vanilla-wow-addons – Rev 1

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--[[

See the ReadMe.html file for more information.

]]

-- Number of buttons for the menu defined in the XML file.
BCAM_NUM_BUTTONS = 12;

-- Constants used in determining menu width/height.
BCAM_BORDER_WIDTH = 15;
BCAM_BUTTON_HEIGHT = 12;

BCAM_BLINK_CHECK_INTERVAL = 2;    -- how often, in seconds, to check to see if we need to be blinking, or hiding the icon while dead.

bcAM_BlinkLastChecked = 0;
bcAM_BlinkEnabled = false;
bcAM_BlinkReset = true;
bcAM_FadeOut = true;
bcAM_CurrentBlinkDelay = 0;

-- List of tracking abilities to look for.
bcAM_Abilities = {
        [BCAM_TEXT_HAWK] = 0,
        [BCAM_TEXT_CHEETA] = 0,
        [BCAM_TEXT_MONKEY] = 0,
        [BCAM_TEXT_PACK] = 0,
        [BCAM_TEXT_BEAST] = 0,
        [BCAM_TEXT_WILD] = 0,
}

-- ******************************************************************
function bcWrite(msg)
        if (msg and DEFAULT_CHAT_FRAME) then
                DEFAULT_CHAT_FRAME:AddMessage(msg);
        end
end

-- ******************************************************************
function bcAM_Report()
        bcWrite(BCAM_TEXT_TITLE_BUTTON);
        bcWrite(BCAM_TEXT_TOOLTIP);
        bcWrite(BCAM_TEXT_FIND_HERBS);
        bcWrite(BCAM_TEXT_FIND_MINERALS);
        bcWrite(BCAM_TEXT_FIND_TREASURE);
        bcWrite(BCAM_TEXT_TRACK_BEASTS);
        bcWrite(BCAM_TEXT_TRACK_HUMANOIDS);
        bcWrite(BCAM_TEXT_TRACK_HIDDEN);
        bcWrite(BCAM_TEXT_TRACK_ELEMENTALS);
        bcWrite(BCAM_TEXT_TRACK_UNDEAD);
        bcWrite(BCAM_TEXT_TRACK_DEMONS);
        bcWrite(BCAM_TEXT_TRACK_GIANTS);
        bcWrite(BCAM_TEXT_TRACK_DRAGONKIN);
        bcWrite(BCAM_TEXT_SENSE_UNDEAD);
        bcWrite(BCAM_TEXT_SENSE_DEMONS);
        bcWrite(BCAM_TEXT_CONFIG_TITLE);
        bcWrite(BCAM_TEXT_SHOWONMOUSE);
        bcWrite(BCAM_TEXT_HIDEONMOUSE);
        bcWrite(BCAM_TEXT_SHOWONCLICK);
        bcWrite(BCAM_TEXT_HIDEONCLICK);
        bcWrite(BCAM_TEXT_SHOWONBUTTON);
        bcWrite(BCAM_TEXT_HIDEONBUTTON);
        bcWrite(BCAM_TEXT_HIDEONCAST);
        bcWrite(BCAM_TEXT_BUTTONUNBOUND);
        bcWrite(BCAM_TEXT_POSITION);
        bcWrite(BCAM_TEXT_POSITION_TIP);
        bcWrite(BINDING_HEADER_BCAM_BINDINGS_HEADER);
        bcWrite(BINDING_NAME_BCAM_BINDING_TOGGLE_MENU);
end

-- ******************************************************************
function bcAM_OnLoad()
        -- Register for the neccessary events.
        this:RegisterEvent("PLAYER_AURAS_CHANGED");
        this:RegisterEvent("VARIABLES_LOADED");
        this:RegisterEvent("SPELLS_CHANGED");
        this:RegisterEvent("LEARNED_SPELL_IN_TAB");
        
        -- Create a slash command to list out the values of the localized strings.
        SlashCmdList["BCAM_REPORT"] = bcAM_Report;
        SLASH_BCAM_REPORT1 = "/bcam_report";
        
        -- Create the slash commands to show/hide the menu.
        SlashCmdList["BCAM_SHOWMENU"] = bcAM_ShowMenu;
        SLASH_BCAM_SHOWMENU1 = "/bcam_showmenu";
        SlashCmdList["BCAM_HIDEMENU"] = bcAM_HideMenu;
        SLASH_BCAM_HIDEMENU1 = "/bcam_hidemenu";
        
        -- Create the slash command to output the cursor position.
        SlashCmdList["BCAM_GETLOC"] = bcAM_GetLocation;
        SLASH_BCAM_GETLOC1 = "/bcam_getloc";

