Mercurial > wow > inventory
view Summary.lua @ 11:10a2244f7ff0
Renamed addon from Inventory to Inventorium.
author | Zerotorescue |
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date | Tue, 12 Oct 2010 02:11:23 +0200 |
parents | c4d0e5d47e10 |
children | 417c3cfb9623 |
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local addon = LibStub("AceAddon-3.0"):GetAddon("Inventorium"); local mod = addon:NewModule("Summary", "AceEvent-3.0", "AceTimer-3.0"); local AceGUI = LibStub("AceGUI-3.0"); function mod:OnEnable() self:RegisterWidgets(); -- Register our own slash commands addon:RegisterSlash(function() mod:BuildMain(); mod:Build(); end, "s", "sum", "summary"); end function mod:RegisterWidgets() -- Register InlineGroupWithButton-widget -- This widget adds a button next to the header of an inline group -- SetPoint doesn't seem usable within AceGUI. local widgetType = "InlineGroupWithButton"; local widgetVersion = 1; local function Constructor() local widget = AceGUI:Create("InlineGroup"); widget.type = widgetType; widget.MakeButton = function(self, buttonSettings) if type(buttonSettings) == "table" then local button = CreateFrame("Button", nil, self.frame, "UIPanelButtonTemplate"); button:SetText(buttonSettings.name); button:SetHeight(22); button:SetWidth(120); button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", -10, 5); button:SetScript("OnClick", buttonSettings.exec); button.tooltipTitle = buttonSettings.name; button.tooltip = buttonSettings.desc or ""; button:SetScript("OnEnter", function(self) GameTooltip:SetOwner(self, "ANCHOR_NONE") GameTooltip:SetPoint("BOTTOM", self, "TOP") GameTooltip:SetText(self.tooltipTitle, 1, .82, 0, 1) if type(self.tooltip) == "string" then GameTooltip:AddLine(self.tooltip, 1, 1, 1, 1); end GameTooltip:Show(); end); button:SetScript("OnLeave", function(self) GameTooltip:Hide(); end); else error("settings must be a table - usage: MakeButton(table);"); end end return widget; end AceGUI:RegisterWidgetType(widgetType, Constructor, widgetVersion); end local itemsCache = {}; local CACHE_ITEMS_TOTAL, CACHE_ITEMS_CURRENT, CACHE_ITEMS_PER_UPDATE = 0, 0, 5; local cacheStart; function mod:BuildMain() LibStub("AceConfigDialog-3.0"):Close("InventoriumOptions"); self:CloseFrame(); -- Main Window mod.frame = AceGUI:Create("Frame"); mod.frame:SetTitle("Inventorium Summary"); mod.frame:SetLayout("Fill"); mod.frame:SetCallback("OnClose", function(widget) mod:CancelTimer(self.tmrUpdater, true); mod:CloseFrame(); end); -- 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 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 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"); -- SetTooltip: Reload all item counts and auction values. btnRefresh:SetRelativeWidth(.2); btnRefresh:SetCallback("OnClick", function() -- Reset items cache table.wipe(itemsCache); -- Rebuild itemlist and start caching mod:Build(); end); mod.scrollFrame:AddChild(btnRefresh); -- Speed slider local btnRefresh = AceGUI:Create("Slider"); btnRefresh:SetLabel("Processing speed"); btnRefresh:SetSliderValues(0.01, 1, 0.01); btnRefresh:SetIsPercent(true); -- SetTooltip: Change the speed at which item counts and auction values are being cached. Higher is faster but may drastically reduce your FPS while caching. btnRefresh:SetRelativeWidth(.3); btnRefresh:SetCallback("OnMouseUp", function(self, event, value) CACHE_ITEMS_PER_UPDATE = ceil( value * 100 / 5 ); -- max = 20, min = 1 end); btnRefresh:SetValue( CACHE_ITEMS_PER_UPDATE * 5 / 100 ); mod.scrollFrame:AddChild(btnRefresh); 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.global.groups, function(a, b) return a:lower() < b:lower(); end) do local groupStartTime, groupTimes = GetTime(), {}; local trackAt = (values.trackAtCharacters or (values.trackAtCharacters == nil and addon.db.global.defaults.