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Metadata.lua
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--
-- Masque Blizzard Bars
-- Enables Masque to skin the built-in WoW action bars
--
-- Copyright 2022 - 2024 SimGuy
--
-- Use of this source code is governed by an MIT-style
-- license that can be found in the LICENSE file or at
-- https://opensource.org/licenses/MIT.
--
local _, Shared = ...
-- From Locales/Locales.lua
local L = Shared.Locale
-- Push us into shared object
local Metadata = {}
Shared.Metadata = Metadata
Metadata.FriendlyName = "Masque Blizzard Bars"
Metadata.MasqueFriendlyName = "Blizzard Action Bars"
-- Title will be used for the group name shown in Masque
-- Delayed indicates this group will be deferred to a hook or event
-- Init is a function that will be run at load time for this group
-- Notes will be displayed (if provided) in the Masque settings UI
-- Versions specifies which WoW clients this group supports:
-- To match it must be >= low and < high.
-- High number is the first interface unsupported
-- Buttons should contain a list of frame names with an integer value
-- If -1, assume to be a singular button with that name
-- If 0, this is a dynamic frame to be skinned later
-- If >0, attempt to loop through frames with the name prefix suffixed with
-- the integer range
-- State can be used for storing information about special buttons
Metadata.Groups = {
ActionBar = {
Title = "Action Bar 1",
Buttons = {
ActionButton = NUM_ACTIONBAR_BUTTONS
}
},
MultiBarBottomLeft = {
Title = "Action Bar 2",
Versions = { 10300, nil },
Buttons = {
MultiBarBottomLeftButton = NUM_MULTIBAR_BUTTONS
}
},
MultiBarBottomRight = {
Title = "Action Bar 3",
Versions = { 10300, nil },
Buttons = {
MultiBarBottomRightButton = NUM_MULTIBAR_BUTTONS
}
},
MultiBarLeft = {
Title = "Action Bar 4",
Versions = { 10300, nil },
Buttons = {
MultiBarLeftButton = NUM_MULTIBAR_BUTTONS
}
},
MultiBarRight = {
Title = "Action Bar 5",
Versions = { 10300, nil },
Buttons = {
MultiBarRightButton = NUM_MULTIBAR_BUTTONS
}
},
-- Three new bars for 10.0.0
MultiBar5 = {
Title = "Action Bar 6",
Versions = { 100000, nil },
Buttons = {
MultiBar5Button = NUM_MULTIBAR_BUTTONS
}
},
MultiBar6 = {
Title = "Action Bar 7",
Versions = { 100000, nil },
Buttons = {
MultiBar6Button = NUM_MULTIBAR_BUTTONS
}
},
MultiBar7 = {
Title = "Action Bar 8",
Versions = { 100000, nil },
Buttons = {
MultiBar7Button = NUM_MULTIBAR_BUTTONS
}
},
PetBar = {
Title = "Pet Bar",
Buttons = {
PetActionButton = NUM_PET_ACTION_SLOTS
}
},
PossessBar = {
Title = "Possess Bar",
Buttons = {
PossessButton = NUM_POSSESS_SLOTS
}
},
StanceBar = {
Title = "Stance Bar",
Buttons = {
-- Static value in game code is not a global
StanceButton = 10
}
},
SpellFlyout = {
Title = "Spell Flyouts",
Notes = L["NOTES_SPELL_FLYOUTS"],
Versions = { 70003, nil },
Buttons = {
SpellFlyoutButton = 0
}
},
OverrideActionBar = {
Title = "Vehicle Bar",
Notes = L["NOTES_VEHICLE_BAR"],
Versions = { 30002, nil },
Buttons = {
-- Static value in game code is not a global
OverrideActionBarButton = 6
-- Exit Button loses its icon if skinned, so
-- it's not included here
}
},
ExtraAbilityContainer = {
Title = "Extra Ability Buttons",
Notes = L["NOTES_EXTRA_ABILITY_BUTTONS"],
Versions = { 50004, nil },
-- Keep track of the frames that have been processed
State = {
ExtraActionButton = false,
ZoneAbilityButton = {}
},
Buttons = {
-- These buttons don't exist until the first time
-- they're used so we'll pick them up later
}
},
PetBattleFrame = {
Title = "Pet Battle Bar",
Versions = { 50004, nil },
State = {
PetBattleButton = {}
},
Buttons = {
-- These buttons are all children of
-- PetBattleFrame.BottomFrame but some don't
-- exist or have defined names until the first
-- battle
}
}
}
-- Specify Button Types and Regions for Buttons that need them
Metadata.Types = {
-- This will be passed for all buttons unless it's otherwise overridden
DEFAULT = { type = "Action" },
}
-- A table indicating the defaults for Options by key.
-- Only populate options where the default isn't false
Metadata.Defaults = {
}
-- A table of function callbacks to call upon setting certain options.
-- This has to be populated by the Addon during its init process, since
-- the functions won't exist by this point, so this should remain empty
-- here.
Metadata.OptionCallbacks = {}
-- AceConfig Options table used to display a panel.
Metadata.Options = {
}