mirror of
https://github.com/Bluewhale1337/ElvUIModernized.git
synced 2026-07-27 08:24:44 +00:00
load StateDriver libraries & update files as needed (Needs more testing)
This commit is contained in:
@@ -0,0 +1,26 @@
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--[[
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Classy.lua
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A wrapper for defining classes that inherit from widgets
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--]]
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local Classy = LibStub:NewLibrary('Classy-1.0', 0)
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if not Classy then return end
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function Classy:New(frameType, parentClass)
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local class = CreateFrame(frameType)
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class.mt = {__index = class}
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if parentClass then
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class = setmetatable(class, {__index = parentClass})
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class.super = function(self, method, ...)
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parentClass[method](self, unpack(arg))
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end
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end
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class.Bind = function(self, obj)
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return setmetatable(obj, self.mt)
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end
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return class
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end
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@@ -0,0 +1,268 @@
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if not LibStub then return end
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local SD = LibStub:GetLibrary('StateDriver-1.0')
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if not SD then return end
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local Parser = SD:New('Parser')
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local IsMounted = IsMounted
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local IsStealthed = IsStealthed
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local GetShapeshiftForm = GetShapeshiftForm
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local _G = getfenv(0)
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local function IsInShapeshiftForm(index)
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return GetShapeshiftForm() == tonumber(index)
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end
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function Parser:Initialize()
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self.casting = nil
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self.channel_spell = nil
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self.channeling = nil
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self:RegisterEvent('PLAYER_ENTERING_WORLD')
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self:RegisterEvent('SPELLCAST_START')
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self:RegisterEvent('SPELLCAST_CHANNEL_START')
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self:RegisterEvent('SPELLCAST_STOP')
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self:RegisterEvent('SPELLCAST_CHANNEL_STOP')
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-- self:SetScript('OnEvent', function() self[event](self) end)
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end
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local _CastSpellByName
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local Hooked_CastSpellByName = function(spell, unit)
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if spell then
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self.channel_spell = spell
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_CastSpellByName(spell, unit)
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end
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end
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local HOOKED = false
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function Parser:PLAYER_ENTERING_WORLD()
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if not HOOKED then
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_CastSpellByName = CastSpellByName
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CastSpellByName = Hooked_CastSpellByName
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HOOKED = true
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end
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end
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function Parser:SPELLCAST_START()
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self.casting = arg1
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end
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function Parser:SPELLCAST_CHANNEL_START()
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self.channeling = true
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end
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function Parser:SPELLCAST_STOP()
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self.casting = false
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end
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function Parser:SPELLCAST_CHANNEL_STOP()
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self.channel_spell = nil
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self.channeling = false
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end
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local conditions_map, casting, existence, hostility
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do
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local function IsChanneling(dependency)
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return dependency and dependency == Parser.channeling or Parser.channeling
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end
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local function IsCasting(dependency)
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return dependency and dependency == Parser.casting or Parser.casting
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end
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local function IsMouseOverUnit()
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local is_mouseover = false
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is_mouseover = UnitName('mouseover') and 'mouseover'
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local frame = GetMouseFocus()
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if frame and frame.GetAttribute then
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is_mouseover = is_mouseover or frame:GetAttribute('unit')
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end
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is_mouseover = is_mouseover or frame and frame.unit
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return is_mouseover
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end
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local function modifierCondition(dependency)
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dependency = dependency == 'ctrl' and 'control' or dependency
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local modifier = string.gsub(dependency, "^%l", string.upper)
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return _G['Is' .. modifier .. 'KeyDown']()
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end
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-- Rename dependent?
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casting = {
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['channeling'] = IsChanneling,
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['nochanneling'] = function(dependency)
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return not IsChanneling(dependency)
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end,
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['casting'] = IsCasting,
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['nocasting'] = function(dependency)
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return not IsCasting(dependency)
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end,
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['group'] = function(dependency)
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local in_raid = UnitInRaid('player')
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-- Player is apparently always in a party... Party Rock Anthem, GO!
