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bmSettings.lua
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426 lines (368 loc) · 15.9 KB
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local mq = require('mq')
local btnUtils = require('lib.buttonUtils')
local BMButtonHandlers = require('bmButtonHandlers')
local settings_base = mq.configDir .. '/ButtonMaster'
local settings_path = settings_base .. '.lua '
local BMSettings = {}
BMSettings.__index = BMSettings
BMSettings.settings = {}
BMSettings.CharConfig = string.format("%s_%s", mq.TLO.EverQuest.Server(), mq.TLO.Me.DisplayName())
BMSettings.Constants = {}
BMSettings.Globals = {}
BMSettings.Globals.Version = 7
BMSettings.Globals.CustomThemes = {}
BMSettings.Constants.TimerTypes = {
"Seconds Timer",
"Item",
"Spell Gem",
"AA",
"Ability",
"Disc",
"Custom Lua",
}
BMSettings.Constants.UpdateRates = {
{ Display = "Unlimited", Value = 0, },
{ Display = "1 per second", Value = 1, },
{ Display = "2 per second", Value = 0.5, },
{ Display = "4 per second", Value = 0.25, },
{ Display = "10 per second", Value = 0.1, },
{ Display = "20 per second", Value = 0.05, },
}
function BMSettings.new()
local newSettings = setmetatable({}, BMSettings)
newSettings.CharConfig = string.format("%s_%s", mq.TLO.EverQuest.Server(), mq.TLO.Me.DisplayName())
local config, err = loadfile(mq.configDir .. '/Button_Master_Theme.lua')
if not err and config then
BMSettings.Globals.CustomThemes = config()
end
return newSettings
end
function BMSettings:SaveSettings(doBroadcast)
if doBroadcast == nil then doBroadcast = true end
if not self.settings.LastBackup or os.time() - self.settings.LastBackup > 3600 * 24 then
self.settings.LastBackup = os.time()
mq.pickle(mq.configDir .. "/Buttonmaster-Backups/ButtonMaster-backup-" .. os.date("%m-%d-%y-%H-%M-%S") .. ".lua",
self.settings)
end
mq.pickle(settings_path, self.settings)
if doBroadcast and mq.TLO.MacroQuest.GameState() == "INGAME" then
btnUtils.Output("\aySent Event from(\am%s\ay) event(\at%s\ay)", mq.TLO.Me.DisplayName(), "SaveSettings")
ButtonActors.send({
from = mq.TLO.Me.DisplayName(),
script = "ButtonMaster",
event = "SaveSettings",
newSettings =
self.settings,
})
end
end
function BMSettings:NeedUpgrade()
return (self.settings.Version or 0) < BMSettings.Globals.Version
end
function BMSettings:GetSettings()
return self.settings
end
function BMSettings:GetSetting(settingKey)
-- main setting
if self.settings.Global[settingKey] ~= nil then return self.settings.Global[settingKey] end
-- character sertting
if self.settings.Characters[self.CharConfig] ~= nil and self.settings.Characters[self.CharConfig][settingKey] ~= nil then
return self.settings.Characters[self.CharConfig]
[settingKey]
end
-- not found.
btnUtils.Debug("Setting not Found: %s", settingKey)
end
function BMSettings:GetCharacterWindow(windowId)
return self.settings.Characters[self.CharConfig].Windows[windowId]
end
function BMSettings:GetCharacterWindowSets(windowId)
if not self.settings.Characters or
not self.settings.Characters[self.CharConfig] or
not self.settings.Characters[self.CharConfig].Windows or
not self.settings.Characters[self.CharConfig].Windows[windowId] or
not self.settings.Characters[self.CharConfig].Windows[windowId].Sets then
return {}
end
return self.settings.Characters[self.CharConfig].Windows[windowId].Sets
end
function BMSettings:GetCharConfig()
return self.settings.Characters[self.CharConfig]
end
function BMSettings:GetButtonSectionKeyBySetIndex(Set, Index)
-- somehow an invalid set exists. Just make it empty.
if not self.settings.Sets[Set] then
self.settings.Sets[Set] = {}
btnUtils.Debug("Set: %s does not exist. Creating it.", Set)
end
local key = self.settings.Sets[Set][Index]
-- if the key doesn't exist, get the current button counter and add 1
if key == nil then
key = self:GenerateButtonKey()
end
return key
end
function BMSettings:GetNextWindowId()
return #self:GetCharConfig().Windows + 1
end
function BMSettings:GenerateButtonKey()
local i = 1
while (true) do
local buttonKey = string.format("Button_%d", i)
if self.settings.Buttons[buttonKey] == nil then
return buttonKey
end
i = i + 1
end
end
function BMSettings:ImportButtonAndSave(button, save)
local key = self:GenerateButtonKey()
self.settings.Buttons[key] = button
btnUtils.Output("\agImported Button: \at%s\ag as \at%s", BMButtonHandlers.ResolveButtonLabel(button, true) or "<No Label>", key)
if save then
self:SaveSettings(true)
end
return key
end
---comment
---@param Set string
---@param Index number
---@return table
function BMSettings:GetButtonBySetIndex(Set, Index)
if self.settings.Sets[Set] and self.settings.Sets[Set][Index] and self.settings.Buttons[self.settings.Sets[Set][Index]] then
return self.settings.Buttons[self.settings.Sets[Set][Index]]
end
return { Unassigned = true, Label = tostring(Index), }
end
function BMSettings:ImportSetAndSave(sharableSet, windowId)
-- is setname unqiue?
