionInfo(button._state_action)
					if actionType == "flyout" and FlyoutHasSpell(id, arg1) then
						ShowOverlayGlow(button)
					end
				end
			end
		end
	elseif event == "SPELL_ACTIVATION_OVERLAY_GLOW_HIDE" then
		for button in next, ActiveButtons do
			local spellId = button:GetSpellId()
			if spellId and spellId == arg1 then
				HideOverlayGlow(button)
			else
				if button._state_type == "action" then
					local actionType, id = GetActionInfo(button._state_action)
					if actionType == "flyout" and FlyoutHasSpell(id, arg1) then
						HideOverlayGlow(button)
					end
				end
			end
		end
	elseif event == "PLAYER_EQUIPMENT_CHANGED" then
		for button in next, ActiveButtons do
			if button._state_type == "item" then
				Update(button)
			end
		end
	elseif  event == "BAG_UPDATE_DELAYED" then
		for button in next, ActiveButtons do
			if button._state_type == "item" then
				Update(button)
			end
		end
	elseif event == "SPELL_UPDATE_CHARGES" then
		ForAllButtons(UpdateCount, true)
	elseif event == "UPDATE_SUMMONPETS_ACTION" then
		for button in next, ActiveButtons do
			if button._state_type == "action" then
				local actionType, id = GetActionInfo(button._state_action)
				if actionType == "summonpet" then
					local texture = GetActionTexture(button._state_action)
					if texture then
						button.icon:SetTexture(texture)
					end
				end
			end
		end
	elseif event == "SPELL_UPDATE_ICON" then
		ForAllButtons(Update, true)
	end
end

local flashTime = 0
local rangeTimer = -1
function OnUpdate(_, elapsed)
	flashTime = flashTime - elapsed
	rangeTimer = rangeTimer - elapsed
	-- Run the loop only when there is something to update
	if rangeTimer <= 0 or flashTime <= 0 then
		for button in next, ActiveButtons do
			-- Flashing
			if button.flashing == 1 and flashTime <= 0 then
				if button.Flash:IsShown() then
					button.Flash:Hide()
				else
					button.Flash:Show()
				end
			end

			-- Range
			if rangeTimer <= 0 then
				local inRange = button:IsInRange()
				local oldRange = button.outOfRange
				button.outOfRange = (inRange == false)
				if oldRange ~= button.outOfRange then
					if button.config.outOfRangeColoring == "button" then
						UpdateUsable(button)
					elseif button.config.outOfRangeColoring == "hotkey" then
						local hotkey = button.HotKey
						if hotkey:GetText() == RANGE_INDICATOR then
							if inRange == false then
								hotkey:Show()
							else
								hotkey:Hide()
							end
						end
						if inRange == false then
							hotkey:SetVertexColor(unpack(button.config.colors.range))
						else
							hotkey:SetVertexColor(0.75, 0.75, 0.75)
						end
					end
				end
			end
		end

		-- Update values
		if flashTime <= 0 then
			flashTime = flashTime + ATTACK_BUTTON_FLASH_TIME
		end
		if rangeTimer <= 0 then
			rangeTimer = TOOLTIP_UPDATE_TIME
		end
	end
end

local gridCounter = 0
function ShowGrid()
	gridCounter = gridCounter + 1
	if gridCounter >= 1 then
		for button in next, ButtonRegistry do
			if button:IsShown() then
				button:SetAlpha(1.0)
			end
		end
	end
end

function HideGrid()
	if gridCounter > 0 then
		gridCounter = gridCounter - 1
	end
	if gridCounter == 0 then
		for button in next, ButtonRegistry do
			if button:IsShown() and not button:HasAction() and not button.config.showGrid then
				button:SetAlpha(0.0)
			end
		end
	end
end

function UpdateGrid(self)
	if self.config.showGrid then
		self:SetAlpha(1.0)
	elseif gridCounter == 0 and self:IsShown() and not self:HasAction() then
		self:SetAlpha(0.0)
	end
end

