-- rButtonTemplate: core
-- zork, 2016
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-- Variables
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local A, L = ...
-----------------------------
-- rButtonTemplate Global
-----------------------------
rButtonTemplate = {}
rButtonTemplate.addonName = A
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-- Init
-----------------------------
local function CallButtonFunctionByName(button, func, ...)
if button and func and button[func] then
button[func](button, ...)
end
end
local function ResetAlpha(self,a)
if not self.__alpha then return end
if a == self.__alpha then return end
self:SetAlpha(self.__alpha)
print(self:GetName(),a)
end
local function ResetNormalTexture(self, file)
if not self.__normalTextureFile then return end
if file == self.__normalTextureFile then return end
self:SetNormalTexture(self.__normalTextureFile)
end
local function ResetTexture(self, file)
if not self.__textureFile then return end
if file == self.__textureFile then return end
self:SetTexture(self.__textureFile)
end
local function ResetVertexColor(self,r,g,b,a)
if not self.__vertexColor then return end
local r2,g2,b2,a2 = unpack(self.__vertexColor)
if not a2 then a2 = 1 end
if r ~= r2 or g ~= g2 or b ~= b2 or a ~= a2 then
self:SetVertexColor(r2,g2,b2,a2)
end
end
local function ApplyPoints(self, points)
if not points then return end
self:ClearAllPoints()
for i, point in next, points do
self:SetPoint(unpack(point))
end
end
local function ApplyTexCoord(texture,texCoord)
if not texCoord then return end
texture:SetTexCoord(unpack(texCoord))
end
local function ApplyBlendMode(texture,blendMode)
if not blendMode then return end
texture:SetBlendMode(blendMode)
end
local function ApplySizeFactor(texture,sizeFactor)
if not sizeFactor then return end
local w,h = texture:GetParent():GetSize()
texture:SetSize(w*sizeFactor,h*sizeFactor)
end
local function ApplyVertexColor(texture,color)
if not color then return end
texture.__vertexColor = color
texture:SetVertexColor(unpack(color))
hooksecurefunc(texture, "SetVertexColor", ResetVertexColor)
end
local function ApplyAlpha(region,alpha)
if not alpha then return end
--region.__alpha = alpha
region:SetAlpha(alpha)
--hooksecurefunc(region, "SetAlpha", ResetAlpha)
end
local function ApplyFont(fontString,font)
if not font then return end
fontString:SetFont(unpack(font))
end
local function ApplyHorizontalAlign(fontString,align)
if not align then return end
fontString:SetJustifyH(align)
end
local function ApplyVerticalAlign(fontString,align)
if not align then return end
fontString:SetJustifyV(align)
end
local function ApplyTexture(texture,file)
if not file then return end
texture.__textureFile = file
texture:SetTexture(file)
hooksecurefunc(texture, "SetTexture", ResetTexture)
end
local function ApplyNormalTexture(button,file)
if not file then return end
button.__normalTextureFile = file
button:SetNormalTexture(file)
hooksecurefunc(button, "SetNormalTexture", ResetNormalTexture)
end
local function SetupTexture(texture,cfg,func,button)
