diff Modules/Summary.lua @ 84:3bec0ea44607

Cleaned the Inventorium folder; moved all classes to classes directory, modules to modules directory and support addons to plugins directory. In addition support addons are now references within XML files rather than inside the TOC. Fixed the default local item count setting, you can now exclude bag and AH data from it. Fixed some mover algorithm bugs. Mover can no longer freeze the game but instead will terminate the process after a 1000 passes. Now reversing the moves table after making it, rather than every single time it is used. Fixed guild bank support. Now displaying the amount of items moved. Scanner now scans all guild bank tabs rather than only the current. Fixed a bug with local item data not being retrieved properly. Disabled ?enterClicksFirstButton? within dialogs as this causes the dialog to consume all keypress. Events are now at the addon object rather than local.
author Zerotorescue
date Thu, 06 Jan 2011 20:05:30 +0100
parents Summary.lua@8d11fc88ecab
children a12d22ef3f39
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Modules/Summary.lua	Thu Jan 06 20:05:30 2011 +0100
@@ -0,0 +1,603 @@
+local addon = select(2, ...); -- Get a reference to the main addon object
+local mod = addon:NewModule("Summary", "AceEvent-3.0", "AceTimer-3.0"); -- register a new module, Summary: resposible for building the summary window
+
+local unknownItemName = "Unknown (#%d)";
+
+local CACHE_ITEMS_TOTAL, CACHE_ITEMS_CURRENT, itemsCache = 0, 0, {};
+local AceGUI, cacheStart;
+
+local _G = _G; -- prevent looking up of the global table
+local printf, sgsub, supper, tinsert, pairs, ceil, GetItemInfo = _G.string.format, _G.string.gsub, _G.string.upper, _G.table.insert, _G.pairs, _G.ceil, _G.GetItemInfo; -- prevent looking up of the most used globals all the time
+
+function mod:OnEnable()
+	-- Register the summary specific widget
+	addon:GetModule("Widgets"):InlineGroupWithButton();
+	
+	AceGUI = LibStub("AceGUI-3.0");
+	
+	-- Register our own slash commands
+	-- /im summary
+	addon:RegisterSlash(function()
+		mod:BuildMain();
+		mod:Build();
+	end, { "s", "sum", "summary" }, "|Hfunction:InventoriumCommandHandler:summary|h|cff00fff7/im summary|r|h (or /im s) - Show the summary window containing an overview of all items within the groups tracked at this current character.");
+	
+	-- /im reset
+	addon:RegisterSlash(function()
+		if mod.frame then
+			mod.frame:SetWidth(700);
+			mod.frame:SetHeight(600);
+			
+			print("Resetting width and height of the summary frame.");
+		end
+	end, { "r", "reset" }, "|Hfunction:InventoriumCommandHandler:reset|h|cff00fff7/im reset|r|h (or /im r) - Reset the size of the summary frame.");
+end
+
+local function ShowTooltip(self)
+	-- If this function is called from a widget, self is the widget and self.frame the actual frame
+	local this = self.frame or self;
+	
+	GameTooltip:SetOwner(this, "ANCHOR_NONE");
+	GameTooltip:SetPoint("BOTTOM", this, "TOP");
+	GameTooltip:SetText(this.tooltipTitle, 1, .82, 0, 1);
+	
+	if type(this.tooltip) == "string" then
+		GameTooltip:AddLine(this.tooltip, 1, 1, 1, 1);
+	end
+	
+	GameTooltip:Show();
+end
+
+local function HideTooltip()
+	GameTooltip:Hide();
+end
+
+function mod:BuildMain()
+	LibStub("AceConfigDialog-3.0"):Close("InventoriumOptions");
+	
+	self:CloseFrame();
+	
+	-- Main Window
+	mod.frame = AceGUI:Create("Frame");
+	_G["InventoriumSummary"] = mod.frame; -- name the global frame so it can be put in the UISpecialFrames
+	mod.frame:SetTitle("Inventory Summary");
+	mod.frame:SetLayout("Fill");
+	mod.frame:SetCallback("OnClose", function(widget)
+		mod:CancelTimer(self.tmrUpdater, true);
+		mod:CloseFrame();
+	end);