-----------------------------------------------------------
--- KeyBound integration

function Generic:GetBindingAction()
	return self.config.keyBoundTarget or "CLICK "..self:GetName()..":LeftButton"
end

function Generic:GetHotkey()
	local name = "CLICK "..self:GetName()..":LeftButton"
	local key = GetBindingKey(self.config.keyBoundTarget or name)
	if not key and self.config.keyBoundTarget then
		key = GetBindingKey(name)
	end
	if key then
		return KeyBound and KeyBound:ToShortKey(key) or key
	end
end

local function getKeys(binding, keys)
	keys = keys or ""
	for i = 1, select("#", GetBindingKey(binding)) do
		local hotKey = select(i, GetBindingKey(binding))
		if keys ~= "" then
			keys = keys .. ", "
		end
		keys = keys .. GetBindingText(hotKey)
	end
	return keys
end

function Generic:GetBindings()
	local keys

	if self.config.keyBoundTarget then
		keys = getKeys(self.config.keyBoundTarget)
	end

	keys = getKeys("CLICK "..self:GetName()..":LeftButton", keys)

	return keys
end

function Generic:SetKey(key)
	if self.config.keyBoundTarget then
		SetBinding(key, self.config.keyBoundTarget)
	else
		SetBindingClick(key, self:GetName(), "LeftButton")
	end
	lib.callbacks:Fire("OnKeybindingChanged", self, key)
end

local function clearBindings(binding)
	while GetBindingKey(binding) do
		SetBinding(GetBindingKey(binding), nil)
	end
end

function Generic:ClearBindings()
	if self.config.keyBoundTarget then
		clearBindings(self.config.keyBoundTarget)
	end
	clearBindings("CLICK "..self:GetName()..":LeftButton")
	lib.callbacks:Fire("OnKeybindingChanged", self, nil)
end

-----------------------------------------------------------
--- button management

function Generic:UpdateAction(force)
	local type, action = self:GetAction()
	if force or type ~= self._state_type or action ~= self._state_action then
		-- type changed, update the metatable
		if force or self._state_type ~= type then
			local meta = type_meta_map[type] or type_meta_map.empty
			setmetatable(self, meta)
			self._state_type = type
		end
		self._state_action = action
		Update(self)
	end
end

function lib:UpdateAllButtons()
	for button in next, ActiveButtons do
		if button._state_type == "item" then
			Update(button)
		end
	end
end

function Update(self)
	if self:HasAction() then
		ActiveButtons[self] = true
		if self._state_type == "action" then
			ActionButtons[self] = true
			NonActionButtons[self] = nil
		else
			ActionButtons[self] = nil
			NonActionButtons[self] = true
		end
		self:SetAlpha(1.0)
		UpdateButtonState(self)
		UpdateUsable(self)
		UpdateCooldown(self)
		UpdateFlash(self)
	else
		ActiveButtons[self] = nil
		ActionButtons[self] = nil
		NonActionButtons[self] = nil
		if gridCounter == 0 and not self.config.showGrid then
			self:SetAlpha(0.0)
		end
		self.cooldown:Hide()
		self:SetChecked(false)

		if self.chargeCooldown then
			EndChargeCooldown(self.chargeCooldown)
		end
	end

	-- Add a green border if button is an equipped item
	if self:IsEquipped() and not self.config.hideElements.equipped then
		self.Border:SetVertexColor(0, 1.0, 0, 0.35)
		self.Border:Show()
	else
		self.Border:Hide()
	end

	-- Update Action Text
	if not self:IsConsumableOrStackable() then
		self.Name:SetText(self:GetActionText())
	else
		self.Name:SetText("")
	end

	-- Update icon and hotkey
	local texture = self:GetTexture()

	-- Zone ability button handling
	self.zoneAbilityDisabled = false
	self.icon:SetDesaturated(false)
	if self._state_type == "action" then
		local action_type, id = GetActionInfo(self._state_action)
		if ((action_type == "spell" or action_type == "companion") and ZoneAbilityFrame and ZoneAbilityFrame.baseName and not HasZoneAbility()) then
			local name = GetSpellInfo(ZoneAbilityFrame.baseName)
			local abilityName = GetSpellInfo(id)
			if name == abilityName then
				texture = GetLastZoneAbilitySpellTexture()
				self.zoneAbilityDisabled = true
				self.icon:SetDesaturated(true)
			end
		end
	end

	if texture then
		self.icon:SetTexture(texture)
		self.icon:Show()
		self.rangeTimer = - 1
		self:SetNormalTexture("Interface\\Buttons\\UI-Quickslot2")
		if not self.LBFSkinned and not self.MasqueSkinned then
			self.NormalTexture:SetTexCoord(0, 0, 0, 0)
		end
	else
		self.icon:Hide()
		self.cooldown:Hide()
		self.rangeTimer = nil
		self:SetNormalTexture("Interface\\Buttons\\UI-Quickslot")
		if self.HotKey:GetText() == RANGE_INDICATOR then
			self.HotKey:Hide()
		else
			self.HotKey:SetVertexColor(0.75, 0.75, 0.75)
		end
		if not self.LBFSkinned and not self.MasqueSkinned then
			self.NormalTexture:SetTexCoord(-0.15, 1.15, -0.15, 1.17)
		end
	end

	self:UpdateLocal()