        -- Create the slash commands to show/hide the options window.
        SlashCmdList["BCAM_SHOWOPTIONS"] = bcAM_ShowOptions;
        SLASH_BCAM_SHOWOPTIONS1 = "/bcam_showoptions";
        SlashCmdList["BCAM_HIDEOPTIONS"] = bcAM_HideOptions;
        SLASH_BCAM_HIDEOPTIONS1 = "/bcam_hideoptions";
        
        -- Let the user know the mod loaded.
        -- if ( DEFAULT_CHAT_FRAME ) then 
                -- bcWrite("BC Aspect Menu loaded");
        -- end
end

-- ******************************************************************
function bcAM_GetLocation()
        local x, y = GetCursorPosition();
        bcWrite("Cursor location: "..x..", "..y);
end

-- ******************************************************************
function bcAM_ShowMenu(x, y, anchor)
        if (bcAM_Popup:IsVisible()) then
                bcAM_Hide();
                return;
        end

        if (x == nil or y == nil) then
                -- Get the cursor position.  Point is relative to the bottom left corner of the screen.
                x, y = GetCursorPosition();
        end

        if (anchor == nil) then
                anchor = "center";
        end
        
        -- Adjust for the UI scale.
        x = x / UIParent:GetScale();
        y = y / UIParent:GetScale();

        -- Adjust for the height/width/anchor of the menu.
        if (anchor == "topright") then
                x = x - bcAM_Popup:GetWidth();
                y = y - bcAM_Popup:GetHeight();
        elseif (anchor == "topleft") then
                y = y - bcAM_Popup:GetHeight();
        elseif (anchor == "bottomright") then
                x = x - bcAM_Popup:GetWidth();
        elseif (anchor == "bottomleft") then
                -- do nothing.
        else
                -- anchor is either "center" or not a valid value.
                x = x - bcAM_Popup:GetWidth() / 2;
                y = y - bcAM_Popup:GetHeight() / 2;
        end

        -- Clear the current anchor point, and set it to be centered under the mouse.
        bcAM_Popup:ClearAllPoints();
        bcAM_Popup:SetPoint("BOTTOMLEFT", "UIParent", "BOTTOMLEFT", x, y);
        bcAM_Show();
end

-- ******************************************************************
function bcAM_HideMenu()
        bcAM_Hide();
end

-- ******************************************************************
function bcAM_OnEvent()
        if (event == "PLAYER_AURAS_CHANGED") then
                -- When the user changes their active ability, do the following.                
                return;
        end
        
        if (event == "VARIABLES_LOADED") then
                bcAM_InitializeOptions();
                bcAM_InitializeMenu();
                return;
        end
        
        if (event == "SPELLS_CHANGED" or event == "LEARNED_SPELL_IN_TAB") then
                -- When the player learns a new spell, re-initialize the menu's contents.
                bcAM_InitializeMenu();
                return;
        end
end

-- ******************************************************************
function bcAM_InitializeOptions()
        -- flag to determine if we show the menu when the mouse is over the icon.
        if (bcAM_ShowOnMouse == nil) then
                bcAM_ShowOnMouse = 1;
        end
        
        -- flag to determine if we show the menu when the icon is clicked.
        if (bcAM_ShowOnClick == nil) then
                bcAM_ShowOnClick = 0;
        end
        
        -- flag to determine if we show the menu when the bound key is pressed.
        if (bcAM_ShowOnButton == nil) then
                bcAM_ShowOnButton = 0;
        end
        
        -- flag to determine if we hide the menu when the mouse is not over the icon.
        if (bcAM_HideOnMouse == nil) then
                bcAM_HideOnMouse = 1;
        end
        
        -- flag to determine if we hide the menu when the icon is clicked.
        if (bcAM_HideOnClick == nil) then
                bcAM_HideOnClick = 0;
        end
        
        -- flag to determine if we hide the menu when the bound key is pressed.
        if (bcAM_HideOnButton == nil) then
                bcAM_HideOnButton = 0;
        end
        
        -- flag to determine if we hide the menu when a spell is cast.
        if (bcAM_HideOnCast == nil) then
                bcAM_HideOnCast = 0;
        end
        
        -- position of the icon around the border of the minimap.
        if (bcAM_Position == nil) then
                bcAM_Position = 15;
        end
        
        -- flag to determine if we need to blink while no ability is active.
        if (bcAM_BlinkOnInactive == nil) then
                bcAM_BlinkOnInactive = 0;
        end
        
        -- flag to determine if we hide the icon while dead.
        if (bcAM_HideWhileDead == nil) then
                bcAM_HideWhileDead = 1;
        end
        
        -- how long, in seconds, to take to fade in/out.
        if (bcAM_BlinkDuration == nil) then
                bcAM_BlinkDuration = 1.0; 
        end
        