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local in_party = UnitInParty('party1')
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if dependency then
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if dependency == 'raid' then
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return in_raid
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else
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return in_party
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end
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else
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return in_raid or in_party
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end
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end,
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['nogroup'] = function(dependency)
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local in_raid = UnitInRaid('player')
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local in_party = UnitInParty('party1')
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if dependency then
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if dependency == 'raid' then
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return not in_raid
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else
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return not in_party
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end
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else
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return (not in_raid) and (not in_party)
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end
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end,
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['mod'] = modifierCondition,
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['modifier'] = modifierCondition,
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['form'] = IsInShapeshiftForm,
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['stance'] = IsInShapeshiftForm
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}
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existence = {
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['exists'] = UnitExists,
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['noexists'] = function(unit)
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return not UnitExists(unit)
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end,
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['dead'] = function(unit)
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return UnitIsDead(unit) and not UnitAura(unit, 'Feign Death')
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end,
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['nodead'] = function(unit)
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return not (UnitIsDead(unit) and not UnitAura(unit, 'Feign Death'))
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end,
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}
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hostility = {
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['harm'] = function(unit_one, unit_two)
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return UnitExists(unit_two) and (not UnitIsFriend(unit_one, unit_two))
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end,
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['nohelp'] = function(unit_one, unit_two)
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return UnitExists(unit_two) and (not UnitIsFriend(unit_one, unit_two))
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end,
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['help'] = UnitIsFriend,
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['noharm'] = UnitIsFriend
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}
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conditions_map = {
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-- Targets
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['mouseover'] = IsMouseOverUnit,
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['pet'] = HasPetUI,
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['nopet'] = function() return not HasPetUI() end,
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['party'] = UnitInParty,
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['raid'] = UnitInRaid,
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['combat'] = UnitAffectingCombat,
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['mounted'] = IsMounted,
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-- ['indoors'] = IsIndoors,
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-- ['outdoors'] = IsOutdoors,
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['stealth'] = IsStealthed,
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-- ['swimming'] = IsSwimming,
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['bonusbar'] = function(bar_id)
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return false
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end,
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}
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for k, v in next, casting do conditions_map[k] = v end
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for k, v in next, existence do conditions_map[k] = v end
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for k, v in next, hostility do conditions_map[k] = v end
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end
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function CmdOptionParse(command)
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-- /action [conditions]
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local action, conditions
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-- Accumulating condition
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local acc_condition
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-- Condition-mapped function and dependency argument
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local func, dependency
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-- [@target]
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local target, is_cond_target
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if not string.find(command, ';') then
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command = command .. ' ;'
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end
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-- Iterate condition cases
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for _, cases in { string.split(';', command) } do
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conditions, action = string.match(cases, '%[([^%]]+)%]%s*(.+)')
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-- Does the action have any conditions?
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if conditions then
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conditions = { string.split(',', conditions) }
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acc_condition = true
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target = nil
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for _, cond in conditions do
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cond = string.trim(cond)
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cond, dependency = string.split(':', cond)
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-- Is the current condition a target command? Usually the first
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-- condition is
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is_cond_target =
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string.match(cond, '@(.*)') or
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string.match(cond, 'target=(.*)')
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-- Mouseover has a special condition, since unitframes don't
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-- utilise the mouseover unit, in which case it's mapped to
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-- player, target, partyN etc.