	UpdateCount(self)

	UpdateFlyout(self)

	UpdateOverlayGlow(self)

	UpdateNewAction(self)

	if GameTooltip_GetOwnerForbidden() == self then
		UpdateTooltip(self)
	end

	-- this could've been a spec change, need to call OnStateChanged for action buttons, if present
	if not InCombatLockdown() and self._state_type == "action" then
		local onStateChanged = self:GetAttribute("OnStateChanged")
		if onStateChanged then
			self.header:SetFrameRef("updateButton", self)
			self.header:Execute(([[
				local frame = self:GetFrameRef("updateButton")
				control:RunFor(frame, frame:GetAttribute("OnStateChanged"), %s, %s, %s)
			]]):format(formatHelper(self:GetAttribute("state")), formatHelper(self._state_type), formatHelper(self._state_action)))
		end
	end
	lib.callbacks:Fire("OnButtonUpdate", self)
end

function Generic:UpdateLocal()
-- dummy function the other button types can override for special updating
end

function UpdateButtonState(self)
	if self:IsCurrentlyActive() or self:IsAutoRepeat() then
		self:SetChecked(true)
	else
		self:SetChecked(false)
	end
	lib.callbacks:Fire("OnButtonState", self)
end

function UpdateUsable(self)
	-- TODO: make the colors configurable
	-- TODO: allow disabling of the whole recoloring
	if self.config.outOfRangeColoring == "button" and self.outOfRange then
		self.icon:SetVertexColor(unpack(self.config.colors.range))
	else
		local isUsable, notEnoughMana = self:IsUsable()
		if isUsable then
			self.icon:SetVertexColor(1.0, 1.0, 1.0)
			--self.NormalTexture:SetVertexColor(1.0, 1.0, 1.0)
		elseif notEnoughMana then
			self.icon:SetVertexColor(unpack(self.config.colors.mana))
			--self.NormalTexture:SetVertexColor(0.5, 0.5, 1.0)
		else
			self.icon:SetVertexColor(0.4, 0.4, 0.4)
			--self.NormalTexture:SetVertexColor(1.0, 1.0, 1.0)
		end
	end
	lib.callbacks:Fire("OnButtonUsable", self)
end

function UpdateCount(self)
	--print("libtest", self:GetCount() )
	if not self:HasAction() then
		self.Count:SetText("")
		return
	end
	if self:IsConsumableOrStackable() then
		local count = self:GetCount()
		if count ~= 0 then
			if count > (self.maxDisplayCount or 9999) then
				--TODO: Relly this should show digits then * if over 999
				self.Count:SetText("*")
			else
				self.Count:SetText(count)
			end
		else
			self.Count:SetText("")
		end
	else
		local charges, maxCharges, chargeStart, chargeDuration = self:GetCharges()
		if charges and maxCharges and maxCharges > 1 then
			self.Count:SetText(charges)
		else
			self.Count:SetText("")
		end
	end
end

function EndChargeCooldown(self)
	self:Hide()
	self:SetParent(UIParent)
	self.parent.chargeCooldown = nil
	self.parent = nil
	tinsert(lib.ChargeCooldowns, self)
end

local function StartChargeCooldown(parent, chargeStart, chargeDuration, chargeModRate)
	if not parent.chargeCooldown then
		local cooldown = tremove(lib.ChargeCooldowns)
		if not cooldown then
			lib.NumChargeCooldowns = lib.NumChargeCooldowns + 1
			cooldown = CreateFrame("Cooldown", "LAB10ChargeCooldown"..lib.NumChargeCooldowns, parent, "CooldownFrameTemplate");
			cooldown:SetScript("OnCooldownDone", EndChargeCooldown)
			cooldown:SetHideCountdownNumbers(true)
			cooldown:SetDrawSwipe(false)
		end
		cooldown:SetParent(parent)
		cooldown:SetAllPoints(parent)
		cooldown:SetFrameStrata("TOOLTIP")
		cooldown:Show()
		parent.chargeCooldown = cooldown
		cooldown.parent = parent
	end
	-- set cooldown
	parent.chargeCooldown:SetDrawBling(parent.chargeCooldown:GetEffectiveAlpha() > 0.5)
	CooldownFrame_Set(parent.chargeCooldown, chargeStart, chargeDuration, true, true, chargeModRate)

