-- Neuron is a World of Warcraft® user interface addon. -- Copyright (c) 2017-2021 Britt W. Yazel -- Copyright (c) 2006-2014 Connor H. Chenoweth -- This code is licensed under the MIT license (see LICENSE for details) local _, addonTable = ... local Spec = addonTable.utilities.Spec local DBFixer = addonTable.utilities.DBFixer local Array = addonTable.utilities.Array local ButtonBinder = addonTable.overlay.ButtonBinder local ButtonEditor = addonTable.overlay.ButtonEditor local BarEditor = addonTable.overlay.BarEditor ---@class Neuron : AceAddon-3.0 @define The main addon object for the Neuron Action Bar addon addonTable.Neuron = LibStub("AceAddon-3.0"):NewAddon(CreateFrame("Frame", nil, UIParent), "Neuron", "AceConsole-3.0", "AceEvent-3.0", "AceHook-3.0", "AceTimer-3.0", "AceSerializer-3.0") local Neuron = addonTable.Neuron local DB local LibDeflate = LibStub:GetLibrary("LibDeflate") local L = LibStub("AceLocale-3.0"):GetLocale("Neuron") local LATEST_VERSION_NUM = "1.4.1" --this variable is set to popup a welcome message upon updating/installing. Only change it if you want to pop up a message after the users next update --prepare the Neuron table with some sub-tables that will be used down the road Neuron.bars = {} --this table will be our main handle for all of our bars. Neuron.registeredBarData = {} --these are the database tables that are going to hold our data. They are global because every .lua file needs access to them Neuron.itemCache = {} --Stores a cache of all items that have been seen by a Neuron button Neuron.spellCache = {} --Stores a cache of all spells that have been seen by a Neuron button Neuron.barEditMode = false Neuron.buttonEditMode = false Neuron.bindingMode = false Neuron.isWoWClassicEra = WOW_PROJECT_ID == WOW_PROJECT_CLASSIC Neuron.isWoWWrathClassic = WOW_PROJECT_ID == WOW_PROJECT_WRATH_CLASSIC Neuron.isWoWRetail = WOW_PROJECT_ID == WOW_PROJECT_MAINLINE Neuron.STRATAS = { [1] = "BACKGROUND", [2] = "LOW", [3] = "MEDIUM", [4] = "HIGH", [5] = "DIALOG", [6] = "TOOLTIP" } Neuron.TIMERLIMIT = 4 Neuron.SNAPTO_TOLERANCE = 28 Neuron.DEBUG = true ------------------------------------------------------------------------- --------------------Start of Functions----------------------------------- ------------------------------------------------------------------------- --- **OnInitialize**, which is called directly after the addon is fully loaded. --- do init tasks here, like loading the Saved Variables --- or setting up slash commands. function Neuron:OnInitialize() Neuron.db = LibStub("AceDB-3.0"):New("NeuronProfilesDB", addonTable.databaseDefaults) --Check if the current database needs to be migrated, and attempt the migration Neuron.db = DBFixer.databaseMigration(Neuron.db) DB = Neuron.db.profile Neuron.db.RegisterCallback(Neuron, "OnProfileChanged", "RefreshConfig") Neuron.db.RegisterCallback(Neuron, "OnProfileCopied", "RefreshConfig") Neuron.db.RegisterCallback(Neuron, "OnProfileReset", "RefreshConfig") Neuron.db.RegisterCallback(Neuron, "OnDatabaseReset", "RefreshConfig") --load saved variables into working variable containers Neuron.itemCache = DB.NeuronItemCache Neuron.spellCache = DB.NeuronSpellCache Neuron.class = select(2, UnitClass("player")) Neuron:UpdateStanceStrings() StaticPopupDialogs["ReloadUI"] = { text = L["ReloadUI"], button1 = OKAY, OnAccept = function() ReloadUI() end, preferredIndex = 3, -- avoid some UI taint, see http://www.wowace.com/announcements/how-to-avoid-some-ui-taint/ } --Initialize the Minimap Icon Neuron:Minimap_IconInitialize() --Initialize the chat commands (i.e. /neuron) --Neuron:RegisterChatCommand("neuron", "slashHandler") --build all bar and button frames and run initial setup Neuron.registeredBarData = Neuron:RegisterBars(DB) if DB.firstRun then Neuron:InitializeEmptyDatabase(DB) end Neuron:CreateBarsAndButtons(DB) end --- **OnEnable** which gets called during the PLAYER_LOGIN event, when most of the data provided by the game is already present. --- Do more initialization here, that really enables the use of your addon. --- Register Events, Hook functions, Create Frames, Get information from --- the game that wasn't available in OnInitialize function Neuron:OnEnable() if Neuron.DEBUG then _G.Neuron = Neuron end Neuron:RegisterEvent("PLAYER_REGEN_DISABLED") Neuron:RegisterEvent("PLAYER_ENTERING_WORLD") Neuron:RegisterEvent("SPELLS_CHANGED") Neuron:RegisterEvent("CHARACTER_POINTS_CHANGED") Neuron:RegisterEvent("LEARNED_SPELL_IN_TAB") Neuron:UpdateStanceStrings() --this allows for the "Esc" key to disable the Edit Mode instead of bringing up the game menu, but only if an edit mode is activated. if not Neuron:IsHooked(GameMenuFrame, "OnUpdate") then Neuron:HookScript(GameMenuFrame, "OnUpdate", function(self) if Neuron.barEditMode then HideUIPanel(self) Neuron:ToggleBarEditMode(false) end if Neuron.buttonEditMode then HideUIPanel(self) Neuron:ToggleButtonEditMode(false) end if Neuron.bindingMode then HideUIPanel(self) Neuron:ToggleBindingMode(false) end end) end Neuron:LoginMessage() --Load all bars and buttons for _,v in pairs(Neuron.bars) do v:Load() end --this is a hack for 10.0. They broke everything with regard to the way addons interface with --SecureActionButtons see SecureTemplates.lua SecureActionButton_OnClick() for more information SetCVar("ActionButtonUseKeyDown", 0) Neuron.NeuronGUI:LoadInterfaceOptions() end --- **OnDisable**, which is only called when your addon is manually being disabled. --- Unhook, Unregister Events, Hide frames that you created. --- You would probably only use an OnDisable if you want to --- build a "standby" mode, or be able to toggle modules on/off. function Neuron:OnDisable() SetCVar("ActionButtonUseKeyDown", 1) end ------------------------------------------------- function Neuron:PLAYER_REGEN_DISABLED() if Neuron.buttonEditMode then Neuron:ToggleButtonEditMode(false) end if Neuron.bindingMode then Neuron:ToggleBindingMode(false) end if Neuron.barEditMode then Neuron:ToggleBarEditMode(false) end end function Neuron:PLAYER_ENTERING_WORLD() DB.firstRun = false Neuron:UpdateSpellCache() Neuron:UpdateStanceStrings() --Fix for Titan causing the Main Bar to not be hidden if IsAddOnLoaded("Titan") then TitanUtils_AddonAdjust("MainMenuBar", true) end Neuron:HideBlizzardUI(DB) end function Neuron:ACTIVE_TALENT_GROUP_CHANGED() Neuron:UpdateSpellCache() Neuron:UpdateStanceStrings() end function Neuron:LEARNED_SPELL_IN_TAB() Neuron:UpdateSpellCache() Neuron:UpdateStanceStrings() end function Neuron:CHARACTER_POINTS_CHANGED() Neuron:UpdateSpellCache() Neuron:UpdateStanceStrings() end function Neuron:SPELLS_CHANGED() Neuron:UpdateSpellCache() Neuron:UpdateStanceStrings() end ------------------------------------------------------------------------- --------------------Profiles--------------------------------------------- ------------------------------------------------------------------------- function Neuron:RefreshConfig(db, profile) StaticPopup_Show("ReloadUI") Neuron.pendingReload = true end ----------------------------------------------------------------- function Neuron:LoginMessage() --displays a info window on login for either fresh installs or updates if not DB.updateWarning or DB.updateWarning ~= LATEST_VERSION_NUM then if not IsAddOnLoaded("Masque") then print(" ") print(" You do not currently have Masque installed or enabled.") print(" Please consider using Masque for enhancing the visual appearance of Neuron's