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func = conditions_map[is_cond_target or cond]
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if is_cond_target then
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target = func and func() or is_cond_target
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else
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local res
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if hostility[cond] then
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res = func and func('player', target or 'target')
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elseif existence[cond] then
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res = func and func(target or 'target')
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elseif cond == 'combat' then
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res = func and func('player')
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elseif casting[cond] then
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res = func and func(dependency)
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else
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res = func and func()
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end
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acc_condition = acc_condition and res
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end
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end
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-- Are all conditions met? Then perform that action
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if acc_condition then
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return string.trim(action), target
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end
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else
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local cases = string.trim(cases)
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return cases
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end
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end
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end
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SecureCmdOptionParse = CmdOptionParse
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Parser:Initialize()
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@@ -0,0 +1,513 @@
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--[[
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Name: StateDriver-1.0
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Revision: $Rev: 107 $
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Maintainers: martinjlowm
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Website: https://github.com/martinjlowm/StateDriver/
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Dependencies: Classy-1.0
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License: None
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]]
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if not LibStub then return end
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local SD = LibStub:NewLibrary('StateDriver-1.0', 0)
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if not SD then return end
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local Classy = LibStub('Classy-1.0')
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local _G = getfenv(0)
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function SD:New(name, parent)
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self[name] = Classy:New('Frame', parent)
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return self[name]
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end
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local function GetAttribute(self, prefix, name, suffix)
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local attributes = self.__state_driver.attributes
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local value
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if not name and not suffix then
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name = prefix
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else
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value = attributes[prefix .. name .. suffix]
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value = value or attributes['*' .. name .. suffix]
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value = value or attributes[prefix .. name .. '*']
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value = value or attributes['*' .. name .. '*']
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end
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return value or attributes[name]
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end
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local function SetAttribute(self, attr, value)
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local old_value = self.__state_driver.attributes[attr]
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self.__state_driver.attributes[attr] = value
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local func = self.__state_driver.handlers['OnAttributeChanged']
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if func and type(func) == 'function' and value ~= old_value then
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func(self, attr, value)
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end
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end
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-- Figure out where to place this
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local function initPlayerDrop()
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UnitPopup_ShowMenu(PlayerFrameDropDown, "SELF", "player")
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if not (UnitInRaid("player") or GetNumPartyMembers() > 0) or UnitIsPartyLeader("player") and PlayerFrameDropDown.init and not CanShowResetInstances() then
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UIDropDownMenu_AddButton({text = RESET_INSTANCES, func = ResetInstances, notCheckable = 1}, 1)
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PlayerFrameDropDown.init = nil
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end
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end
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local ACTIONS = {}
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ACTIONS.target = function(self, unit, button)
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if unit then
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if unit == 'none' then
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ClearTarget();
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elseif ( SpellIsTargeting() ) then
