Mercurial > wow > inventory
view Core.lua @ 9:3bac0bdd59e2
Close the summary frame when opening the config.
Remove ?track at? data when exporting/importing a group.
Don?t add items when importing a group that are already inside a group.
author | Zerotorescue |
---|---|
date | Sun, 10 Oct 2010 04:37:21 +0200 |
parents | 1a815139e4c3 |
children | c4d0e5d47e10 |
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-- You can access this addon's object through: LibStub("AceAddon-3.0"):GetAddon("Inventory") local addon = LibStub("AceAddon-3.0"):NewAddon("Inventory", "AceEvent-3.0"); local AceGUI = LibStub("AceGUI-3.0"); local Media = LibStub("LibSharedMedia-3.0"); Media:Register("sound", "Cartoon FX", [[Sound\Doodad\Goblin_Lottery_Open03.wav]]); Media:Register("sound", "Cheer", [[Sound\Event Sounds\OgreEventCheerUnique.wav]]); Media:Register("sound", "Explosion", [[Sound\Doodad\Hellfire_Raid_FX_Explosion05.wav]]); Media:Register("sound", "Fel Nova", [[Sound\Spells\SeepingGaseous_Fel_Nova.wav]]); Media:Register("sound", "Fel Portal", [[Sound\Spells\Sunwell_Fel_PortalStand.wav]]); Media:Register("sound", "Magic Click", [[Sound\interface\MagicClick.wav]]); Media:Register("sound", "Rubber Ducky", [[Sound\Doodad\Goblin_Lottery_Open01.wav]]); Media:Register("sound", "Shing!", [[Sound\Doodad\PortcullisActive_Closed.wav]]); Media:Register("sound", "Simon Chime", [[Sound\Doodad\SimonGame_LargeBlueTree.wav]]); Media:Register("sound", "Simon Error", [[Sound\Spells\SimonGame_Visual_BadPress.wav]]); Media:Register("sound", "Simon Start", [[Sound\Spells\SimonGame_Visual_GameStart.wav]]); Media:Register("sound", "War Drums", [[Sound\Event Sounds\Event_wardrum_ogre.wav]]); Media:Register("sound", "Wham!", [[Sound\Doodad\PVP_Lordaeron_Door_Open.wav]]); Media:Register("sound", "Whisper Ping", [[Sound\interface\iTellMessage.wav]]); Media:Register("sound", "You Will Die!", [[Sound\Creature\CThun\CThunYouWillDIe.wav]]); local AceConfigDialog, AceConfigRegistry, AceSerializer; local groupIdToName = {}; local options = {}; function addon:OnInitialize() self:Debug("OnInitialize"); -- SAVED VARIABLES local defaults = { global = { groups = {}, defaults = { minimumStock = 60, alertBelowMinimum = true, summaryThresholdShow = 10, restockTarget = 60, minCraftingQueue = 0.05, bonusQueue = 0.1, priceThreshold = 0, hideFromSummaryWhenBelowPriceThreshold = false, trackAtCharacters = {}, colors = { red = 0; orange = 0.3; yellow = 0.6; green = 0.95; }, }, }, factionrealm = { characters = {}, }, }; -- Register our saved variables database self.db = LibStub("AceDB-3.0"):New("InventoryDB", defaults, true); -- SLASH COMMANDS -- Disable the AddonLoader slash commands SLASH_INVENTORY1 = nil; SLASH_IY1 = nil; -- Register our own slash commands SLASH_INVENTORY1 = "/inventory"; SLASH_INVENTORY2 = "/iy"; SlashCmdList["INVENTORY"] = function(msg) self:CommandHandler(msg); end -- INTERFACE OPTIONS -- Attempt to remove the interface options added by AddonLoader (if enabled) if AddonLoader and AddonLoader.RemoveInterfaceOptions then AddonLoader:RemoveInterfaceOptions("Inventory"); end -- Now create our own options frame local frame = CreateFrame("Frame", nil, UIParent); frame:Hide(); frame.name = "Inventory"; frame:HookScript("OnShow", function(self) -- Refresh the frame to instantly show the right options InterfaceOptionsFrame_OpenToCategory(self.name) end); -- And add it to the interface options InterfaceOptions_AddCategory(frame); self:MakeItemLinkButtonWidget(); self:MakeConfigItemLinkButtonWidget(); -- Remember this character is mine local playerName = UnitName("player"); if not self.db.factionrealm.characters[playerName] then self.db.factionrealm.characters[playerName] = true; -- Default to tracking on all chars, untracking is a convenience, not tracking by default would probably get multiple issue reports. self.db.global.defaults.trackAtCharacters[playerName] = true; end end local slashArgs = {}; function addon:RegisterSlash(func, ...) for _, arg in pairs({ ... }) do slashArgs[arg] = func; end end function addon:MakeItemLinkButtonWidget() --[[ [ ItemLinkButton ] This custom widget has to show an icon with the item link next to it. Upon hover it must show the item tooltip. Upon click it must execute the function provided through user data. UserData: itemId, onClickEvent OnEnter: tooltip show OnLeave: tooltip hide OnClick: UserData.onClickEvent ]] local widgetType = "ItemLinkButton"; local widgetVersion = 1; local function Constructor() local widget = AceGUI:Create("InteractiveLabel"); widget.type = widgetType; -- We overwrite the OnAcquire as we want to set our callbacks even -- when the widget is re-used from the widget pool widget.originalOnAcquire = widget.OnAcquire; widget.OnAcquire = function(self, ...) -- We overwrite the setcallback because we don't want anything else -- to overwrite our OnEnter, OnLeave and OnClick events -- which would be done by the AceConfigDialog after a widget gets re-used if not self.originalSetCallBack then self.originalSetCallBack = self.SetCallback; self.SetCallback = function(this, event, func, ...) if event == "OnEnter" or event == "OnLeave" or event == "OnClick" then -- Don't allow overwriting of these events return; elseif event == "CustomOnEnter" then return this.originalSetCallBack(this, "OnEnter", func, ...); elseif event == "CustomOnLeave" then return this.originalSetCallBack(this, "OnLeave", func, ...); elseif event == "CustomOnClick" then return this.originalSetCallBack(this, "OnClick", func, ...); else return this.originalSetCallBack(this, event, func, ...); end