vanilla-wow-addons – Rev 1
?pathlinks?
--[[
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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