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SpellTargetUnit(unit);
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elseif ( CursorHasItem() ) then
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DropItemOnUnit(unit);
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else
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TargetUnit(unit);
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end
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end
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end
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ACTIONS.togglemenu = function(self, unit, button)
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if UnitIsUnit(unit, 'player') then
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UIDropDownMenu_Initialize(PlayerFrameDropDown, initPlayerDrop, 'MENU')
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PlayerFrameDropDown.init = true
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ToggleDropDownMenu(1, nil, PlayerFrameDropDown, 'cursor')
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elseif unit == 'pet' then
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ToggleDropDownMenu(1, nil, PetFrameDropDown, 'cursor')
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elseif unit == 'target' then
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ToggleDropDownMenu(1, nil, TargetFrameDropDown, 'cursor')
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elseif string.sub(unit, 1, 5) == 'party' then
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ToggleDropDownMenu(1, nil, _G['PartyMemberFrame' .. string.sub(unit,6) .. 'DropDown'], 'cursor')
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elseif string.sub(unit, 1, 4) == 'raid' then
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HideDropDownMenu(1)
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local menuFrame = FriendsDropDown
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menuFrame.displayMode = 'MENU'
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menuFrame.id = string.sub(this.unit,5)
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menuFrame.unit = unit
|
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menuFrame.name = UnitName(this.unit)
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menuFrame.initialize = function()
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UnitPopup_ShowMenu(getglobal(UIDROPDOWNMENU_OPEN_MENU), "PARTY", self.unit, self.name, self.id)
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end
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ToggleDropDownMenu(1, nil, FriendsDropDown, 'cursor')
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end
|
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end
|
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|
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ACTIONS.macro = function(self, unit, button)
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||||
local macro_text = self:GetAttribute('macrotext')
|
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local spell, unit = SecureCmdOptionParse(macro_text)
|
||||
CastSpellByName(spell, unit)
|
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end
|
||||
|
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ACTIONS.spell = function(self, unit, button)
|
||||
local spell = self:GetAttribute('spell')
|
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CastSpellByName(spell)
|
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end
|
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|
||||
ACTIONS.pet = function(self, unit, button)
|
||||
local index = self:GetAttribute('pet')
|
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CastPetAction(index, unit)
|
||||
end
|
||||
|
||||
ACTIONS.func = function(self, unit, button)
|
||||
local func = SlashCmdList[self:GetAttribute('func')]
|
||||
|
||||
if not func then
|
||||
error(string.format('Slash command `%s` does not exist in SlashCmdList'))
|
||||
return
|
||||
end
|
||||
|
||||
func()
|
||||
end
|
||||
|
||||
local link_pattern = '%[([^%]]+)%]'
|
||||
local function CmdItemParse(item)
|
||||
local slot = tonumber(item)
|
||||
if slot then
|
||||
return nil, nil, slot
|
||||
end
|
||||
|
||||
local link, name
|
||||
for bag = 0, 4 do
|
||||
for slot = 1, GetContainerNumSlots(bag) do
|
||||
link = GetContainerItemLink(bag, slot)
|
||||
|
||||
if link then
|
||||
name = string.match(link, link_pattern)
|
||||
if name and name == item then
|
||||
return name, bag, slot
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
ACTIONS.item = function(self, unit, button)
|
||||
local item = self:GetAttribute('item')
|
||||
|
||||
if item then
|
||||
local name, bag, slot = CmdItemParse(item)
|
||||
UseItem(name, bag, slot)
|
||||
end
|
||||
end
|
||||
|
||||
function UseItem(name, bag, slot)
|
||||
if bag then
|
||||
UseContainerItem(bag, slot)
|
||||
elseif slot then
|
||||
UseInventoryItem(slot)
|
||||
end
|
||||
end
|
||||
|
||||
ACTIONS.assign = function(self, unit, button)
|
||||
local macro_text = self:GetAttribute('assign')
|
||||
local symbol, unit = SecureCmdOptionParse(macro_text)
|
||||
SetRaidTargetIcon(unit, symbol)
|
||||
end
|
||||
|
||||
function Button_GetModifierPrefix(frame)
|
||||
local prefix = ''
|
||||
prefix = IsShiftKeyDown() and 'shift-' .. prefix or prefix
|
||||
prefix = IsControlKeyDown() and 'ctrl-' .. prefix or prefix
|
||||
return IsAltKeyDown() and 'alt-' .. prefix or prefix
|
||||
end
|
||||
|
||||
function Button_GetButtonSuffix(button)
|
||||
if button == 'LeftButton' then
|
||||
return '1'
|
||||
elseif button == 'RightButton' then
|
||||
return '2'
|
||||
elseif button == 'MiddleButton' then
|
||||
return '3'
|
||||
end
|
||||
|
||||
return '';
|
||||
end
|
||||
|
||||
function Button_GetModifiedAttribute(frame, name, button, prefix, suffix)
|
||||
if not prefix then
|
||||
prefix = Button_GetModifierPrefix(frame)
|
||||
end
|
||||
if not suffix then
|
||||
suffix = Button_GetButtonSuffix(button)
|
||||
end
|
||||
|
||||
return frame:GetAttribute(prefix, name, suffix)
|
||||
end
|
||||
|
||||
local function OnClick(self, button)
|
||||
if not self.GetAttribute then return end
|
||||
|
||||
local unit = self:GetAttribute('unit')
|
||||
|
||||
local action_type = Button_GetModifiedAttribute(self, 'type', button)
|
||||
|
||||
if action_type then
|
||||
local handler = ACTIONS[action_type]
|
||||
if handler and type(handler) == 'function' then
|
||||
handler(self, unit, button)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
local function SetScript(self, handler, func)
|
||||
if self.__state_driver.handlers[handler] then
|
||||
if self:HasScript(handler) and handler == 'OnClick' then
|
||||
self.__state_driver._SetScript(self, handler, function(...)
