some refactoring

This commit is contained in:
Manuel Simon Hirsig
2015-09-08 20:16:47 +02:00
parent 899428497f
commit 4a931d572f
5 changed files with 327 additions and 301 deletions
+23 -209
View File
@@ -31,9 +31,6 @@ local Auctionator_Orig_ContainerFrameItemButton_OnClick
local Auctionator_Orig_AuctionFrameAuctions_Update
local Auctionator_Orig_AuctionsCreateAuctionButton_OnClick
local forceRefresh = false
-- local searchResults = {}
local selectedAuctionatorEntry
local currentAuctionItemName = nil
@@ -282,12 +279,6 @@ end
function Auctionator_SetupHookFunctions()
-- Auctionator_Orig_AuctionFrameBrowse_Update = AuctionFrameBrowse_Update
-- AuctionFrameBrowse_Update = Auctionator_AuctionFrameBrowse_Update
-- Auctionator_Orig_AuctionFrameBrowse_Scan = AuctionFrameBrowse_Scan
-- AuctionFrameBrowse_Scan = Auctionator_AuctionFrameBrowse_Scan
Auctionator_Orig_BrowseButton_OnClick = BrowseButton_OnClick
BrowseButton_OnClick = Auctionator_BrowseButton_OnClick
@@ -516,28 +507,8 @@ function Auctionator_OnNewAuctionUpdate()
currentAuctionItemName, currentAuctionItemTexture, currentAuctionItemStackSize = GetAuctionSellItemInfo()
if currentAuctionItemName and (forceRefresh or not auctionatorEntries[currentAuctionItemName]) then
forceRefresh = false
auctionatorEntries[currentAuctionItemName] = nil
selectedAuctionatorEntry = nil
local sName, sLink, iRarity, iLevel, iMinLevel, sType, sSubType, iStackCount = GetItemInfo(currentAuctionItemName)
local currentAuctionClass = ItemType2AuctionClass(sType)
local currentAuctionSubclass = nil -- SubType2AuctionSubclass(currentAuctionClass, sSubType)
Auctionator_Scan_Start(Auctionator_Scan_CreateQuery{
name = currentAuctionItemName,
exactMatch = true,
classIndex = currentAuctionClass,
subclassIndex = currentAuctionSubclass,
onComplete = function(data)
processScanResults(data, currentAuctionItemName)
Auctionator_SelectAuctionatorEntry()
end
})
if currentAuctionItemName and not auctionatorEntries[currentAuctionItemName] then
Auctionator_Refresh()
end
Auctionator_SelectAuctionatorEntry()
@@ -545,15 +516,25 @@ end
-----------------------------------------
function Auctionator_OnUpdate()
function Auctionator_Refresh()
auctionatorEntries[currentAuctionItemName] = nil
selectedAuctionatorEntry = nil
if not AuctionatorMessage then
return
end
local sName, sLink, iRarity, iLevel, iMinLevel, sType, sSubType, iStackCount = GetItemInfo(currentAuctionItemName)
local currentAuctionClass = ItemType2AuctionClass(sType)
local currentAuctionSubclass = nil -- SubType2AuctionSubclass(currentAuctionClass, sSubType)
if forceRefresh then
Auctionator_OnNewAuctionUpdate()
end
Auctionator_Scan_Start(Auctionator_Scan_CreateQuery{
name = currentAuctionItemName,
exactMatch = true,
classIndex = currentAuctionClass,
subclassIndex = currentAuctionSubclass,
onComplete = function(data)
processScanResults(data, currentAuctionItemName)
Auctionator_SelectAuctionatorEntry()
end
})
end
-----------------------------------------
@@ -642,7 +623,9 @@ function Auctionator_EntryOnClick()
end
function Auctionator_RefreshButtonOnClick()
forceRefresh = true
Auctionator_Scan_Abort()
Auctionator_Refresh()
Auctionator_SelectAuctionatorEntry()
end
-----------------------------------------