+	mod.frame:SetWidth(addon.db.profile.defaults.summary.width);
+	mod.frame:SetHeight(addon.db.profile.defaults.summary.height);
+	mod.frame.OnWidthSet = function(_, width)
+		addon.db.profile.defaults.summary.width = width;
+	end;
+	mod.frame.OnHeightSet = function(_, height)
+		addon.db.profile.defaults.summary.height = height;
+	end;
+	
+	-- Close on escape
+	tinsert(UISpecialFrames, "InventoriumSummary");
+	
+	-- ScrollFrame child
+	mod.scrollFrame = AceGUI:Create("ScrollFrame");
+	mod.scrollFrame:SetLayout("Flow");
+	
+	mod.frame:AddChild(mod.scrollFrame);
+	
+	-- Reset items cache
+	table.wipe(itemsCache);
+end
+
+function mod:CloseFrame()
+	if mod.frame then
+		mod.frame:Release();
+		mod.frame = nil;
+		
+		-- Stop caching
+		
+		-- Stop timer
+		self:CancelTimer(self.tmrUpdater, true);
+		
+		-- Reset trackers
+		CACHE_ITEMS_TOTAL = 0;
+		CACHE_ITEMS_CURRENT = 0;
+	end
+end
+
+local sortMethod = "item";
+local sortDirectory = "ASC";
+local function ReSort(subject)
+	if sortMethod == subject then
+		sortDirectory = (sortDirectory == "ASC" and "DESC") or "ASC";
+	else
+		sortDirectory = "ASC";
+	end
+	sortMethod = subject;
+	
+	mod:Build();
+end
+
+-- From http://www.wowwiki.com/API_sort
+local function pairsByKeys (t, f)
+	local a = {}
+	for n in pairs(t) do tinsert(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 mod:Build()
+	local buildStartTime, times = GetTime(), {};
+	
+	-- We are going to add hunderds of widgets to this container, but don't want it to also cause hunderds of reflows, thus pause reflowing and just do it once when everything is prepared
+	-- This appears to be required for each container we wish to pause, so also do this for the contents
+	mod.scrollFrame:PauseLayout();
+	
+	mod.scrollFrame:ReleaseChildren();
+	
+	-- Refresh button
+	local btnRefresh = AceGUI:Create("Button");
+	btnRefresh:SetText("Refresh");
+	btnRefresh:SetRelativeWidth(.2);
+	btnRefresh:SetCallback("OnClick", function()
+		-- Reset items cache
+		table.wipe(itemsCache);
+		
+		-- Rebuild itemlist and start caching
+		mod:Build();
+	end);
+	btnRefresh:SetCallback("OnEnter", ShowTooltip);
+	btnRefresh:SetCallback("OnLeave", HideTooltip);
+	btnRefresh.frame.tooltipTitle = "Refresh Cache";
+	btnRefresh.frame.tooltip = "Refresh the list and recache the item counts and auction values.";
+	
+	mod.scrollFrame:AddChild(btnRefresh);
+	
+	local lblSpacer = AceGUI:Create("Label");
+	lblSpacer:SetRelativeWidth(.03);
+	
+	mod.scrollFrame:AddChild(lblSpacer);
+	
+	-- Speed slider
+	local sdrSpeed = AceGUI:Create("Slider");
+	sdrSpeed:SetLabel("Processing speed");
+	sdrSpeed:SetSliderValues(0.01, 5, 0.01); -- min, max, interval
+	sdrSpeed:SetIsPercent(true);
+	sdrSpeed:SetRelativeWidth(.3);
+	sdrSpeed:SetCallback("OnMouseUp", function(self, event, value)
+		addon.db.profile.defaults.summary.speed = ceil( ( ( value * 100 ) / 5) - .5 );
+		
+		CACHE_ITEMS_PER_UPDATE = addon.db.profile.defaults.summary.speed; -- max = 20, min = 1
+	end);
+	sdrSpeed:SetValue( addon.db.profile.defaults.summary.speed * 5 / 100 );
+	sdrSpeed:SetCallback("OnEnter", ShowTooltip);
+	sdrSpeed:SetCallback("OnLeave", HideTooltip);
+	sdrSpeed.frame.tooltipTitle = "Caching Processing Speed";
+	sdrSpeed.frame.tooltip = "Change the speed at which item counts and auction values are being cached. Higher is faster but may drastically reduce your FPS while caching.\n\nAnything above 100% will probably become uncomfortable.";
+	
+	mod.scrollFrame:AddChild(sdrSpeed);
+	
+	local lblSpacer = AceGUI:Create("Label");
+	lblSpacer:SetRelativeWidth(.23);
+	
+	mod.scrollFrame:AddChild(lblSpacer);
+	
+	-- Config button
+	--[[local btnConfig = AceGUI:Create("Button");
+	btnConfig:SetText("Config");
+	btnConfig:SetRelativeWidth(.2);
