Mercurial > wow > inventory
view Core.lua @ 0:c6ff7ba0e8f6
Reasonably functional now. Cleaning up some stuff which might have to be reverted.
author | Zerotorescue |
---|---|
date | Thu, 07 Oct 2010 17:17:43 +0200 |
parents | |
children | 9fff13c08f99 |
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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", "AceTimer-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, 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:MakeWidgets(); -- 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 function addon:MakeWidgets() local AceGUI = LibStub("AceGUI-3.0"); --[[ [ ItemLinkButton ] UserData: itemId, onClick event OnEnter: tooltip show OnLeave: tooltip hid ]] -- 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 = "ItemLinkButton"; local widgetVersion = 1; -- Empty function for disabling functions local function Dummy() end -- Overwrite the SetText-function of our custom widgets local function CustomWidgetSetText(self, value, ...) if value then -- Remember the itemId in a local parameter (using :GetText, we'd have to run a pattern over it and it would all get silly) self.itemId = tonumber(value); if not self.itemId then error("itemId is not a number."); end -- Put the icon in front of it self:SetImage(GetItemIcon(self.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. value = select(2, GetItemInfo(value)) or ("Unknown (#%d)"):format(value); return self.originalSetText(self, value, ...); end end -- Overwrite the OnEnter-event of our custom widgets to use our own function local function CustomWidgetOnEnter(self) if self.itemId then GameTooltip:SetOwner(self.frame, "ANCHOR_TOPRIGHT"); GameTooltip:SetHyperlink(("item:%d"):format(self.itemId)); GameTooltip:Show(); end end -- Overwrite the OnClick-event of our custom widgets to use our own function local function CustomWidgetOnClick(self) local info = self:GetUserDataTable() info.option.set(self, info); end -- Overwrite the SetCallback-function of our custom widgets local function CustomWidgetSetCallback(self, event, func, ...) if event == "OnEnter" then -- This event is called once when creating the widget -- When it becomes hidden, all events appear to be removed, but once it's shown again, OnEnter will be re-applied -- Hence any registered Callback must be done in here self.originalSetCallBack(self, "OnClick", CustomWidgetOnClick); return self.originalSetCallBack(self, event, CustomWidgetOnEnter, ...); else return self.originalSetCallBack(self, event, func, ...); end end local function CustomWidgetHideTooltip() GameTooltip:Hide(); end -- Makes an instance of our ItemLinkButton widget local function GetItemLinkButton() local widget = AceGUI:Create("InteractiveLabel"); 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; if not widget.originalSetText then -- When setting text we provide an itemId -- Use this itemId to set the icon and do all fancy stuff widget.originalSetText = widget.SetText; widget.SetText = CustomWidgetSetText; end if not widget.originalSetCallBack then -- We don't want AceConfig to overwrite our OnEnter with the tooltip functions, so override that widget.originalSetCallBack = widget.SetCallback; widget.SetCallback = CustomWidgetSetCallback; -- Make sure it's called (AceConfig will probably repeat this, but we are prepared in case it's ever changed) widget:SetCallback("OnEnter", Dummy); widget:SetCallback("OnLeave", CustomWidgetHideTooltip); 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 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 else print("Wrong command, available: /inventory config (or /inventory c)"); 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 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", control = "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. 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; end, }, }, }, 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 I have 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.", 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.", validate = function() -- gold check end, get = function() return self.db.global.defaults.priceThreshold; end, set = function(i, v) self.db.global.defaults.priceThreshold = v; end, }, hideFromSummaryPriceThreshold = { order = 50, type = "toggle", name = "Don't show when below threshold", desc = "Hide items from the summary when their value is below the set price threshold.", }, }, }, 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) 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 addon.db.global.groups[groupName][optionName] = value; end local function 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 GetOptionByKey(groupName, optionName); 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 (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(widget, info) -- This is NOT a real "set", we pass the widget reference to this function which contains similar, but not the same, info. if widget.itemId then local groupName = groupIdToName[info[2]]; if not AddToGroup(groupName, widget.itemId) then print("|cffff0000Couldn't add the item with itemId (" .. widget.itemId .. ") because it is already in a group.|r"); end end end, width = "double", dialogControl = "ItemLinkButton", }; 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(widget, info) -- This is NOT a real "set", we pass the widget reference to this function which contains similar, but not the same, info. if widget.itemId then local groupName = groupIdToName[info[2]]; -- Unset this item addon.db.global.groups[groupName].items[widget.itemId] = nil; -- Now rebuild the list AceConfigRegistry:NotifyChange("InventoryOptions"); end end, width = "double", dialogControl = "ItemLinkButton", }; 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", }, }, }, 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" .. GetOptionByKey(groupName, "restockTarget") .. "|r of every item. Not queueing craftable items when only missing |cfffed000" .. floor( GetOptionByKey(groupName, "minCraftingQueue") * GetOptionByKey(groupName, "restockTarget") ) .. "|r (|cfffed000" .. ( 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", }, }, }, }, }, 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; 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 temp = { string.split("\n", value or "") }; for no, current in pairs(temp) 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; 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(("|cffff0000A group named \"%s\" already exists.|r"):format(name)); return; end end self.db.global.groups[name] = temp; 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: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