Mercurial > wow > inventory
view Frames.lua @ 110:67bd5057ecb7
Implemented vendor restocking with the mover. Comitting so I can always review this working version, but I?ll be disabling all part of it as it is not going to work properly without seriously compromising the code structure.
Debug messages are now appended with ?Inventorium? (my MailOpener addon was making stuff difficult).
Now properly removing the refill window from the displayed static popup windows list so new popups won?t be aligned at odd locations.
Changed ?CreateMoverFrame? to not contain any scenario-specific info. All settings can be set with SetFrameSettings.
Items that belong to speciality bags are now put there. Other items now ignore spaciality bags.
Implemented test code for mailbox refill support. It has been disabled due to some issues but may be introduced later.
The guild withdrawal limit is now taken into consideration.
Queue is now reset before scanning again.
author | Zerotorescue |
---|---|
date | Fri, 14 Jan 2011 23:25:05 +0100 |
parents | d3fbb5676a5e |
children | 9765bc3b3d6b |
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local addon = select(2, ...); 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; if not this.tooltipTitle then return; end GameTooltip:SetOwner(this, "ANCHOR_NONE"); if this.tooltipLocation and this.tooltipLocation == "BOTTOM" then GameTooltip:SetPoint("TOP", this, "BOTTOM"); else GameTooltip:SetPoint("BOTTOM", this, "TOP"); end 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 addon:CreateMoverFrame() local frameWidth = 400; -- Main window local frame = CreateFrame("Frame", "InventoriumItemMover", UIParent); -- Hide by default frame:Hide(); -- Center the frame (will be adjusted later) frame:SetPoint("CENTER", UIParent, "CENTER", 0, 0); -- Put in front of other windows frame:SetFrameStrata("FULLSCREEN_DIALOG"); frame:SetToplevel(true); -- Give it a size frame:SetWidth(frameWidth); frame:SetHeight(175); -- Background frame:SetBackdrop({ bgFile = "Interface\\ChatFrame\\ChatFrameBackground", edgeFile = "Interface\\DialogFrame\\UI-DialogBox-Border", edgeSize = 20, insets = { left = 5, right = 5, top = 5, bottom = 5, }, }); frame:SetBackdropColor(0, 0, 0, .8); -- Mouse functions frame:EnableMouse(); frame:SetMovable(true); frame:SetResizable(true); frame:SetMinResize(300, 175); -- Set event handlers frame:SetScript("OnMouseUp", function(this) this:StopMovingOrSizing(); end); frame:SetScript("OnShow", function(this) if not tContains(StaticPopup_DisplayedFrames, this) then -- We wish to display our box at a similar position as the default interface's static popups, so we literally copied the code for these popups local lastFrame = StaticPopup_DisplayedFrames[#StaticPopup_DisplayedFrames]; if lastFrame then this:SetPoint("TOP", lastFrame, "BOTTOM", 0, 0); else this:SetPoint("TOP", UIParent, "TOP", 0, -135); end -- Position other static popups below this tinsert(StaticPopup_DisplayedFrames, this); end this:AdjustScrollTableRows(); PlaySound("OrcExploration"); end); frame:SetScript("OnHide", function(this) StaticPopup_CollapseTable(this); end); -- Title (AceGUI frame-widget-title used as example) local titleBackground = frame:CreateTexture(nil, "OVERLAY"); titleBackground:SetTexture("Interface\\DialogFrame\\UI-DialogBox-Header"); titleBackground:SetTexCoord(0.31, 0.67, 0, 0.63); titleBackground:SetPoint("TOP", 0, 12); titleBackground:SetWidth(150); titleBackground:SetHeight(40); local titleBackgroundLeft = frame:CreateTexture(nil, "OVERLAY"); titleBackgroundLeft:SetTexture("Interface\\DialogFrame\\UI-DialogBox-Header"); titleBackgroundLeft:SetTexCoord(0.21, 0.31, 0, 0.63); titleBackgroundLeft:SetPoint("RIGHT", titleBackground, "LEFT"); titleBackgroundLeft:SetWidth(30); titleBackgroundLeft:SetHeight(40); local titleBackgroundRight = frame:CreateTexture(nil, "OVERLAY"); titleBackgroundRight:SetTexture("Interface\\DialogFrame\\UI-DialogBox-Header"); titleBackgroundRight:SetTexCoord(0.67, 0.77, 0, 0.63); titleBackgroundRight:SetPoint("LEFT", titleBackground, "RIGHT"); titleBackgroundRight:SetWidth(30); titleBackgroundRight:SetHeight(40); local frmTitle = CreateFrame("Frame", nil, frame); frmTitle:EnableMouse(true); frmTitle:SetScript("OnMouseDown", function(this) this:GetParent():StartMoving(); end); frmTitle:SetScript("OnMouseUp", function(this) this:GetParent():StopMovingOrSizing(); end); frmTitle:SetAllPoints(titleBackground); local lblTitle = frmTitle:CreateFontString(nil, "OVERLAY", "GameFontNormal"); lblTitle:SetPoint("TOP", titleBackground, "TOP", 0, -14); frame.lblTitle = lblTitle; -- Resizer (vertical only) local frmResizer = CreateFrame("Frame", nil, frame); frmResizer:SetPoint("BOTTOMLEFT", frame, "BOTTOMLEFT", 0, -10); frmResizer:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", 0, -10); frmResizer:SetHeight(20); frmResizer:EnableMouse(); frmResizer:SetScript("OnMouseDown", function(this) this:GetParent():StartSizing("BOTTOM"); end); frmResizer:SetScript("OnMouseUp", function(this) this:GetParent():StopMovingOrSizing(); end); -- Description local lblDescription = frame:CreateFontString(nil, "OVERLAY", "GameFontNormal"); lblDescription:SetPoint("TOPLEFT", frame, "TOPLEFT", 15, -27); lblDescription:SetWidth(frameWidth - 15 - 15); -- 10 margin left & 10 margin right lblDescription:SetJustifyH("LEFT"); lblDescription:SetJustifyV("TOP"); frame.lblDescription = lblDescription; -- Buttons -- Move (proceed) local btnMove = CreateFrame("Button", "$parentProceed", frame, "UIPanelButtonTemplate"); btnMove:SetHeight(21); btnMove:SetWidth(125); btnMove:SetPoint("BOTTOMLEFT", frame, "BOTTOMLEFT", 15, 11); btnMove:SetText("Move Items"); btnMove:SetScript("OnClick", function(this) this.OnClick(this); end); btnMove:SetScript("OnEnter", ShowTooltip); btnMove:SetScript("OnLeave", HideTooltip); frame.btnMove = btnMove; -- Cancel local btnCancel = CreateFrame("Button", "$parentCancel", frame, "UIPanelButtonTemplate"); btnCancel:SetHeight(21); btnCancel:SetWidth(125); btnCancel:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -15, 11); btnCancel:SetScript("OnClick", function(this) this.OnClick(this); end); btnCancel:SetScript("OnEnter", ShowTooltip); btnCancel:SetScript("OnLeave", HideTooltip); frame.btnCancel = btnCancel; -- Because the scrolling table code-behind will change this element's height, we can't rely on that. Make a dummy frame which we can measure local frmMeasureDummy = CreateFrame("Frame", nil, frame); frmMeasureDummy:SetPoint("TOP", frame.lblDescription, "BOTTOM", 0, -18); frmMeasureDummy:SetPoint("LEFT", frame, "LEFT", 15, 0); frmMeasureDummy:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -15, 35); frame.frmMeasureDummy = frmMeasureDummy; -- Scrolling table with a list of items to be moved local ScrollingTable = LibStub("ScrollingTable"); local table = ScrollingTable:CreateST({}, 4, 15, nil, frame); -- inserting a dummy cols, real cols to be set in SetFrameSettings table.frame:SetPoint("TOP", frame.lblDescription, "BOTTOM", 0, -18); table.frame:SetPoint("LEFT", frame, "LEFT", 15, 0); table.frame:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -15, 35); -- When moving over a row, provide a tooltip for the item table:RegisterEvents({ ["OnEnter"] = function(rowFrame, cellFrame, data, cols, row, realrow, column, scrollingTable, ...) if row and realrow then -- Data row if data[realrow] and data[realrow].rowData and data[realrow].rowData.id then GameTooltip:SetOwner(rowFrame, "ANCHOR_NONE"); GameTooltip:SetPoint("TOPLEFT", rowFrame, "BOTTOMLEFT"); GameTooltip:SetHyperlink(("item:%d"):format(data[realrow].rowData.id)); GameTooltip:Show(); end else -- Header row if cols[column].tooltipTitle and type(cols[column].tooltipTitle) == "string" then cellFrame.tooltipTitle = cols[column].tooltipTitle; if cols[column].tooltip then cellFrame.tooltip = cols[column].tooltip; -- Optional else cellFrame.tooltip = nil; end ShowTooltip(cellFrame); end end end, ["OnLeave"] = function(rowFrame, cellFrame, data, cols, row, realrow, column, scrollingTable, ...) HideTooltip(); end, }); frame.scrollTable = table; -- Change the amount of displayed rows based on the size of the frame frame.AdjustScrollTableRows = function(this) local newRows = math.floor(( this.frmMeasureDummy:GetHeight() - 5 ) / 15); newRows = (newRows < 4 and 4) or newRows; this.scrollTable:SetDisplayRows(newRows, 15); end; frame:SetScript("OnSizeChanged", frame.AdjustScrollTableRows); end function addon:SetMoverFrameData(data) InventoriumItemMover.scrollTable:SetData(data); InventoriumItemMover:Show(); end function addon:SetFrameSettings(title, description, proceed, cancel, headers) local frame = InventoriumItemMover; frame.lblTitle:SetText(title); frame.lblDescription:SetText(description); frame.btnMove:SetText(proceed.text); frame.btnMove.tooltipTitle = proceed.tooltipTitle; frame.btnMove.tooltip = proceed.tooltip; frame.btnMove.OnClick = proceed.onClick; frame.btnCancel:SetText(cancel.text); frame.btnCancel.tooltipTitle = cancel.tooltipTitle; frame.btnCancel.tooltip = cancel.tooltip; frame.btnCancel.OnClick = cancel.onClick; frame.scrollTable:SetDisplayCols(headers); end