+	btnConfig:SetCallback("OnClick", function()
+		--TODO: Tidy up
+		SlashCmdList["INVENTORIUM"]("config");
+	end);
+	btnConfig:SetCallback("OnEnter", ShowTooltip);
+	btnConfig:SetCallback("OnLeave", HideTooltip);
+	btnConfig.frame.tooltipTitle = "Config";
+	btnConfig.frame.tooltip = "Click to open the config window. This will close the current window.";
+	
+	mod.scrollFrame:AddChild(btnConfig);]]
+	
+	local lblSpacer = AceGUI:Create("Label");
+	lblSpacer:SetRelativeWidth(.03);
+	
+	mod.scrollFrame:AddChild(lblSpacer);
+	
+	-- Queue all button
+	local btnQueueAll = AceGUI:Create("Button");
+	btnQueueAll:SetText("Queue All");
+	btnQueueAll:SetRelativeWidth(.2);
+	btnQueueAll:SetCallback("OnClick", function()
+		self:SendMessage("IM_QUEUE_ALL");
+	end);
+	btnQueueAll:SetCallback("OnEnter", ShowTooltip);
+	btnQueueAll:SetCallback("OnLeave", HideTooltip);
+	btnQueueAll.frame.tooltipTitle = "Queue all";
+	btnQueueAll.frame.tooltip = "Queue everything that requires restocking within every single visible group.";
+	
+	mod.scrollFrame:AddChild(btnQueueAll);
+	
+	times.init = ceil( ( GetTime() - buildStartTime ) * 1000 );
+	addon:Debug("Time spent legend: (init / sorting / preparing / building / all).");
+	
+	local playerName = UnitName("player");
+	
+	-- Go through all our stored groups
+	for groupName, values in pairsByKeys(addon.db.profile.groups, function(a, b) return a:lower() < b:lower(); end) do
+		local groupStartTime, groupTimes = GetTime(), {};
+		
+		local trackAt = addon:GetOptionByKey(groupName, "trackAtCharacters");
+		
+		
+		-- Does this group have any items and do we want to track it at this char?
+		if values.items and trackAt[playerName] then
+		
+			
+			-- Get group settings
+			local minLocalStock = addon:GetOptionByKey(groupName, "minLocalStock");
+			local minGlobalStock = addon:GetOptionByKey(groupName, "minGlobalStock");
+			local showWhenBelow = addon:GetOptionByKey(groupName, "summaryThresholdShow");
+			local priceThreshold = addon:GetOptionByKey(groupName, "priceThreshold");
+			local hideWhenBelowPriceThreshold = addon:GetOptionByKey(groupName, "summaryHidePriceThreshold");
+			local alwaysGetAuctionValue = addon:GetOptionByKey(groupName, "alwaysGetAuctionValue");
+			
+			-- Make group container
+			local iGroup = AceGUI:Create("InlineGroupWithButton");
+			iGroup:PauseLayout();
+			iGroup:SetTitle(groupName);
+			iGroup:SetFullWidth(true);
+			iGroup:SetLayout("Flow");
+			iGroup:MakeButton({
+				name = "Queue",
+				desc = "Queue all items in this group.",
+				exec = function()
+					print("Queueing all items within " .. groupName .. " craftable by the currently open profession.");
+					self:SendMessage("IM_QUEUE_GROUP", groupName);
+				end,
+			});
+			
+			
+			
+			-- Headers
+			
+			-- Itemlink
+			local lblItem = AceGUI:Create("InteractiveLabel");
+			lblItem:SetText("|cfffed000Item|r");
+			lblItem:SetFontObject(GameFontHighlight);
+			lblItem:SetRelativeWidth(.7);
+			lblItem:SetCallback("OnClick", function() ReSort("item"); end);
+			lblItem:SetCallback("OnEnter", ShowTooltip);
+			lblItem:SetCallback("OnLeave", HideTooltip);
+			lblItem.frame.tooltipTitle = "Item";
+			lblItem.frame.tooltip = "Sort on the item quality, then name.";
+			
+			iGroup:AddChild(lblItem);
+			
+			-- Local quantity
+			local lblLocal = AceGUI:Create("InteractiveLabel");
+			lblLocal:SetText("|cfffed000Loc.|r");
+			lblLocal:SetFontObject(GameFontHighlight);
+			lblLocal:SetRelativeWidth(.099);
+			lblLocal:SetCallback("OnClick", function() ReSort("local"); end);
+			lblLocal:SetCallback("OnEnter", ShowTooltip);
+			lblLocal:SetCallback("OnLeave", HideTooltip);
+			lblLocal.frame.tooltipTitle = "Local stock";