|
||||
OnClick(this, arg1)
|
||||
func()
|
||||
end)
|
||||
else
|
||||
self.__state_driver.handlers[handler] = func
|
||||
end
|
||||
else
|
||||
self.__state_driver._SetScript(self, handler, func)
|
||||
end
|
||||
end
|
||||
|
||||
local _CreateFrame = CreateFrame
|
||||
function CreateFrame(...)
|
||||
local frame = _CreateFrame(unpack(arg))
|
||||
|
||||
-- State Driver environment
|
||||
frame.__state_driver = {}
|
||||
|
||||
frame.__state_driver._SetScript = frame.SetScript
|
||||
frame.SetScript = SetScript
|
||||
|
||||
frame.__state_driver.attributes = {}
|
||||
frame.__state_driver.handlers = {
|
||||
['OnAttributeChanged'] = true,
|
||||
['OnClick'] = true
|
||||
}
|
||||
|
||||
frame.GetAttribute = GetAttribute
|
||||
frame.SetAttribute = SetAttribute
|
||||
|
||||
if frame:HasScript('OnClick') and not frame:GetScript('OnClick') then
|
||||
frame:SetScript('OnClick', NOOP)
|
||||
end
|
||||
|
||||
return frame
|
||||
end
|
||||
|
||||
local function Execute(frame, func)
|
||||
|
||||
end
|
||||
|
||||
local function WrapScript(frame, func)
|
||||
|
||||
end
|
||||
|
||||
local function UnwrapScript(frame, func)
|
||||
|
||||
end
|
||||
|
||||
local function ChildUpdate(frame, attr_snippet, value)
|
||||
local children = { frame:GetChildren() }
|
||||
local childUpdate
|
||||
|
||||
for _, child in next, children do
|
||||
if child.GetAttribute then
|
||||
childUpdate = child:GetAttribute('_childupdate-' .. attr_snippet)
|
||||
if childUpdate then
|
||||
childUpdate(child, value)
|
||||
else
|
||||
childUpdate = child:GetAttribute('_childupdate')
|
||||
if childUpdate then
|
||||
childUpdate(child, value)
|
||||
end
|
||||
end
|
||||
ChildUpdate(child, attr_snippet, value)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--
|
||||
-- SecureStateDriverManager
|
||||
-- Automatically sets states based on macro options for state driver frames
|
||||
-- Also handled showing/hiding frames based on unit existence (code originally by Tem)
|
||||
--
|
||||
|
||||
-- Register a frame attribute to be set automatically with changes in game state
|
||||
function RegisterAttributeDriver(frame, attribute, values)
|
||||
frame.Execute = Execute
|
||||
frame.WrapScript = WrapScript
|
||||
frame.UnwrapScript = UnwrapScript
|
||||
frame.ChildUpdate = ChildUpdate
|
||||
if attribute and values and string.sub(attribute, 1, 1) ~= '_' then
|
||||
Manager:SetAttribute('setframe', frame)
|
||||
Manager:SetAttribute('setstate', attribute .. ' ' .. values)
|
||||
end
|
||||
end
|
||||
|
||||
-- Unregister a frame from the state driver manager.
|
||||
function UnregisterAttributeDriver(frame, attribute)
|
||||
if attribute then
|
||||
Manager:SetAttribute('setframe', frame)
|
||||
Manager:SetAttribute('setstate', attribute)
|
||||
else
|
||||
Manager:SetAttribute('delframe', frame)
|
||||
end
|
||||
end
|
||||
|
||||
-- Bridge functions for compatibility
|
||||
function RegisterStateDriver(frame, state, values)
|
||||
return RegisterAttributeDriver(frame, 'state-' .. state, values)
|
||||
end
|
||||
|
||||
function UnregisterStateDriver(frame, state)
|
||||
return UnregisterAttributeDriver(frame, 'state-' .. state)
|
||||
end
|
||||
|
||||
-- Register a frame to be notified when a unit's existence changes, the
|
||||
-- unit is obtained from the frame's attributes. If asState is true then
|
||||
-- notification is via the 'state-unitexists' attribute with values
|
||||
-- true and false. Otherwise it's via :Show() and :Hide()
|
||||
function RegisterUnitWatch(frame, asState)
|
||||
if asState then
|
||||
Manager:SetAttribute('addwatchstate', frame)
|
||||
else
|
||||
Manager:SetAttribute('addwatch', frame)
|
||||
end
|
||||
end
|
||||
|
||||
-- Unregister a frame from the unit existence monitor.
