--[[ Auctioneer Addon for World of Warcraft(tm). Version: 5.9.4961 (WhackyWallaby) Revision: $Id: BeanCounterFrames.lua 4880 2010-09-15 20:02:11Z Nechckn $ URL: http://auctioneeraddon.com/ BeanCounterFrames - AuctionHouse UI for Beancounter License: This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program(see GPL.txt); if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Note: This AddOn's source code is specifically designed to work with World of Warcraft's interpreted AddOn system. You have an implicit license to use this AddOn with these facilities since that is it's designated purpose as per: http://www.fsf.org/licensing/licenses/gpl-faq.html#InterpreterIncompat ]] LibStub("LibRevision"):Set("$URL: http://svn.norganna.org/auctioneer/branches/5.9/BeanCounter/BeanCounterFrames.lua $","$Rev: 4880 $","5.1.DEV.", 'auctioneer', 'libs') local lib = BeanCounter local private, print, get, set, _BC = lib.getLocals() local function debugPrint(...) if get("util.beancounter.debugFrames") then private.debugPrint("BeanCounterFrames",...) end end local frame local auctionUICreated function private.AuctionUI() if auctionUICreated then return end frame = private.frame --Create the TAB frame.ScanTab = CreateFrame("Button", "AuctionFrameTabUtilBeanCounter", AuctionFrame, "AuctionTabTemplate") frame.ScanTab:SetText("BeanCounter") frame.ScanTab:SetScript("OnEnter", function() private.buttonTooltips( frame.ScanTab, _BC('TT_BeanCounterAHTab')) end) -- Right click to display BeanCounter in a external window. frame.ScanTab:SetScript("OnLeave", function() GameTooltip:Hide() end) frame.ScanTab:RegisterForClicks("LeftButtonUp" , "RightButtonUp") frame.ScanTab:Show() PanelTemplates_DeselectTab(frame.ScanTab) if AucAdvanced then AucAdvanced.AddTab(frame.ScanTab, frame) else private.AddTab(frame.ScanTab, frame) end local last = 1 function frame.ScanTab.OnClick(self, button, index) if not index then index = self:GetID() end local tab = _G["AuctionFrameTab"..index] if button == "RightButton" and tab and tab:GetName() == "AuctionFrameTabUtilBeanCounter" then local tab = _G["AuctionFrameTab"..last] tab:Click() --use this so we stay on users currently selected tab private.displayGUI( ) return end last = index if (tab and tab:GetName() == "AuctionFrameTabUtilBeanCounter") then --Modified Textures AuctionFrameTopLeft:SetTexture("Interface\\AddOns\\BeanCounter\\Textures\\BC-TopLeft") AuctionFrameTop:SetTexture("Interface\\AddOns\\BeanCounter\\Textures\\BC-Top") AuctionFrameTopRight:SetTexture("Interface\\AddOns\\BeanCounter\\Textures\\BC-TopRight") --Default AH textures AuctionFrameBotLeft:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Bid-BotLeft") AuctionFrameBot:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Bid-Bot") AuctionFrameBotRight:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Bid-BotRight") if (AuctionDressUpFrame:IsVisible()) then AuctionDressUpFrame:Hide() AuctionDressUpFrame.reshow = true end private.displayGUI("ShowAHGUI") else if (AuctionDressUpFrame.reshow) then AuctionDressUpFrame:Show() AuctionDressUpFrame.reshow = nil end AuctionFrameMoneyFrame:Show() private.displayGUI("HideAHGUI") end end auctionUICreated = true hooksecurefunc("AuctionFrameTab_OnClick", frame.ScanTab.OnClick) end --function handles showing the standalone or intergrated UI function private.displayGUI( action ) frame = private.frame if action == "HideAHGUI" then --hide unless is on the external GUI if not BeanCounterBaseFrame:IsVisible() then frame:Hide() else --when tab is created frame parent is set to AH, we dont want this frame:SetParent("BeanCounterBaseFrame") frame:SetAllPoints(BeanCounterBaseFrame) end elseif action == "ShowAHGUI" then frame:SetParent(AuctionFrame) frame:SetAllPoints("AuctionFrame") private.relevelFrame(frame)--make sure our frame stays in proper order BeanCounterBaseFrame:Hide() frame:Show() elseif BeanCounterBaseFrame:IsVisible() then BeanCounterBaseFrame:Hide() frame:Hide() else frame:SetParent("BeanCounterBaseFrame") frame:SetAllPoints(BeanCounterBaseFrame) private.relevelFrame(frame)--make sure our frame stays in proper order BeanCounterBaseFrame:Show() frame:Show() end --show the last postponed query if one was sent while frame was hidden if private.storedQuery and frame:IsVisible() then private.searchByItemID(private.storedQuery) private.storedQuery = nil end end --Change parent to our GUI base frame/ Also used to display our Config frame function private.GUI(_, button) if (button == "LeftButton") then