local setName = sharableSet.Key
if self.settings.Sets[setName] ~= nil then
local newSetName = setName .. "_Imported_" .. os.date("%m-%d-%y-%H-%M-%S")
btnUtils.Output("\ayImport Set Warning: Set name: \at%s\ay already exists renaming it to \at%s\ax", setName,
newSetName)
setName = newSetName
end
btnUtils.Output("\agImporting Set: \at%s\ag with \at%d\ag buttons", setName, #(sharableSet.Set or {}))
self.settings.Sets[setName] = {}
for index, btnName in pairs(sharableSet.Set or {}) do
local newButtonName = self:ImportButtonAndSave(sharableSet.Buttons[btnName], false)
self.settings.Sets[setName][index] = newButtonName
end
-- add set to user
table.insert(self.settings.Characters[self.CharConfig].Windows[windowId].Sets, setName)
self:SaveSettings(true)
end
function BMSettings:ConvertToLatestConfigVersion()
self:LoadSettings()
local needsSave = false
local newSettings = {}
if not self.settings.Version then
-- version 2
-- Run through all settings and make sure they are in the new format.
for key, value in pairs(self.settings or {}) do
-- TODO: Make buttons a seperate table instead of doing the string compare crap.
if type(value) == 'table' then
if key:find("^(Button_)") and value.Cmd1 or value.Cmd2 or value.Cmd3 or value.Cmd4 or value.Cmd5 then
btnUtils.Output("Key: %s Needs Converted!", key)
value.Cmd = string.format("%s\n%s\n%s\n%s\n%s\n%s", value.Cmd or '', value.Cmd1 or '',
value.Cmd2 or '',
value.Cmd3 or '', value.Cmd4 or '', value.Cmd5 or '')
value.Cmd = value.Cmd:gsub("\n+", "\n")
value.Cmd = value.Cmd:gsub("\n$", "")
value.Cmd = value.Cmd:gsub("^\n", "")
value.Cmd1 = nil
value.Cmd2 = nil
value.Cmd3 = nil
value.Cmd4 = nil
value.Cmd5 = nil
needsSave = true
btnUtils.Output("\atUpgraded to \amv2\at!")
end
end
end
-- version 3
-- Okay now that a similar but lua-based config is stabalized the next pass is going to be
-- cleaning up the data model so we aren't doing a ton of string compares all over.
newSettings.Buttons = {}
newSettings.Sets = {}
newSettings.Characters = {}
newSettings.Global = self.settings.Global
for key, value in pairs(self.settings) do
local sStart, sEnd = key:find("^Button_")
if sStart then
local newKey = key --key:sub(sEnd + 1)
btnUtils.Output("Old Key: \am%s\ax, New Key: \at%s\ax", key, newKey)
newSettings.Buttons[newKey] = newSettings.Buttons[newKey] or {}
if type(value) == 'table' then
for subKey, subValue in pairs(value) do
newSettings.Buttons[newKey][subKey] = tostring(subValue)
end
end
needsSave = true
end
sStart, sEnd = key:find("^Set_")
if sStart then
local newKey = key:sub(sEnd + 1)
btnUtils.Output("Old Key: \am%s\ax, New Key: \at%s\ax", key, newKey)
newSettings.Sets[newKey] = value
needsSave = true
end
sStart, sEnd = key:find("^Char_(.*)_Config")
if sStart then
local newKey = key:sub(sStart + 5, sEnd - 7)
btnUtils.Output("Old Key: \am%s\ax, New Key: \at%s\ax", key, newKey)
newSettings.Characters[newKey] = newSettings.Characters[newKey] or {}
if type(value) == 'table' then
for subKey, subValue in pairs(value) do
newSettings.Characters[newKey].Sets = newSettings.Characters[newKey].Sets or {}
if type(subKey) == "number" then
table.insert(newSettings.Characters[newKey].Sets, subValue)
else
newSettings.Characters[newKey][subKey] = subValue
end
end
end
needsSave = true
end
end
if needsSave then
-- be nice and make a backup.
mq.pickle(mq.configDir .. "/ButtonMaster-v3-" .. os.date("%m-%d-%y-%H-%M-%S") .. ".lua", self.settings)
self.settings = newSettings
self:SaveSettings(true)
needsSave = false
btnUtils.Output("\atUpgraded to \amv3\at!")