|
||||
function UnregisterUnitWatch(frame)
|
||||
SecureStateDriverManager:SetAttribute('removewatch', frame)
|
||||
end
|
||||
|
||||
--
|
||||
-- Private implementation
|
||||
--
|
||||
local secureAttributeDrivers = {}
|
||||
local unitExistsWatchers = {}
|
||||
local unitExistsCache = setmetatable(
|
||||
{},
|
||||
{ __index = function(t,k)
|
||||
local v = UnitExists(k) or false
|
||||
t[k] = v
|
||||
return v
|
||||
end
|
||||
})
|
||||
local STATE_DRIVER_UPDATE_THROTTLE = 0.1
|
||||
local timer = 0
|
||||
|
||||
local wipe = table.wipe
|
||||
|
||||
-- Check to see if a frame is registered
|
||||
function UnitWatchRegistered(frame)
|
||||
return not (unitExistsWatchers[frame] == nil)
|
||||
end
|
||||
|
||||
local function SecureStateDriverManager_UpdateUnitWatch(frame, doState)
|
||||
-- Not really so secure, eh?
|
||||
local unit = frame:GetAttribute('unit')
|
||||
local exists = (unit and unitExistsCache[unit])
|
||||
if doState then
|
||||
local attr = exists or false
|
||||
if frame:GetAttribute('state-unitexists') ~= attr then
|
||||
frame:SetAttribute('state-unitexists', attr)
|
||||
end
|
||||
else
|
||||
if exists then
|
||||
frame:Show()
|
||||
frame:SetAttribute('statehidden', nil)
|
||||
else
|
||||
frame:Hide()
|
||||
frame:SetAttribute('statehidden', true)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local pairs = pairs
|
||||
|
||||
-- consolidate duplicated code for footprint and maintainability
|
||||
local function resolveDriver(frame, attribute, values)
|
||||
local newValue = SecureCmdOptionParse(values)
|
||||
|
||||
if attribute == 'state-visibility' then
|
||||
if newValue == 'show' then
|
||||
frame:Show()
|
||||
frame:SetAttribute('statehidden', nil)
|
||||
elseif newValue == 'hide' then
|
||||
frame:Hide()
|
||||
frame:SetAttribute('statehidden', true)
|
||||
end
|
||||
elseif newValue then
|
||||
if newValue == 'nil' then
|
||||
newValue = nil
|
||||
else
|
||||
newValue = tonumber(newValue) or newValue
|
||||
end
|
||||
local oldValue = frame:GetAttribute(attribute)
|
||||
if newValue ~= oldValue then
|
||||
frame:SetAttribute(attribute, newValue)
|
||||
local onState = frame:GetAttribute('_on' .. attribute)
|
||||
if onState then
|
||||
onState(frame, attribute, newValue)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function OnUpdate()
|
||||
local self, elapsed = this, arg1
|
||||
|
||||
timer = timer - elapsed
|
||||
if timer <= 0 then
|
||||
timer = STATE_DRIVER_UPDATE_THROTTLE
|
||||
|
||||
-- Handle state driver updates
|
||||
for frame, drivers in next, secureAttributeDrivers do
|
||||
for attribute, values in next, drivers do
|
||||
resolveDriver(frame, attribute, values)
|
||||
end
|
||||
end
|
||||
|
||||
-- Handle unit existence changes
|
||||
wipe(unitExistsCache)
|
||||
for k in next, unitExistsCache do
|
||||
unitExistsCache[k] = nil
|
||||
end
|
||||
for frame, doState in next, unitExistsWatchers do
|
||||