action buttons.") print(" We recommend using Masque: Neuron, the theme made by Soyier for use with Neuron.") print(" ") end end DB.updateWarning = LATEST_VERSION_NUM if Spec.active(true) > 4 then print(" ") Neuron:Print("Warning: You do not currently have a specialization selected. Changes to any buttons which have 'Multi Spec' set will not persist.") print(" ") end --Shadowlands warning that will show as long as a player has one button on their ZoneAbilityBar for Shadowlands content if Neuron.isWoWRetail and UnitLevel("player") >= 50 and Neuron.db.profile.ZoneAbilityBar[1] and #Neuron.db.profile.ZoneAbilityBar[1].buttons == 1 then print(" ") Neuron:Print(WrapTextInColorCode("IMPORTANT: Shadowlands content now requires multiple Zone Ability Buttons. Please add at least 3 buttons to your Zone Ability Bar to support this new functionality.", "FF00FFEC")) print(" ") end end --- Creates a table containing provided data -- @param index, bookType, spellName, altName, spellID, altSpellID, spellType, icon -- @return curSpell: Table containing provided data function Neuron:SetSpellInfo(index, bookType, spellType, spellName, spellID, icon, altName, altSpellID, altIcon) local curSpell = {} curSpell.index = index curSpell.booktype = bookType curSpell.spellType = spellType curSpell.spellName = spellName curSpell.spellID = spellID curSpell.icon = icon curSpell.altName = altName curSpell.altSpellID = altSpellID curSpell.altIcon = altIcon return curSpell end --- "()" indexes added because the Blizzard macro parser uses that to determine the difference of a spell versus a usable item if the two happen to have the same name. --- I forgot this fact and removed using "()" and it made some macros not represent the right spell /sigh. This note is here so I do not forget again :P - Maul --- Scans Character Spell Book and creates a table of all known spells. This table is used to refrence macro spell info to generate tooltips and cooldowns. --- If a spell is not displaying its tooltip or cooldown, then the spell in the macro probably is not in the database function Neuron:UpdateSpellCache() local sIndexMax = 0 local numTabs = GetNumSpellTabs() for i=1,numTabs do local _, _, _, numSlots = GetSpellTabInfo(i) sIndexMax = sIndexMax + numSlots end for i = 1,sIndexMax do local spellName, _ = GetSpellBookItemName(i, BOOKTYPE_SPELL) --this returns the baseSpell name, even if it is augmented by talents. I.e. Roll and Chi Torpedo local spellType, spellID = GetSpellBookItemInfo(i, BOOKTYPE_SPELL) local isPassive if spellName then isPassive = IsPassiveSpell(i, BOOKTYPE_SPELL) end local icon = GetSpellTexture(spellID) local altName local altSpellID local altIcon if (spellName and spellType ~= "FUTURESPELL") and not isPassive then altName, _, altIcon, _, _, _, altSpellID = GetSpellInfo(spellName) if spellID == altSpellID then altSpellID = nil altName = nil altIcon = nil end local spellData = Neuron:SetSpellInfo(i, BOOKTYPE_SPELL, spellType, spellName, spellID, icon, altName, altSpellID, altIcon) Neuron.spellCache[(spellName):lower()] = spellData Neuron.spellCache[(spellName):lower().."()"] = spellData --reverse main and alt so we can put both in the table accurately local altSpellData = Neuron:SetSpellInfo(i, BOOKTYPE_SPELL, spellType, altName, altSpellID, altIcon, spellName, spellID, icon) if altName and altName ~= spellName then Neuron.spellCache[(altName):lower()] = altSpellData Neuron.spellCache[(altName):lower().."