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 minimumStock = (values.minimumStock or (values.minimumStock == nil and addon.db.global.defaults.minimumStock)); local showWhenBelow = (values.summaryThresholdShow or (values.summaryThresholdShow == nil and addon.db.global.defaults.summaryThresholdShow)); local priceThreshold = (values.priceThreshold or (values.priceThreshold == nil and addon.db.global.defaults.priceThreshold)); local hideWhenBelowPriceThreshold = (values.hideFromSummaryWhenBelowPriceThreshold or (values.hideFromSummaryWhenBelowPriceThreshold == nil and addon.db.global.defaults.hideFromSummaryWhenBelowPriceThreshold)); -- 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(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); iGroup:AddChild(lblItem); -- Current quantity local lblQuantity = AceGUI:Create("InteractiveLabel"); lblQuantity:SetText("|cfffed000Cur.|r"); lblQuantity:SetFontObject(GameFontHighlight); lblQuantity:SetRelativeWidth(.099); lblQuantity:SetCallback("OnClick", function() ReSort("current"); end); iGroup:AddChild(lblQuantity); -- Required stock local lblMinimumStock = AceGUI:Create("InteractiveLabel"); lblMinimumStock:SetText("|cfffed000Req.|r"); lblMinimumStock:SetFontObject(GameFontHighlight); lblMinimumStock:SetRelativeWidth(.099); lblMinimumStock:SetCallback("OnClick", function() ReSort("percentage"); end); iGroup:AddChild(lblMinimumStock); -- Lowest value local lblValue = AceGUI:Create("InteractiveLabel"); lblValue:SetText("|cfffed000Value|r"); lblValue:SetFontObject(GameFontHighlight); lblValue:SetRelativeWidth(.099); lblValue:SetCallback("OnClick", function() ReSort("value"); end); iGroup:AddChild(lblValue); -- Retrieve items list if not itemsCache[groupName] then itemsCache[groupName] = {}; -- Sort item list for itemId in pairs(values.items) do local itemName, itemLink, itemRarity = GetItemInfo(itemId); table.insert(itemsCache[groupName], { id = itemId, name = itemName, link = itemLink, value = ((priceThreshold == 0) and 0) or -3,-- if no price threshold is set for this item, then don't look it up either --addon:GetAuctionValue(itemLink), rarity = itemRarity, count = -3,--addon:GetItemCount(itemId), set = {}, }); CACHE_ITEMS_TOTAL = CACHE_ITEMS_TOTAL + 1; end end groupTimes.init = ceil( ( GetTime() - groupStartTime ) * 1000 ); -- Sort items table.sort(itemsCache[groupName], function(a, b) if sortMethod == "item" and a.rarity == b.rarity then -- Do a name-compare for items of the same rarity -- Otherwise epics first, then junk if sortDirectory == "ASC" then return a.name:upper() < b.name:upper(); else return a.name:upper() > b.name:upper(); end elseif sortMethod == "item" then if sortDirectory == "ASC" then return a.rarity > b.rarity; -- the comparers were reversed because we want epics first else return a.rarity < b.rarity; -- the comparers were reversed because we want epics first end elseif sortMethod == "current" then if sortDirectory == "ASC" then return a.count < b.count; else return a.count > b.count; end elseif sortMethod == "percentage" then if sortDirectory == "ASC" then return ( a.count / minimumStock ) < ( b.count / minimumStock ); else return ( a.count / minimumStock ) > ( b.count / minimumStock ); 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 if ( item.count / minimumStock ) < showWhenBelow and not (hideWhenBelowPriceThreshold and item.value < priceThreshold) then local btnItemLink = AceGUI:Create("ItemLinkButton"); --btnItemLink:SetUserData("exec", function() -- print("Nothing happening yet."); --end); btnItemLink:SetRelativeWidth(.7); btnItemLink:SetItemId(item.id); iGroup:AddChild(btnItemLink); -- Current quantity local lblQuantity = AceGUI:Create("Label"); lblQuantity:SetText(self:DisplayItemCount(item.count, minimumStock)); lblQuantity:SetRelativeWidth(.099); iGroup:AddChild(lblQuantity); -- Required stock local lblMinimumStock = AceGUI:Create("Label"); lblMinimumStock:SetText(minimumStock); lblMinimumStock:SetRelativeWidth(.099); iGroup:AddChild(lblMinimumStock); -- 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 if item.set then -- -3 means the price is unknown, queue look up if item.value == -3 then item.set.value = lblValue; end if item.count == -3 then item.set.current = lblQuantity; end -- Don't queue if we already know everything we want to know if item.value ~= -3 and item.count ~= -3 then item.set = nil; end end 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 addon:Debug(("Building of %s took %d ms (%d / %d / %d / %d / %d)."):format(groupName, ceil( ( GetTime() - groupStartTime ) * 1000 ), groupTimes.init, groupTimes.sorting, groupTimes.preparing, groupTimes.building, ceil( ( GetTime() - buildStartTime ) * 1000 ))); end mod.scrollFrame:ResumeLayout(); mod.scrollFrame:DoLayout(); addon:Debug(("Done building summary after %d ms."):format(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 minimumStock = addon:GetOptionByKey(groupName, "minimumStock"); local priceThreshold = addon:GetOptionByKey(groupName, "priceThreshold"); for _, item in pairs(items) do if item.set then if item.count == -3 then -- Only if item count was queued, update it item.count = addon:GetItemCount(item.id); if item.set.current and item.set.current.SetText then item.set.current:SetText(self:DisplayItemCount(item.count, minimumStock)); end end if item.value == -3 then -- Only if item value was queued, update it item.value = addon:GetAuctionValue(item.link); if item.set.value and item.set.value.SetText then item.set.value:SetText(self:DisplayMoney(item.value, priceThreshold)); end end item.set = nil; i = i + 1; CACHE_ITEMS_CURRENT = CACHE_ITEMS_CURRENT + 1; if mod.frame then mod.frame:SetStatusText(("Caching auction values and item-counts... %d%% has already been processed."):format(floor(CACHE_ITEMS_CURRENT / CACHE_ITEMS_TOTAL * 100))); end if i >= CACHE_ITEMS_PER_UPDATE 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.global.defaults.colors.green then return ("|cff00ff00%d|r"):format(num); elseif percentage >= addon.db.global.defaults.colors.yellow then return ("|cffffff00%d|r"):format(num); elseif percentage >= addon.db.global.defaults.colors.orange then return ("|cffff9933%d|r"):format(num); elseif percentage >= addon.db.global.defaults.colors.red then return ("|cffff0000%d|r"):format(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 < priceThreshold then return ("|cffff0000%s|r"):format(addon:ReadableMoney(value or 0, true)); else return addon:ReadableMoney(value or 0, true); end end function mod:DisplayItemCount(value, minimumStock) if value == -3 then return "|cffffff00Unknown|r"; else return self:ColorCode(value, minimumStock); end end function mod:NumberFormat(num) local formatted = string.gsub(num, "(%d)(%d%d%d)$", "%1,%2", 1); while true do formatted, matches = string.gsub(formatted, "(%d)(%d%d%d),", "%1,%2,", 1); if matches == 0 then break; end end return formatted; end --[[ No longer used, we're now caching complete item data instead of just AH values. local AuctionValueCache = {}; function mod:GetAuctionValue(link) local itemId = addon:GetItemId(link); if AuctionValueCache[itemId] then return AuctionValueCache[itemId]; else local value = addon:GetAuctionValue(link); AuctionValueCache[itemId] = value; -- Reset the cache 1 minute after last updating it self:CancelTimer(self.tmrResetCache, true); self.tmrResetCache = self:ScheduleTimer(function() table.wipe(AuctionValueCache); mod.frame:SetStatusText("The auction item value cache has been reset."); end, 60); mod.frame:SetStatusText(""); return value; end end ]]