Files
ElvUIModernized/!Compatibility/libs/StateDriver-1.0.lua
T

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Lua

--[[
Name: StateDriver-1.0
Revision: $Rev: 107 $
Maintainers: martinjlowm
Website: https://github.com/martinjlowm/StateDriver/
Dependencies: Classy-1.0
License: None
]]
if not LibStub then return end
local SD = LibStub:NewLibrary('StateDriver-1.0', 0)
if not SD then return end
local Classy = LibStub('Classy-1.0')
local _G = getfenv(0)
function SD:New(name, parent)
self[name] = Classy:New('Frame', parent)
return self[name]
end
local function GetAttribute(self, prefix, name, suffix)
local attributes = self.__state_driver.attributes
local value
if not name and not suffix then
name = prefix
else
value = attributes[prefix .. name .. suffix]
value = value or attributes['*' .. name .. suffix]
value = value or attributes[prefix .. name .. '*']
value = value or attributes['*' .. name .. '*']
end
return value or attributes[name]
end
local function SetAttribute(self, attr, value)
local old_value = self.__state_driver.attributes[attr]
self.__state_driver.attributes[attr] = value
local func = self.__state_driver.handlers['OnAttributeChanged']
if func and type(func) == 'function' and value ~= old_value then
func(self, attr, value)
end
end
-- Figure out where to place this
local function initPlayerDrop()
UnitPopup_ShowMenu(PlayerFrameDropDown, "SELF", "player")
if not (UnitInRaid("player") or GetNumPartyMembers() > 0) or UnitIsPartyLeader("player") and PlayerFrameDropDown.init and not CanShowResetInstances() then
UIDropDownMenu_AddButton({text = RESET_INSTANCES, func = ResetInstances, notCheckable = 1}, 1)
PlayerFrameDropDown.init = nil
end
end
local ACTIONS = {}
ACTIONS.target = function(self, unit, button)
if unit then
if unit == 'none' then
ClearTarget();
elseif ( SpellIsTargeting() ) then
SpellTargetUnit(unit);
elseif ( CursorHasItem() ) then
DropItemOnUnit(unit);
else
TargetUnit(unit);
end
end
end
ACTIONS.togglemenu = function(self, unit, button)
if UnitIsUnit(unit, 'player') then
UIDropDownMenu_Initialize(PlayerFrameDropDown, initPlayerDrop, 'MENU')
PlayerFrameDropDown.init = true
ToggleDropDownMenu(1, nil, PlayerFrameDropDown, 'cursor')
elseif unit == 'pet' then
ToggleDropDownMenu(1, nil, PetFrameDropDown, 'cursor')
elseif unit == 'target' then
ToggleDropDownMenu(1, nil, TargetFrameDropDown, 'cursor')
elseif string.sub(unit, 1, 5) == 'party' then
ToggleDropDownMenu(1, nil, _G['PartyMemberFrame' .. string.sub(unit,6) .. 'DropDown'], 'cursor')
elseif string.sub(unit, 1, 4) == 'raid' then
HideDropDownMenu(1)
local menuFrame = FriendsDropDown
menuFrame.displayMode = 'MENU'
menuFrame.id = string.sub(this.unit,5)
menuFrame.unit = unit
menuFrame.name = UnitName(this.unit)
menuFrame.initialize = function()
UnitPopup_ShowMenu(getglobal(UIDROPDOWNMENU_OPEN_MENU), "PARTY", self.unit, self.name, self.id)
end
ToggleDropDownMenu(1, nil, FriendsDropDown, 'cursor')
end
end
ACTIONS.macro = function(self, unit, button)
local macro_text = self:GetAttribute('macrotext')
local spell, unit = SecureCmdOptionParse(macro_text)
CastSpellByName(spell, unit)
end
ACTIONS.spell = function(self, unit, button)
local spell = self:GetAttribute('spell')
CastSpellByName(spell)
end
ACTIONS.pet = function(self, unit, button)
local index = self:GetAttribute('pet')
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