private.displayGUI() else if not lib.Gui:IsVisible() then lib.Gui:Show() else lib.Gui:Hide() end end end --Seperated frame items from frame creation, this should allow the same code to be reused for AH UI and Standalone UI function private.CreateFrames() --Create the base frame for external GUI local base = CreateFrame("Frame", "BeanCounterBaseFrame", UIParent) base:SetFrameStrata("HIGH") base:SetBackdrop({ bgFile = "Interface/Tooltips/ChatBubble-Background", edgeFile = "Interface/Tooltips/ChatBubble-BackDrop", tile = true, tileSize = 32, edgeSize = 32, insets = { left = 32, right = 32, top = 32, bottom = 32 } }) base:SetBackdropColor(0,0,0, 1) base:Hide() base:SetPoint("CENTER", UIParent, "CENTER") base:SetWidth(834.5) base:SetHeight(450) base:SetMovable(true) base:EnableMouse(true) base:SetToplevel(true) base:SetResizable(true) base:SetMinResize(834, 450) base:SetMaxResize(1500, 450) --resize button for base GUI base.Resizer = CreateFrame("Button", nil, base) base.Resizer:SetPoint("BOTTOMRIGHT", base, "BOTTOMRIGHT", -8, 8) base.Resizer:SetHeight(32) base.Resizer:SetWidth(32) base.Resizer:SetHighlightTexture("Interface\\Buttons\\UI-Common-MouseHilight") base.Resizer:SetNormalTexture("Interface\\Buttons\\UI-SpellbookIcon-NextPage-Up") base.Resizer:SetScript("OnMouseDown", function() base:StartSizing() end) base.Resizer:SetScript("OnMouseUp", function() base:StopMovingOrSizing() end) base.Resizer:SetScript("OnEnter", function() private.buttonTooltips( base.Resizer, _BC('Click and drag to resize window')) end) base.Resizer:SetScript("OnLeave", function() GameTooltip:Hide() end) base.Drag = CreateFrame("Button", nil, base) base.Drag:SetPoint("TOPLEFT", base, "TOPLEFT", 10,-5) base.Drag:SetPoint("TOPRIGHT", base, "TOPRIGHT", -10,-5) base.Drag:SetHeight(6) base.Drag:SetHighlightTexture("Interface\\FriendsFrame\\UI-FriendsFrame-HighlightBar") base.Drag:SetScript("OnMouseDown", function() base:StartMoving() end) base.Drag:SetScript("OnMouseUp", function() base:StopMovingOrSizing() private.setter("configator.left", base:GetLeft()) private.setter("configator.top", base:GetTop()) end) base.DragBottom = CreateFrame("Button",nil, base) base.DragBottom:SetPoint("BOTTOMLEFT", base, "BOTTOMLEFT", 10,5) base.DragBottom:SetPoint("BOTTOMRIGHT", base, "BOTTOMRIGHT", -10,5) base.DragBottom:SetHeight(6) base.DragBottom:SetHighlightTexture("Interface\\FriendsFrame\\UI-FriendsFrame-HighlightBar") base.DragBottom:SetScript("OnMouseDown", function() base:StartMoving() end) base.DragBottom:SetScript("OnMouseUp", function() base:StopMovingOrSizing() private.setter("configator.left", base:GetLeft()) private.setter("configator.top", base:GetTop()) end) --Close BeanCounter GUI Config frame base.Done = CreateFrame("Button", nil, base, "OptionsButtonTemplate") base.Done:SetPoint("BOTTOMRIGHT", base, "BOTTOMRIGHT", -50, 10) base.Done:SetScript("OnClick", function() base:Hide() end) base.Done:SetText(_BC('UiDone')) --Create the Actual Usable Frame local frame = CreateFrame("Frame", "BeanCounterUiFrame", base) private.frame = frame frame:Hide() private.frame:SetPoint("TOPLEFT", base, "TOPLEFT") private.frame:SetWidth(828) private.frame:SetHeight(450) --Add Title to the Top local title = frame:CreateFontString(nil, "OVERLAY", "GameFontNormalLarge") title:SetPoint("TOPLEFT", frame, "TOPLEFT", 80, -17) title:SetText(_BC("UiAddonTitle")) local SelectBox = LibStub:GetLibrary("SelectBox") local ScrollSheet = LibStub:GetLibrary("ScrollSheet") --Beginner Tooltips script display for all UI elements function private.buttonTooltips(self, text) if get("util.beancounter.displaybeginerTooltips") and text and self then GameTooltip:SetOwner(self, "ANCHOR_BOTTOMRIGHT") GameTooltip:SetText(text) end end --Add Configuration Button for those who dont use sidebar. frame.Config = CreateFrame("Button", nil, frame, "OptionsButtonTemplate") frame.Config:SetPoint("TOPRIGHT", frame, "TOPRIGHT", -139, -13) frame.Config:SetScript("OnClick", function() private.GUI() end) frame.Config:SetText("Configure") frame.Config:SetScript("OnEnter", function() private.buttonTooltips( frame.Config, _BC('TTOpenconfig')) end)--"Opens the BeanCounter configuration window" frame.Config:SetScript("OnLeave", function() GameTooltip:Hide() end) --ICON box, used to drag item and display ICo for item being searched. Based Appraiser Code function frame.IconClicked() local objtype, _, link = GetCursorInfo() ClearCursor() if objtype == "item" then local itemID = lib.API.decodeLink(link) local _, itemName = lib.API.getItemString(link) local itemTexture = select(2, private.getItemInfo(link, "name")) frame.searchBox:SetText(itemName) private.searchByItemID(itemID, private.getCheckboxSettings(), nil, 150, itemTexture, itemName) end end frame.slot = frame:CreateTexture(nil, "BORDER") frame.slot:SetPoint("TOPLEFT", frame, "TOPLEFT", 23, -125) frame.slot:SetWidth(45) frame.slot:SetHeight(45) frame.slot:SetTexCoord(0.15, 0.85, 0.15, 0.85) frame.slot:SetTexture("Interface\\Buttons\\UI-EmptySlot") frame.icon = CreateFrame("Button", nil, frame) frame.icon:SetPoint("TOPLEFT", frame.slot, "TOPLEFT", 3, -3) frame.icon:SetWidth(38) frame.icon:SetHeight(38) frame.icon:SetHighlightTexture("Interface\\Buttons\\ButtonHilight-Square.blp") frame.icon:SetScript("OnClick", frame.IconClicked) frame.icon:SetScript("OnReceiveDrag", frame.IconClicked) frame.icon:SetScript("OnEnter", function() private.buttonTooltips( frame.icon, _BC('TT_ItemIconBox')) end) --"Drop an item here to start a search for it.\nDisplays current search's icon if possible" frame.icon:SetScript("OnLeave", function() GameTooltip:Hide() end) --help text frame.slot.help = frame:CreateFontString(nil, "OVERLAY", "GameFontNormal") frame.slot.help:SetPoint("LEFT", frame.slot, "RIGHT", 2, 7) frame.slot.help:SetText(_BC('HelpGuiItemBox')) --"Drop item into box to search." frame.slot.help:SetWidth(100) --Select box, used to chooose where the stats comefrom we show server/faction/player/all frame.SelectBoxSetting = {"1","server"} function private.ChangeControls(obj, arg1,arg2,...) frame.SelectBoxSetting = {arg1, arg2} end --Default Server wide --Used GLOBALSTRINGS for the horde alliance translations local vals = {{"server", private.realmName.." ".._BC('UiData')},{"alliance", FACTION_ALLIANCE.." ".._BC('UiData')},{"horde", FACTION_HORDE.." ".._BC('UiData')}, {"neutral", _BC('MailNeutralAuctionHouse')}} for name,data in pairs(private.serverData) do table.insert(vals,{name, name.." ".._BC('UiData')}) end frame.selectbox = CreateFrame("Frame", "BeanCounterSelectBox", frame) frame.selectbox.box = SelectBox:Create("BeanCounterSelectBox", frame.selectbox, 140, private.ChangeControls, vals, "default") frame.selectbox.box:SetPoint("TOPLEFT", frame, "TOPLEFT", 4,-80) frame.selectbox.box.element = "selectBox" frame.selectbox.box:CreateFontString(nil, "OVERLAY", "GameFontHighlight") frame.selectbox.box:SetPoint("BOTTOMLEFT", frame, "TOPLEFT", 0,-90) frame.selectbox.box:SetText(private.realmName.." ".._BC('UiData')) frame.selectbox.box.button:SetScript("OnEnter", function() private.buttonTooltips( frame.selectbox.box.button, _BC('TT_BeanCounterSelectBox')) end)--"Filter search results by server, player, faction" frame.selectbox.box.button:SetScript("OnLeave", function() GameTooltip:Hide() end) --Search box frame.searchBox = CreateFrame("EditBox", "BeancountersearchBox", frame, "InputBoxTemplate") frame.searchBox:SetPoint("TOPLEFT", frame, "TOPLEFT", 29, -180) frame.searchBox:SetAutoFocus(false) frame.searchBox:SetHeight(15) frame.searchBox:SetWidth(150) frame.searchBox:SetScript("OnEnterPressed", function() local itemName = frame.searchBox:GetText() -- Allow beancounter searches to add the text to the AH frame if AuctionFrame and get("sendSearchBrowseFrame") then BrowseName:SetText(itemName) end private.startSearch(itemName, private.getCheckboxSettings()) end) frame.searchBox:SetScript("OnEnter", function() private.buttonTooltips( frame.searchBox, _BC("TT_SearchBox")) end) --"Enter search query's here or leave blank to search all" frame.searchBox:SetScript("OnLeave", function() GameTooltip:Hide() end) --Search Button frame.searchButton = CreateFrame("Button", nil, frame, "OptionsButtonTemplate") frame.searchButton:SetPoint("TOPLEFT", frame.searchBox, "BOTTOMLEFT", -6, -1) frame.searchButton:SetText(_BC('UiSearch')) frame.searchButton:SetScript("OnClick", function() local itemName = frame.searchBox:GetText() -- Allow beancounter searches to add the text to the AH frame if AuctionFrame and get("sendSearchBrowseFrame") then BrowseName:SetText(itemName) end private.startSearch(itemName, private.getCheckboxSettings()) end) --Clicking for BC search --Thanks for the code Rockslice function private.ClickBagHook(_, _, self, button) if (frame.searchBox and frame.searchBox:IsVisible()) then local bag = self:GetParent():GetID() local slot = self:GetID() local link = GetContainerItemLink(bag, slot) if link then local itemID = lib.API.decodeLink(link) local _, itemName = lib.API.getItemString(link) local _, itemTexture = private.getItemInfo(link, "name") if (button == "LeftButton") and (IsAltKeyDown()) and itemName then debugPrint(itemName, itemID,itemTexture, link) frame.searchBox:SetText(itemName) private.searchByItemID(itemID, private.getCheckboxSettings(), nil, 150, itemTexture, itemName) end end end end Stubby.RegisterFunctionHook("ContainerFrameItemButton_OnModifiedClick", -50, private.ClickBagHook) function private.ClickLinkHook(self, itemString, link, button) if (frame.searchBox and frame.searchBox:IsVisible()) then if link then local itemID = lib.API.decodeLink(link) local _, itemName = lib.API.getItemString(link) local _, itemTexture = private.getItemInfo(link, "name") if (button == "LeftButton") and (IsAltKeyDown()) and itemName then --debugPrint(itemName, itemID,itemTexture, link) frame.searchBox:SetText(itemName) private.searchByItemID(itemID, private.getCheckboxSettings(), nil, 150, itemTexture, itemName) end end end end hooksecurefunc("ChatFrame_OnHyperlinkShow", private.ClickLinkHook) --Check boxes to narrow our search frame.exactCheck = CreateFrame("CheckButton", "BeancounterexactCheck", frame, "OptionsCheckButtonTemplate") frame.exactCheck:SetChecked(get("util.beancounter.ButtonExactCheck")) --get the last used checked/unchecked value Then use below script to store state changes frame.exactCheck:SetPoint("TOPLEFT", frame, "TOPLEFT", 19, -217) frame.exactCheck:SetScript("OnClick", function() local on if frame.exactCheck:GetChecked() then on = true end set("util.beancounter.ButtonExactCheck", on) private.wipeSearchCache() end) _G["BeancounterexactCheckText"]:SetText(_BC('UiExactNameSearch')) frame.exactCheck:SetScript("OnEnter", function() private.buttonTooltips( frame.exactCheck, _BC('TT_ExactCheck')) end) --"Only match the Exact text in the search box" frame.exactCheck:SetScript("OnLeave", function() GameTooltip:Hide() end) --search classic data frame.neutralCheck = CreateFrame("CheckButton", "BeancounterneutralCheck", frame, "OptionsCheckButtonTemplate") frame.neutralCheck:SetChecked(false) --Set this to false We only want this to be true/searchabe if there is a classic DB to search frame.neutralCheck:SetScript("OnClick", function() local on if frame.neutralCheck:GetChecked() then on = true end set("util.beancounter.ButtonneutralCheck", on) private.wipeSearchCache() end) _G["BeancounterneutralCheckText"]:SetText(_BC('UiNeutralCheckBox')) frame.neutralCheck:SetPoint("TOPLEFT", frame, "TOPLEFT", 19, -242) frame.neutralCheck:SetScript("OnEnter", function() private.buttonTooltips( frame.neutralCheck, _BC('TT_neutralCheck')) end) --"Display results from BeanCounter Classic Database" frame.neutralCheck:SetScript("OnLeave", function() GameTooltip:Hide() end) --search bids frame.bidCheck = CreateFrame("CheckButton", "BeancounterbidCheck", frame, "OptionsCheckButtonTemplate") frame.bidCheck:SetChecked(get("util.beancounter.ButtonBidCheck")) frame.bidCheck:SetScript("OnClick", function() local on if frame.bidCheck:GetChecked() then on = true end set("util.beancounter.ButtonBidCheck", on) private.wipeSearchCache() end) _G["BeancounterbidCheckText"]:SetText(_BC('UiBids')) frame.bidCheck:SetScale(0.85) frame.bidCheck:SetPoint("TOPLEFT", frame, "TOPLEFT", 25, -335) frame.bidCheck:SetScript("OnEnter", function() private.buttonTooltips( frame.bidCheck, _BC('TT_BidCheck')) end) --"Display items bought from the Auction House" frame.bidCheck:SetScript("OnLeave", function() GameTooltip:Hide() end) frame.bidFailedCheck = CreateFrame("CheckButton", "BeancounterbidFailedCheck", frame, "OptionsCheckButtonTemplate") frame.bidFailedCheck:SetChecked(get("util.beancounter.ButtonBidFailedCheck")) frame.bidFailedCheck:SetScript("OnClick", function() local on if frame.bidFailedCheck:GetChecked() then on = true end set("util.beancounter.ButtonBidFailedCheck", on) private.wipeSearchCache() end) frame.bidFailedCheck:SetScale(0.85) _G["BeancounterbidFailedCheckText"]:SetText(_BC('UiOutbids')) frame.bidFailedCheck:SetPoint("TOPLEFT", frame, "TOPLEFT", 25, -435) frame.bidFailedCheck:SetScript("OnEnter", function() private.buttonTooltips( frame.bidFailedCheck, _BC('TT_BidFailedCheck')) end) --"Display items you were outbided on." frame.bidFailedCheck:SetScript("OnLeave", function() GameTooltip:Hide() end) --search Auctions frame.auctionCheck = CreateFrame("CheckButton", "BeancounterauctionCheck", frame, "OptionsCheckButtonTemplate") frame.auctionCheck:SetChecked(get("util.beancounter.ButtonAuctionCheck")) frame.auctionCheck:SetScript("OnClick", function() local