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Created August 22, 2018 16:50
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ShestakUI\Modules\ActionBars\Bar1.lua
local T, C, L, _ = unpack(select(2, ...))
if C.actionbar.enable ~= true then return end
----------------------------------------------------------------------------------------
-- ActionBar(by Tukz)
----------------------------------------------------------------------------------------
local bar = CreateFrame("Frame", "Bar1Holder", ActionBarAnchor, "SecureHandlerStateTemplate")
bar:SetAllPoints(ActionBarAnchor)
for i = 1, 12 do
local button = _G["ActionButton"..i]
button:SetSize(C.actionbar.button_size, C.actionbar.button_size)
button:ClearAllPoints()
button:SetParent(Bar1Holder)
if i == 1 then
button:SetPoint("BOTTOMLEFT", Bar1Holder, 0, 0)
else
local previous = _G["ActionButton"..i-1]
button:SetPoint("LEFT", previous, "RIGHT", C.actionbar.button_space, 0)
end
end
local Page = {
["DRUID"] = "[bonusbar:1,nostealth] 7; [bonusbar:1,stealth] 8; [bonusbar:2] 8; [bonusbar:3] 9; [bonusbar:4] 10;",
["ROGUE"] = "[bonusbar:1] 7;",
["DEFAULT"] = "[vehicleui][possessbar] 12; [shapeshift] 13; [overridebar] 14; [bar:2] 2; [bar:3] 3; [bar:4] 4; [bar:5] 5; [bar:6] 6;",
}
local function GetBar()
local condition = Page["DEFAULT"]
local class = T.class
local page = Page[class]
if page then
condition = condition.." "..page
end
condition = condition.." 1"
return condition
end
bar:RegisterEvent("PLAYER_LOGIN")
bar:RegisterEvent("UPDATE_VEHICLE_ACTIONBAR")
bar:RegisterEvent("UPDATE_OVERRIDE_ACTIONBAR")
bar:SetScript("OnEvent", function(self, event, ...)
if event == "PLAYER_LOGIN" then
for i = 1, NUM_ACTIONBAR_BUTTONS do
local button = _G["ActionButton"..i]
self:SetFrameRef("ActionButton"..i, button)
end
self:Execute([[
buttons = table.new()
for i = 1, 12 do
table.insert(buttons, self:GetFrameRef("ActionButton"..i))
end
]])
self:SetAttribute("_onstate-page", [[
for i, button in ipairs(buttons) do
button:SetAttribute("actionpage", tonumber(newstate))
end
]])
RegisterStateDriver(self, "page", GetBar())
elseif event == "UPDATE_VEHICLE_ACTIONBAR" or event == "UPDATE_OVERRIDE_ACTIONBAR" then
if not InCombatLockdown() and (HasVehicleActionBar() or HasOverrideActionBar()) then
for i = 1, NUM_ACTIONBAR_BUTTONS do
local button = _G["ActionButton"..i]
ActionButton_Update(button)
end
end
end
end)
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