vanilla-wow-addons – Rev 1

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--[[
        BagnonCore
                Core bag functionality
                
        BagSlots:
                -2: Key (1.11)
                -1: Bank (24 slots)
                0:  Main Inventory (16 slots)
                1, 2, 3, 4: Inventory Bags (16 - 32?)
                5, 6, 7, 8, 9, 10:  Bank Bags (16 - 32?)        
                
        TODO
                Add in 1.11 functionality
--]]

--Local constants
local DEFAULT_COLS = 8;
local DEFAULT_SPACING = 2;

--[[
        Load settings for the frame
--]]

function BagnonCore_LoadSettings(frame, bags, title)
        local frameName = frame:GetName()
        --make frame close on escape
        tinsert(UISpecialFrames, frameName);
        
        --initialize variables for the frame if there are none
        if(not BagnonSets[frameName] ) then
                BagnonSets[frameName] = {
                        stayOnScreen = 1,
                };
        end
        
        --add what bags are controlled by the frame
        if(not BagnonSets[frameName].bags) then
                BagnonSets[frameName].bags = bags;
        end
        
        --set the frame's transparency
        if(BagnonSets[frameName].alpha) then
                frame:SetAlpha(BagnonSets[frameName].alpha);
        end
        
        --set the frame's background
        if(not BagnonSets[frameName].bg or tonumber(BagnonSets[frameName].bg) ) then
                BagnonSets[frameName].bg = {r = 0, g = 0, b = 0, a = 1};
        end
        
        local bgSets= BagnonSets[frameName].bg;
        frame:SetBackdropColor(bgSets.r, bgSets.g, bgSets.b, bgSets.a);
        frame:SetBackdropBorderColor(1, 1, 1, bgSets.a); 
        
        --set the frame's layer (low, medium, or high)
        if(BagnonSets[frameName].strata) then
                BagnonMenu_SetStrata(frame, BagnonSets[frameName].strata);
        end
        
        local bagFrame = getglobal(frameName .. "Bags");
        if(BagnonSets[frameName].bagsShown) then
                bagFrame:Show();
                getglobal(frameName .. "ShowBags"):SetText(BAGNON_HIDEBAGS);
        end
        
        frame:SetClampedToScreen(BagnonSets[frameName].stayOnScreen);
        
        --load any settings related to BagnonForever/BagnonKC
        if(BagnonForever) then
                frame.player = UnitName("player");
                frame.defaultBags = bags;
        end
        
        --set the frame's ordering. this is dependent on BagnonForever's data
        BagnonCore_OrderBags(frame, BagnonSets[frameName].reverse);
        
        --set the frame's title
        frame.title = title;
        getglobal(frameName .. "Title"):SetText( format(frame.title, UnitName("player") ) );
        frame:RegisterForClicks("LeftButtonDown", "LeftButtonUp", "RightButtonUp");
        
        --create the frame
        --reposition actually handles rescaling
        BagnonCore_Reposition(frame);
        BagnonCore_GenerateFrame(frame);
        BagnonCore_LayoutFrame(frame, BagnonSets[frameName].cols, BagnonSets[frameName].space);
end

--[[
        Generate the frame (add all items, resize)
--]]

function BagnonCore_GenerateFrame(frame)
        frame.size = 0;
        local frameName = frame:GetName();
        
        --generate a cached frame
        if( Bagnon_IsCachedFrame(frame) ) then
                MoneyFrame_Update(frameName .. "MoneyFrame", BagnonDB_GetMoney(frame.player));
                
                for bag in frame.defaultBags do
                        BagnonCore_AddBag(frame, frame.defaultBags[bag]);
                end
        --generate a normal frame
        else
                MoneyFrame_Update(frameName .. "MoneyFrame", GetMoney());
                
                for bag in BagnonSets[frameName].bags do
                        BagnonCore_AddBag(frame, BagnonSets[frameName].bags[bag]);
                end
        end
        
        BagnonCore_LayoutFrame(frame, BagnonSets[frame:GetName()].cols, BagnonSets[frame:GetName()].space);
        frame:Show();
end

--[[ 
        Add all the slots of the given bag to the given frame.
        Increase the total size of frame to include the size of the bag
--]]

function BagnonCore_AddBag(frame, bagID)
        local frameName = frame:GetName();
        local slot, index, bagSize, link, item; --slot refers to the itemslot in <frame>, index refers to the item slot in the bag
        
        slot = frame.size;
        
        if( Bagnon_IsCachedBag(frame.player, bagID) ) then
                bagSize = BagnonDB_GetBagData(frame.player, bagID);
        else
                if(bagID == KEYRING_CONTAINER) then
                        bagSize = GetKeyRingSize();
                else
                        bagSize = GetContainerNumSlots(bagID);
                end
        end
        