if not texture or not cfg then return end
ApplyTexCoord(texture,cfg.texCoord)
ApplyBlendMode(texture,cfg.blendMode)
ApplySizeFactor(texture,cfg.sizeFactor)
ApplyPoints(texture,cfg.points)
ApplyVertexColor(texture,cfg.color)
ApplyAlpha(texture,cfg.alpha)
if func == "SetTexture" then
ApplyTexture(texture,cfg.file)
elseif func == "SetNormalTexture" then
ApplyNormalTexture(button,cfg.file)
elseif cfg.file then
CallButtonFunctionByName(button,func,cfg.file)
end
end
local function SetupFontString(fontString,cfg)
if not fontString or not cfg then return end
ApplyPoints(fontString, cfg.points)
ApplyFont(fontString,cfg.font)
ApplyAlpha(fontString,cfg.alpha)
ApplyHorizontalAlign(fontString,cfg.halign)
ApplyVerticalAlign(fontString,cfg.valign)
end
local function SetupCooldown(cooldown,cfg)
if not cooldown or not cfg then return end
cooldown:SetFrameLevel(cooldown:GetParent():GetFrameLevel())
ApplyPoints(cooldown, cfg.points)
end
local function SetupBackdrop(button,backdrop)
if not backdrop then return end
local bg = CreateFrame("Frame", nil, button, BackdropTemplateMixin and "BackdropTemplate")
ApplyPoints(bg, backdrop.points)
bg:SetFrameLevel(button:GetFrameLevel()-1)
bg:SetBackdrop(backdrop)
if backdrop.backgroundColor then
bg:SetBackdropColor(unpack(backdrop.backgroundColor))
end
if backdrop.borderColor then
bg:SetBackdropBorderColor(unpack(backdrop.borderColor))
end
return bg
end
local function RangeUpdate(self, hasrange, inrange)
local icon = self.icon
local normalTexture = self.NormalTexture
local id = self.action
if not id then return end
local isUsable, notEnoughPower = IsUsableAction(id)
if isUsable then
if (hasrange and inrange == false) then
icon:SetVertexColor(0.8, 0.1, 0.1)
normalTexture:SetVertexColor(0.8, 0.1, 0.1)
else
icon:SetVertexColor(1.0, 1.0, 1.0)
normalTexture:SetVertexColor(1.0, 1.0, 1.0)
end
elseif notEnoughPower then
icon:SetVertexColor(0.1, 0.3, 1.0)
normalTexture:SetVertexColor(0.1, 0.3, 1.0)
else
icon:SetVertexColor(0.3, 0.3, 0.3)
normalTexture:SetVertexColor(0.3, 0.3, 0.3)
end
end
local function FormatHotkey(hotkey)
local text = hotkey:GetText()
if (not text) then return end
local indicator = _G["RANGE_INDICATOR"]
text = string.gsub(text, "(s%-)", "|cffff8000s|r")
text = string.gsub(text, "(a%-)", "|cffff8000a|r")
text = string.gsub(text, "(c%-)", "|cffff8000c|r")
text = string.gsub(text, KEY_BUTTON3, "m3")
text = string.gsub(text, KEY_BUTTON4, "m4")
text = string.gsub(text, KEY_BUTTON5, "m5")
text = string.gsub(text, KEY_MOUSEWHEELUP, "mU")
text = string.gsub(text, KEY_MOUSEWHEELDOWN, "mD")
text = string.gsub(text, KEY_NUMPAD0, "N0")
text = string.gsub(text, KEY_NUMPAD1, "N1")
text = string.gsub(text, KEY_NUMPAD2, "N2")
text = string.gsub(text, KEY_NUMPAD3, "N3")
text = string.gsub(text, KEY_NUMPAD4, "N4")
text = string.gsub(text, KEY_NUMPAD5, "N5")
text = string.gsub(text, KEY_NUMPAD6, "N6")
text = string.gsub(text, KEY_NUMPAD7, "N7")
text = string.gsub(text, KEY_NUMPAD8, "N8")
text = string.gsub(text, KEY_NUMPAD9, "N9")
text = string.gsub(text, KEY_NUMPADDECIMAL, "N.")