        -- how long, in seconds, between blinks.
        if (bcAM_BlinkDelay == nil) then
                bcAM_BlinkDelay = 5;
        end
        
        bcAM_CheckShowOnMouse:SetChecked(bcAM_ShowOnMouse);
        bcAM_CheckHideOnMouse:SetChecked(bcAM_HideOnMouse);
        bcAM_CheckShowOnClick:SetChecked(bcAM_ShowOnClick);
        bcAM_CheckHideOnClick:SetChecked(bcAM_HideOnClick);
        bcAM_CheckShowOnButton:SetChecked(bcAM_ShowOnButton);
        bcAM_CheckHideOnButton:SetChecked(bcAM_HideOnButton);
        bcAM_CheckHideOnCast:SetChecked(bcAM_HideOnCast);
        bcAM_CheckBlinkOnInactive:SetChecked(bcAM_BlinkOnInactive);
        bcAM_CheckHideWhileDead:SetChecked(bcAM_HideWhileDead);
        bcAM_IconFrame:SetPoint("TOPLEFT", "Minimap", "TOPLEFT", 52 - (80 * cos(bcAM_Position)), (80 * sin(bcAM_Position)) - 52);
end

-- ******************************************************************
function bcAM_InitializeMenu()
        -- Reset the available abilities.
        for spell, id in ipairs(bcAM_Abilities) do
                if (id > 0) then
                        bcAM_Abilities[spellName] = 0
                end
        end

        -- Calculate the total number of spells known by scanning the spellbook.
        local numTotalSpells = 0;
        for i=1, MAX_SKILLLINE_TABS do
                local name, texture, offset, numSpells = GetSpellTabInfo(i);
                if (name) then
                        numTotalSpells = numTotalSpells + numSpells
                end
        end

        bcAM_IconFrame.haveAbilities = false;
        
        -- Find the abilities available.
        for i=1, numTotalSpells do
                local spellName, subSpellName = GetSpellName(i, SpellBookFrame.bookType);
                if (spellName) then
                        if (bcAM_Abilities[spellName]) then
                                bcAM_IconFrame.haveAbilities = true;
                                bcAM_Abilities[spellName] = i
                        end
                end
        end
        
        if (bcAM_IconFrame.haveAbilities) then
                bcAM_IconFrame:Show();
        end

        -- Set the text for the buttons while keeping track of how many
        -- buttons we actually need.
        local count = 0;
        for spell, id in bcAM_pairsByKeys(bcAM_Abilities) do
                if (id > 0) then
                        count = count + 1;
                        local button = getglobal("bcAM_PopupButton"..count);
                        button:SetText(spell);
                        button.SpellID = id;
                        button:Show();
                end
        end
        
        -- Set the width for the menu.
        local width = bcAM_TitleButton:GetWidth();
        for i = 1, count, 1 do
                local button = getglobal("bcAM_PopupButton"..i);
                local w = button:GetTextWidth();
                if (w > width) then
                        width = w;
                end
        end
        bcAM_Popup:SetWidth(width + 2 * BCAM_BORDER_WIDTH);

        -- By default, the width of the button is set to the width of the text
        -- on the button.  Set the width of each button to the width of the
        -- menu so that you can still click on it without being directly
        -- over the text.
        for i = 1, count, 1 do
                local button = getglobal("bcAM_PopupButton"..i);
                button:SetWidth(width);
        end

        -- Hide the buttons we don't need.
        for i = count + 1, BCAM_NUM_BUTTONS, 1 do
                local button = getglobal("bcAM_PopupButton"..i);
                button:Hide();
        end
        
        -- Set the height for the menu.
        bcAM_Popup:SetHeight(BCAM_BUTTON_HEIGHT + ((count + 1) * BCAM_BUTTON_HEIGHT) + (3 * BCAM_BUTTON_HEIGHT));
end

-- ******************************************************************
function bcAM_ButtonClick()
-- Cast the selected spell.
        CastSpell(this.SpellID, "spell");
        
        if (bcAM_HideOnCast == 1) then
                bcAM_Hide();
        end
end

-- ******************************************************************
function bcAM_Show()
        -- Check to see if the tracking menu is shown.  If so, hide it before
        -- showing the aspect menu.
        if (bcTM_Popup) then
                if (bcTM_Popup:IsVisible()) then
                        bcTM_Hide();
                end
        end

        bcAM_Popup:Show();
end

-- ******************************************************************
function bcAM_Hide()
        bcAM_Popup:Hide();
end

-- ******************************************************************
function bcAM_ShowOptions()
        bcAM_Options:Show();
end

-- ******************************************************************
function bcAM_HideOptions()
        bcAM_Options:Hide();
end