()"] = altSpellData end end end if Neuron.isWoWRetail then for i = 1, select("#", GetProfessions()) do local index = select(i, GetProfessions()) if index then local _, _, _, _, numSpells, spelloffset = GetProfessionInfo(index) for j=1,numSpells do local offsetIndex = j + spelloffset local spellName, _ = GetSpellBookItemName(offsetIndex, BOOKTYPE_PROFESSION) local spellType, spellID = GetSpellBookItemInfo(offsetIndex, BOOKTYPE_PROFESSION) local icon if spellName and spellType ~= "FUTURESPELL" then icon = GetSpellTexture(spellID) local spellData = Neuron:SetSpellInfo(offsetIndex, BOOKTYPE_PROFESSION, spellType, spellName, spellID, icon,nil, nil, nil) Neuron.spellCache[(spellName):lower()] = spellData Neuron.spellCache[(spellName):lower().."()"] = spellData end end end end end end function Neuron:ToggleMainMenu() ---need to run the command twice for some reason. The first one only seems to open the Interface panel InterfaceOptionsFrame_OpenToCategory("Neuron"); InterfaceOptionsFrame_OpenToCategory("Neuron"); end function Neuron:ToggleBarEditMode(show) if show then Neuron.barEditMode = true Neuron:ToggleButtonEditMode(false) Neuron:ToggleBindingMode(false) for _, bar in pairs(Neuron.bars) do bar.editFrame = bar.editFrame or BarEditor.allocate(bar, function(overlay, button, down) overlay.bar:OnClick(button, down) end) bar:UpdateObjectVisibility(true) bar:UpdateBarStatus(true) bar:UpdateObjectStatus() end --if there is no bar selected, default to the first in the BarList --TODO: This logic may be unintuitive. Should probably be fixed if not Neuron.currentBar and #Neuron.bars then Neuron.Bar.ChangeSelectedBar(Neuron.bars[1]) elseif Neuron.currentBar then BarEditor.activate(Neuron.currentBar.editFrame) end else Neuron.barEditMode = false for _, bar in pairs(Neuron.bars) do local overlay = bar.editFrame bar.editFrame = nil if overlay then BarEditor.free(overlay) end bar:UpdateObjectVisibility() bar:UpdateBarStatus() bar:UpdateObjectStatus() end end end function Neuron:ToggleButtonEditMode(show) local isActionBar = function(bar) return bar and bar.class == "ActionBar" end local isStatusBar = function(bar) return bar and ( bar.class == "XPBar" or bar.class == "RepBar" or bar.class == "CastBar" or bar.class == "MirrorBar" ) end local bars = Array.concatenate( Array.filter(isActionBar, Neuron.bars), Array.filter(isStatusBar, Neuron.bars) ) if show then Neuron.buttonEditMode = true Neuron:ToggleBarEditMode(false) Neuron:ToggleBindingMode(false) local currentButton = Neuron.currentButton or ( (isActionBar(Neuron.currentBar) or isStatusBar(Neuron.currentBar)) and unpack(Neuron.currentBar.buttons) ) or Array.foldl( function(button, bar) return button or unpack(bar.buttons) end, nil, bars ) if not currentButton then Neuron.buttonEditMode = false return end for _, bar in pairs(bars) do for _, button in pairs(bar.buttons) do button.editFrame = button.editFrame or ButtonEditor.allocate( button, isActionBar(bar) and "corners" or "sides", function(btn) Neuron.Button.ChangeSelectedButton(btn) if addonTable.NeuronEditor then Neuron.NeuronGUI:RefreshEditor() end end ) end bar:UpdateObjectVisibility(true) bar:UpdateBarStatus(true) bar:UpdateObjectStatus() bar:UpdateObjectUsability() end -- change the button, but also manually activate it -- just in case it was already the current button and -- so if the change is a noop, we still show the recticle Neuron.Button.ChangeSelectedButton(currentButton) ButtonEditor.activate(currentButton.editFrame) else Neuron.buttonEditMode = false for _, bar in pairs(bars) do for _, button in pairs(bar.buttons) do if button.editFrame then ButtonEditor.free(button.editFrame) button.editFrame = nil end end bar:UpdateObjectVisibility() bar:UpdateBarStatus() bar:UpdateObjectStatus() bar:UpdateObjectUsability() end end end --- Processes the change to a key bind --- @param targetButton Button --- @param key string @The key to be used local function processKeyBinding(targetButton, key) --if the button is locked, warn the user