refactory: centralized category view

This commit is contained in:
Salikh Gurgenidze
2026-01-04 03:43:53 +04:00
parent 42c4c0057a
commit 61eb0b6844
3 changed files with 176 additions and 257 deletions
+12 -148
View File
@@ -387,109 +387,18 @@ function BagFrame:DisplayItemsByCategory(bagData, isOtherChar, charName)
local perRow = addon.Modules.DB:GetSetting("bagColumns") or 10
local itemContainer = getglobal("Guda_BagFrame_ItemContainer")
-- Group items by category
local categories = {}
local categoryList = {
"Weapon", "Armor", "BoE", "Consumable", "Food", "Drink", "Trade Goods", "Reagent", "Recipe", "Quiver", "Container", "Soul Bag", "Miscellaneous", "Quest", "Junk", "Class Items", "Keyring"
}
for _, cat in ipairs(categoryList) do categories[cat] = {} end
local specialItems = {
Hearthstone = {},
Mount = {},
Tools = {}
}
-- Use centralized category initialization
local categories, specialItems = Guda_InitCategories()
local categoryList = Guda_CategoryList
-- Categorize all items using centralized function
for _, bagID in ipairs(addon.Constants.BAGS) do
if not hiddenBags[bagID] then
local bag = bagData[bagID]
if bag and bag.slots then
for slotID, itemData in pairs(bag.slots) do
if itemData then
local cat = "Miscellaneous"
local itemName = itemData.name or ""
local itemType = itemData.type or ""
-- Detect consumable restore/eat/drink tag for current character only
if not isOtherChar and addon.Modules.Utils and addon.Modules.Utils.GetConsumableRestoreTag then
local tag = addon.Modules.Utils:GetConsumableRestoreTag(bagID, slotID)
if tag then
itemData.restoreTag = tag
end
end
-- Priority 1: Special items (Hearthstone, Mounts, Tools)
if string.find(itemName, "Hearthstone") then
table.insert(specialItems.Hearthstone, {bagID = bagID, slotID = slotID, itemData = itemData})
elseif addon.Modules.SortEngine and addon.Modules.SortEngine.IsMount and addon.Modules.SortEngine.IsMount(itemData.texture) then
table.insert(specialItems.Mount, {bagID = bagID, slotID = slotID, itemData = itemData})
elseif string.find(itemName, "Runed .* Rod") or
itemType == "Fishing Pole" or
string.find(itemName, "Mining Pick") or
string.find(itemName, "Blacksmith Hammer") or
itemName == "Arclight Spanner" or
itemName == "Gyromatic Micro-Adjustor" or
itemName == "Philosopher's Stone" or
string.find(itemName, "Skinning Knife") or
itemName == "Blood Scythe" then
table.insert(specialItems.Tools, {bagID = bagID, slotID = slotID, itemData = itemData})
-- Priority 2: Class Items (Soul Shards, Arrows, Bullets)
elseif addon.Modules.Utils:IsSoulShard(itemData.link) or
itemData.class == "Projectile" or
itemData.subclass == "Arrow" or
itemData.subclass == "Bullet" then
table.insert(categories["Class Items"], {bagID = bagID, slotID = slotID, itemData = itemData})
-- Priority 3: Quest Items
elseif (not isOtherChar and addon.Modules.Utils:IsQuestItemTooltip(bagID, slotID)) or itemData.class == "Quest" then
table.insert(categories["Quest"], {bagID = bagID, slotID = slotID, itemData = itemData})
-- Priority 4: Junk (Gray items)
elseif itemData.quality == 0 or addon.Modules.Utils:IsItemGrayTooltip(bagID, slotID, itemData.link) then
table.insert(categories["Junk"], {bagID = bagID, slotID = slotID, itemData = itemData})
-- Priority 5: Food and Drink
elseif itemData.class == "Consumable" then
cat = "Consumable"
local sub = itemData.subclass or ""
if sub == "Food & Drink" or string.find(sub, "Food") or string.find(sub, "Drink") then
if string.find(sub, "Drink") then
cat = "Drink"
else
cat = "Food"
end
end
table.insert(categories[cat], {bagID = bagID, slotID = slotID, itemData = itemData})
-- Priority 6: BoE Equipment (Armor/Weapons that bind when equipped)
elseif (itemData.class == "Weapon" or itemData.class == "Armor") and
not isOtherChar then
-- Check for BoE