text = string.gsub(text, KEY_NUMPADDIVIDE, "N/")
text = string.gsub(text, KEY_NUMPADMINUS, "N-")
text = string.gsub(text, KEY_NUMPADMULTIPLY, "N*")
text = string.gsub(text, KEY_NUMPADPLUS, "N+")
text = string.gsub(text, KEY_PAGEUP, "PU")
text = string.gsub(text, KEY_PAGEDOWN, "PD")
text = string.gsub(text, KEY_SPACE, "SPB")
text = string.gsub(text, KEY_INSERT, "INS")
text = string.gsub(text, KEY_HOME, "HM")
text = string.gsub(text, KEY_DELETE, "DEL")
text = string.gsub(text, KEY_BACKSPACE, "BKS")
text = string.gsub(text, KEY_INSERT_MAC, "HLP") -- mac
if text == indicator then
hotkey:SetText("")
else
hotkey:SetText(text)
end
hotkey:SetVertexColor(1, 1, 1)
end
function rButtonTemplate:StyleActionButton(button, cfg)
if not button then return end
if button.__styled then return end
local buttonName = button:GetName()
local icon = _G[buttonName.."Icon"]
local flash = _G[buttonName.."Flash"]
local flyoutBorder = _G[buttonName.."FlyoutBorder"]
local flyoutBorderShadow = _G[buttonName.."FlyoutBorderShadow"]
local flyoutArrow = _G[buttonName.."FlyoutArrow"]
local hotkey = _G[buttonName.."HotKey"]
local count = _G[buttonName.."Count"]
local name = _G[buttonName.."Name"]
local border = _G[buttonName.."Border"]
local NewActionTexture = button.NewActionTexture
local cooldown = _G[buttonName.."Cooldown"]
local normalTexture = button:GetNormalTexture()
local pushedTexture = button:GetPushedTexture()
local highlightTexture = button:GetHighlightTexture()
--normal buttons do not have a checked texture, but checkbuttons do and normal actionbuttons are checkbuttons
local checkedTexture = nil
if button.GetCheckedTexture then checkedTexture = button:GetCheckedTexture() end
local floatingBG = _G[buttonName.."FloatingBG"]
--hide stuff
if floatingBG then floatingBG:Hide() end
--backdrop
SetupBackdrop(button,cfg.backdrop)
--textures
SetupTexture(icon,cfg.icon,"SetTexture",icon)
SetupTexture(flash,cfg.flash,"SetTexture",flash)
SetupTexture(flyoutBorder,cfg.flyoutBorder,"SetTexture",flyoutBorder)
SetupTexture(flyoutBorderShadow,cfg.flyoutBorderShadow,"SetTexture",flyoutBorderShadow)
SetupTexture(border,cfg.border,"SetTexture",border)
SetupTexture(normalTexture,cfg.normalTexture,"SetNormalTexture",button)
SetupTexture(pushedTexture,cfg.pushedTexture,"SetPushedTexture",button)
SetupTexture(highlightTexture,cfg.highlightTexture,"SetHighlightTexture",button)
SetupTexture(checkedTexture,cfg.checkedTexture,"SetCheckedTexture",button)
--cooldown
SetupCooldown(cooldown,cfg.cooldown)
--no clue why but blizzard created count and duration on background layer, need to fix that
local overlay = CreateFrame("Frame",nil,button)
overlay:SetAllPoints()
if count then count:SetParent(overlay) end
if hotkey then hotkey:SetParent(overlay) end
if name then name:SetParent(overlay) end
--hotkey+count+name
SetupFontString(hotkey,cfg.hotkey)
SetupFontString(count,cfg.count)
SetupFontString(name,cfg.name)
FormatHotkey(hotkey)
button.__styled = true
end
function rButtonTemplate:StyleExtraActionButton(cfg)
local button = ExtraActionButton1
if button.__styled then return end
local buttonName = button:GetName()
local icon = _G[buttonName.."Icon"]
--local flash = _G[buttonName.."Flash"] --wierd the template has two textures of the same name