end; end -- Set our own events, since we disabled the normal event-names, we'll call them our custom versions self:SetCallback("CustomOnEnter", function(this) local itemId = this:GetUserData("itemId"); if itemId then GameTooltip:SetOwner(this.frame, "ANCHOR_TOPRIGHT"); GameTooltip:SetHyperlink(("item:%d"):format(itemId)); GameTooltip:Show(); end end); self:SetCallback("CustomOnLeave", function(this) GameTooltip:Hide(); end); self:SetCallback("CustomOnClick", function(this) if this.OnClick then this.OnClick(this); end local func = this:GetUserData("exec"); local itemId = this:GetUserData("itemId"); if func then -- If this is a config option we will need the group id local path = this:GetUserData("path"); local groupId = (path and path[2]) or nil; func(groupId, itemId); end end); -- Then also do whatever it wanted to do self.originalOnAcquire(self, ...); end; -- Remember the original SetText as this might get overwritten by the config-widget widget.originalSetText = widget.SetText; widget.SetItemId = function(self, itemId) self:SetUserData("itemId", itemId); -- Put the icon in front of it self:SetImage(GetItemIcon(itemId)); -- Standardize the size self:SetImageSize(16, 16); -- Make readable font self:SetFontObject(GameFontHighlight); -- We don't want to set the itemId as text, but rather the item link, so get that. local itemLink = select(2, GetItemInfo(itemId)) or ("Unknown (#%d)"):format(itemId); self:originalSetText(itemLink); end; return widget; end AceGUI:RegisterWidgetType(widgetType, Constructor, widgetVersion); end function addon:MakeConfigItemLinkButtonWidget() -- Define out custom item link button widget -- This will be called as if it's an input element, we overwrite some of the related functions which are called for default input fields local widgetType = "ConfigItemLinkButton"; local widgetVersion = 1; -- Empty function for disabling functions local function Dummy() end -- Makes an instance of our ItemLinkButton widget local function GetItemLinkButton() local widget = AceGUI:Create("ItemLinkButton"); widget.type = widgetType; -- We can only provide custom widgets for input, select and multiselect fields -- Input being the simplest, we use that - however, it provides two parameters: label and text. We only need one, disable the other. widget.SetLabel = Dummy; -- SetText is called when this button is being created and contains the itemId -- Forward that itemId to the ItemLinkButton widget.SetText = function(self, value, ...) if value and tonumber(value) then self:SetItemId(tonumber(value)); end end; widget.OnClick = function(self, ...) local option = self:GetUserData("option"); if option and option.set then self:SetUserData("exec", option.set); end end; return widget; end AceGUI:RegisterWidgetType(widgetType, GetItemLinkButton, widgetVersion); end function addon:CommandHandler(message) local cmd, arg = string.split(" ", (message or ""), 2); cmd = string.lower(cmd); if cmd == "c" or cmd == "config" or cmd == "conf" or cmd == "option" or cmd == "options" or cmd == "opt" or cmd == "setting" or cmd == "settings" then -- We don't want any other windows open at this time. for name, module in self:IterateModules() do if module.CloseFrame then module:CloseFrame(); end end self:Show(); elseif cmd == "d" or cmd == "debug" then self.debugChannel = false; for i = 1, NUM_CHAT_WINDOWS do local name = GetChatWindowInfo(i); if name:upper() == "DEBUG" then self.debugChannel = _G["ChatFrame" .. i]; print("A debug channel already exists, used the old one. (" .. i .. ")"); return; end end if not self.debugChannel then -- Create a new debug channel local chatFrame = FCF_OpenNewWindow('Debug'); ChatFrame_RemoveAllMessageGroups(chatFrame); self.debugChannel = chatFrame; print("New debug channel created."); end elseif slashArgs[cmd] then slashArgs[cmd](); else print("Wrong command, available: /inventory config (or /iy c) and /inventory summary (or /iy s)"); end end function addon:Load() if not AceConfigDialog and not AceConfigRegistry then self:FillOptions(); -- Build options dialog AceConfigDialog = LibStub("AceConfigDialog-3.0"); AceConfigRegistry = LibStub("AceConfigRegistry-3.0"); -- Register options table LibStub("AceConfig-3.0"):RegisterOptionsTable("InventoryOptions", options); -- Set a nice default size (so that 4 normal sized elements fit next to eachother) AceConfigDialog:SetDefaultSize("InventoryOptions", 975, 600); -- In case the addon is loaded from another condition, always call the remove interface options if AddonLoader and AddonLoader.RemoveInterfaceOptions then AddonLoader:RemoveInterfaceOptions("Inventory"); end -- Add to the blizzard addons options thing --AceConfigDialog:AddToBlizOptions("InventoryOptions"); end end function addon:Show() self:Load(); AceConfigDialog:Open("InventoryOptions"); end function addon:FillOptions() options = { type = "group", name = "Inventory", childGroups = "tree", args = { }, }; self:FillGeneralOptions(); options.args.profiles = LibStub("AceDBOptions-3.0"):GetOptionsTable(self.db, true); options.args.profiles.order = 200; self:MakeGroupOptions(); self:FillGroupOptions(); end local goldText = "%s%d|cffffd700g|r "; local silverText = "%s%d|cffc7c7cfs|r "; local copperText = "%s%d|cffeda55fc|r"; function addon:ReadableMoney(copper, clean) local text = ""; local gold = floor( copper / COPPER_PER_GOLD ); if gold > 0 then text = goldText:format(text, gold); end if not clean or (not gold or gold < 100) then local silver = floor( ( copper % COPPER_PER_GOLD ) / COPPER_PER_SILVER ); if silver > 0 then text = silverText:format(text, silver); end if not clean or (not gold or gold < 10) then local copper = floor( copper % COPPER_PER_SILVER ); if copper > 0 or text == "" then text = copperText:format(text, copper); end end end return string.trim(text); end function addon:ReadableMoneyToCopper(value) -- If a player enters a value it will be filled without color codes -- If it is retrieved from the database, it will be colored coded -- Thus we look for both local gold = tonumber(string.match(value, "(%d+)|c[a-fA-F0-9]+g|r") or string.match(value, "(%d+)g")); local silver = tonumber(string.match(value, "(%d+)|c[a-fA-F0-9]+s|r") or string.match(value, "(%d+)s")); local copper = tonumber(string.match(value, "(%d+)|c[a-fA-F0-9]+c|r") or string.match(value, "(%d+)c")); return ( (gold or 0) * COPPER_PER_GOLD ) + ( (silver or 0) * COPPER_PER_SILVER ) + (copper or 0); end function addon:ValidateReadableMoney(info, value) -- If a player enters a value it will be filled without color codes -- If it is retrieved from the database, it will be colored coded -- Thus we look for both local gold = tonumber(string.match(value, "(%d+)|c[a-fA-F0-9]+g|r") or string.match(value, "(%d+)g")); local silver = tonumber(string.match(value, "(%d+)|c[a-fA-F0-9]+s|r") or string.match(value, "(%d+)s")); local copper = tonumber(string.match(value, "(%d+)|c[a-fA-F0-9]+c|r") or string.match(value, "(%d+)c")); if not gold and not silver and not copper then return "The provided amount of money is invalid. Please provide the amount of money as #g#s#c, e.g. 591617g24s43c."; else return true; end end function addon:FillGeneralOptions() options.args.general = { order = 100, type = "group", name = "General", desc = "Change general Inventory settings.", args = { general = { order = 0, type = "group", inline = true, name = "General", args = { description = { order = 0, type = "description", name = "Change general settings unrelated to groups.", }, header = { order = 5, type = "header", name = "", }, auctionAddon = { order = 10, type = "select", name = "Prefered pricing addon", values = { Auctioneer = "Auctioneer", Auctionator = "Auctionator", }, get = function() end, set = function(i, v) end, }, itemCountAddon = { order = 20, type = "select", name = "Prefered item count addon", values = { Altoholic = "Altoholic", DataStore = "DataStore", ItemCount = "ItemCount", }, get = function() end, set = function(i, v) end, }, }, }, minimumStock = { order = 10, type = "group", inline = true, name = "Minimum stock", args = { description = { order = 0, type = "description", name = "Here you can specify the default minimum amount of items you wish to keep in stock and related settings. The settings entered here will be used when you choose not to override the settings within an individual group.", }, header = { order = 5, type = "header", name = "", }, minimumStock = { order = 10, type = "range", min = 0, max = 100000, softMax = 1000, step = 1, name = "Minimum stock", desc = "You can manually enter a value between 1.000 and 100.000 in the edit box if the provided range is insufficient.", get = function() return self.db.global.defaults.minimumStock; end, set = function(i, v) self.db.global.defaults.minimumStock = v; end, }, summaryThresholdShow = { order = 20, type = "range", min = 0, max = 100, softMax = 10, step = 0.05, isPercent = true, name = "Show in summary when below", desc = "Show items in the summary when below this percentage of the minimum stock.\n\nYou can manually enter a value between 1.000% and 10.000% in the edit box if the provided range is insufficient.", get = function() return self.db.global.defaults.summaryThresholdShow; end, set = function(i, v) self.db.global.defaults.summaryThresholdShow = v; end, }, alertBelowMinimum = { order = 30, type = "toggle", name = "Alert when below minimum", desc = "Show an alert when this item gets below this threshold.", get = function() return self.db.global.defaults.alertBelowMinimum; end, set = function(i, v) self.db.global.defaults.alertBelowMinimum = v; end, }, trackAtCharacters = { order = 40, type = "multiselect", name = "Track at", desc = "Select at which characters this should appear in the summary and generate alerts.", values = function() local temp = {}; for charName in pairs(self.db.factionrealm.characters) do temp[charName] = charName; end return temp; end, get = function(i, v) return self.db.global.defaults.trackAtCharacters[v]; end, set = function(i, v, e) self.db.global.defaults.trackAtCharacters[v] = e or nil; -- We MUST close this pullout or we can get errors or even game client crashes once we click another group or close the config dialog! local count = AceGUI:GetNextWidgetNum("Dropdown-Pullout"); for i = 1, count do if _G['AceGUI30Pullout' .. i] then _G['AceGUI30Pullout' .. i]:Hide(); end end end, dialogControl = "Dropdown", -- this is not standard, normal multiselect control gives us a list of all chars with toggle-boxes. UGLY! We want a multiselect-box instead. }, }, }, refill = { order = 20, type = "group", inline = true, name = "Replenishing stock", args = { description = { order = 0, type = "description", name = function() local r = "Here you can specify the default amount of items to which you wish to restock when you are collecting new items. This may be higher than the minimum stock. The settings entered here will be used when you choose not to override the settings within an individual group.