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