+			lblLocal.frame.tooltip = "Sort on the amount of items currently in local stock.";
+			
+			iGroup:AddChild(lblLocal);
+			
+			-- Current quantity
+			local lblQuantity = AceGUI:Create("InteractiveLabel");
+			lblQuantity:SetText("|cfffed000Cur.|r");
+			lblQuantity:SetFontObject(GameFontHighlight);
+			lblQuantity:SetRelativeWidth(.099);
+			lblQuantity:SetCallback("OnClick", function() ReSort("current"); end);
+			lblQuantity:SetCallback("OnEnter", ShowTooltip);
+			lblQuantity:SetCallback("OnLeave", HideTooltip);
+			lblQuantity.frame.tooltipTitle = "Current stock";
+			lblQuantity.frame.tooltip = "Sort on the amount of items currently in stock.";
+			
+			iGroup:AddChild(lblQuantity);
+			
+			-- Lowest value
+			local lblValue = AceGUI:Create("InteractiveLabel");
+			lblValue:SetText("|cfffed000Value|r");
+			lblValue:SetFontObject(GameFontHighlight);
+			lblValue:SetRelativeWidth(.099);
+			lblValue:SetCallback("OnClick", function() ReSort("value"); end);
+			lblValue:SetCallback("OnEnter", ShowTooltip);
+			lblValue:SetCallback("OnLeave", HideTooltip);
+			lblValue.frame.tooltipTitle = "Value";
+			lblValue.frame.tooltip = "Sort on the item auction value.";
+			
+			iGroup:AddChild(lblValue);
+			
+			
+			-- Retrieve items list
+			if not itemsCache[groupName] then
+				itemsCache[groupName] = {};
+			end
+			 
+			if #(itemsCache[groupName]) == 0 then
+				-- If the item cache is empty
+				for itemId, _ in pairs(values.items) do
+					local newItemData = addon.ItemData:New(itemId);
+					
+					-- if no price threshold is set for this item and you don't want to always get the auction value, then don't look it up either
+					if priceThreshold == 0 and not alwaysGetAuctionValue then
+						newItemData.value = -4;
+					end
+					
+					tinsert(itemsCache[groupName], newItemData);
+					
+					CACHE_ITEMS_TOTAL = CACHE_ITEMS_TOTAL + 1;
+				end
+			end
+			
+			groupTimes.init = ceil( ( GetTime() - groupStartTime ) * 1000 );
+			
+			
+			
+			-- Sort items
+			table.sort(itemsCache[groupName], function(a, b)
+				local aRarity = a.rarity or 1;
+				local bRarity = b.rarity or 1;
+				
+				if sortMethod == "item" and aRarity == bRarity then
+					-- Do a name-compare for items of the same rarity
+					-- Otherwise epics first, then junk
+					
+					local aName = a.name or printf(unknownItemName, a.id);
+					local bName = b.name or printf(unknownItemName, b.id);
+					
+					if sortDirectory == "ASC" then
+						return supper(aName) < supper(bName);
+					else
+						return supper(aName) > supper(bName);
+					end
+				elseif sortMethod == "item"  then
+					if sortDirectory == "ASC" then
+						return aRarity > bRarity; -- the comparers were reversed because we want epics first
+					else
+						return aRarity < bRarity; -- the comparers were reversed because we want epics first
+					end
+				elseif sortMethod == "current" then
+					if sortDirectory == "ASC" then
+						return a.globalCount < b.globalCount;
+					else
+						return a.globalCount > b.globalCount;
+					end
+				elseif sortMethod == "local" then
+					if sortDirectory == "ASC" then
+						return a.localCount < b.localCount;
+					else
+						return a.localCount > b.localCount;
+					end
+				elseif sortMethod == "value" then
+					if sortDirectory == "ASC" then
+						return a.value < b.value;
+					else
+						return a.value > b.value;
+					end
+				end
+			end);
+			
+			groupTimes.sorting = ceil( ( GetTime() - groupStartTime ) * 1000 );
+			
+			
+			
+			
+			-- Show itemslist
+			for i, item in pairs(itemsCache[groupName]) do
+				-- Go through all items for this group
+				