@@ -811,173 +794,4 @@ function SubType2AuctionSubclass(auctionClass, itemSubtype)
end
end
end
end
-----------------------------------------
-- These functions were meant to be used for a search sorted by buyout price but that actually seems impossible to implement nicely with the vanilla interface
-- function Auctionator_AuctionFrameBrowse_Update()
-- local numBatchAuctions = getn(searchResults)
-- local totalAuctions = numBatchAuctions
-- local button, buttonName, iconTexture, itemName, color, itemCount, moneyFrame, buyoutMoneyFrame, buyoutText, buttonHighlight
-- local offset = FauxScrollFrame_GetOffset(BrowseScrollFrame)
-- local index
-- local isLastSlotEmpty
-- local name, texture, count, quality, canUse, minBid, minIncrement, buyoutPrice, duration, bidAmount, highBidder
-- BrowseBidButton:Disable()
-- BrowseBuyoutButton:Disable()
-- -- Update sort arrows
-- SortButton_UpdateArrow(BrowseQualitySort, "list", "quality")
-- SortButton_UpdateArrow(BrowseLevelSort, "list", "level")
-- SortButton_UpdateArrow(BrowseDurationSort, "list", "duration")
-- SortButton_UpdateArrow(BrowseHighBidderSort, "list", "status")
-- SortButton_UpdateArrow(BrowseCurrentBidSort, "list", "bid")
-- -- Show the no results text if no items found
-- if numBatchAuctions == 0 then
-- BrowseNoResultsText:Show()
-- else
-- BrowseNoResultsText:Hide()
-- end
-- for i=1, NUM_BROWSE_TO_DISPLAY do
-- index = offset + i
-- button = getglobal("BrowseButton"..i)
-- -- Show or hide auction buttons
-- if index > numBatchAuctions then
-- button:Hide()
-- -- If the last button is empty then set isLastSlotEmpty var
-- if i == NUM_BROWSE_TO_DISPLAY then
-- isLastSlotEmpty = 1
-- end
-- else
-- button:Show()
-- buttonName = "BrowseButton"..i
-- local name, texture, count, quality, canUse, level, minBid, minIncrement, buyoutPrice, bidAmount, highBidder = GetAuctionItemInfo("list", index);
-- -- duration = GetAuctionItemTimeLeft("list", offset + i)
-- -- Resize button if there isn't a scrollbar
-- buttonHighlight = getglobal("BrowseButton"..i.."Highlight")
-- if numBatchAuctions < NUM_BROWSE_TO_DISPLAY then
-- button:SetWidth(557)
-- buttonHighlight:SetWidth(523)
-- BrowseCurrentBidSort:SetWidth(173)
-- else
-- button:SetWidth(532)
-- buttonHighlight:SetWidth(502)
-- BrowseCurrentBidSort:SetWidth(157)
-- end
-- -- Set name and quality color
-- color = ITEM_QUALITY_COLORS[searchResults[i].quality]
-- itemName = getglobal(buttonName.."Name")
-- itemName:SetText(searchResults[i].name)
-- itemName:SetVertexColor(color.r, color.g, color.b)
-- -- Set level
-- if searchResults[i].level > UnitLevel("player") then
-- getglobal(buttonName.."Level"):SetText(RED_FONT_COLOR_CODE..level..FONT_COLOR_CODE_CLOSE)
-- else
-- getglobal(buttonName.."Level"):SetText(searchResults[i].level)
-- end
-- -- Set high bidder
-- getglobal(buttonName.."HighBidder"):SetText(searchResults[i].highBidder)
-- -- Set closing time
-- getglobal(buttonName.."ClosingTimeText"):SetText(AuctionFrame_GetTimeLeftText(searchResults[i].duration))
-- getglobal(buttonName.."ClosingTime").tooltip = AuctionFrame_GetTimeLeftTooltipText(searchResults[i].duration)
-- -- Set item texture, count, and usability