	-- update charge cooldown skin when masque is used
	if Masque and Masque.UpdateCharge then
		Masque:UpdateCharge(parent)
	end

	if not chargeStart or chargeStart == 0 then
		EndChargeCooldown(parent.chargeCooldown)
	end
end

local function OnCooldownDone(self)
	self:SetScript("OnCooldownDone", nil)
	UpdateCooldown(self:GetParent())
end

function UpdateCooldown(self)
	local locStart, locDuration = self:GetLossOfControlCooldown()
	local start, duration, enable, modRate = self:GetCooldown()
	local charges, maxCharges, chargeStart, chargeDuration, chargeModRate = self:GetCharges()

	self.cooldown:SetDrawBling(self.cooldown:GetEffectiveAlpha() > 0.5)

	if (locStart + locDuration) > (start + duration) then
		if self.cooldown.currentCooldownType ~= COOLDOWN_TYPE_LOSS_OF_CONTROL then
			self.cooldown:SetEdgeTexture("Interface\\Cooldown\\edge-LoC")
			self.cooldown:SetSwipeColor(0.17, 0, 0)
			self.cooldown:SetHideCountdownNumbers(true)
			self.cooldown.currentCooldownType = COOLDOWN_TYPE_LOSS_OF_CONTROL
		end
		CooldownFrame_Set(self.cooldown, locStart, locDuration, true, true, modRate)
	else
		if self.cooldown.currentCooldownType ~= COOLDOWN_TYPE_NORMAL then
			self.cooldown:SetEdgeTexture("Interface\\Cooldown\\edge")
			self.cooldown:SetSwipeColor(0, 0, 0)
			self.cooldown:SetHideCountdownNumbers(false)
			self.cooldown.currentCooldownType = COOLDOWN_TYPE_NORMAL
		end
		if locStart > 0 then
			self.cooldown:SetScript("OnCooldownDone", OnCooldownDone)
		end

		if charges and maxCharges and charges > 0 and charges < maxCharges then
			StartChargeCooldown(self, chargeStart, chargeDuration, chargeModRate)
		elseif self.chargeCooldown then
			EndChargeCooldown(self.chargeCooldown)
		end
		CooldownFrame_Set(self.cooldown, start, duration, enable, false, modRate)
	end
end

function StartFlash(self)
	self.flashing = 1
	flashTime = 0
	UpdateButtonState(self)
end

function StopFlash(self)
	self.flashing = 0
	self.Flash:Hide()
	UpdateButtonState(self)
end

function UpdateFlash(self)
	if (self:IsAttack() and self:IsCurrentlyActive()) or self:IsAutoRepeat() then
		StartFlash(self)
	else
		StopFlash(self)
	end
end

function UpdateTooltip(self)
	if GameTooltip:IsForbidden() then return end
	if (GetCVar("UberTooltips") == "1") then
		--for i,n in pairs(GameTooltip) do print(i,n) end
		--print("lib", GameTooltip, self)
		GameTooltip_SetDefaultAnchor(GameTooltip, self);
	else
		GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
	end
	if self:SetTooltip() then
		self.UpdateTooltip = UpdateTooltip
	else
		self.UpdateTooltip = nil
	end
end

function UpdateHotkeys(self)
	local key = self:GetHotkey()
	if not key or key == "" or self.config.hideElements.hotkey then
		self.HotKey:SetText(RANGE_INDICATOR)
		self.HotKey:SetPoint("TOPLEFT", self, "TOPLEFT", 1, - 2)
		self.HotKey:Hide()
	else
		self.HotKey:SetText(key)
		self.HotKey:SetPoint("TOPLEFT", self, "TOPLEFT", - 2, - 2)
		self.HotKey:Show()
	end
end