+				if (( item.globalCount / minGlobalStock ) < showWhenBelow or ( item.localCount / minLocalStock ) < showWhenBelow) and (not hideWhenBelowPriceThreshold or priceThreshold == 0 or item.value < 0 or item.value >= priceThreshold) then
+																-- if the option "hide when below threshold" is disabled or no price threshold is set or the value is above the price threshold or the value could not be determined, proceed
+					
+					local btnItemLink = AceGUI:Create("ItemLinkButton");
+					btnItemLink:SetUserData("exec", function(_, itemId, _, buttonName)
+						local itemName, itemLink = GetItemInfo(itemId);
+						
+						if buttonName == "LeftButton" and IsShiftKeyDown() and itemLink then
+							ChatEdit_InsertLink(itemLink);
+						elseif buttonName == "LeftButton" and IsAltKeyDown() and itemName and AuctionFrame and AuctionFrame:IsShown() and AuctionFrameBrowse then
+							-- Start search at page 0
+							AuctionFrameBrowse.page = 0;
+							
+							-- Set the search field (even though we could use "ChatEdit_InsertLink", this ensures the right field is updated)
+							BrowseName:SetText(itemName)
+							
+							QueryAuctionItems(itemName, nil, nil, 0, 0, 0, 0, 0, 0);
+						end
+					end);
+					btnItemLink:SetRelativeWidth(.7);
+					btnItemLink:SetItem(item);
+					
+					iGroup:AddChild(btnItemLink);
+					
+					-- Local quantity
+					local lblLocal = AceGUI:Create("Label");
+					lblLocal:SetText(self:DisplayItemCount(item.localCount, minLocalStock));
+					lblLocal:SetRelativeWidth(.099);
+					
+					iGroup:AddChild(lblLocal);
+					
+					-- Current quantity
+					local lblQuantity = AceGUI:Create("Label");
+					lblQuantity:SetText(self:DisplayItemCount(item.globalCount, minGlobalStock));
+					lblQuantity:SetRelativeWidth(.099);
+					
+					iGroup:AddChild(lblQuantity);
+					
+					-- Value
+					local lblValue = AceGUI:Create("Label");
+					lblValue:SetText(self:DisplayMoney(item.value, priceThreshold));
+					lblValue:SetRelativeWidth(.099);
+					
+					iGroup:AddChild(lblValue);
+					
+					-- Remember references to the value and current fields so we can fill them later
+					item.set.value = lblValue;
+					item.set.globalCount = lblQuantity;
+					item.set.localCount = lblLocal;
+				end
+			end
+			
+			groupTimes.preparing = ceil( ( GetTime() - groupStartTime ) * 1000 );
+			
+			iGroup:ResumeLayout();
+			mod.scrollFrame:AddChild(iGroup); -- this can take up to .5 seconds, might need to look into again at a later time
+			
+			groupTimes.building = ceil( ( GetTime() - groupStartTime ) * 1000 );
+		end
+		
+		if groupStartTime and groupTimes then
+			addon:Debug(printf("Building of %s took %d ms (%d / %d / %d / %d / %d).", groupName, ceil( ( GetTime() - groupStartTime ) * 1000 ), groupTimes.init or 0, groupTimes.sorting or 0, groupTimes.preparing or 0, groupTimes.building or 0, ceil( ( GetTime() - buildStartTime ) * 1000 )));
+		end
+	end
+	
+	mod.scrollFrame:ResumeLayout();
+	mod.scrollFrame:DoLayout();
+	
+	addon:Debug(printf("Done building summary after %d ms.", ceil( ( GetTime() - buildStartTime ) * 1000 )));
+	
+	if CACHE_ITEMS_TOTAL > 0 then
+		cacheStart = GetTime();
+		self:CancelTimer(self.tmrUpdater, true);
+		self.tmrUpdater = self:ScheduleRepeatingTimer("UpdateNextItem", .01); -- Once every 100 frames (or once every x frames if you have less than 100 FPS, basically, once every frame)
+	end
+end
+
+function mod:UpdateNextItem()
+	local i = 0;
+	
+	for groupName, items in pairs(itemsCache) do
+		local minGlobalStock = addon:GetOptionByKey(groupName, "minGlobalStock");
+		local minLocalStock = addon:GetOptionByKey(groupName, "minLocalStock");
+		local priceThreshold = addon:GetOptionByKey(groupName, "priceThreshold");
+		
+		for _, item in pairs(items) do