\n\n"; r = r .. "When restocking the target amount is |cfffed000" .. self.db.global.defaults.restockTarget .. "|r of every item. Not queueing craftable items when only missing |cfffed000" .. floor( self.db.global.defaults.minCraftingQueue * self.db.global.defaults.restockTarget ) .. "|r (|cfffed000" .. ( self.db.global.defaults.minCraftingQueue * 100 ) .. "%|r) of the restock target."; return r; end, }, header = { order = 5, type = "header", name = "", }, restockTarget = { order = 10, type = "range", min = 0, max = 100000, softMax = 1000, step = 1, name = "Restock target", desc = "You can manually enter a value between 1.000 and 100.000 in the edit box if the provided range is insufficient.", get = function() return self.db.global.defaults.restockTarget; end, set = function(i, v) self.db.global.defaults.restockTarget = v; end, }, minCraftingQueue = { order = 20, type = "range", min = 0, max = 1, step = 0.01, -- 1% isPercent = true, name = "Don't queue if I only miss", desc = "Don't add a craftable item to the queue if I only miss this much or less of the restock target.\n\nExample: if your restock target is set to 60 and this is set to 5%, an item won't be queued unless you are missing more than 3 of it.", get = function() return self.db.global.defaults.minCraftingQueue; end, set = function(i, v) self.db.global.defaults.minCraftingQueue = v; end, }, bonusQueue = { order = 30, type = "range", min = 0, max = 10, -- 1000% step = 0.01, -- 1% isPercent = true, name = "Bonus queue", desc = "Get additional items when there are none left.\n\nExample: if your restock target is set to 60 and this is set to 10%, you will get 66 items instead of just 60 if you end up with none left while queueing.", get = function() return self.db.global.defaults.bonusQueue; end, set = function(i, v) self.db.global.defaults.bonusQueue = v; end, }, priceThreshold = { order = 40, type = "input", name = "Price threshold", desc = "Only queue craftable items when they are worth at least this much according to your auction house addon.\n\nSet to 0 to ignore auction prices.", validate = function(info, value) return self:ValidateReadableMoney(info, value); end, get = function() return self:ReadableMoney(self.db.global.defaults.priceThreshold); end, set = function(i, v) self.db.global.defaults.priceThreshold = self:ReadableMoneyToCopper(v); end, }, hideFromSummaryWhenBelowPriceThreshold = { -- I wish this var could be a little bit shorter... order = 50, type = "toggle", name = "Hide when below threshold", desc = "Hide items from the summary when their value is below the set price threshold.", get = function() return self.db.global.defaults.hideFromSummaryWhenBelowPriceThreshold; end, set = function(i, v) self.db.global.defaults.hideFromSummaryWhenBelowPriceThreshold = v; end, }, }, }, colorCodes = { order = 30, type = "group", inline = true, name = "Color codes", args = { description = { order = 0, type = "description", name = "Change the color code thresholds based on the current stock remaining of the required minimum stock.", }, header = { order = 5, type = "header", name = "", }, green = { order = 10, type = "range", min = 0, max = 1, step = 0.01, isPercent = true, name = "|cff00ff00Green|r", desc = "Show quantity in green when at least this much of the minimum stock is available.", get = function() return self.db.global.defaults.colors.green; end, set = function(i, v) self.db.global.defaults.colors.green = v; end, }, yellow = { order = 20, type = "range", min = 0, max = 1, step = 0.01, isPercent = true, name = "|cffffff00Yellow|r", desc = "Show quantity in yellow when at least this much of the minimum stock is available.", get = function() return self.db.global.defaults.colors.yellow; end, set = function(i, v) self.db.global.defaults.colors.yellow = v; end, }, orange = { order = 30, type = "range", min = 0, max = 1, step = 0.01, isPercent = true, name = "|cffff9933Orange|r", desc = "Show quantity in orange when at least this much of the minimum stock is available.", get = function() return self.db.global.defaults.colors.orange; end, set = function(i, v) self.db.global.defaults.colors.orange = v; end, }, red = { order = 40, type = "range", min = 0, max = 1, step = 0.01, isPercent = true, name = "|cffff0000Red|r", desc = "Show quantity in red when at least this much of the minimum stock is available.", get = function() return self.db.global.defaults.colors.red; end, set = function(i, v) self.db.global.defaults.colors.red = v; end, }, }, }, }, }; end local count = 0; local temp = {}; local function SetOption(info, value, multiSelectEnabled) local groupName = groupIdToName[info[2]]; local optionName = info[#info]; -- No need to store a setting if it's disabled (false) if not value and info.arg and not info.arg:find("override") then value = nil; -- If this is an override toggler then also set the related field to nil addon.db.global.groups[groupName][info.arg] = nil; end if multiSelectEnabled ~= nil then -- The saved vars for a multiselect will always be an array, it may not yet exist in which case it must be created. if not addon.db.global.groups[groupName][optionName] then addon.db.global.groups[groupName][optionName] = {}; end addon.db.global.groups[groupName][optionName][value] = multiSelectEnabled or nil; else addon.db.global.groups[groupName][optionName] = value; end end function addon:GetOptionByKey(groupName, optionName, noDefault) if addon.db.global.groups[groupName][optionName] ~= nil then return addon.db.global.groups[groupName][optionName]; elseif addon.db.global.defaults[optionName] and not noDefault then return addon.db.global.defaults[optionName]; else return nil; end end local function GetOption(info) local groupName = groupIdToName[info[2]]; local optionName = info[#info]; return addon:GetOptionByKey(groupName, optionName); end local function GetMultiOption(info, value) local groupName = groupIdToName[info[2]]; local optionName = info[#info]; if addon.db.global.groups[groupName][optionName] ~= nil then return addon.db.global.groups[groupName][optionName][value]; elseif addon.db.global.defaults[optionName] then return addon.db.global.defaults[optionName][value]; else return nil; end end local function GetDisabled(info) if not info.arg or not info.arg:find("override") then return false; end local groupName = groupIdToName[info[2]]; local optionName = info[#info]; return (addon:GetOptionByKey(groupName, info.arg, true) == nil); end local function ValidateGroupName(_, value) value = string.lower(string.trim(value or "")); for name, _ in pairs(addon.db.global.groups) do if string.lower(name) == value then return ("A group named \"%s\" already exists."):format(name); end end return true; end local function InGroup(itemId) -- Go through all groups to see if this item is already somewhere for groupName, values in pairs(addon.db.global.groups) do if values.items and values.items[itemId] then return groupName; end end return; end local function AddToGroup(groupName, itemId) if InGroup(itemId) then return false; end if not addon.db.global.groups[groupName].items then addon.db.global.groups[groupName].items = {}; end -- Set this item addon.db.global.groups[groupName].items[itemId] = true; -- Now rebuild the list AceConfigRegistry:NotifyChange("InventoryOptions"); return true; end local tblAddItemTemplate = { order = 0, type = "input", name = function(info) local itemName, _, itemRarity = GetItemInfo(info[#info]); return tostring( 7 - (itemRarity or 0) ) .. (itemName or ""); end, get = function(info) return tostring(info[#info]); -- Ace is going to be anal about this if it's a numeric value, so we transmute it into a string here then back to a number on the other side end, set = function(groupId, itemId) -- This is NOT a real "set", we pass the widget reference to this function which contains similar, but not the same, info. if itemId then local groupName = groupIdToName[groupId]; if not AddToGroup(groupName, itemId) then print("|cffff0000Couldn't add the item with itemId (" .. itemId .. ") because it is already in a group.|r"); end end end, width = "double", dialogControl = "ConfigItemLinkButton", }; local tblRemoveItemTemplate = { order = 0, type = "input", name = function(info) local itemName, _, itemRarity = GetItemInfo(info[#info]); return tostring( 7 - (itemRarity or 0) ) .. (itemName or ""); end, get = function(info) return tostring(info[#info]); -- Ace is going to be anal about this if it's a numeric value, so we transmute it into a string here then back to a number on the other side end, set = function(groupId, itemId) -- This is NOT a real "set", we pass the widget reference to this function which contains similar, but not the same, info. if itemId then local groupName = groupIdToName[groupId]; -- Unset this item addon.db.global.groups[groupName].items[itemId] = nil; -- Now rebuild the list AceConfigRegistry:NotifyChange("InventoryOptions"); end end, width = "double", dialogControl = "ConfigItemLinkButton", }; local function UpdateAddItemList(info) local groupName = groupIdToName[info[2]]; if not addon.db.global.groups[groupName].items then addon.db.global.groups[groupName].items = {}; end -- Merge all items from all groups together local items = {}; for groupName, values in pairs(addon.db.global.groups) do if values.items then for itemId, _ in pairs(values.items) do items[itemId] = true; end end end local ref = options.args.groups.args[info[2]].args.add.args.list.args; -- Parse bags and show these for bagID = 4, 0, -1 do for slot = 1, GetContainerNumSlots(bagID) do local itemId = addon:GetItemId(GetContainerItemLink(bagID, slot)); if itemId then if not items[itemId] then -- If this item isn't used in any group yet ref[itemId] = tblAddItemTemplate; else -- It's already used in a group, don't show it ref[itemId] = nil; end end end end end local function UpdateRemoveItemList(info) local groupName = groupIdToName[info[2]]; if not addon.db.global.groups[groupName].items then addon.db.global.groups[groupName].items = {}; end local ref = options.args.groups.args[info[2]].args.remove.args.list.args; -- Unset all for itemId, _ in pairs(ref) do ref[itemId] = nil; end -- Parse items in group and show these for itemId, _ in pairs(addon.db.global.groups[groupName].items) do ref[itemId] = tblRemoveItemTemplate; end end function addon:GetItemId(itemLink) itemLink = itemLink and select(3, string.find(itemLink, "|Hitem:([-0-9]+):")); -- if itemLink is nil, it won't execute the second part itemLink = itemLink and tonumber(itemLink); return itemLink; end -- Default group local defaultGroup = { order = 0, type = "group", childGroups = "tab", name = function(info) return groupIdToName[info[#info]]; end, args = { general = { order = 10, type = "group", name = "Stock settings", desc = "Change the stock settings for just this group.", args = { minimumStock = { order = 10, type = "group", inline = true, name = "Minimum stock", set = SetOption, get = GetOption, disabled = GetDisabled, args = { description = { order = 0, type = "description", name = "Here you can specify the minimum amount of items you wish to keep in stock and related settings for the currently selected group.", }, header = { order = 5, type = "header", name = "", }, overrideMinimumStock = { order = 9, type = "toggle", name = "Override min