on if frame.auctionCheck:GetChecked() then on = true end set("util.beancounter.ButtonAuctionCheck", on) private.wipeSearchCache() end) _G["BeancounterauctionCheckText"]:SetText(_BC('UiAuctions')) frame.auctionCheck:SetScale(0.85) frame.auctionCheck:SetPoint("TOPLEFT", frame, "TOPLEFT", 25, -360) frame.auctionCheck:SetScript("OnEnter", function() private.buttonTooltips( frame.auctionCheck, _BC('TT_AuctionCheck')) end) --"Display items sold at the Auction House" frame.auctionCheck:SetScript("OnLeave", function() GameTooltip:Hide() end) frame.auctionFailedCheck = CreateFrame("CheckButton", "BeancounterauctionFailedCheck", frame, "OptionsCheckButtonTemplate") frame.auctionFailedCheck:SetChecked(get("util.beancounter.ButtonAuctionFailedCheck")) frame.auctionFailedCheck:SetScript("OnClick", function() local on if frame.auctionFailedCheck:GetChecked() then on = true end set("util.beancounter.ButtonAuctionFailedCheck", on) private.wipeSearchCache() end) frame.auctionFailedCheck:SetScale(0.85) _G["BeancounterauctionFailedCheckText"]:SetText(_BC('UiFailedAuctions')) frame.auctionFailedCheck:SetPoint("TOPLEFT", frame, "TOPLEFT", 25, -460) frame.auctionFailedCheck:SetScript("OnEnter", function() private.buttonTooltips( frame.auctionFailedCheck, _BC('TT_AuctionFailedCheck')) end) --Display items you failed to sell. frame.auctionFailedCheck:SetScript("OnLeave", function() GameTooltip:Hide() end) --[[search Purchases (vendor/trade) frame.buyCheck = CreateFrame("CheckButton", "BeancounterbuyCheck", frame, "OptionsCheckButtonTemplate") frame.buyCheck:SetChecked(true) _G[BeancounterbuyCheck:GetName().."Text"]:SetText("Buys") frame.buyCheck:SetPoint("TOPLEFT", frame, "TOPLEFT", 19, -255) --search Sold (vendor/trade) frame.sellCheck = CreateFrame("CheckButton", "BeancountersellCheck", frame, "OptionsCheckButtonTemplate") frame.sellCheck:SetChecked(true) _G[BeancountersellCheck:GetName().."Text"]:SetText("Sold") frame.sellCheck:SetPoint("TOPLEFT", frame, "TOPLEFT", 19, -330)]] --creates teh report text that tells info on # of entries frame.DBCount = frame:CreateFontString(nil, "OVERLAY", "GameFontNormal") frame.DBCount:SetPoint("TOPLEFT", frame, "TOPLEFT", 70, -40) frame.DBCount:SetText("Items: "..private.DBSumEntry) frame.DBItems = frame:CreateFontString(nil, "OVERLAY", "GameFontNormal") frame.DBItems:SetPoint("TOPLEFT", frame, "TOPLEFT", 70, -55) frame.DBItems:SetText("Entries: "..private.DBSumItems) private.sumDatabase() --Sums database Done on first Start and Search of the session --Edit box for changing UI reason codes frame.reasonEditBox = CreateFrame("EditBox", nil, frame, "InputBoxTemplate") frame.reasonEditBox:SetPoint("TOPLEFT", frame, "TOPLEFT", 0, 0) frame.reasonEditBox:SetAutoFocus(true) frame.reasonEditBox:Hide() frame.reasonEditBox:SetHeight(15) frame.reasonEditBox:SetFrameStrata("DIALOG") frame.reasonEditBox:SetWidth(30) frame.reasonEditBox:SetScript("OnEscapePressed", function() frame.reasonEditBox:Hide() end) frame.reasonEditBox:SetScript("OnEnterPressed", function() local self = frame.resultlist.sheet self.selected = self.selectedForEdit[1] --pass stored selection back to frame local data = frame.resultlist.sheet:GetSelection() local newReason = frame.reasonEditBox:GetText() if data then local itemLink, bid, buy, net, quanity, seller, deposit, fee, currentReason, date = data[1], data[3], data[4], data[5], data[6], data[8], data[9], data[10], data[11], data[12] lib.API.updatedReason(nil, newReason, itemLink, bid, buy, net, quanity, seller, deposit, fee, currentReason, date) end --update the current display data to reflect change local rows = self.rows local data = self.data local sort = self.sort local vPos = math.floor(self.panel.vPos) local hSize = self.hSize local rowNum = sort[vPos + self.selectedForEdit[2]] local rowPos = (rowNum-1)*hSize -- local pos = rowPos + self.selectedForEdit[3] self.data[pos] = newReason self:Render() frame.reasonEditBox:Hide() end) --Create the results window frame.resultlist = CreateFrame("Frame", nil, frame) frame.resultlist:SetBackdrop({ bgFile = "Interface/Tooltips/UI-Tooltip-Background", edgeFile = "Interface/Tooltips/UI-Tooltip-Border", tile = true, tileSize = 32, edgeSize = 16, insets = { left = 5, right = 5, top = 5, bottom = 5 } }) frame.resultlist:SetBackdropColor(0, 0, 0.0, 0.5) frame.resultlist:SetPoint("TOPLEFT", frame, "TOPLEFT", 187, -32.5) --change anchors to allow for vert resize frame.resultlist:SetPoint("TOPRIGHT", frame, "TOPRIGHT", -3, 0) frame.resultlist:SetPoint("BOTTOM", frame, "BOTTOM", 0, 35) --Scripts that are executed when we mouse over a TOOLTIP frame function private.scrollSheetOnEnter(button, row, index) local link, name, _ link = frame.resultlist.sheet.rows[row][index]:GetText() or "FAILED LINK" if link:match("^(|c%x+|H.