local isBoE = addon.Modules.Utils:IsBindOnEquip(bagID, slotID)
if isBoE then
table.insert(categories["BoE"], {bagID = bagID, slotID = slotID, itemData = itemData})
else
-- Not BoE, put in regular category
table.insert(categories[itemData.class], {bagID = bagID, slotID = slotID, itemData = itemData})
end
-- Priority 7: Equipment (other equippable items like trinkets, rings, or viewing other character's gear)
elseif itemData.equipSlot and itemData.equipSlot ~= "" then
-- For other characters, can't scan tooltip so just categorize normally
if itemData.class == "Weapon" or itemData.class == "Armor" then
cat = itemData.class
else
cat = "Armor"
end
table.insert(categories[cat], {bagID = bagID, slotID = slotID, itemData = itemData})
-- Priority 8: Other Categories
else
cat = itemData.class or "Miscellaneous"
if not categories[cat] then cat = "Miscellaneous" end
table.insert(categories[cat], {bagID = bagID, slotID = slotID, itemData = itemData})
end
Guda_CategorizeItem(itemData, bagID, slotID, categories, specialItems, isOtherChar)
end
end
end
@@ -540,50 +449,14 @@ function BagFrame:DisplayItemsByCategory(bagData, isOtherChar, charName)
local items = categories[catName]
local numItems = items and table.getn(items) or 0
if numItems > 0 then
-- Sort items in category: Subclass > Quality > Name
table.sort(items, function(a, b)
-- Rank Trade Goods: meat (name ends with 'meat') = 2, egg (contains 'egg') = 1, others = 0
local function tgRank(d)
if not d or not d.name then return 0 end
local t = d.type or d.class or ""
if t ~= "Trade Goods" then return 0 end
local n = string.lower(d.name)
if string.find(n, "meat$") then return 2 end
if string.find(n, "egg") then return 1 end
return 0
end
local ra = tgRank(a.itemData)
local rb = tgRank(b.itemData)
if ra ~= rb then
return ra > rb
end
-- Priority: consumable restore tags (eat > drink > restore > nil)
local pa = a.itemData and a.itemData.restoreTag or nil
local pb = b.itemData and b.itemData.restoreTag or nil
local function pr(t)
if t == "eat" then return 3 end
if t == "drink" then return 2 end
if t == "restore" then return 1 end
return 0
end
if pr(pa) ~= pr(pb) then
return pr(pa) > pr(pb)
end
-- Fallback: subclass, quality, name
if a.itemData.subclass ~= b.itemData.subclass then
return (a.itemData.subclass or "") < (b.itemData.subclass or "")
end
if a.itemData.quality ~= b.itemData.quality then
return a.itemData.quality > b.itemData.quality
end
return (a.itemData.name or "") < (b.itemData.name or "")
end)
-- Sort items using centralized sorter
Guda_SortCategoryItems(items)
local blockCols = numItems
if blockCols > perRow then blockCols = perRow end
local blockRows = math.ceil(numItems / perRow)
local blockWidth = blockCols * (buttonSize + spacing)
local blockHeight = 20 + (blockRows * (buttonSize + spacing)) + 5 -- 20 header, 5 padding
local blockHeight = 20 + (blockRows * (buttonSize + spacing)) + 5
-- Check if it fits in current row
if currentX > 0 and currentX + blockWidth + 20 > totalWidth + 5 then
@@ -639,7 +512,7 @@ function BagFrame:DisplayItemsByCategory(bagData, isOtherChar, charName)
end
if blockHeight > rowMaxHeight then rowMaxHeight = blockHeight end
currentX = currentX + blockWidth + 20 -- 20px gap between categories
currentX = currentX + blockWidth + 20
end
end
@@ -655,9 +528,8 @@ function BagFrame:DisplayItemsByCategory(bagData, isOtherChar, charName)
}
local x = startX
y = startY - y -- convert to coordinate relative to TOPLEFT
-- Add spacing before special section
y = startY - y
local hasAnyBottom = false
for _, sec in ipairs(bottomSections) do
if table.getn(sec.items) > 0 then
@@ -678,7 +550,6 @@ function BagFrame:DisplayItemsByCategory(bagData, isOtherChar, charName)
numItems = (totalFreeSlots > 0) and 1 or 0
end
if numItems > 0 then