function ShowOverlayGlow(self)
	if LBG then
		LBG.ShowOverlayGlow(self)
	end
end

function HideOverlayGlow(self)
	if LBG then
		LBG.HideOverlayGlow(self)
	end
end

function UpdateOverlayGlow(self)
	local spellId = self:GetSpellId()
	if spellId and IsSpellOverlayed(spellId) then
		ShowOverlayGlow(self)
	else
		HideOverlayGlow(self)
	end
end

function ClearNewActionHighlight(action, preventIdenticalActionsFromClearing, value)
	lib.ACTION_HIGHLIGHT_MARKS[action] = value

	for button in next, ButtonRegistry do
		if button._state_type == "action" and action == tonumber(button._state_action) then
			UpdateNewAction(button)
		end
	end

	if preventIdenticalActionsFromClearing then
		return
	end

	-- iterate through actions and unmark all that are the same type
	local unmarkedType, unmarkedID = GetActionInfo(action)
	for actionKey, markValue in pairs(lib.ACTION_HIGHLIGHT_MARKS) do
		if markValue then
			local actionType, actionID = GetActionInfo(actionKey)
			if actionType == unmarkedType and actionID == unmarkedID then
				ClearNewActionHighlight(actionKey, true, value)
			end
		end
	end
end

hooksecurefunc("MarkNewActionHighlight", function(action)
	lib.ACTION_HIGHLIGHT_MARKS[action] = true
	for button in next, ButtonRegistry do
		if button._state_type == "action" and action == tonumber(button._state_action) then
			UpdateNewAction(button)
		end
	end
end)

hooksecurefunc("ClearNewActionHighlight", function(action, preventIdenticalActionsFromClearing)
	ClearNewActionHighlight(action, preventIdenticalActionsFromClearing, nil)
end)

function UpdateNewAction(self)
	-- special handling for "New Action" markers
	if self.NewActionTexture then
		if self._state_type == "action" and lib.ACTION_HIGHLIGHT_MARKS[self._state_action] then
			self.NewActionTexture:Show()
		else
			self.NewActionTexture:Hide()
		end
	end
end

-- Hook UpdateFlyout so we can use the blizzy templates
hooksecurefunc("ActionButton_UpdateFlyout", function(self, ...)
	if ButtonRegistry[self] then
		UpdateFlyout(self)
	end
end)

function UpdateFlyout(self)
	-- disabled FlyoutBorder/BorderShadow, those are not handled by LBF and look terrible
	self.FlyoutBorder:Hide()
	self.FlyoutBorderShadow:Hide()
	if self._state_type == "action" then
		-- based on ActionButton_UpdateFlyout in ActionButton.lua
		local actionType = GetActionInfo(self._state_action)
		if actionType == "flyout" then
			-- Update border and determine arrow position
			local arrowDistance
			if (SpellFlyout and SpellFlyout:IsShown() and SpellFlyout:GetParent() == self) or GetMouseFocus() == self then
				arrowDistance = 5
			else
				arrowDistance = 2
			end

			-- Update arrow
			self.FlyoutArrow:Show()
			self.FlyoutArrow:ClearAllPoints()
			local direction = self:GetAttribute("flyoutDirection");
			if direction == "LEFT" then
				self.FlyoutArrow:SetPoint("LEFT", self, "LEFT", -arrowDistance, 0)
				SetClampedTextureRotation(self.FlyoutArrow, 270)
			elseif direction == "RIGHT" then
				self.FlyoutArrow:SetPoint("RIGHT", self, "RIGHT", arrowDistance, 0)
				SetClampedTextureRotation(self.FlyoutArrow, 90)
			elseif direction == "DOWN" then
				self.FlyoutArrow:SetPoint("BOTTOM", self, "BOTTOM", 0, -arrowDistance)
				SetClampedTextureRotation(self.FlyoutArrow, 180)
			else
				self.FlyoutArrow:SetPoint("TOP", self, "TOP", 0, arrowDistance)
				SetClampedTextureRotation(self.FlyoutArrow, 0)
			end