stock", desc = "Allows you to override the minimum stock setting for this group.", arg = "minimumStock", }, minimumStock = { order = 10, type = "range", min = 0, max = 100000, softMax = 1000, step = 1, name = "Minimum stock", desc = "You can manually enter a value between 1.000 and 100.000 in the edit box if the provided range is insufficient.", arg = "overrideMinimumStock", }, overrideSummaryThresholdShow = { order = 19, type = "toggle", name = "Override summary showing", desc = "Allows you to override when this group should appear in the summary.", arg = "summaryThresholdShow", }, summaryThresholdShow = { order = 20, type = "range", min = 0, max = 100, softMax = 10, step = 0.05, isPercent = true, name = "Show in summary when below", desc = "Show items in the summary when below the specified percentage of the minimum stock.\n\nYou can manually enter a value between 1.000% and 10.000% in the edit box if the provided range is insufficient.", arg = "overrideSummaryThresholdShow", }, overrideAlertBelowMinimum = { order = 29, type = "toggle", name = "Override minimum alert", desc = "Allows you to override wether an alert should be shown when an item in this group gets below the minimum stock threshold.", arg = "alertBelowMinimum", }, alertBelowMinimum = { order = 30, type = "toggle", name = "Alert when below minimum", desc = "Show an alert when an item in this group gets below the minimum stock threshold.", arg = "overrideAlertBelowMinimum", }, overrideTrackAtCharacters = { order = 39, type = "toggle", name = "Override track at", desc = "Allows you to override at which characters items in this group should appear in the summary and generate alerts.", arg = "trackAtCharacters", }, trackAtCharacters = { order = 40, type = "multiselect", name = "Track at", desc = "Select at which characters this should appear in the summary and generate alerts.", values = function() local temp = {}; for charName in pairs(addon.db.factionrealm.characters) do temp[charName] = charName; end -- We MUST close this pullout or we can get errors or even game client crashes once we click another group or close the config dialog! local count = AceGUI:GetNextWidgetNum("Dropdown-Pullout"); for i = 1, count do if _G['AceGUI30Pullout' .. i] then _G['AceGUI30Pullout' .. i]:Hide(); end end return temp; end, get = GetMultiOption, dialogControl = "Dropdown", -- this is not standard, normal multiselect control gives us a list of all chars with toggle-boxes. UGLY! We want a multiselect-box instead. arg = "overrideTrackAtCharacters", }, }, }, refill = { order = 20, type = "group", inline = true, name = "Replenishing stock", set = SetOption, get = GetOption, disabled = GetDisabled, args = { description = { order = 0, type = "description", name = function(info) local groupName = groupIdToName[info[2]]; local r = "Here you can specify the amount of items to which you wish to restock when you are collecting new items for the currently selected group. This may be higher than the minimum stock.\n\n"; r = r .. "When restocking the target amount is |cfffed000" .. addon:GetOptionByKey(groupName, "restockTarget") .. "|r of every item. Not queueing craftable items when only missing |cfffed000" .. floor( addon:GetOptionByKey(groupName, "minCraftingQueue") * addon:GetOptionByKey(groupName, "restockTarget") ) .. "|r (|cfffed000" .. ( addon:GetOptionByKey(groupName, "minCraftingQueue") * 100 ) .. "%|r) of the restock target."; return r; end, }, header = { order = 5, type = "header", name = "", }, overrideRestockTarget = { order = 9, type = "toggle", name = "Override restock target", desc = "Allows you to override the restock target setting for this group.", arg = "restockTarget", }, restockTarget = { order = 10, type = "range", min = 0, max = 100000, softMax = 1000, step = 1, name = "Restock target", desc = "You can manually enter a value between 1.000 and 100.000 in the edit box if the provided range is insufficient.", arg = "overrideRestockTarget", }, overrideMinCraftingQueue = { order = 19, type = "toggle", name = "Override min queue", desc = "Allows you to override the minimum craftable items queue setting for this group.", arg = "minCraftingQueue", }, minCraftingQueue = { order = 20, type = "range", min = 0, max = 1, step = 0.01, isPercent = true, name = "Don't queue if I only miss", desc = "Don't add a craftable item to the queue if I only miss this much or less of the restock target.\n\nExample: if your restock target is set to 60 and this is set to 5%, an item won't be queued unless you are missing more than 3 of it.", arg = "overrideMinCraftingQueue", }, overrideBonusQueue = { order = 29, type = "toggle", name = "Override bonus queue", desc = "Allows you to override the bonus craftable items queue setting for this group.", arg = "bonusQueue", }, bonusQueue = { order = 30, type = "range", min = 0, max = 10, -- 1000% step = 0.01, -- 1% isPercent = true, name = "Bonus queue", desc = "Get additional items when there are none left.\n\nExample: if your restock target is set to 60 and this is set to 10%, you will get 66 items instead of just 60 if you end up with none left while queueing.", arg = "overrideBonusQueue", }, overridePriceThreshold = { order = 39, type = "toggle", name = "Override price threshold", desc = "Allows you to override the price threshold setting for this group.", arg = "priceThreshold", }, priceThreshold = { order = 40, type = "input", name = "Price threshold", desc = "Only queue craftable items when they are worth at least this much according to your auction house addon.