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270
Modules/ActionBars/StanceBar.lua
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270
Modules/ActionBars/StanceBar.lua
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local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
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local AB = E:GetModule('ActionBars')
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local _G = _G
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local gsub = gsub
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local format, ipairs = format, ipairs
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local CooldownFrame_Set = CooldownFrame_Set
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local CreateFrame = CreateFrame
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local GetBindingKey = GetBindingKey
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local GetNumShapeshiftForms = GetNumShapeshiftForms
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local GetShapeshiftForm = GetShapeshiftForm
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local GetShapeshiftFormCooldown = GetShapeshiftFormCooldown
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local GetShapeshiftFormInfo = GetShapeshiftFormInfo
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local GetSpellInfo = GetSpellInfo
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local InCombatLockdown = InCombatLockdown
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local RegisterStateDriver = RegisterStateDriver
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local NUM_STANCE_SLOTS = NUM_STANCE_SLOTS
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local Masque = E.Masque
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local MasqueGroup = Masque and Masque:Group('ElvUI', 'Stance Bar')
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local WispSplode = [[Interface\Icons\Spell_Nature_WispSplode]]
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local bar = CreateFrame('Frame', 'ElvUI_StanceBar', E.UIParent, 'SecureHandlerStateTemplate')
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bar.buttons = {}
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function AB:UPDATE_SHAPESHIFT_COOLDOWN()
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local numForms = GetNumShapeshiftForms()
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local start, duration, enable, cooldown
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for i = 1, NUM_STANCE_SLOTS do
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if i <= numForms then
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cooldown = _G['ElvUI_StanceBarButton'..i..'Cooldown']
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start, duration, enable = GetShapeshiftFormCooldown(i)
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CooldownFrame_Set(cooldown, start, duration, enable)
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cooldown:SetDrawBling(cooldown:GetEffectiveAlpha() > 0.5) --Cooldown Bling Fix
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end
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end
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AB:StyleShapeShift('UPDATE_SHAPESHIFT_COOLDOWN')
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end
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function AB:StyleShapeShift()
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local numForms = GetNumShapeshiftForms()
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local stance = GetShapeshiftForm()
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local darkenInactive = AB.db.stanceBar.style == 'darkenInactive'
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for i = 1, NUM_STANCE_SLOTS do
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local buttonName = 'ElvUI_StanceBarButton'..i
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local button = _G[buttonName]
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local cooldown = _G[buttonName..'Cooldown']
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if i <= numForms then
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local texture, isActive, isCastable, spellID, _ = GetShapeshiftFormInfo(i)
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if darkenInactive then
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_, _, texture = GetSpellInfo(spellID)
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end
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if not texture then texture = WispSplode end
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button.icon:SetTexture(texture)
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if not button.useMasque then
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cooldown:SetAlpha(1)
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if isActive then
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_G.StanceBarFrame.lastSelected = button:GetID()
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if numForms == 1 then
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button.checked:SetColorTexture(1, 1, 1, 0.5)
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button:SetChecked(true)
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else
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button.checked:SetColorTexture(1, 1, 1, 0.5)
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button:SetChecked(not darkenInactive)
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end
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else
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if numForms == 1 or stance == 0 then
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button:SetChecked(false)
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else
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button:SetChecked(darkenInactive)
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button.checked:SetAlpha(1)
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if darkenInactive then
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button.checked:SetColorTexture(0, 0, 0, 0.5)
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else
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button.checked:SetColorTexture(1, 1, 1, 0.5)
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end
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end
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end
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else
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if isActive then
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button:SetChecked(true)
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else
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button:SetChecked(false)
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end
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end
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if isCastable then
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button.icon:SetVertexColor(1.0, 1.0, 1.0)
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else
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button.icon:SetVertexColor(0.4, 0.4, 0.4)
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end
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end
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end
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end
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function AB:PositionAndSizeBarShapeShift()
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local db = AB.db.stanceBar
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local buttonSpacing = db.buttonspacing
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local backdropSpacing = db.backdropSpacing
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local buttonsPerRow = db.buttonsPerRow
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local numButtons = db.buttons
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local point = db.point
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local visibility = db.visibility
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bar.db = db
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bar.mouseover = db.mouseover
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if bar.LastButton then
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if numButtons > bar.LastButton then numButtons = bar.LastButton end
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if buttonsPerRow > bar.LastButton then buttonsPerRow = bar.LastButton end
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end
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if numButtons < buttonsPerRow then
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buttonsPerRow = numButtons
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end
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bar:SetParent(db.inheritGlobalFade and AB.fadeParent or E.UIParent)
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bar:EnableMouse(not db.clickThrough)
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bar:SetAlpha(bar.mouseover and 0 or db.alpha)
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AB:FadeBarBlings(bar, bar.mouseover and 0 or db.alpha)
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bar.backdrop:SetShown(db.backdrop)
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bar.backdrop:ClearAllPoints()
