--[[ 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