        --update used slots
        for index = 1, bagSize, 1 do
                slot = slot + 1;

                item = getglobal( frameName .. "Item".. slot) or BagnonItem_Create(frameName .. "Item".. slot, frame);  
                item:SetID(index);
                item:GetParent():SetID(bagID);
                item:Show();
                
                BagnonCore_UpdateItemInfo(item);
        end
        
        frame.size = frame.size + bagSize;
end

--[[ 
        Resize and hide any unusable bag slots in the frame.
                This function needs to know about the size and layout of the frame
--]]

function BagnonCore_TrimToSize(frame)
        if( not frame.space ) then
                return;
        end

        local frameName = frame:GetName();
        local slot, height;
        
        --hide unused slots
        if(frame.size) then
                local slot = frame.size + 1;
                local button = getglobal( frameName .. "Item".. slot ); 
                
                while button do
                        button:Hide();
                        slot = slot + 1;
                        button = getglobal( frameName .. "Item".. slot ); 
                end
        end
        
        --set the frame's width
        --correction for any frame that's completely empty
        if(not frame.size or frame.size == 0  ) then
                height = 64;
                frame:SetWidth(256);
        else
                --24 is the estimated border width of the frame, 37 is about the width of an item slot
                if(frame.size < frame.cols) then
                        frame:SetWidth( ( 37 + frame.space ) * frame.size + 23 - frame.space );
                else
                        frame:SetWidth( ( 37 + frame.space ) * frame.cols + 23 - frame.space );
                end

                --set the frame's height, adjusted to fit a bag frame if its shown/there is one
                height = ( 37 + frame.space ) * math.ceil( frame.size / frame.cols )  + 64 - frame.space;
        end
        
        --adjust for the bag frame
        local bagFrame = getglobal(frame:GetName() .. "Bags");  
        
        if( bagFrame and bagFrame:IsShown() ) then
                frame:SetHeight(height + bagFrame:GetHeight());

                if(frame:GetWidth() < bagFrame:GetWidth()) then
                        frame:SetWidth(bagFrame:GetWidth());
                end
        else
                frame:SetHeight(height);
        end
        
        --reposition the frame to not be out of bounds
        BagnonCore_SavePosition(frame);
end


-- Update all item information for usable slots
function BagnonCore_Update(frame)
        if( not frame.size or Bagnon_IsCachedFrame(frame) ) then
                return;
        end

        local frameName = frame:GetName();
        local slot;
        
        for slot = 1, frame.size, 1 do
                BagnonCore_UpdateItemInfo( getglobal( frameName .. "Item" .. slot ) );
        end
end

-- Update the texture, lock status, and other information about an item
function BagnonCore_UpdateItemInfo(item)

        if( Bagnon_IsCachedItem(item) ) then
                item.isLink = 1;
                
                local link, texture, count = BagnonDB_GetItemData(item);
                --update texture and count
                SetItemButtonTexture( item, texture );
                SetItemButtonCount( item, count );
                BagnonItem_UpdateLinkBorder(item);
                
                if ( texture ) then
                        item.hasItem = 1;
                else
                        item.hasItem = nil;
                end
                
                --hide cooldown since there isn't one for linked items
                BagnonItem_UpdateCooldown( item:GetParent():GetID() , item);
        else
                item.isLink = nil;
                
                local texture, itemCount, locked, quality, readable = GetContainerItemInfo(item:GetParent():GetID(), item:GetID());

                BagnonItem_UpdateBorder(item);
                SetItemButtonTexture(item, texture);
                SetItemButtonCount(item, itemCount);
                SetItemButtonDesaturated(item, locked, 0.5, 0.5, 0.5);

                if ( texture ) then
                        BagnonItem_UpdateCooldown( item:GetParent():GetID() , item);
                        item.hasItem = 1;
                else
                        getglobal(item:GetName() .. "Cooldown"):Hide();
                        item.hasItem = nil;
                end

                item.readable = readable;
        end
end

-- Layout the frame with given number of columns and button spacing
function BagnonCore_LayoutFrame(frame, cols, space)
        if(not frame.size) then 
                return; 
        end
        
        local frameName = frame:GetName();
        
        if(not cols) then
                cols = DEFAULT_COLS;
        end
        
        if(not space) then
                space = DEFAULT_SPACING;
        end
        
        if(cols == DEFAULT_COLS) then
                BagnonSets[frameName].cols = nil
        else
                BagnonSets[frameName].cols = cols
        end
        
        if(space == DEFAULT_SPACING) then
                BagnonSets[frameName].space = nil;
        else
                BagnonSets[frameName].space = space;
        end
        
        local rows = math.ceil( frame.size / cols );
        local index = 1;
        local button;
        