+|h%[.+%])") then _, name = lib.API.getItemString(link) end GameTooltip:SetOwner(button, "ANCHOR_RIGHT") if frame.resultlist.sheet.rows[row][index]:IsShown()then --Hide tooltip for hidden cells if link and name then GameTooltip:SetHyperlink(link) --private.tooltip:ShowItemLink(GameTooltip, link, 1) end end end --records the column width changes --store width by header name, that way if column reorginizing is added we apply size to proper column function private.onResize(self, column, width) if not width then set("columnwidth."..self.labels[column]:GetText(), "default") --reset column if no width is passed. We use CTRL+rightclick to reset column self.labels[column].button:SetWidth(get("columnwidth."..self.labels[column]:GetText())) else set("columnwidth."..self.labels[column]:GetText(), width) end end --Allows user to shift click on itemlinks in beacounter to Chat or BeanCounters select box function private.scrollSheetOnClick(button, row, column) local self = frame.resultlist.sheet local clickedFrame = self.rows[row][column] if not clickedFrame:IsVisible() then return end --Old data is still in the frames, just hidden local text = clickedFrame:GetText() if not text then text = "" end local columnName = self.labels[column]:GetText() if columnName == _BC('UiNameHeader') then if IsShiftKeyDown() then ChatEdit_InsertLink(text)--sends to chat or auction house elseif IsAltKeyDown() then -- Search for the item in BeanCounter private.wipeSearchCache() local _, text = lib.API.getItemString(text) --convert itemlink to plain text frame.searchBox:SetText(text) private.startSearch(text, private.getCheckboxSettings()) end elseif columnName == _BC('UiReason') then frame.reasonEditBox:ClearAllPoints() frame.reasonEditBox:SetAllPoints(clickedFrame) frame.reasonEditBox:ClearFocus() --clear focus then set so we highlight current text frame.reasonEditBox:SetText(text) frame.reasonEditBox:Show() frame.reasonEditBox:SetFocus() self.selectedForEdit = {self.sort[row + math.floor(self.panel.vPos)], row, column} end end local Buyer, Seller = string.match(_BC('UiBuyerSellerHeader'), "(.*)/(.*)") frame.resultlist.sheet = ScrollSheet:Create(frame.resultlist, { { _BC('UiNameHeader'), "TOOLTIP", get("columnwidth.".._BC('UiNameHeader')) }, { _BC('UiTransactions'), "TEXT", get("columnwidth.".._BC('UiTransactions')) }, {_BC('UiBidTransaction') , "COIN", get("columnwidth.".._BC('UiBidTransaction')) }, { _BC('UiBuyTransaction') , "COIN", get("columnwidth.".._BC('UiBuyTransaction')) }, { _BC('UiNetHeader'), "COIN", get("columnwidth.".._BC('UiNetHeader')) }, { _BC('UiQuantityHeader'), "TEXT", get("columnwidth.".._BC('UiQuantityHeader')) }, { _BC('UiPriceper'), "COIN", get("columnwidth.".._BC('UiPriceper')) }, { "|CFFFFFF00"..Seller.."/|CFF4CE5CC"..Buyer, "TEXT", get("columnwidth.".."|CFFFFFF00"..Seller.."/|CFF4CE5CC"..Buyer) }, { _BC('UiDepositTransaction'), "COIN", get("columnwidth.".._BC('UiDepositTransaction')) }, { _BC("UiFee"), "COIN", get("columnwidth.".._BC("UiFee")) }, { _BC('UiReason'), "TEXT", get("columnwidth.".._BC('UiReason')) }, { _BC('UiDateHeader'), "TEXT", get("columnwidth.".._BC('UiDateHeader')) }, { _BC('Profit'), "COIN", get("columnwidth.".._BC('UiProfit')) }, {"", "TEXT", 0.001 }, --metadata thats not used in visual display } ) --Add tooltip help to the scrollframe headers for i = 1, #frame.resultlist.sheet.labels do local self = frame.resultlist.sheet.labels[i].button self:SetScript("OnEnter", function() private.buttonTooltips( self, _BC('TT_ScrollHeader') ) end) --Rightclick+Drag to move\nALT++RightClick to resize\nCTRL+RightClick to reset self:SetScript("OnLeave", function() GameTooltip:Hide() end) end --If we have a saved order reapply if get("columnorder") then --print("saved order applied") frame.resultlist.sheet:SetOrder(get("columnorder") ) end --Apply last column sort used if get("columnsortcurSort") then frame.resultlist.sheet.curSort = get("columnsortcurSort") or 1 frame.resultlist.sheet.curDir = get("columnsortcurDir") or 1 frame.resultlist.sheet:PerformSort() end --After we have finished creating the scrollsheet and all saved settings have been applyed set our event processor function