end
end
-- version 4 same as 5 but moved the version data around
-- version 5
-- Move Character sets to a specific window name
if (self.settings.Version or 0) < 5 then
mq.pickle(mq.configDir .. "/ButtonMaster-v4-" .. os.date("%m-%d-%y-%H-%M-%S") .. ".lua", self.settings)
needsSave = true
newSettings = self.settings
newSettings.Version = 5
for charKey, _ in pairs(self.settings.Characters or {}) do
if self.settings.Characters[charKey] and self.settings.Characters[charKey].Sets ~= nil then
newSettings.Characters[charKey].Windows = {}
table.insert(newSettings.Characters[charKey].Windows,
{ Sets = newSettings.Characters[charKey].Sets, Visible = true, })
newSettings.Characters[charKey].Sets = nil
needsSave = true
end
end
if needsSave then
self.settings = newSettings
self:SaveSettings(true)
btnUtils.Output("\atUpgraded to \amv5\at!")
end
end
-- version 6
-- Moved TitleBar/Locked into the window settings
-- Removed Button Count
-- Removed Defaults for now
if (self.settings.Version or 0) < 6 then
mq.pickle(mq.configDir .. "/ButtonMaster-v5-" .. os.date("%m-%d-%y-%H-%M-%S") .. ".lua", self.settings)
needsSave = true
newSettings = self.settings
newSettings.Version = 6
newSettings.Defaults = nil
for _, curCharData in pairs(newSettings.Characters or {}) do
for _, windowData in ipairs(curCharData.Windows or {}) do
windowData.Locked = curCharData.Locked or false
windowData.HideTitleBar = curCharData.HideTitleBar or false
end
curCharData.HideTitleBar = nil
curCharData.Locked = nil
end
newSettings.Global.ButtonCount = nil
if needsSave then
self.settings = newSettings
self:SaveSettings(true)
btnUtils.Output("\atUpgraded to \amv6\at!")
end
end
-- version 7
-- moved ButtonSize and Font to each hotbar
if (self.settings.Version or 0) < 7 then
mq.pickle(mq.configDir .. "/ButtonMaster-v6-" .. os.date("%m-%d-%y-%H-%M-%S") .. ".lua", self.settings)
needsSave = true
newSettings = self.settings
newSettings.Version = 7
for _, curCharData in pairs(newSettings.Characters or {}) do
for _, windowData in ipairs(curCharData.Windows or {}) do
windowData.Font = (newSettings.Global.Font or 1) * 10
windowData.ButtonSize = newSettings.Global.ButtnSize or 6
end
end
newSettings.Global.Font = nil
newSettings.Global.ButtonSize = nil
newSettings.Global = nil
if needsSave then
self.settings = newSettings
self:SaveSettings(true)
btnUtils.Output("\atUpgraded to \amv%d\at!", BMSettings.Globals.Version)
end
end
end
function BMSettings:InvalidateButtonCache()
for _, button in pairs(self.settings.Buttons) do
button.CachedLabel = nil
end
end
function BMSettings:LoadSettings()
local config, err = loadfile(settings_path)
if err or not config then
local old_settings_path = settings_path:gsub(".lua", ".ini")
printf("\ayUnable to load global settings file(%s), creating a new one from legacy ini(%s) file!",
settings_path, old_settings_path)
if btnUtils.file_exists(old_settings_path) then
self.settings = btnUtils.loadINI(old_settings_path)
self:SaveSettings(true)
else
printf("\ayUnable to load legacy settings file(%s), creating a new config!", old_settings_path)
self.settings = {
Version = BMSettings.Globals.Version,
Sets = {
['Primary'] = { 'Button_1', 'Button_2', 'Button_3', },
['Movement'] = { 'Button_4', },
},
Buttons = {
Button_1 = {
Label = 'Burn (all)',
Cmd = '/bcaa //burn\n/timed 500 /bcaa //burn',
},
Button_2 = {
Label = 'Pause (all)',
Cmd = '/bcaa //multi ; /twist off ; /mqp on',
},
Button_3 = {
Label = 'Unpause (all)',
Cmd = '/bcaa //mqp off',
},
Button_4 = {
Label = 'Nav Target (bca)',
Cmd = '/bca //nav id ${Target.ID}',
},
},
Characters = {
[self.CharConfig] = {
Windows = { [1] = { Visible = true, Pos = { x = 10, y = 10, }, Sets = {}, Locked = false, }, },
},
},
}
self:SaveSettings(true)
end
else
self.settings = config()
end
-- if we need to upgrade anyway then bail after the load.
if self:NeedUpgrade() then return false end
self.settings.Characters[self.CharConfig] = self.settings.Characters[self.CharConfig] or {}
self.settings.Characters[self.CharConfig].Windows = self.settings.Characters[self.CharConfig].Windows or
{ [1] = { Visible = true, Pos = { x = 10, y = 10, }, Sets = {}, Locked = false, }, }
self:InvalidateButtonCache()
return true
end
return BMSettings