local hotkey = _G[buttonName.."HotKey"]
local count = _G[buttonName.."Count"]
local buttonstyle = button.style --artwork around the button
local cooldown = _G[buttonName.."Cooldown"]
local normalTexture = button:GetNormalTexture()
local pushedTexture = button:GetPushedTexture()
local highlightTexture = button:GetHighlightTexture()
local checkedTexture = button:GetCheckedTexture()
--backdrop
SetupBackdrop(button,cfg.backdrop)
--textures
SetupTexture(icon,cfg.icon,"SetTexture",icon)
SetupTexture(buttonstyle,cfg.buttonstyle,"SetTexture",buttonstyle)
SetupTexture(normalTexture,cfg.normalTexture,"SetNormalTexture",button)
SetupTexture(pushedTexture,cfg.pushedTexture,"SetPushedTexture",button)
SetupTexture(highlightTexture,cfg.highlightTexture,"SetHighlightTexture",button)
SetupTexture(checkedTexture,cfg.checkedTexture,"SetCheckedTexture",button)
--cooldown
SetupCooldown(cooldown,cfg.cooldown)
--hotkey, count
SetupFontString(hotkey,cfg.hotkey)
SetupFontString(count,cfg.count)
button.__styled = true
end
function rButtonTemplate:StyleItemButton(button,cfg)
if not button then return end
if button.__styled then return end
local buttonName = button:GetName()
local icon = _G[buttonName.."IconTexture"]
local quest = _G[buttonName.."IconQuestTexture"]
local count = _G[buttonName.."Count"]
local stock = _G[buttonName.."Stock"]
local searchOverlay = _G[buttonName.."SearchOverlay"]
local border = button.IconBorder
local normalTexture = button:GetNormalTexture()
local pushedTexture = button:GetPushedTexture()
local highlightTexture = button:GetHighlightTexture()
local checkedTexture = nil
if button.GetCheckedTexture then checkedTexture = button:GetCheckedTexture() end
--backdrop
button.Backdrop = SetupBackdrop(button,cfg.backdrop)
--textures
SetupTexture(icon,cfg.icon,"SetTexture",icon)
SetupTexture(searchOverlay,cfg.searchOverlay,"SetTexture",searchOverlay)
SetupTexture(border,cfg.border,"SetTexture",border)
SetupTexture(normalTexture,cfg.normalTexture,"SetNormalTexture",button)
SetupTexture(pushedTexture,cfg.pushedTexture,"SetPushedTexture",button)
SetupTexture(highlightTexture,cfg.highlightTexture,"SetHighlightTexture",button)
SetupTexture(checkedTexture,cfg.checkedTexture,"SetCheckedTexture",button)
--count+stock
SetupFontString(count,cfg.count)
SetupFontString(stock,cfg.stock)
--quest
if quest then quest:SetAlpha(0) end
button.__styled = true
end
function rButtonTemplate:UpdateHotkeys()
local hotkey = _G[self:GetName() .. "HotKey"]
FormatHotkey(hotkey)
end
function rButtonTemplate:StyleAllActionButtons(cfg)
for i = 1, NUM_ACTIONBAR_BUTTONS do
rButtonTemplate:StyleActionButton(_G["ActionButton"..i],cfg)
rButtonTemplate:StyleActionButton(_G["MultiBarBottomLeftButton"..i],cfg)
rButtonTemplate:StyleActionButton(_G["MultiBarBottomRightButton"..i],cfg)
rButtonTemplate:StyleActionButton(_G["MultiBarRightButton"..i],cfg)
rButtonTemplate:StyleActionButton(_G["MultiBarLeftButton"..i],cfg)
-- hooksecurefunc(_G["ActionButton"..i], "UpdateHotkeys", FormatHotkey)
-- hooksecurefunc(_G["MultiBarBottomLeftButton"..i], "UpdateHotkeys", FormatHotkey)
-- hooksecurefunc(_G["MultiBarBottomRightButton"..i], "UpdateHotkeys", FormatHotkey)