frame.resultlist.sheet.Processor(callback, self, button, column, row, order, curDir, ...) if (callback == "ColumnOrder") then set("columnorder", order) elseif (callback == "ColumnWidthSet") then private.onResize(self, column, button:GetWidth() ) elseif (callback == "ColumnWidthReset") then private.onResize(self, column, nil) elseif (callback == "OnEnterCell") then private.scrollSheetOnEnter(button, row, column) elseif (callback == "OnLeaveCell") then GameTooltip:Hide() elseif (callback == "OnClickCell") then private.scrollSheetOnClick(button, row, column) elseif (callback == "ColumnSort") then set("columnsortcurDir", curDir) set("columnsortcurSort", column) end end --All the UI settings are stored here. We then split it to get the appropriate search settings function private.getCheckboxSettings() return {["selectbox"] = frame.SelectBoxSetting , ["exact"] = frame.exactCheck:GetChecked(), ["neutral"] = frame.neutralCheck:GetChecked(), ["bid"] = frame.bidCheck:GetChecked(), ["failedbid"] = frame.bidFailedCheck:GetChecked(), ["auction"] = frame.auctionCheck:GetChecked(), ["failedauction"] = frame.auctionFailedCheck:GetChecked() } end --set parent of the Reason edit box to the created scrollframe. This prevents overlaping. frame.reasonEditBox:SetParent(frame.resultlist.sheet.content) private.CreateMailFrames() end function private.CreateMailFrames() local frame = CreateFrame("Frame", "BeanCounterMail", MailFrame) frame:Hide() private.MailGUI = frame local count, total = 0,0 frame:SetPoint("TOPLEFT", MailFrame, "TOPLEFT", 19,-71) frame:SetPoint("BOTTOMRIGHT", MailFrame, "BOTTOMRIGHT", -39,115) --Add Title to the Top local title = frame:CreateFontString(nil, "OVERLAY", "GameFontNormalLarge") title:SetPoint("CENTER", frame, "CENTER", 0,60) title:SetText(_BC('UiMailFrameRecording')) --BeanCounter is recording your mail local body = frame:CreateFontString(nil, "OVERLAY", "GameFontNormal") body:SetPoint("CENTER", frame, "CENTER", 0, 30) body:SetText(_BC('UiMailFrameWait1')) --Please do not close the mail frame or local body1 = frame:CreateFontString(nil, "OVERLAY", "GameFontNormal") body1:SetPoint("CENTER", frame, "CENTER", 0,0) body1:SetText(_BC('UiMailFrameWait2')) --"Auction Items will not be recorded" local countdown = frame:CreateFontString("BeanCounterMailCount", "OVERLAY", "GameFontNormalLarge") private.CountGUI = countdown countdown:SetPoint("CENTER", frame, "CENTER", 0, -60) countdown:SetText("Recording: "..count.." of "..total.." items") end function private.createDeleteItemPrompt() --Create the base frame for external GUI local frame = CreateFrame("Frame", nil, UIParent) frame:SetFrameStrata("DIALOG") frame:SetBackdrop({ bgFile = "Interface/Tooltips/ChatBubble-Background", edgeFile = "Interface/Tooltips/ChatBubble-BackDrop", tile = true, tileSize = 32, edgeSize = 32, insets = { left = 32, right = 32, top = 32, bottom = 32 } }) frame:SetBackdropColor(0,0,0, 1) frame:Hide() frame:SetPoint("CENTER", UIParent, "CENTER") frame:SetWidth(500) frame:SetHeight(200) frame.title = frame:CreateFontString(nil, "OVERLAY", "GameFontNormalLarge") frame.title:SetPoint("CENTER", frame, "CENTER", 0,30) frame.title:SetText(_BC('Do you want to delete this item from the database?')) frame.item = frame:CreateFontString(nil, "OVERLAY", "GameFontNormalLarge") frame.item:SetPoint("CENTER", frame, "CENTER", 0,0) frame.yes = CreateFrame("Button", nil, frame, "OptionsButtonTemplate") frame.yes:SetPoint("CENTER", frame, "CENTER", -120, -60) frame.yes:SetText(_BC('Yes')) frame.yes:SetScript("OnClick", function() private.deleteExactItem( frame.item:GetText() ) frame:Hide() frame.item:SetText("") end) frame.no = CreateFrame("Button", nil, frame, "OptionsButtonTemplate") frame.no:SetPoint("LEFT", frame.yes, "RIGHT", 50, 0) frame.no:SetText(_BC('No')) frame.no:SetScale(1.8) frame.no:SetScript("OnClick", function() frame:Hide() frame.item:SetText("") end) private.deletePromptFrame = frame end --ONLOAD Error frame, used to show missmatched DB versus client errors that stop BC load NEEDS LOCALIZATION function private.CreateErrorFrames(error, expectedVersion, playerVersion) frame = private.scriptframe frame.loadError = CreateFrame("Frame", nil, UIParent) frame.loadError:SetFrameStrata("HIGH") frame.loadError:SetBackdrop({ bgFile = "Interface/Tooltips/ChatBubble-Background", edgeFile = "Interface/Tooltips/ChatBubble-BackDrop", tile = true, tileSize = 32, edgeSize = 32, insets = { left = 32, right = 32, top = 32, bottom = 32 } }) frame.loadError:SetBackdropColor(0,0,0, 