SecureStateDriverManager_UpdateUnitWatch(frame, doState)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function OnEvent()
|
||||
local self, event = this, arg1
|
||||
|
||||
timer = 0
|
||||
end
|
||||
|
||||
local function OnAttributeChanged(self, name, value)
|
||||
if not value then
|
||||
return
|
||||
end
|
||||
|
||||
if name == 'setframe' then
|
||||
if not secureAttributeDrivers[value] then
|
||||
secureAttributeDrivers[value] = {}
|
||||
end
|
||||
SecureStateDriverManager:Show()
|
||||
elseif name == 'delframe' then
|
||||
secureAttributeDrivers[value] = nil
|
||||
elseif name == 'setstate' then
|
||||
local frame = self:GetAttribute('setframe')
|
||||
local attribute, values = string.match(value, '^(%S+)%s*(.*)$')
|
||||
|
||||
if values == '' then
|
||||
secureAttributeDrivers[frame][attribute] = nil
|
||||
else
|
||||
secureAttributeDrivers[frame][attribute] = values
|
||||
resolveDriver(frame, attribute, values)
|
||||
end
|
||||
-- Two frames registering with identical setstate fails unless the value
|
||||
-- is reset afterwards
|
||||
self:SetAttribute('setstate', nil)
|
||||
elseif name == 'addwatch' or name == 'addwatchstate' then
|
||||
local doState = (name == 'addwatchstate')
|
||||
unitExistsWatchers[value] = doState
|
||||
SecureStateDriverManager:Show()
|
||||
SecureStateDriverManager_UpdateUnitWatch(value, doState)
|
||||
elseif name == 'removewatch' then
|
||||
unitExistsWatchers[value] = nil
|
||||
elseif name == 'updatetime' then
|
||||
STATE_DRIVER_UPDATE_THROTTLE = value
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
Manager = SD:New('Manager')
|
||||
Manager:SetScript('OnUpdate', OnUpdate)
|
||||
Manager:SetScript('OnEvent', OnEvent)
|
||||
Manager:SetScript('OnAttributeChanged', OnAttributeChanged)
|
||||
|
||||
-- Events that trigger early rescans
|
||||
Manager:RegisterEvent('MODIFIER_STATE_CHANGED')
|
||||
Manager:RegisterEvent('ACTIONBAR_PAGE_CHANGED')
|
||||
Manager:RegisterEvent('UPDATE_BONUS_ACTIONBAR')
|
||||
Manager:RegisterEvent('PLAYER_ENTERING_WORLD')
|
||||
Manager:RegisterEvent('UPDATE_SHAPESHIFT_FORM')
|
||||
Manager:RegisterEvent('UPDATE_STEALTH')
|
||||
Manager:RegisterEvent('PLAYER_TARGET_CHANGED')
|
||||
Manager:RegisterEvent('PLAYER_FOCUS_CHANGED')
|
||||
Manager:RegisterEvent('PLAYER_REGEN_DISABLED')
|
||||
Manager:RegisterEvent('PLAYER_REGEN_ENABLED')
|
||||
Manager:RegisterEvent('UNIT_PET')
|
||||
Manager:RegisterEvent('GROUP_ROSTER_UPDATE')
|
||||
-- Deliberately ignoring mouseover and others' target changes because they change so much
|
||||
|
||||
_G['SecureStateDriverManager'] = Manager
|
||||
@@ -3,4 +3,7 @@
|
||||
<Script file="LibBabble-3.0.lua"/>
|
||||
<Script file="LibBabble-Class-3.0.lua"/>
|
||||
<Script file="LibBabble-Zone-3.0.lua"/>
|
||||
<Script file="Classy-1.0.lua"/>
|
||||
<Script file="StateDriver-1.0.lua"/>
|
||||
<Script file="Parser.lua"/>
|
||||
</Ui>
|
||||
Reference in New Issue
Block a user