-- Sort Tools (Hearthstone/Mounts don't usually need it but good for consistency)
if sec.name == "Tools" then
table.sort(items, function(a, b)
if a.itemData.quality ~= b.itemData.quality then
@@ -694,14 +565,12 @@ function BagFrame:DisplayItemsByCategory(bagData, isOtherChar, charName)
local blockWidth = blockCols * (buttonSize + spacing)
local blockHeight = 20 + (blockRows * (buttonSize + spacing))
-- Check if it fits in current row (Inline block for bottom sections too)
if currentBottomX > 0 and currentBottomX + blockWidth + 20 > totalWidth + 5 then
currentBottomX = 0
y = y - sectionMaxHeight - 5
sectionMaxHeight = 0
end
-- Add Header
local header = self:GetSectionHeader(headerIdx)
headerIdx = headerIdx + 1
header:SetPoint("TOPLEFT", itemContainer, "TOPLEFT", x + currentBottomX, y)
@@ -714,7 +583,6 @@ function BagFrame:DisplayItemsByCategory(bagData, isOtherChar, charName)
local sRow = 0
if sec.name == "Empty" then
-- Display one empty slot button with count
local bagID = firstFreeBag or 0
local slotID = firstFreeSlot or 1
local bagParent = self:GetBagParent(bagID)
@@ -731,9 +599,7 @@ function BagFrame:DisplayItemsByCategory(bagData, isOtherChar, charName)
count = totalFreeSlots,
name = "Empty Slots"
}
-- Use fake data but real IDs for drop handling
Guda_ItemButton_SetItem(button, bagID, slotID, emptyItemData, false, isOtherChar and charName or nil, true, true)
-- Ensure it's not actually read-only for drop behavior (it should still receive clicks/drops)
button.isReadOnly = false
button.inUse = true
table.insert(itemButtons, button)
@@ -760,9 +626,8 @@ function BagFrame:DisplayItemsByCategory(bagData, isOtherChar, charName)
end
if blockHeight > sectionMaxHeight then sectionMaxHeight = blockHeight end
currentBottomX = currentBottomX + blockWidth + 20 -- Match the 20px gap used in top categories
currentBottomX = currentBottomX + blockWidth + 20
-- If we wrapped exactly at the end of a block
if currentBottomX >= totalWidth then
currentBottomX = 0
y = y - sectionMaxHeight - 5
@@ -776,7 +641,6 @@ function BagFrame:DisplayItemsByCategory(bagData, isOtherChar, charName)
end
end
-- Update container height
local finalHeight = math.abs(y) + 20
itemContainer:SetHeight(finalHeight)
self:ResizeFrame(nil, nil, perRow, finalHeight)
+10 -109
View File
@@ -234,100 +234,18 @@ function BankFrame:DisplayItemsByCategory(bankData, isOtherChar, charName)
local perRow = addon.Modules.DB:GetSetting("bankColumns") or 10
local itemContainer = getglobal("Guda_BankFrame_ItemContainer")
-- Group items by category
local categories = {}
local categoryList = {
"Weapon", "Armor", "Consumable", "Food", "Drink", "Trade Goods", "Reagent", "Recipe", "Quiver", "Container", "Soul Bag", "Miscellaneous", "Quest", "Junk", "Class Items"
}
for _, cat in ipairs(categoryList) do categories[cat] = {} end
-- Use centralized category initialization
local categories, specialItems = Guda_InitCategories()
local categoryList = Guda_CategoryList
local specialItems = {
Hearthstone = {},
Mount = {},
Tools = {},
Empty = {}
}
-- Helper to assign category
local function CategorizeItem(itemData, bagID, slotID)
local itemName = itemData.name or ""
local itemType = itemData.type or ""
local cat = "Miscellaneous"
-- Priority 1: Special items (Hearthstone, Mounts, Tools)
if string.find(itemName, "Hearthstone") then
table.insert(specialItems.Hearthstone, {bagID = bagID, slotID = slotID, itemData = itemData})
return
elseif addon.Modules.SortEngine and addon.Modules.SortEngine.IsMount and addon.Modules.SortEngine.IsMount(itemData.texture) then
table.insert(specialItems.Mount, {bagID = bagID, slotID = slotID, itemData = itemData})
return
elseif string.find(itemName, "Runed .* Rod") or
itemType == "Fishing Pole" or
string.find(itemName, "Mining Pick") or
string.find(itemName, "Blacksmith Hammer") or
itemName == "Arclight Spanner" or