\n\nSet to 0 to ignore auction prices.", validate = function(info, value) return addon:ValidateReadableMoney(info, value); end, get = function(i) return addon:ReadableMoney(GetOption(i)); end, set = function(i, v) SetOption(i, addon:ReadableMoneyToCopper(v)); end, arg = "overridePriceThreshold", }, overrideHideFromSummaryWhenBelowPriceThreshold = { order = 49, type = "toggle", name = "Override summary showing", desc = "Allows you to override if items in this group should be hidden from the summary while their value is below the price threshold.", arg = "hideFromSummaryWhenBelowPriceThreshold", }, hideFromSummaryWhenBelowPriceThreshold = { -- I wish this var could be a little bit shorter... order = 50, type = "toggle", name = "Hide when below threshold", desc = "Hide items from the summary when their value is below the set price threshold.", arg = "overrideHideFromSummaryWhenBelowPriceThreshold", }, }, }, }, }, group = { order = 20, type = "group", name = "Group Management", desc = "Rename, delete or export this group.", args = { rename = { order = 10, type = "group", name = "Rename", inline = true, args = { rename = { order = 10, type = "input", name = "New group name", desc = "Change the name of this group to something else. You can also use item links here as you wish.", validate = ValidateGroupName, set = function(info, value) local oldGroupName = groupIdToName[info[2]]; addon.db.global.groups[value] = CopyTable(addon.db.global.groups[oldGroupName]); addon.db.global.groups[oldGroupName] = nil; groupIdToName[info[2]] = value; groupIdToName[value] = true; groupIdToName[oldGroupName] = nil; addon:FillGroupOptions(); end, get = function(info) return groupIdToName[info[2]]; end, width = "double", }, }, }, delete = { order = 20, type = "group", name = "Delete", inline = true, args = { delete = { order = 10, type = "execute", name = "Delete group", desc = "Delete the currently selected group.", confirm = true, confirmText = "Are you sure you wish to |cffff0000DELETE|r this group? This action is not reversable!", func = function(info) local groupName = groupIdToName[info[2]]; addon.db.global.groups[groupName] = nil; addon:FillGroupOptions(); end, }, }, }, export = { order = 30, type = "group", name = "Export", inline = true, args = { input = { order = 10, type = "input", multiline = true, name = "Group data", width = "full", desc = "Export the group data for the currently selected group. Press CTRL-A to select all and CTRL-C to copy the text.", set = false, get = function(info) local groupName = groupIdToName[info[2]]; -- We want to include the group name, so we copy the table then set another value local temp = CopyTable(addon.db.global.groups[groupName]); temp.name = groupName; temp.trackAtCharacters = nil; temp.overrideTrackAtCharacters = nil; if not AceSerializer then AceSerializer = LibStub("AceSerializer-3.0"); end return AceSerializer:Serialize(temp); end, }, }, }, }, }, add = { order = 30, type = "group", name = "Add items", args = { singleAdd = { order = 10, type = "group", inline = true, name = "Add items", args = { help = { order = 10, type = "description", name = "You can add a single item to this group at a time by pasting the item-id or an item-link in the field to the left or you can also import multiple items at once by pasting exported item data in the field to the right. Scroll further down to add items based on your inventory contents.", }, itemLink = { order = 20, type = "input", name = "Single item add (item-link or item-id)", desc = "Shift-click an item-link or enter an item-id to add the related item to this group. You can only add one item link or item id at a time.", validate = function(info, value) -- If the value is empty we'll allow passing to clear the carret if value == "" then return true; end local groupName = groupIdToName[info[2]]; local itemId = addon:GetItemId(string.trim(value or "")) or tonumber(string.trim(value or "")); if not itemId then return "This is not a valid item link."; elseif InGroup(itemId) then return ("This item is already in the group \"%s\"."):format(InGroup(itemId)); end return true; end, set = function(info, value) if value and value ~= "" then local groupName = groupIdToName[info[2]]; local itemId = addon:GetItemId(string.trim(value or "")) or tonumber(string.trim(value or "")); AddToGroup(groupName, itemId); print(("Added %s"):format(select(2, GetItemInfo(itemId)) or ("Unknown (#%d)"):format(itemId))); end end, get = false, }, import = { order = 40, type = "input", name = "Import item data", desc = "Import item data from an exported item data-string. Any items already grouped will be skipped.", set = function(info, value) local groupName = groupIdToName[info[2]]; local allItemIds = { string.split(";", value or "") }; for _, value in pairs(allItemIds) do local itemId = tonumber(value); if not itemId then print(("\"%s\" is not a number."):format(value)); elseif InGroup(itemId) then print(("Skipping %s (#%d) as it is already in the group |cfffed000%s|r."):format(select(2, GetItemInfo(itemId)) or "Unknown", itemId, InGroup(itemId))); else AddToGroup(groupName, itemId); end end end, get = false, }, }, }, massAdd = { order = 20, type = "group", inline = true, name = "Mass add", args = { help = { order = 10, type = "description", name = "Click the items you wish to add to this group or add multiple of these items at once by providing a name filter in the field below.", }, massAdd = { order = 20, type = "input", name = "Add all items matching...", desc = "Add every item in your inventory matching the name entered in this