			-- return here, otherwise flyout is hidden
			return
		end
	end
	self.FlyoutArrow:Hide()
end

function UpdateRangeTimer()
	rangeTimer = -1
end

-----------------------------------------------------------
--- WoW API mapping
--- Generic Button
Generic.HasAction               = function(self) return nil end
Generic.GetActionText           = function(self) return "" end
Generic.GetTexture              = function(self) return nil end
Generic.GetCharges              = function(self) return nil end
Generic.GetCount                = function(self) return 0 end
Generic.GetCooldown             = function(self) return 0, 0, 0 end
Generic.IsAttack                = function(self) return nil end
Generic.IsEquipped              = function(self) return nil end
Generic.IsCurrentlyActive       = function(self) return nil end
Generic.IsAutoRepeat            = function(self) return nil end
Generic.IsUsable                = function(self) return nil end
Generic.IsConsumableOrStackable = function(self) return nil end
Generic.IsUnitInRange           = function(self, unit) return nil end
Generic.IsInRange               = function(self)
	local unit = self:GetAttribute("unit")
	if unit == "player" then
		unit = nil
	end
	local val = self:IsUnitInRange(unit)
	-- map 1/0 to true false, since the return values are inconsistent between actions and spells
	if val == 1 then val = true elseif val == 0 then val = false end
	return val
end
Generic.SetTooltip              = function(self) return nil end
Generic.GetSpellId              = function(self) return nil end
Generic.GetLossOfControlCooldown = function(self) return 0, 0 end

-----------------------------------------------------------
--- Action Button
Action.HasAction               = function(self) return HasAction(self._state_action) end
Action.GetActionText           = function(self) return GetActionText(self._state_action) end
Action.GetTexture              = function(self) return GetActionTexture(self._state_action) end
Action.GetCharges              = function(self) return GetActionCharges(self._state_action) end
Action.GetCount                = function(self) return GetActionCount(self._state_action) end
Action.GetCooldown             = function(self) return GetActionCooldown(self._state_action) end
Action.IsAttack                = function(self) return IsAttackAction(self._state_action) end
Action.IsEquipped              = function(self) return IsEquippedAction(self._state_action) end
Action.IsCurrentlyActive       = function(self) return IsCurrentAction(self._state_action) end
Action.IsAutoRepeat            = function(self) return IsAutoRepeatAction(self._state_action) end
Action.IsUsable                = function(self) return IsUsableAction(self._state_action) end
Action.IsConsumableOrStackable = function(self) return IsConsumableAction(self._state_action) or IsStackableAction(self._state_action) or (not IsItemAction(self._state_action) and GetActionCount(self._state_action) > 0) end
Action.IsUnitInRange           = function(self, unit) return IsActionInRange(self._state_action, unit) end
Action.SetTooltip              = function(self) return GameTooltip:SetAction(self._state_action) end
Action.GetSpellId              = function(self)
	local actionType, id, subType = GetActionInfo(self._state_action)
	if actionType == "spell" then
		return id
	elseif actionType == "macro" then
		return (GetMacroSpell(id))
	  --[[
		local _, _, spellId = GetMacroSpell(id)
		return spellId
   ]]
	end
end
Action.GetLossOfControlCooldown = function(self) return GetActionLossOfControlCooldown(self._state_action) end

-----------------------------------------------------------
--- Spell Button
Spell.HasAction               = function(self) return true end
Spell.GetActionText           = function(self) return "" end
Spell.GetTexture              = function(self) return GetSpellTexture(self._state_action) end
Spell.GetCharges              = function(self) return GetSpellCharges(self._state_action) end
Spell.GetCount                = function(self) return GetSpellCount(self._state_action) end
Spell.GetCooldown             = function(self) return GetSpellCooldown(self._state_action) end
Spell.IsAttack                = function(self) return IsAttackSpell(FindSpellBookSlotBySpellID(self._state_action), "spell") end -- needs spell book id as of 4.0.1.13066
Spell.IsEquipped              = function(self) return nil end
Spell.IsCurrentlyActive       = function(self) return IsCurrentSpell(self._state_action) end
Spell.IsAutoRepeat            = function(self) return IsAutoRepeatSpell(FindSpellBookSlotBySpellID(self._state_action), "spell") end -- needs spell book id as of 4.0.1.13066
Spell.IsUsable                = function(self) return IsUsableSpell(self._state_action) end
Spell.IsConsumableOrStackable = function(self) return IsConsumableSpell(self._state_action) end
Spell.IsUnitInRange           = function(self, unit) return IsSpellInRange(FindSpellBookSlotBySpellID(self._state_action), "spell", unit) end -- needs spell book id as of 4.0.1.13066
Spell.SetTooltip              = function(self) return GameTooltip:SetSpellByID(self._state_action) end
Spell.GetSpellId              = function(self) return self._state_action end

