view Summary.lua @ 17:8f5c02113c5c

Reduced the softmax of most ranges from 1.000 to 100. This should make them actually useful. You can still manually enter an amount below the sliders of up to 100.000. The help text for the ?Replenishing stock? category now includes bonus queue information. Added an option to the ?add items? tab called ?Import premade data? which allows a user to import item data from a premade group shipped with the addon. If this premade data ever changes, the user will be notified and queried for an update. Added a ?mass remove? option to the ?current items? tab. Item data should be imported again when importing a complete group. Added ?DataStore (current account only)?, ?DataStore (with guilds)? and ?DataStore (without guilds)? item count options. One might prefer these over Altoholic for a few reasons. Scroll IDs are now stored in a seperate file in a new ?data? folder. Premade groups data can be found there too. Bonus queue and min crafting queue options should now be fully functional. Enchanting scrolls should now work properly. Text in the summary of the value of items below the price threshold window will now be colored completely grey.
author Zerotorescue
date Wed, 20 Oct 2010 01:30:51 +0200
parents 0fc8a54516d7
children 7d7aaa3fbe94
line wrap: on
line source
local addon = select(2, ...);
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

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: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
				if not self.btnQueue then
					-- Because widgets are re-used, we don't want to recreate this button
					self.btnQueue = CreateFrame("Button", nil, self.frame, "UIPanelButtonTemplate");
					self.btnQueue:SetHeight(22);
					self.btnQueue:SetWidth(120);
				end
				self.btnQueue:SetText(buttonSettings.name);
				self.btnQueue:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", -10, 5);
				
				-- Triggers
				self.btnQueue:SetScript("OnClick", buttonSettings.exec);
				
				-- Tooltip
				self.btnQueue.tooltipTitle = buttonSettings.name;
				self.btnQueue.tooltip = buttonSettings.desc or "";
				self.btnQueue:SetScript("OnEnter", ShowTooltip);
				self.btnQueue:SetScript("OnLeave", HideTooltip);
			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 = 0, 0;
local cacheStart;

function mod:BuildMain()
	LibStub("AceConfigDialog-3.0"):Close("InventoriumOptions");
	
	self:CloseFrame();
	
	-- Main Window
	mod.frame = AceGUI:Create("Frame");
	mod.frame:SetTitle("Summary");
	mod.frame:SetLayout("Fill");
	mod.frame:SetCallback("OnClose", function(widget)
		mod:CancelTimer(self.tmrUpdater, true);
		mod:CloseFrame();
	end);
	mod.frame:SetWidth(addon.db.global.defaults.summary.width);
	mod.frame:SetHeight(addon.db.global.defaults.summary.height);
	mod.frame.OnWidthSet = function(_, width)
		addon.db.global.defaults.summary.width = width;
	end;
	mod.frame.OnHeightSet = function(_, height)
		addon.db.global.defaults.summary.height = height;
	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");
	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, 0.05);
	sdrSpeed:SetIsPercent(true);
	sdrSpeed:SetRelativeWidth(.3);
	sdrSpeed:SetCallback("OnMouseUp", function(self, event, value)
		addon.db.global.defaults.summary.speed = ceil( value * 100 / 5 );
		
		CACHE_ITEMS_PER_UPDATE = addon.db.global.defaults.summary.speed; -- max = 20, min = 1
	end);
	sdrSpeed:SetValue( addon.db.global.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.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("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);
			
			-- 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);
			
			-- Required stock
			local lblMinimumStock = AceGUI:Create("InteractiveLabel");
			lblMinimumStock:SetText("|cfffed000Min.|r");
			lblMinimumStock:SetFontObject(GameFontHighlight);
			lblMinimumStock:SetRelativeWidth(.099);
			lblMinimumStock:SetCallback("OnClick", function() ReSort("percentage"); end);
			lblMinimumStock:SetCallback("OnEnter", ShowTooltip);
			lblMinimumStock:SetCallback("OnLeave", HideTooltip);
			lblMinimumStock.frame.tooltipTitle = "Minimum stock";
			lblMinimumStock.frame.tooltip = "Sort on the minimum amount of items you wish to keep in stock.";
			
			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);
			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] = {};
				
				local unknownItemName = "Unknown (#%d)";
				
				-- Sort item list
				for itemId, _ in pairs(values.items) do
					local itemName, itemLink, itemRarity = GetItemInfo(itemId);
					
					table.insert(itemsCache[groupName], {
						id = itemId,
						name = itemName or unknownItemName:format(itemId),
						link = itemLink or unknownItemName:format(itemId),
						value = ((priceThreshold == 0) and -4) or -3,-- if no price threshold is set for this item, then don't look it up either --addon:GetAuctionValue(itemLink),
						rarity = itemRarity or 1,
						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
		
		if groupStartTime and groupTimes then
			addon:Debug(("Building of %s took %d ms (%d / %d / %d / %d / %d)."):format(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(("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 >= addon.db.global.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.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 == -4 then
		return "|cff00ff00-|r";
	elseif value < priceThreshold then
		return ("|cffaaaaaa%s|r"):format(addon:ReadableMoney(value or 0, true):gsub("|([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 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