+			if item.globalCount == -3 or item.localCount == -3 or item.value == -3 then
+				if item.globalCount == -3 then
+					-- Only if item count was queued, update it
+					item.globalCount = addon:GetItemCount(item.id, groupName);
+					if item.set.globalCount and item.set.globalCount.SetText then
+						item.set.globalCount:SetText(self:DisplayItemCount(item.globalCount, minGlobalStock));
+					end
+				end
+				
+				if item.localCount == -3 then
+					-- Only if item count was queued, update it
+					item.localCount = addon:GetLocalItemCount(item.id, groupName);
+					if item.set.localCount and item.set.localCount.SetText then
+						item.set.localCount:SetText(self:DisplayItemCount(item.localCount, minLocalStock));
+					end
+				end
+				
+				if item.value == -3 then
+					-- Only if item value was queued, update it
+					
+					-- The itemlink might not have been loaded yet in which case we retry
+					item.link = item.link or select(2, GetItemInfo(item.id));
+					
+					if item.link then
+						item.value = addon:GetAuctionValue(item.link, groupName);
+						if item.set.value and item.set.value.SetText then
+							item.set.value:SetText(self:DisplayMoney(item.value, priceThreshold));
+						end
+					end
+				end
+				
+				i = i + 1;
+				CACHE_ITEMS_CURRENT = CACHE_ITEMS_CURRENT + 1;
+				
+				if mod.frame then
+					mod.frame:SetStatusText(printf("Caching auction values and item-counts... %d%% has already been processed.", floor(CACHE_ITEMS_CURRENT / CACHE_ITEMS_TOTAL * 100)));
+				end
+				
+				if i >= addon.db.profile.defaults.summary.speed then
+					return;
+				end
+			end
+		end
+	end
+	
+	-- Reset trackers
+	CACHE_ITEMS_TOTAL = 0;
+	CACHE_ITEMS_CURRENT = 0;
+	
+	-- Stop timer
+	self:CancelTimer(self.tmrUpdater, true);
+		
+	-- Rebuild list so hidden items due to too low prices get added
+	self:Build();
+	
+	-- Announce
+	mod.frame:SetStatusText("All required prices and itemcounts have been cached. This process took " .. ceil(GetTime() - cacheStart) .. " seconds.");
+	
+	-- Forget time
+	cacheStart = nil;
+end
+
+function mod:ColorCode(num, required)
+	local percentage = ( num / required );
+	
+	if percentage >= addon.db.profile.defaults.colors.green then
+		return printf("|cff00ff00%d|r", num);
+	elseif percentage >= addon.db.profile.defaults.colors.yellow then
+		return printf("|cffffff00%d|r", num);
+	elseif percentage >= addon.db.profile.defaults.colors.orange then
+		return printf("|cffff9933%d|r", num);
+	elseif percentage >= addon.db.profile.defaults.colors.red then
+		return printf("|cffff0000%d|r", num);
+	else
+		return num;
+	end
+end
+
+function mod:DisplayMoney(value, priceThreshold)
+	if value == -1 then
+		return "|cff0000ffNone up|r";
+	elseif value == -2 then
+		return "|cff0000ffNo AH mod|r";
+	elseif value == -3 then
+		return "|cffffff00Unknown|r";
+	elseif value == -4 then
+		return "|cff00ff00-|r";
+	elseif value == -5 then
+		return "|cffff9933Error|r";
+	elseif priceThreshold and value < priceThreshold then
+		return printf("|cffaaaaaa%s|r", sgsub(addon:ReadableMoney(value or 0, true), "|([a-fA-F0-9]+)([gsc]+)|r", "%2"));
+	else
+		return addon:ReadableMoney(value or 0, true);
+	end
+end
+
+function mod:DisplayItemCount(value, minimumStock)
+	if value == -1 then
+		return "|cffffff00Unknown|r";
+	elseif value == -3 then
+		return "|cffffff00Unknown|r";
+	else
+		return printf("%s / %d", self:ColorCode(value, minimumStock), minimumStock);
+	end
+end
+
+function mod:NumberFormat(num)
+	local formatted = sgsub(num, "(%d)(%d%d%d)$", "%1,%2", 1);
+	
+	while true do
+		formatted, matches = sgsub(formatted, "(%d)(%d%d%d),", "%1,%2,", 1);
+		
+		if matches == 0 then
+			break;
+		end
+	end
+	
+	return formatted;
+end