as to the locked status if targetButton.keys and targetButton.keys.hotKeyLock then UIErrorsFrame:AddMessage(L["Bindings_Locked_Notice"], 1.0, 1.0, 1.0, 1.0, UIERRORS_HOLD_TIME) return end --if the key being pressed is escape, clear the bindings on the button if key == "ESCAPE" then ClearOverrideBindings(targetButton) targetButton.keys.hotKeys = ":" targetButton:ApplyBindings() --if the key is anything else, keybind the button to this key elseif key then --checks to see if another keybind already has that key, and if so clears it from the other button --check to see if any other button has this key bound to it, ignoring locked buttons, and if so remove the key from the other button for _, bar in pairs(Neuron.bars) do for _, button in pairs(bar.buttons) do if button.keys then if targetButton ~= button and not button.keys.hotKeyLock then button.keys.hotKeys:gsub("[^:]+", function(binding) if key == binding then local newkey = binding:gsub("%-", "%%-") button.keys.hotKeys = button.keys.hotKeys:gsub(newkey..":", "") button:ApplyBindings() end end) end end end end --search the current hotKeys to see if our new key is missing, and if so add it local found targetButton.keys.hotKeys:gsub("[^:]+", function(binding) if binding == key then found = true end end) if not found then targetButton.keys.hotKeys = targetButton.keys.hotKeys..key..":" end targetButton:ApplyBindings() end end function Neuron:ToggleBindingMode(show) local isBindable = function(bar) return bar and ( bar.class == "ActionBar" or bar.class == "ExtraBar" or bar.class == "ZoneAbilityBar" or bar.class == "PetBar" ) end local bars = Array.filter(isBindable, Neuron.bars) if show then Neuron.bindingMode = true Neuron:ToggleButtonEditMode(false) Neuron:ToggleBarEditMode(false) for _, bar in pairs(bars) do for _, button in pairs(bar.buttons) do button.keybindFrame = button.keybindFrame or ButtonBinder.allocate(button, processKeyBinding) end bar:UpdateObjectVisibility(true) bar:UpdateBarStatus(true) bar:UpdateObjectStatus() bar:UpdateObjectUsability() end else Neuron.bindingMode = false for _, bar in pairs(bars) do for _, button in pairs(bar.buttons) do if button.keybindFrame then ButtonBinder.free(button.keybindFrame) button.keybindFrame = nil end end bar:UpdateObjectVisibility() bar:UpdateBarStatus() bar:UpdateObjectStatus() bar:UpdateObjectUsability() end end end function Neuron:GetSerializedAndCompressedProfile() local uncompressed = Neuron:Serialize(Neuron.db.profile) --serialize the database into a string value local compressed = LibDeflate:CompressZlib(uncompressed) --compress the data local encoded = LibDeflate:EncodeForPrint(compressed) --encode the data for print for copy+paste return encoded end function Neuron:SetSerializedAndCompressedProfile(input) --check if the input is empty if input == "" then Neuron:Print(L["No data to import."].." "..L["Aborting."]) return end --decode and check if decoding worked properly local decoded = LibDeflate:DecodeForPrint(input) if decoded == nil then Neuron:Print(L["Decoding failed."].." "..L["Aborting."]) return end --uncompress and check if uncompresion worked properly local uncompressed = LibDeflate:DecompressZlib(decoded) if uncompressed == nil then Neuron:Print(L["Decompression failed."].." "..L["Aborting."]) return end --deserialize the data and return it back into a table format local result, newProfile = Neuron:Deserialize(uncompressed) if result == true and newProfile then --if we successfully deserialize, load the new table and reload for k,v in pairs(newProfile) do if type(v) == "table" then Neuron.db.profile[k] = CopyTable(v) else Neuron.db.profile[k] = v end end ReloadUI() else Neuron:Print(L["Data import Failed."].." "..L["Aborting."]) end end