field. If you enter \"Glyph\" as a filter, any items in your inventory containing this in their name will be added to this group.", --set = massAddItems, get = false, }, }, }, list = { order = 30, type = "group", inline = true, name = "Item list", hidden = UpdateAddItemList, args = { }, }, }, }, remove = { order = 40, type = "group", name = "Current items", args = { help = { order = 10, type = "group", inline = true, name = "Help", hidden = false, args = { help = { order = 10, type = "description", name = "Click the items you wish to remove from this group.", }, }, }, list = { order = 20, type = "group", inline = true, name = "Item list", hidden = UpdateRemoveItemList, args = { }, }, export = { order = 30, type = "group", name = "Export", inline = true, args = { input = { order = 10, type = "input", name = "Item data", width = "full", desc = "Export the item data for the currently selected group. Press CTRL-A to select all and CTRL-C to copy the text.", set = false, get = function(info) local groupName = groupIdToName[info[2]]; local combinedItemIds; -- Parse items in group and show these for itemId, _ in pairs(addon.db.global.groups[groupName].items) do if not combinedItemIds then combinedItemIds = tostring(itemId); else combinedItemIds = combinedItemIds .. (";%d"):format(itemId); end end return combinedItemIds; -- We don't serialize this because we actually DO want people to be able to manually modify it - besides, parsing it isn't going to be hard end, }, }, }, }, }, }, }; function addon:MakeGroupOptions() options.args.groups = { order = 1100, type = "group", name = "Groups", desc = "Change a group.", args = { create = { order = 10, type = "group", inline = true, name = "Create a brand new group", args = { name = { order = 10, type = "input", name = "Group name", desc = "The name of the group. You can also use item links as you wish.", validate = ValidateGroupName, set = function(_, value) self.db.global.groups[value] = {}; addon:FillGroupOptions(); end, get = false, width = "double", }, }, }, import = { order = 20, type = "group", inline = true, name = "Import a group", args = { input = { order = 10, type = "input", multiline = true, name = "Group data", desc = "Paste the group data as provided by a group export. If you are trying to import multiple groups at the same time, make sure to use newlines to seperate them.", set = function(info, value) local data = { string.split("\n", value or "") }; for _, current in pairs(data) do if not AceSerializer then AceSerializer = LibStub("AceSerializer-3.0"); end local result, temp = AceSerializer:Deserialize(current); local name; if not temp.name then print("|cffff0000The provided data is not supported.|r"); return; else name = temp.name; temp.name = nil; print(("Importing %s..."):format(name)); end local newGroupName = string.trim(string.lower(name or "")); for name in pairs(self.db.global.groups) do if string.lower(name) == newGroupName then print(("|cffff0000Aborting: A group named \"%s\" already exists.|r"):format(name)); return; end end -- Remove items that are already in another group for value, _ in pairs(temp.items) do local itemId = tonumber(itemid); if not itemId then print(("\"%s\" is not a number."):format(value)); temp.items[value] = nil; elseif InGroup(itemId) then print(("Skipping %s (#%d) as it is already in the group |cfffed000%s|r."):format(select(2, GetItemInfo(itemId)) or "Unknown", itemId, InGroup(itemId))); temp.items[value] = nil; else -- Ensure the keys are numeric temp.items[value] = nil; temp.items[itemId] = true; end end -- Ensure this data isn't received (this would be buggy as exports from other accounts won't know what to do with this) temp.trackAtCharacters = nil; temp.overrideTrackAtCharacters = nil; self.db.global.groups[name] = temp; self:FillGroupOptions(); end end, get = false, width = "full", }, }, }, }, }; end function addon:FillGroupOptions() for id, name in pairs(groupIdToName) do if type(name) == "string" and not self.db.global.groups[name] then options.args.groups.args[id] = nil; groupIdToName[id] = nil; groupIdToName[name] = nil; end end for name, values in pairs(self.db.global.groups) do if not groupIdToName[name] then options.args.groups.args[tostring(count)] = CopyTable(defaultGroup); groupIdToName[tostring(count)] = name; groupIdToName[name] = true; count = ( count + 1 ); end end end function addon:GetItemCount(itemId) return Altoholic:GetItemCount(itemId); end function addon:GetAuctionValue(link) if GetAuctionBuyout then -- Auctionator support local lowBuy = GetAuctionBuyout(link); if lowBuy == nil then -- No auctions up at this time return -1; end return lowBuy; elseif AucAdvanced ~= nil and AucAdvanced.Modules.Util.SimpleAuction ~= nil and AucAdvanced.Modules.Util.SimpleAuction.Private.GetItems ~= nil then -- Auctioneer support local imgSeen, _, _, _, _, lowBuy, _, _ = AucAdvanced.Modules.Util.SimpleAuction.Private.GetItems(link); --local imgseen, image, matchBid, matchBuy, lowBid, lowBuy, aveBuy, aSeen if imgSeen <= 0 then -- No auctions up at this time return -1; end return lowBuy; end return -2; end function addon:Debug(t) if not self.debugChannel and self.debugChannel ~= false then -- We want to check just once, so if you add a debug channel later just do a /reload (registering an event for this is wasted resources) self.debugChannel = false; for i = 1, NUM_CHAT_WINDOWS do local name = GetChatWindowInfo(i); if name:upper() == "DEBUG" then self.debugChannel = _G["ChatFrame" .. i]; end end end if self.debugChannel then self.debugChannel:AddMessage(t); end end