        --resize the frame
        frame.cols = cols;
        frame.space = space;
        
        
        button = getglobal(frameName .. "Item1");
        if(button) then
                button:ClearAllPoints();
                button:SetPoint("TOPLEFT", frame, "TOPLEFT", 12, -32);
        
                for i = 1, rows, 1 do 
                        for j = 1, cols, 1 do

                                index = index + 1;
                                button = getglobal(frameName .. "Item" .. index);

                                if(not button) then
                                        break;
                                end

                                button:ClearAllPoints();
                                button:SetPoint("LEFT", frameName .. "Item" .. index - 1, "RIGHT", space, 0);
                        end

                        button = getglobal(frameName .. "Item" .. index);

                        if(not button) then
                                break;
                        end

                        button:ClearAllPoints();
                        button:SetPoint("TOP", frameName .. "Item" .. index - cols, "BOTTOM", 0, -space);
                end
        end
        
        BagnonCore_TrimToSize(frame);
end

--[[
        Safe Open/Close/Toggle <frame>
--]]

function BagnonCore_Open(frameName)
        local frame = getglobal(frameName);
        if( frame ) then
                BagnonCore_GenerateFrame(frame);
        else
                LoadAddOn(frameName);
        end
end

function BagnonCore_Close(frameName)
        local frame = getglobal(frameName);
        if ( frame ) then
                frame:Hide();
        end
end

function BagnonCore_Toggle(frameName)
        local frame = getglobal(frameName);
        if( frame ) then
                if ( frame:IsVisible() ) then
                        BagnonCore_Close(frameName);
                else
                        BagnonCore_Open(frameName);
                end
        else
                LoadAddOn(frameName);
        end
end

--[[
        Highlight all the slots of <bag>
--]]

function BagnonCore_HighlightSlots(frame, bagID)
        if(not frame.size) then return; end

        local frameName = frame:GetName();
        local slot;

        --update only the slots the player can use
        for slot = 1, frame.size, 1 do
                local item = getglobal( frameName .. "Item" .. slot );

                if( item:GetParent():GetID() == bagID ) then
                        item:LockHighlight();
                end
        end
end

function BagnonCore_UnhighlightAll(frame)
        if(not frame.size) then return; end

        local frameName = frame:GetName();
        local slot;

        --update only the slots the player can use
        for slot = 1, frame.size, 1 do
                getglobal( frameName .. "Item" .. slot ):UnlockHighlight();
        end
end

--[[
        Add/Remove <Bag> from the frame
--]]

function BagnonCore_ToggleBagForFrame(frame, bagID)
        if(not frame) then return; end
        
        local frameName = frame:GetName();
        
        --add bag
        if(not Bagnon_FrameHasBag(frameName, bagID) ) then
                table.insert(BagnonSets[frameName].bags, bagID);
        --remove bag
        else
                local index;
                
                for index in BagnonSets[frameName].bags do
                        if( BagnonSets[frameName].bags[index] and BagnonSets[frameName].bags[index] == bagID) then
                                table.remove(BagnonSets[frame:GetName()].bags, index);
                        end
                end
        end

        BagnonCore_OrderBags(frame, BagnonSets.reverseOrder);
        
        --update frame
        if(frame:IsShown()) then
                BagnonCore_GenerateFrame(frame);
        end
end

--[[ 
        Frame Positioning Functions 
--]]

function BagnonCore_StartMoving(frame)
        if(not BagnonSets[frame:GetName()].locked) then
                frame.isMoving = 1;
                frame:StartMoving();
        end
end

function BagnonCore_StopMoving(frame)
        frame.isMoving = nil;
        frame:StopMovingOrSizing();
        BagnonCore_SavePosition(frame);
end

--Place the frame at the last place it was at.  
--This is used when the frame first loads because the game currently does not remember the last position of a frame that's dynamically loaded
function BagnonCore_Reposition(frame)
        local frameName = frame:GetName();
        
        if(not (BagnonSets[frameName] and BagnonSets[frameName].top) ) then
                return;
        end
        
        local ratio;
        --this step is to take care of a potential flaw if the UI scale changes between loadings of the frame
        if(BagnonSets[frameName].parentScale ) then
                ratio = BagnonSets[frameName].parentScale / frame:GetParent():GetScale();
        else
                ratio = 1;
        end
        
        frame:ClearAllPoints();
        frame:SetScale(BagnonSets[frameName].scale);
        frame:SetPoint("TOPLEFT", frame:GetParent(), "BOTTOMLEFT", BagnonSets[frameName].left * ratio, BagnonSets[frameName].top * ratio);
end

