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
+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