Bagnon-3.3.5/Bagnon_GuildBank/components/item.lua
Richard Steininger 27a08f8981 Reverts for 3.3.5
2023-10-18 20:56:57 +02:00

444 lines
No EOL
8.9 KiB
Lua

--[[
item.lua
A guild item slot button
--]]
local Bagnon = LibStub('AceAddon-3.0'):GetAddon('Bagnon')
local ItemSlot = Bagnon.Classy:New('Button')
ItemSlot:Hide()
Bagnon.GuildItemSlot = ItemSlot
local ItemSearch = LibStub('LibItemSearch-1.0')
--[[
The item widget
--]]
--[[ ItemSlot Constructor ]]--
function ItemSlot:New(tab, slot, frameID, parent)
local item = self:Restore() or self:Create()
item:SetParent(parent)
item:SetSlot(tab, slot)
item:SetFrameID(frameID)
if item:IsVisible() then
item:Update()
else
item:Show()
end
return item
end
--constructs a brand new item slot
function ItemSlot:Create()
local id = self:GetNextItemSlotID()
local item = self:Bind(self:ConstructNewItemSlot(id))
item:RegisterForClicks('anyUp')
item:RegisterForDrag('LeftButton')
item:SetScript('OnEvent', item.HandleEvent)
item:SetScript('OnClick', item.OnClick)
item:SetScript('OnDragStart', item.OnDragStart)
item:SetScript('OnReceiveDrag', item.OnReceiveDrag)
item:SetScript('OnEnter', item.OnEnter)
item:SetScript('OnLeave', item.OnLeave)
item:SetScript('OnShow', item.OnShow)
item:SetScript('OnHide', item.OnHide)
return item
end
--creates a new item slot for <id>
function ItemSlot:ConstructNewItemSlot(id)
local item = CreateFrame('Button', 'BagnonGuildItemSlot' .. id, nil, 'ItemButtonTemplate')
item:Hide()
--add a quality border texture
local border = item:CreateTexture(nil, 'OVERLAY')
border:SetWidth(67)
border:SetHeight(67)
border:SetPoint('CENTER', item)
border:SetTexture([[Interface\Buttons\UI-ActionButton-Border]])
border:SetBlendMode('ADD')
border:Hide()
item.border = border
return item
end
--returns the next available item slot
function ItemSlot:Restore()
local item = ItemSlot.unused and next(ItemSlot.unused)
if item then
ItemSlot.unused[item] = nil
return item
end
end
--gets the next unique item slot id
do
local id = 1
function ItemSlot:GetNextItemSlotID()
local nextID = id
id = id + 1
return nextID
end
end
--[[ ItemSlot Destructor ]]--
function ItemSlot:Free()
self:Hide()
self:SetParent(nil)
self:UnregisterAllEvents()
self:UnregisterAllMessages()
ItemSlot.unused = ItemSlot.unused or {}
ItemSlot.unused[self] = true
end
--[[ Events ]]--
function ItemSlot:GUILDBANK_ITEM_LOCK_CHANGED(event, tab, slot)
self:UpdateLocked()
end
function ItemSlot:TEXT_SEARCH_UPDATE(msg, frameID, search)
self:UpdateSearch()
end
function ItemSlot:ITEM_HIGHLIGHT_QUALITY_UPDATE(msg, enable)
self:UpdateBorder()
end
function ItemSlot:ITEM_HIGHLIGHT_QUEST_UPDATE(msg, enable)
self:UpdateBorder()
end
function ItemSlot:SHOW_EMPTY_ITEM_SLOT_TEXTURE_UPDATE(msg, enable)
self:Update()
end
function ItemSlot:ITEM_SLOT_COLOR_UPDATE(msg, enable)
self:Update()
end
function ItemSlot:HandleEvent(msg, ...)
local action = self[msg]
if action then
action(self, msg, ...)
end
end
--[[ Frame Events ]]--
function ItemSlot:OnClick(button)
if HandleModifiedItemClick(self:GetItem()) then
return
end
if self:IsCached() then
return
end
if IsModifiedClick('SPLITSTACK') then
if not self:IsLocked() then
OpenStackSplitFrame(self:GetCount(), self, 'BOTTOMLEFT', 'TOPLEFT')
end
return
end
local type, money = GetCursorInfo()
if type == 'money' then
DepositGuildBankMoney(money)
ClearCursor()
elseif type == 'guildbankmoney' then
DropCursorMoney()
ClearCursor()
else
if button == 'RightButton' then
AutoStoreGuildBankItem(self:GetSlot())
else
PickupGuildBankItem(self:GetSlot())
end
end
end
function ItemSlot:OnDragStart(button)
PickupGuildBankItem(self:GetSlot())
end
function ItemSlot:OnReceiveDrag(button)
PickupGuildBankItem(self:GetSlot())
end
function ItemSlot:OnShow()
self:Update()
self:RegisterEvent('GUILDBANK_ITEM_LOCK_CHANGED')
end
function ItemSlot:OnHide()
self:HideStackSplitFrame()
self:UnregisterAllEvents()
end
function ItemSlot:OnEnter()
self:AnchorTooltip()
self:UpdateTooltip()
end
function ItemSlot:OnLeave()
GameTooltip:Hide()
ResetCursor()
end
--[[ Update Methods ]]--
-- Update the texture, lock status, and other information about an item
function ItemSlot:Update()
if not self:IsVisible() then return end
local texture, itemCount, locked, itemLink = self:GetItemSlotInfo()
self:SetItem(itemLink)
self:SetTexture(texture)
self:SetCount(itemCount)
self:SetLocked(locked)
self:UpdateBorder()
self:UpdateSearch()
-- self:UpdateBagSearch()
if GameTooltip:IsOwned(self) then
self:UpdateTooltip()
end
end