-----------------------------------------------------------
--- Item Button
local function getItemId(input)
	return input:match("^item:(%d+)")
end

Item.HasAction               = function(self) return true end
--Item.HasAction               = function(self) return false end
Item.GetActionText           = function(self) return "" end
Item.GetTexture              = function(self) return GetItemIcon(self._state_action) end
Item.GetCharges              = function(self) return nil end
--Item.GetCount                = function(self) return GetItemCount(self._state_action, nil, true) end
-- Ebony changes for Ema to count the stacks all chars and display in the bar!
Item.GetCount                = function(self) return EMAApi.GetMaxItemCountFromItemID( self._state_action ) end
Item.GetCooldown             = function(self) return GetItemCooldown(getItemId(self._state_action)) end
Item.IsAttack                = function(self) return nil end
Item.IsEquipped              = function(self) return IsEquippedItem(self._state_action) end
Item.IsCurrentlyActive       = function(self) return IsCurrentItem(self._state_action) end
Item.IsAutoRepeat            = function(self) return nil end
Item.IsUsable                = function(self) return IsUsableItem(self._state_action) end
-- Ebony this seems to always return false! and will not show the stacks on the bar!
-- i always want to show even if there is just want item so return true.
--Item.IsConsumableOrStackable = function(self) return IsConsumableItem(self._state_action) end
Item.IsConsumableOrStackable = function(self) return true end
Item.IsUnitInRange           = function(self, unit) return IsItemInRange(self._state_action, unit) end
Item.SetTooltip              = function(self) return GameTooltip:SetHyperlink(self._state_action)  end
Item.GetSpellId              = function(self) return nil end

-----------------------------------------------------------
--- Macro Button
-- TODO: map results of GetMacroSpell/GetMacroItem to proper results
Macro.HasAction               = function(self) return true end
Macro.GetActionText           = function(self) return (GetMacroInfo(self._state_action)) end
Macro.GetTexture              = function(self) return (select(2, GetMacroInfo(self._state_action))) end
Macro.GetCharges              = function(self) return nil end
Macro.GetCount                = function(self) return 0 end
Macro.GetCooldown             = function(self) return 0, 0, 0 end
Macro.IsAttack                = function(self) return nil end
Macro.IsEquipped              = function(self) return nil end
Macro.IsCurrentlyActive       = function(self) return nil end
Macro.IsAutoRepeat            = function(self) return nil end
Macro.IsUsable                = function(self) return nil end
Macro.IsConsumableOrStackable = function(self) return nil end
Macro.IsUnitInRange           = function(self, unit) return nil end
Macro.SetTooltip              = function(self) return nil end
Macro.GetSpellId              = function(self) return nil end

-----------------------------------------------------------
--- Custom Button
Custom.HasAction               = function(self) return true end
Custom.GetActionText           = function(self) return "" end
Custom.GetTexture              = function(self) return self._state_action.texture end
Custom.GetCharges              = function(self) return nil end
Custom.GetCount                = function(self) return 0 end
Custom.GetCooldown             = function(self) return 0, 0, 0 end
Custom.IsAttack                = function(self) return nil end
Custom.IsEquipped              = function(self) return nil end
Custom.IsCurrentlyActive       = function(self) return nil end
Custom.IsAutoRepeat            = function(self) return nil end
Custom.IsUsable                = function(self) return true end
Custom.IsConsumableOrStackable = function(self) return nil end
Custom.IsUnitInRange           = function(self, unit) return nil end
Custom.SetTooltip              = function(self) return GameTooltip:SetText(self._state_action.tooltip) end
Custom.GetSpellId              = function(self) return nil end
Custom.RunCustom               = function(self, unit, button) return self._state_action.func(self, unit, button) end

-----------------------------------------------------------
--- Update old Buttons
if oldversion and next(lib.buttonRegistry) then
	InitializeEventHandler()
	for button in next, lib.buttonRegistry do
		-- this refreshes the metatable on the button
		Generic.UpdateAction(button, true)
		SetupSecureSnippets(button)
		if oldversion < 12 then
			WrapOnClick(button)
		end
		if oldversion < 23 then
			if button.overlay then
				button.overlay:Hide()
				ActionButton_HideOverlayGlow(button)
				button.overlay = nil
				UpdateOverlayGlow(button)
			end
		end
	end
end