--Save the frame's current position.  Needed because frames don't remember their positions if dynamically loaded.
function BagnonCore_SavePosition(frame)
        local frameName = frame:GetName();
        
        if(not BagnonSets[frameName] ) then
                BagnonSets[frameName] = {};
        end
        
        BagnonSets[frameName].top = frame:GetTop();
        BagnonSets[frameName].left = frame:GetLeft();
        BagnonSets[frameName].scale = frame:GetScale();
        BagnonSets[frameName].parentScale = frame:GetParent():GetScale();
end

--[[
        Tooltip Functions
--]]

--tooltips for the title
function BagnonCore_OnHide()
        if(BagnonMenu:IsVisible() and BagnonMenu.frame == this) then
                BagnonMenu:Hide();
        end
        
        if(BagnonForeverMenu and BagnonForeverMenu:IsVisible() and BagnonForeverMenu.frame == this) then
                BagnonForeverMenu:Hide();
        end
end

function BagnonCore_OnEnter()
        if(BagnonSets.showTooltips) then
                GameTooltip_SetDefaultAnchor(GameTooltip,this);

                GameTooltip:SetText(this:GetText(), 1, 1, 1);
                GameTooltip:AddLine(BAGNON_TITLE_TOOLTIP);

                if(BagnonForever) then
                        GameTooltip:AddLine(BAGNON_TITLE_FOREVERTOOLTIP);
                end
                GameTooltip:Show();
        end
end

function BagnonCore_OnLeave()
        GameTooltip:Hide();
end

--money frame tooltips, ment to be overriden by forever/kc
function BagnonCoreMoney_OnEnter()
        return;
end

function BagnonCoreMoney_OnLeave()
        GameTooltip:Hide();
end

-- This is a hack that enables tooltips but still allows clicking on the money frame
function BagnonCoreMoney_OnClick()
        local parentName = this:GetParent():GetName();
        
        if( MouseIsOver(getglobal(parentName .. "GoldButton")) ) then
                local parent = this:GetParent();
                OpenCoinPickupFrame(COPPER_PER_GOLD, MoneyTypeInfo[parent.moneyType].UpdateFunc(), parent);
                parent.hasPickup = 1;
        elseif( MouseIsOver(getglobal(parentName .. "SilverButton")) ) then
                local parent = this:GetParent();
                OpenCoinPickupFrame(COPPER_PER_SILVER, MoneyTypeInfo[parent.moneyType].UpdateFunc(), parent);
                parent.hasPickup = 1;
        elseif( MouseIsOver(getglobal(parentName .. "CopperButton")) ) then
                local parent = this:GetParent();
                OpenCoinPickupFrame(1, MoneyTypeInfo[parent.moneyType].UpdateFunc(), parent);
                parent.hasPickup = 1;
        end
end

--[[
                Rightclick Menu Stuff
--]]

--this function is there so that it can be overriden
function BagnonCore_OnDoubleClick(frame)
        return;
end

function BagnonCore_OnClick(frame, mouseButton)
        if(mouseButton == "RightButton") then
                BagnonMenu_Show(frame);
        end
end

--[[
                Bag Sorting
--]]

function BagnonCore_ReverseSort(a, b)
        if(a == KEYRING_CONTAINER) then
                return true;
        elseif(b == KEYRING_CONTAINER) then
                return false;
        elseif(a and b) then 
                return a > b; 
        end;
end

function BagnonCore_NormalSort(a, b)
        if(a == KEYRING_CONTAINER) then
                return false;
        elseif(b == KEYRING_CONTAINER) then
                return true;
        elseif(a and b) then 
                return a < b; 
        end
end

function BagnonCore_OrderBags(frame, reverse)
        if(reverse) then
                if(frame) then
                        table.sort(BagnonSets[frame:GetName()].bags, BagnonCore_ReverseSort);
                        if(frame.defaultBags) then
                                table.sort(frame.defaultBags, BagnonCore_ReverseSort);
                        end
                end
        else
                if(frame) then
                        table.sort(BagnonSets[frame:GetName()].bags, BagnonCore_NormalSort);
                        if(frame.defaultBags) then
                                table.sort(frame.defaultBags, BagnonCore_NormalSort);
                        end
                end
        end
end

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