-- ******************************************************************
function bcAM_OnUpdate(elapsed)
        -- Check to see if the mouse is still over the menu or the icon.
        if (bcAM_HideOnMouse == 1 and bcAM_Popup:IsVisible()) then
                if (not MouseIsOver(bcAM_Popup) and not MouseIsOver(bcAM_IconFrame)) then
                        -- If not, hide the menu.
                        bcAM_Hide();
                end
        end

        bcAM_BlinkLastChecked = bcAM_BlinkLastChecked + elapsed;
        if (bcAM_BlinkLastChecked > BCAM_BLINK_CHECK_INTERVAL) then
                if (GetTrackingTexture() == nil and bcAM_BlinkOnInactive == 1) then
                        bcAM_BlinkEnabled = true;
                else
                        bcAM_BlinkEnabled = false;
                end

                if (bcAM_HideWhileDead == 1 and UnitIsDeadOrGhost("player")) then
                        bcAM_IconFrame:Hide();
                elseif (bcAM_IconFrame.haveAbilities) then
                        bcAM_IconFrame:Show();
                end

                bcAM_BlinkLastChecked = 0;
        end

        if (false and bcAM_BlinkEnabled and bcAM_IconFrame:IsVisible()) then
                bcAM_BlinkReset = false;
                bcAM_CurrentBlinkDelay = bcAM_CurrentBlinkDelay + elapsed;

                if (bcAM_CurrentBlinkDelay > bcAM_BlinkDelay) then
                        local alpha = bcAM_IconFrame:GetAlpha();

                        if (alpha == 0 and bcAM_FadeOut) then
                                bcAM_FadeOut = false;
                        elseif (alpha == 1.0 and not bcAM_FadeOut) then
                                bcAM_FadeOut = true;
                        end

                        if (alpha > 0 and bcAM_FadeOut) then
                                -- decrease alpha
                                alpha = alpha - (elapsed / (bcAM_BlinkDuration / 2));
                        else
                                -- increase alpha
                                alpha = alpha + (elapsed / (bcAM_BlinkDuration / 2));
                        end

                        if (alpha < 0) then
                                alpha = 0;
                        elseif (alpha > 1) then
                                alpha = 1.0;
                        end

                        bcAM_IconFrame:SetAlpha(alpha);

                        if (alpha == 1.0 and not bcAM_FadeOut) then
                                bcAM_CurrentBlinkDelay = 0;
                        end
                end

        elseif (not bcAM_BlinkReset) then
                bcAM_IconFrame:SetAlpha(1.0);
                bcAM_CurrentBlinkDelay = 0;
                bcAM_BlinkReset = true;
        end

end

-- ******************************************************************
function bcAM_pairsByKeys(t, f)
        local a = {}
        for n in pairs(t) do table.insert(a, n) end
        table.sort(a, f)
        local i = 0      -- iterator variable
        local iter = function ()   -- iterator function
                i = i + 1
                if a[i] == nil then return nil
                        else return a[i], t[a[i]]
                end
        end
        return iter
end

-- ******************************************************************
function bcAM_IconFrameOnEnter()
        -- Set the anchor point of the menu so it shows up next to the icon.
        bcAM_Popup:ClearAllPoints();
        bcAM_Popup:SetPoint("TOPRIGHT", "bcAM_IconFrame", "TOPLEFT");

        -- Set the anchor and text for the tooltip.
        GameTooltip:SetOwner(bcAM_IconFrame, "ANCHOR_BOTTOMRIGHT");
        GameTooltip:SetText(BCAM_TEXT_TOOLTIP);

        -- Show the menu.
        if (bcAM_ShowOnMouse == 1) then
                bcAM_Show();
        end
end

-- ******************************************************************
function bcAM_IconFrameOnClick()
        if (bcAM_Popup:IsVisible()) then
                if (bcAM_HideOnClick == 1) then
                        bcAM_Hide();
                end
        else
                if (bcAM_ShowOnClick == 1) then
                        bcAM_Show();
                end
        end

end

-- ******************************************************************
-- Not yet fully implemented.
function bcAM_ButtonBindingOnLoad()
        this:RegisterForClicks("LeftButtonUp", "RightButtonUp", "MiddleButtonUp", "Button4Up", "Button5Up");

        local key1 = GetBindingKey("BCAM_BINDING_TOGGLE_MENU");

        if (key1) then
                this:SetText(key1);
        else
                this:SetText(BCAM_TEXT_BUTTONUNBOUND);
        end
end

-- ******************************************************************
-- Not yet fully implemented.
function bcAM_ButtonBindingOnClick()
        local key1, key2 = GetBindingKey("BCAM_BINDING_TOGGLE_MENU");
        
        if (this.selected == nil) then
                this.selected = true;
                this:SetText("Press a key to bind");
                
        else
                this.selected = nil;
                local key1, key2 = GetBindingKey("BCAM_BINDING_TOGGLE_MENU");
                this:SetText(key1);
        end

        if (key1) then
                bcWrite("key 1 = "..key1);
        end
        if (key2) then
                bcWrite("key 2");
        end
end

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