itemName == "Gyromatic Micro-Adjustor" or
itemName == "Philosopher's Stone" or
string.find(itemName, "Skinning Knife") or
itemName == "Blood Scythe" then
table.insert(specialItems.Tools, {bagID = bagID, slotID = slotID, itemData = itemData})
return
end
-- Priority 2: Class Items (Soul Shards, Arrows, Bullets)
if addon.Modules.Utils:IsSoulShard(itemData.link) or
itemData.class == "Projectile" or
itemData.subclass == "Arrow" or
itemData.subclass == "Bullet" then
table.insert(categories["Class Items"], {bagID = bagID, slotID = slotID, itemData = itemData})
return
end
-- Priority 3: Quest Items
if (not isOtherChar and addon.Modules.Utils:IsQuestItemTooltip(bagID, slotID)) or itemData.class == "Quest" then
cat = "Quest"
-- Priority 4: Junk (Gray items)
elseif itemData.quality == 0 or addon.Modules.Utils:IsItemGrayTooltip(bagID, slotID, itemData.link) then
cat = "Junk"
-- Priority 5: Food and Drink
elseif itemData.class == "Consumable" then
cat = "Consumable"
local sub = itemData.subclass or ""
if sub == "Food & Drink" or string.find(sub, "Food") or string.find(sub, "Drink") then
if string.find(sub, "Drink") then
cat = "Drink"
else
cat = "Food"
end
end
-- Priority 4: Equipment (Weapon and Armor)
elseif itemData.equipSlot and itemData.equipSlot ~= "" then
if itemData.class == "Weapon" or itemData.class == "Armor" then
cat = itemData.class
else
cat = "Armor"
end
-- Priority 5: Other Categories
else
cat = itemData.class or "Miscellaneous"
end
if not categories[cat] then cat = "Miscellaneous" end
table.insert(categories[cat], {bagID = bagID, slotID = slotID, itemData = itemData})
end
-- Bank slots
-- Categorize all items using centralized function
for _, bagID in ipairs(addon.Constants.BANK_BAGS) do
if not hiddenBankBags[bagID] then
local bag = bankData[bagID]
if bag and bag.slots then
for slotID, itemData in pairs(bag.slots) do
if itemData then
CategorizeItem(itemData, bagID, slotID)
Guda_CategorizeItem(itemData, bagID, slotID, categories, specialItems, isOtherChar)
end
end
end
@@ -366,16 +284,8 @@ function BankFrame:DisplayItemsByCategory(bankData, isOtherChar, charName)
local items = categories[catName]
local numItems = items and table.getn(items) or 0
if numItems > 0 then
-- Sort items in category: Subclass > Quality > Name
table.sort(items, function(a, b)
if a.itemData.subclass ~= b.itemData.subclass then
return (a.itemData.subclass or "") < (b.itemData.subclass or "")
end
if a.itemData.quality ~= b.itemData.quality then
return a.itemData.quality > b.itemData.quality
end
return (a.itemData.name or "") < (b.itemData.name or "")
end)
-- Sort items using centralized sorter
Guda_SortCategoryItems(items)
local blockCols = numItems
if blockCols > perRow then blockCols = perRow end
@@ -436,7 +346,7 @@ function BankFrame:DisplayItemsByCategory(bankData, isOtherChar, charName)
end
if blockHeight > rowMaxHeight then rowMaxHeight = blockHeight end
currentX = currentX + blockWidth + 20 -- 20px gap between categories
currentX = currentX + blockWidth + 20
end
end
@@ -452,9 +362,8 @@ function BankFrame:DisplayItemsByCategory(bankData, isOtherChar, charName)
}
local x = startX
y = startY - y -- convert to coordinate relative to TOPLEFT
y = startY - y
-- Add spacing before special section
local hasAnyBottom = false
for _, sec in ipairs(bottomSections) do
if table.getn(sec.items) > 0 then
@@ -475,7 +384,6 @@ function BankFrame:DisplayItemsByCategory(bankData, isOtherChar, charName)
numItems = (totalFreeSlots > 0) and 1 or 0
end
if numItems > 0 then
-- Sort Tools (Hearthstone/Mounts don't usually need it but good for consistency)
if sec.name == "Tools" then
table.sort(items, function(a, b)
if a.itemData.quality ~= b.itemData.quality then
@@ -491,14 +399,12 @@ function BankFrame:DisplayItemsByCategory(bankData, isOtherChar, charName)