1) frame.loadError:Show() frame.loadError:SetPoint("CENTER", UIParent, "CENTER") frame.loadError:SetWidth(300) frame.loadError:SetHeight(200) frame.loadError.close = CreateFrame("Button", nil, frame.loadError, "OptionsButtonTemplate") frame.loadError.close:SetPoint("BOTTOMRIGHT", frame.loadError, "BOTTOMRIGHT", -10, 10) frame.loadError.close:SetScript("OnClick", function() frame.loadError:Hide() end) frame.loadError.close:SetText( _BC('Ok') ) frame.loadError.text = frame.loadError:CreateFontString(nil, "OVERLAY", "GameFontNormal") frame.loadError.text:SetPoint("LEFT", frame.loadError, "LEFT", 25, 30) frame.loadError.text:SetWidth(250) if error == "bean older" then print ("Your database has been created with a newer version of BeanCounter than the one you are currently using. BeanCounter will not load to prevent possibly corrupting the saved data. Please go to http://auctioneeraddon.com and update to the latest version") frame.loadError.text:SetText("Your database has been created with a newer version of BeanCounter "..playerVersion.." than the one you are currently using. "..expectedVersion.." BeanCounter will not load to prevent possibly corrupting the saved data. Please go to http://auctioneeraddon.com and update to the latest version") elseif error == "failed update" then print ("Your database has failed to update. BeanCounter expects "..private.version.."BeanCounter will not load to prevent possibly corrupting the saved data. Please go to the forums at http://auctioneeraddon.com") frame.loadError.text:SetText("Your database has failed to update. BeanCounter expects "..expectedVersion.." But the player's version is still "..playerVersion.." BeanCounter will not load to prevent possibly corrupting the saved data. Please go to the forums at http://auctioneeraddon.com") else frame.loadError.text:SetText("Unknow Error on loading. BeanCounter will not load to prevent possibly corrupting the saved data. Please go to the forums at http://auctioneeraddon.com") end frame.loadError.title = frame.loadError:CreateFontString(nil, "OVERLAY", "GameFontNormalLarge") frame.loadError.title:SetPoint("CENTER", frame.loadError, "TOP", 0,-15) frame.loadError.title:SetText("|CFFFF0000 BEANCOUNTER WARNING") end --Taken from AucCore to make beancounter Standalone, Need to remove Redudundant stuff function private.AddTab(tabButton, tabFrame) -- Count the number of auction house tabs (including the tab we are going -- to insert). local tabCount = 1; while (_G["AuctionFrameTab"..(tabCount)]) do tabCount = tabCount + 1 end -- Find the correct location to insert our tab local tabIndex = 1 while _G["AuctionFrameTab"..(tabIndex)] do tabIndex = tabIndex + 1 end -- Make room for the tab, if needed. for index = tabCount, tabIndex + 1, -1 do _G["AuctionFrameTab"..(index)] = _G["AuctionFrameTab"..(index - 1)] _G["AuctionFrameTab"..(index)]:SetID(index) end -- Configure the frame. tabFrame:SetParent("AuctionFrame") tabFrame:SetPoint("TOPLEFT", "AuctionFrame", "TOPLEFT", 0, 0) private.relevelFrame(tabFrame); -- Configure the tab button. _G["AuctionFrameTab"..tabIndex] = tabButton tabButton:SetParent("AuctionFrame"); tabButton:SetPoint("TOPLEFT", _G["AuctionFrameTab"..(tabIndex - 1)]:GetName(), "TOPRIGHT", -8, 0); tabButton:SetID(tabIndex); tabButton:Show(); -- Update the tab count. PanelTemplates_SetNumTabs(AuctionFrame, tabCount) end function private.relevelFrame(frame) return private.relevelFrames(frame:GetFrameLevel() + 2, frame:GetChildren()) end function private.relevelFrames(myLevel, ...) for i = 1, select("#", ...) do local child = select(i, ...) child:SetFrameLevel(myLevel) private.relevelFrame(child) end end --Created SearchUI reason code data into tooltips function private.processTooltip(tip, itemLink, quantity) if not itemLink then return end if get("ModTTShow") and not IsAltKeyDown() then return end if not get("util.beancounter.displayReasonCodeTooltip") then return end private.tooltip:SetFrame(tip) local reason, Time, bid, player = lib.API.getBidReason(itemLink, quantity) --debugPrint("Add to Tooltip", itemLink, reason) if reason then if reason == "0" then reason = "Unknown" end Time = SecondsToTime((time() - Time)) local text = "" if player then text = ("Last won by {{%s}} for {{%s}} { {{%s}} } ago}"):format(player or "", reason, Time) else text = ("Last won for {{%s}} { {{%s}} } ago}"):format(reason, Time) end local cost = tonumber(bid) private.tooltip:AddLine(text, cost, 0.9,0.6,0.2) end private.tooltip:ClearFrame(tip) end