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AB:MoverMagic(bar)
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local _, horizontal, anchorUp, anchorLeft = AB:GetGrowth(point)
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local button, lastButton, lastColumnButton, anchorRowButton, lastShownButton
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local useMasque = MasqueGroup and E.private.actionbar.masque.stanceBar
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for i = 1, NUM_STANCE_SLOTS do
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button = _G['ElvUI_StanceBarButton'..i]
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lastButton = _G['ElvUI_StanceBarButton'..i-1]
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lastColumnButton = _G['ElvUI_StanceBarButton'..i-buttonsPerRow]
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button.db = db
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if i == 1 or i == buttonsPerRow then
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anchorRowButton = button
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end
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if i > numButtons then
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button:SetAlpha(0)
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button.handleBackdrop = nil
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else
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button:SetAlpha(db.alpha)
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lastShownButton = button
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button.handleBackdrop = true -- keep over HandleButton
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end
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AB:HandleButton(bar, button, i, lastButton, lastColumnButton)
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if useMasque then
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MasqueGroup:AddButton(bar.buttons[i])
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end
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if not button.FlyoutUpdateFunc then
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AB:StyleButton(button, nil, useMasque, true)
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if not useMasque then
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if db.style == 'darkenInactive' then
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button.checked:SetBlendMode('BLEND')
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else
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button.checked:SetBlendMode('ADD')
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end
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end
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end
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end
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AB:HandleBackdropMultiplier(bar, backdropSpacing, buttonSpacing, db.widthMult, db.heightMult, anchorUp, anchorLeft, horizontal, lastShownButton, anchorRowButton)
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AB:HandleBackdropMover(bar, backdropSpacing)
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if db.enabled then
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visibility = gsub(visibility,'[\n\r]','')
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RegisterStateDriver(bar, 'visibility', (GetNumShapeshiftForms() == 0 and 'hide') or visibility)
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E:EnableMover(bar.mover:GetName())
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else
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RegisterStateDriver(bar, 'visibility', 'hide')
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E:DisableMover(bar.mover:GetName())
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end
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if useMasque then
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MasqueGroup:ReSkin()
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for _, btn in ipairs(bar.buttons) do
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AB:TrimIcon(btn, true)
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end
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end
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end
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function AB:AdjustMaxStanceButtons(event)
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if InCombatLockdown() then
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AB.NeedsAdjustMaxStanceButtons = event or true
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AB:RegisterEvent('PLAYER_REGEN_ENABLED')
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return
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end
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for _, button in ipairs(bar.buttons) do
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button:Hide()
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end
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local numButtons = GetNumShapeshiftForms()
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for i = 1, NUM_STANCE_SLOTS do
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if not bar.buttons[i] then
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bar.buttons[i] = CreateFrame('CheckButton', format(bar:GetName()..'Button%d', i), bar, 'StanceButtonTemplate')
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bar.buttons[i]:SetID(i)
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AB:HookScript(bar.buttons[i], 'OnEnter', 'Button_OnEnter')
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AB:HookScript(bar.buttons[i], 'OnLeave', 'Button_OnLeave')
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end
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local blizz = _G[format('StanceButton%d', i)]
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if blizz and blizz.commandName then
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bar.buttons[i].commandName = blizz.commandName
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end
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if i <= numButtons then
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bar.buttons[i]:Show()
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bar.LastButton = i
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end
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end
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AB:PositionAndSizeBarShapeShift()
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-- sometimes after combat lock down `event` may be true because of passing it back with `AB.NeedsAdjustMaxStanceButtons`
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if event == 'UPDATE_SHAPESHIFT_FORMS' or event == 'PLAYER_ENTERING_WORLD' then
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AB:StyleShapeShift()
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end
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end
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function AB:UpdateStanceBindings()
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for i = 1, NUM_STANCE_SLOTS do
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local button = _G['ElvUI_StanceBarButton'..i]
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if not button then break end
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if AB.db.hotkeytext then
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button.HotKey:Show()
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button.HotKey:SetText(GetBindingKey('SHAPESHIFTBUTTON'..i))
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AB:FixKeybindText(button)
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else
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button.HotKey:Hide()
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end
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end
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end
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function AB:CreateBarShapeShift()
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bar:CreateBackdrop(AB.db.transparent and 'Transparent')
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bar.backdrop:SetFrameLevel(0)
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bar:Point('TOPLEFT', E.UIParent, 'BOTTOMLEFT', 4, -769)
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AB:HookScript(bar, 'OnEnter', 'Bar_OnEnter')
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AB:HookScript(bar, 'OnLeave', 'Bar_OnLeave')
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AB:RegisterEvent('UPDATE_SHAPESHIFT_COOLDOWN')
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AB:RegisterEvent('UPDATE_SHAPESHIFT_FORMS', 'AdjustMaxStanceButtons')
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AB:RegisterEvent('UPDATE_SHAPESHIFT_FORM', 'StyleShapeShift')
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AB:RegisterEvent('UPDATE_SHAPESHIFT_USABLE', 'StyleShapeShift')
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AB:RegisterEvent('ACTIONBAR_PAGE_CHANGED', 'StyleShapeShift')
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E:CreateMover(bar, 'ShiftAB', L["Stance Bar"], nil, -3, nil, 'ALL,ACTIONBARS', nil, 'actionbar,stanceBar', true)
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end
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