-- hooksecurefunc(_G["MultiBarRightButton"..i], "UpdateHotkeys", FormatHotkey)
-- hooksecurefunc(_G["MultiBarLeftButton"..i], "UpdateHotkeys", FormatHotkey)
end
for i = 1, 6 do
rButtonTemplate:StyleActionButton(_G["OverrideActionBarButton"..i],cfg)
end
--petbar buttons
for i=1, NUM_PET_ACTION_SLOTS do
rButtonTemplate:StyleActionButton(_G["PetActionButton"..i],cfg)
end
--stancebar buttons
for i=1, NUM_STANCE_SLOTS do
rButtonTemplate:StyleActionButton(_G["StanceButton"..i],cfg)
end
--possess buttons
-- for i=1, NUM_POSSESS_SLOTS do
-- rButtonTemplate:StyleActionButton(_G["PossessButton"..i],cfg)
-- end
hooksecurefunc("ActionButton_UpdateRangeIndicator", RangeUpdate)
hooksecurefunc("ActionButton_UpdateHotkeys", rButtonTemplate.UpdateHotkeys)
hooksecurefunc("PetActionButton_SetHotkeys", rButtonTemplate.UpdateHotkeys)
end
function rButtonTemplate:StyleAuraButton(button, cfg)
if not button then return end
if button.__styled then return end
local buttonName = button:GetName()
local icon = _G[buttonName.."Icon"]
local count = _G[buttonName.."Count"]
local duration = _G[buttonName.."Duration"]
local border = _G[buttonName.."Border"]
local symbol = button.symbol
--backdrop
SetupBackdrop(button,cfg.backdrop)
--textures
SetupTexture(icon,cfg.icon,"SetTexture",icon)
SetupTexture(border,cfg.border,"SetTexture",border)
--create a normal texture on the aura button
if cfg.normalTexture and cfg.normalTexture.file then
button:SetNormalTexture(cfg.normalTexture.file)
local normalTexture = button:GetNormalTexture()
SetupTexture(normalTexture,cfg.normalTexture,"SetNormalTexture",button)
end
--no clue why but blizzard created count and duration on background layer, need to fix that
local overlay = CreateFrame("Frame",nil,button)
overlay:SetAllPoints()
if count then count:SetParent(overlay) end
if duration then duration:SetParent(overlay) end
--count,duration,symbol
SetupFontString(count,cfg.count)
SetupFontString(duration,cfg.duration)
SetupFontString(symbol,cfg.symbol)
button.__styled = true
end
--style player BuffFrame buff buttons
local buffButtonIndex = 1
function rButtonTemplate:StyleBuffButtons(cfg)
local function UpdateBuffButtons()
if buffButtonIndex > BUFF_MAX_DISPLAY then return end
for i = buffButtonIndex, BUFF_MAX_DISPLAY do
local button = _G["BuffButton"..i]
if not button then break end
rButtonTemplate:StyleAuraButton(button, cfg)
if button.__styled then buffButtonIndex = i+1 end
end
end
hooksecurefunc("BuffFrame_UpdateAllBuffAnchors", UpdateBuffButtons)
end
--style player BuffFrame debuff buttons
function rButtonTemplate:StyleDebuffButtons(cfg)
local function UpdateDebuffButton(buttonName, i)
local button = _G["DebuffButton"..i]
rButtonTemplate:StyleAuraButton(button, cfg)
end
hooksecurefunc("DebuffButton_UpdateAnchors", UpdateDebuffButton)
end
--style player TempEnchant buttons
function rButtonTemplate:StyleTempEnchants(cfg)
rButtonTemplate:StyleAuraButton(TempEnchant1, cfg)
rButtonTemplate:StyleAuraButton(TempEnchant2, cfg)
rButtonTemplate:StyleAuraButton(TempEnchant3, cfg)
end
--style all aura buttons
function rButtonTemplate:StyleAllAuraButtons(cfg)
rButtonTemplate:StyleBuffButtons(cfg)
rButtonTemplate:StyleDebuffButtons(cfg)
rButtonTemplate:StyleTempEnchants(cfg)
end