local blockWidth = blockCols * (buttonSize + spacing)
local blockHeight = 20 + (blockRows * (buttonSize + spacing))
-- Check if it fits in current row (Inline block for bottom sections too)
if currentBottomX > 0 and currentBottomX + blockWidth + 20 > totalWidth + 5 then
currentBottomX = 0
y = y - sectionMaxHeight - 5
sectionMaxHeight = 0
end
-- Add Header
local header = self:GetSectionHeader(headerIdx)
headerIdx = headerIdx + 1
header:SetPoint("TOPLEFT", itemContainer, "TOPLEFT", x + currentBottomX, y)
@@ -511,7 +417,6 @@ function BankFrame:DisplayItemsByCategory(bankData, isOtherChar, charName)
local sRow = 0
if sec.name == "Empty" then
-- Display one empty slot button with count
local bagID = firstFreeBag or -1
local slotID = firstFreeSlot or 1
local bagParent = self:GetBagParent(bagID)
@@ -528,9 +433,7 @@ function BankFrame:DisplayItemsByCategory(bankData, isOtherChar, charName)
count = totalFreeSlots,
name = "Empty Slots"
}
-- Use fake data but real IDs for drop handling
Guda_ItemButton_SetItem(button, bagID, slotID, emptyItemData, true, isOtherChar and charName or nil, true, true)
-- Ensure it's not actually read-only for drop behavior
button.isReadOnly = false
button.inUse = true
else
@@ -555,9 +458,8 @@ function BankFrame:DisplayItemsByCategory(bankData, isOtherChar, charName)
end
if blockHeight > sectionMaxHeight then sectionMaxHeight = blockHeight end
currentBottomX = currentBottomX + blockWidth + 20 -- Match the 20px gap used in top categories
currentBottomX = currentBottomX + blockWidth + 20
-- If we wrapped exactly at the end of a block
if currentBottomX >= totalWidth then
currentBottomX = 0
y = y - sectionMaxHeight - 5
@@ -571,7 +473,6 @@ function BankFrame:DisplayItemsByCategory(bankData, isOtherChar, charName)
end
end
-- Update container height
local finalHeight = math.abs(y) + 20
itemContainer:SetHeight(finalHeight)
self:ResizeFrame(nil, nil, perRow, finalHeight)
+154
View File
@@ -4,6 +4,160 @@ local addon = Guda
local FrameHelpers = {}
addon.Modules.FrameHelpers = FrameHelpers
-- Standard category list used by both Bag and Bank frames
Guda_CategoryList = {
"BoE", "Weapon", "Armor", "Consumable", "Food", "Drink", "Trade Goods", "Reagent", "Recipe", "Quiver", "Container", "Soul Bag", "Miscellaneous", "Quest", "Junk", "Class Items", "Keyring"
}
-- Categorize a single item into categories and specialItems tables
-- Returns nothing, modifies tables in place
function Guda_CategorizeItem(itemData, bagID, slotID, categories, specialItems, isOtherChar)
local itemName = itemData.name or ""
local itemType = itemData.type or ""
local cat = "Miscellaneous"
-- Detect consumable restore/eat/drink tag for current character only
if not isOtherChar and addon.Modules.Utils and addon.Modules.Utils.GetConsumableRestoreTag then
local tag = addon.Modules.Utils:GetConsumableRestoreTag(bagID, slotID)
if tag then
itemData.restoreTag = tag
end
end
-- Priority 1: Special items (Hearthstone, Mounts, Tools)
if string.find(itemName, "Hearthstone") then
table.insert(specialItems.Hearthstone, {bagID = bagID, slotID = slotID, itemData = itemData})
return
elseif addon.Modules.SortEngine and addon.Modules.SortEngine.IsMount and addon.Modules.SortEngine.IsMount(itemData.texture) then
table.insert(specialItems.Mount, {bagID = bagID, slotID = slotID, itemData = itemData})
return
elseif string.find(itemName, "Runed .* Rod") or
itemType == "Fishing Pole" or
string.find(itemName, "Mining Pick") or
string.find(itemName, "Blacksmith Hammer") or
itemName == "Arclight Spanner" or
itemName == "Gyromatic Micro-Adjustor" or
itemName == "Philosopher's Stone" or
string.find(itemName, "Skinning Knife") or
itemName == "Blood Scythe" then
table.insert(specialItems.Tools, {bagID = bagID, slotID = slotID, itemData = itemData})
return
end