--item link
function ItemSlot:SetItem(itemLink)
self.hasItem = itemLink or nil
end
function ItemSlot:GetItem()
return self.hasItem
end
--item texture
function ItemSlot:SetTexture(texture)
SetItemButtonTexture(self, texture or self:GetEmptyItemTexture())
end
local EMPTY_SLOT_TEXTURE = [[Interface\PaperDoll\UI-Backpack-EmptySlot]]
function ItemSlot:GetEmptyItemTexture()
if self:ShowingEmptyItemSlotTexture() then
return EMPTY_SLOT_TEXTURE
end
return nil
end
--item count
function ItemSlot:SetCount(count)
SetItemButtonCount(self, count)
end
function ItemSlot:GetCount()
local texture, itemCount = self:GetItemSlotInfo()
return itemCount or 0
end
--locked status
function ItemSlot:SetLocked(locked)
SetItemButtonDesaturated(self, locked, 0.5, 0.5, 0.5)
end
function ItemSlot:UpdateLocked()
self:SetLocked(self:IsLocked())
end
--returns true if the slot is locked, and false otherwise
function ItemSlot:IsLocked()
local texture, itemCount, locked = self:GetItemSlotInfo()
return locked
end
--colors the item border based on the quality of the item. hides it for common/poor items
function ItemSlot:SetBorderQuality(quality)
local border = self.border
if self:HighlightingItemsByQuality() then
if self:GetItem() and quality and quality > 1 then
local r, g, b = GetItemQualityColor(quality)
border:SetVertexColor(r, g, b, self:GetHighlightAlpha())
border:Show()
return
end
end
if self:HighlightingQuestItems() then
if self:IsQuestItem() then
border:SetVertexColor(1, 1, 0, self:GetHighlightAlpha())
border:Show()
return
end
end
border:Hide()
end
function ItemSlot:UpdateBorder()
local itemLink = self:GetItem()
if itemLink then
local name, link, quality = GetItemInfo(itemLink)
self:SetBorderQuality(quality)
else
self:SetBorderQuality(nil)
end
end
--stack split frame
function ItemSlot:SplitStack(split)
local tab, slot = self:GetSlot()
SplitGuildBankItem(tab, slot, split)
end
function ItemSlot:HideStackSplitFrame()
if self.hasStackSplit and self.hasStackSplit == 1 then
StackSplitFrame:Hide()
end
end
--tooltip methods
function ItemSlot:UpdateTooltip()
if self:IsCached() then
GameTooltip:SetHyperlink(self:GetItem())
else
GameTooltip:SetGuildBankItem(self:GetSlot())
end
GameTooltip:Show()
end
function ItemSlot:AnchorTooltip()
if self:GetRight() >= (GetScreenWidth() / 2) then
GameTooltip:SetOwner(self, 'ANCHOR_LEFT')
else
GameTooltip:SetOwner(self, 'ANCHOR_RIGHT')
end
end
--search
function ItemSlot:UpdateSearch()
local shouldFade = false
local search = self:GetItemSearch()
if search and search ~= '' then
local itemLink = self:GetItem()
shouldFade = not(itemLink and ItemSearch:Find(itemLink, search))
end
if shouldFade then
self:SetAlpha(0.4)
SetItemButtonDesaturated(self, true)
self.border:Hide()
else
self:SetAlpha(1)
self:UpdateLocked()
self:UpdateBorder()
-- self:UpdateSlotColor()
end
end
function ItemSlot:GetItemSearch()
return Bagnon.Settings:GetTextSearch()
end
--[[ Accessor Methods ]]--
function ItemSlot:SetFrameID(frameID)
if self:GetFrameID() ~= frameID then
self.frameID = frameID
self:Update()
end
end
function ItemSlot:GetFrameID()
return self.frameID
end
function ItemSlot:GetSettings()
return Bagnon.FrameSettings:Get(self:GetFrameID())
end
function ItemSlot:GetPlayer()
return self:GetSettings():GetPlayerFilter()
end
function ItemSlot:SetSlot(tab, slot)
self.tab = tab
self:SetID(slot)
self:Update()
end
function ItemSlot:GetSlot()
return self.tab, self:GetID()
end
function ItemSlot:IsSlot(tab, slot)
return self.tab == tab and self:GetID() == slot
end
function ItemSlot:IsCached()
return false
end
function ItemSlot:GetItemSlotInfo()
local texture, itemCount, locked = GetGuildBankItemInfo(self:GetSlot())
local itemLink = GetGuildBankItemLink(self:GetSlot())
return texture, itemCount, locked, itemLink
end
--[[ Item Type Highlighting ]]--
function ItemSlot:HighlightingItemsByQuality()
return Bagnon.Settings:HighlightingItemsByQuality()
end
function ItemSlot:HighlightingQuestItems()
return Bagnon.Settings:HighlightingQuestItems()
end
function ItemSlot:GetHighlightAlpha()
return Bagnon.Settings:GetHighlightOpacity()
end
local QUEST_ITEM_SEARCH = string.format('t:%s|%s', select(12, GetAuctionItemClasses()), 'quest')
function ItemSlot:IsQuestItem()
local itemLink = self:GetItem()
if not itemLink then
return false
end
return ItemSearch:Find(itemLink, QUEST_ITEM_SEARCH)
end
--[[ Empty Slot Visibility ]]--
function ItemSlot:ShowingEmptyItemSlotTexture()
return Bagnon.Settings:ShowingEmptyItemSlotTextures()
end