-- iconTexture = getglobal(buttonName.."ItemIconTexture")
-- iconTexture:SetTexture(searchResults[i].texture)
-- if not searchResults[i].canUse then
-- iconTexture:SetVertexColor(1.0, 0.1, 0.1)
-- else
-- iconTexture:SetVertexColor(1.0, 1.0, 1.0)
-- end
-- itemCount = getglobal(buttonName.."ItemCount")
-- if searchResults[i].stackSize > 1 then
-- itemCount:SetText(searchResults[i].stackSize)
-- itemCount:Show()
-- else
-- itemCount:Hide()
-- end
-- -- Set high bid
-- moneyFrame = getglobal(buttonName.."MoneyFrame")
-- buyoutMoneyFrame = getglobal(buttonName.."BuyoutMoneyFrame")
-- buyoutText = getglobal(buttonName.."BuyoutText")
-- -- If not bidAmount set the bid amount to the min bid
-- if searchResults[i].bidAmount == 0 then
-- MoneyFrame_Update(moneyFrame:GetName(), searchResults[i].minBid)
-- else
-- MoneyFrame_Update(moneyFrame:GetName(), searchResults[i].bidAmount)
-- end
-- if searchResults[i].buyoutPrice > 0 then
-- moneyFrame:SetPoint("RIGHT", buttonName, "RIGHT", 10, 10)
-- MoneyFrame_Update(buyoutMoneyFrame:GetName(), searchResults[i].buyoutPrice)
-- buyoutMoneyFrame:Show()
-- buyoutText:Show()
-- else
-- moneyFrame:SetPoint("RIGHT", buttonName, "RIGHT", 10, 3)
-- buyoutMoneyFrame:Hide()
-- buyoutText:Hide()
-- end
-- -- Set high bidder
-- local highBidder = searchResults[i].highBidder
-- if not highBidder then
-- highBidder = RED_FONT_COLOR_CODE..NO_BIDS..FONT_COLOR_CODE_CLOSE
-- end
-- getglobal(buttonName.."HighBidder"):SetText(highBidder)
-- -- Set highlight
-- if GetSelectedAuctionItem("list") and (offset + i) == GetSelectedAuctionItem("list") then
-- button:LockHighlight()
-- if highBidder ~= UnitName("player") then
-- BrowseBidButton:Enable()
-- end
-- if searchResults[i].buyoutPrice > 0 and searchResults[i].buyoutPrice >= searchResults[i].minBid then
-- BrowseBuyoutButton:Enable()
-- AuctionFrame.buyoutPrice = searchResults[i].buyoutPrice
-- else
-- AuctionFrame.buyoutPrice = nil
-- end
-- -- Set bid
-- local bidAmount = searchResults[i].bidAmount
-- if bidAmount > 0 then
-- bidAmount = bidAmount + searchResults[i].minIncrement
-- MoneyInputFrame_SetCopper(BrowseBidPrice, bidAmount)
-- else
-- MoneyInputFrame_SetCopper(BrowseBidPrice, searchResults[i].minBid)
-- end
-- else
-- button:UnlockHighlight()
-- end
-- end
-- end
-- BrowsePrevPageButton:Hide()
-- BrowseNextPageButton:Hide()
-- BrowseScanCountText:Hide()
-- FauxScrollFrame_Update(BrowseScrollFrame, numBatchAuctions, NUM_BROWSE_TO_DISPLAY, AUCTIONS_BUTTON_HEIGHT)
-- end
-----------------------------------------
-- function Auctionator_AuctionFrameBrowse_Scan()
-- Auctionator_Scan_Start(Auctionator_Scan_CreateQuery{
-- name = BrowseName:GetText(),
-- exactMatch = false,
-- minLevel = BrowseMinLevel:GetText(),
-- maxLevel = BrowseMaxLevel:GetText(),
-- invTypeIndex = AuctionFrameBrowse.selectedInvtypeIndex,
-- classIndex = AuctionFrameBrowse.selectedClassIndex,
-- subclassIndex = AuctionFrameBrowse.selectedSubclassIndex,
-- isUsable = IsUsableCheckButton:GetChecked(),
-- qualityIndex = UIDropDownMenu_GetSelectedValue(BrowseDropDown),
-- onComplete = function(data)
-- table.sort(data, function(a,b) return a.buyoutPrice < b.buyoutPrice end)
-- scanData = data
-- end
-- })
-- end
end