-- Priority 2: Class Items (Soul Shards, Arrows, Bullets)
if addon.Modules.Utils:IsSoulShard(itemData.link) or
itemData.class == "Projectile" or
itemData.subclass == "Arrow" or
itemData.subclass == "Bullet" then
table.insert(categories["Class Items"], {bagID = bagID, slotID = slotID, itemData = itemData})
return
end
-- Priority 3: Quest Items
if (not isOtherChar and addon.Modules.Utils:IsQuestItemTooltip(bagID, slotID)) or itemData.class == "Quest" then
table.insert(categories["Quest"], {bagID = bagID, slotID = slotID, itemData = itemData})
return
end
-- Priority 4: Junk (Gray items)
if itemData.quality == 0 or addon.Modules.Utils:IsItemGrayTooltip(bagID, slotID, itemData.link) then
table.insert(categories["Junk"], {bagID = bagID, slotID = slotID, itemData = itemData})
return
end
-- Priority 5: Food and Drink
if itemData.class == "Consumable" then
cat = "Consumable"
local sub = itemData.subclass or ""
if sub == "Food & Drink" or string.find(sub, "Food") or string.find(sub, "Drink") then
if string.find(sub, "Drink") then
cat = "Drink"
else
cat = "Food"
end
end
table.insert(categories[cat], {bagID = bagID, slotID = slotID, itemData = itemData})
return
end
-- Priority 6: BoE Equipment (Armor/Weapons that bind when equipped)
if (itemData.class == "Weapon" or itemData.class == "Armor") and not isOtherChar then
local isBoE = addon.Modules.Utils:IsBindOnEquip(bagID, slotID)
if isBoE then
table.insert(categories["BoE"], {bagID = bagID, slotID = slotID, itemData = itemData})
else
table.insert(categories[itemData.class], {bagID = bagID, slotID = slotID, itemData = itemData})
end
return
end
-- Priority 7: Equipment for other characters (can't scan tooltip)
if (itemData.class == "Weapon" or itemData.class == "Armor") and isOtherChar then
table.insert(categories[itemData.class], {bagID = bagID, slotID = slotID, itemData = itemData})
return
end
-- Priority 8: Other Categories
cat = itemData.class or "Miscellaneous"
if not categories[cat] then cat = "Miscellaneous" end
table.insert(categories[cat], {bagID = bagID, slotID = slotID, itemData = itemData})
end
-- Initialize empty category tables
function Guda_InitCategories()
local categories = {}
for _, cat in ipairs(Guda_CategoryList) do
categories[cat] = {}
end
local specialItems = {
Hearthstone = {},
Mount = {},
Tools = {}
}
return categories, specialItems
end
-- Sort items within a category
function Guda_SortCategoryItems(items)
table.sort(items, function(a, b)
-- Rank Trade Goods: meat (name ends with 'meat') = 2, egg (contains 'egg') = 1, others = 0
local function tgRank(d)
if not d or not d.name then return 0 end
local t = d.type or d.class or ""
if t ~= "Trade Goods" then return 0 end
local n = string.lower(d.name)
if string.find(n, "meat$") then return 2 end
if string.find(n, "egg") then return 1 end
return 0
end
local ra = tgRank(a.itemData)
local rb = tgRank(b.itemData)
if ra ~= rb then
return ra > rb
end
-- Priority: consumable restore tags (eat > drink > restore > nil)
local pa = a.itemData and a.itemData.restoreTag or nil
local pb = b.itemData and b.itemData.restoreTag or nil
local function pr(t)
if t == "eat" then return 3 end
if t == "drink" then return 2 end
if t == "restore" then return 1 end
return 0
end
if pr(pa) ~= pr(pb) then
return pr(pa) > pr(pb)
end
-- Fallback: subclass, quality, name
if a.itemData.subclass ~= b.itemData.subclass then
return (a.itemData.subclass or "") < (b.itemData.subclass or "")
end
if a.itemData.quality ~= b.itemData.quality then
return a.itemData.quality > b.itemData.quality
end
return (a.itemData.name or "") < (b.itemData.name or "")
end)
end
-- Create or return a section header for a given frame prefix and container
function Guda_GetSectionHeader(framePrefix, containerName, index)
local name = framePrefix .. "_SectionHeader" .. index