fixed issue of auctions not showing after posting, setting of view is now shared between the search panels as well as persisted between sessions, tab/shift-tab can now be used to switch between all input fields
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@@ -0,0 +1,271 @@
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local private, public = {}, {}
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Aux.sheet = public
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Aux.list = {}
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MoneyTypeInfo['AUX_LIST'] = {
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UpdateFunc = function()
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return this.staticMoney
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end,
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collapse = 1,
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fixedWidth = 1,
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showSmallerCoins = 1,
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}
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function public.render(sheet)
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for i, column in ipairs(sheet.columns) do
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local sort_info = sheet.sort_order[1]
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if sort_info and sort_info.column == i then
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if sort_info.order == 'ascending' then
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sheet.labels[i].sort_texture:SetTexCoord(0,0.55,0.2,0.9)
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sheet.labels[i].sort_texture:SetVertexColor(0.2,1,0)
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sheet.labels[i].sort_texture:Show()
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else
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sheet.labels[i].sort_texture:SetTexCoord(0,0.55,0.9,0.2)
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sheet.labels[i].sort_texture:SetVertexColor(1,0.2,0)
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sheet.labels[i].sort_texture:Show()
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end
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else
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sheet.labels[i].texture:SetTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight")
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sheet.labels[i].sort_texture:Hide()
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end
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end
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FauxScrollFrame_Update(sheet.scroll_frame, getn(sheet.data), getn(sheet.rows), 16)
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sheet.scroll_frame:Show()
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local offset = FauxScrollFrame_GetOffset(sheet.scroll_frame)
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--local vSize = self.panel.vSize
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local hSize = getn(sheet.columns)
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local rows = sheet.rows
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local data = sheet.data
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for i, row in ipairs(rows) do
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local direction, rowR, rowG, rowB, rowA1, rowA2 = 'Horizontal', 1, 1, 1, 0, 0 --row level coloring used for gradients
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local datum = data[i + offset]
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if datum then
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if sheet.row_setter then
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sheet.row_setter(row, datum)
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end
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row:Show()
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else
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row:Hide()
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end
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for j, column in sheet.columns do
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local cell = row.cells[j]
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if datum then
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column.cell_setter(cell, datum)
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cell:Show()
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else
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cell:Hide()
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end
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end
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rows[i].color_texture:SetGradientAlpha(direction, rowR, rowG, rowB, rowA1, rowR, rowG, rowB, rowA2)--row color to apply
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end
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end
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function public.create(params)
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local sheet
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local name = (params.frame:GetName() or '')..'ScrollSheet'
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local id = 1
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while getglobal(name..id) do
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id = id + 1
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end
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name = name..id
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local scroll_frame = CreateFrame('ScrollFrame', name..'ScrollFrame', params.frame, 'FauxScrollFrameTemplate')
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scroll_frame:SetScript('OnVerticalScroll', function()
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FauxScrollFrame_OnVerticalScroll(16, function() public.render(this.sheet) end)
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end)
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scroll_frame:SetPoint('TOPLEFT', params.frame, 'TOPLEFT', 5, -10)
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scroll_frame:SetPoint('BOTTOMRIGHT', params.frame, 'BOTTOMRIGHT', 5, 19)
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local parent_height = params.frame:GetHeight()
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local content = CreateFrame('Frame', name..'Content', params.frame)
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content:SetHeight(parent_height - 30)
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content:SetPoint('TOPLEFT', scroll_frame, 'TOPLEFT', 5, 0)
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local total_width = 0
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local labels = {}
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for i = 1,getn(params.columns) do
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local button = CreateFrame('Button', nil, content)
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if i == 1 then
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button:SetPoint('TOPLEFT', content, 'TOPLEFT', 5, 0)
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total_width = total_width + 5
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else
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button:SetPoint('TOPLEFT', content, 'TOPLEFT', total_width + 3, 0)
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total_width = total_width + 3
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end
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local label = content:CreateFontString(nil, 'OVERLAY', 'GameFontHighlight')
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label:SetText(params.columns[i].title)
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local column_width = params.columns[i].width or 30
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total_width = total_width + column_width
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button:SetWidth(column_width)
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button:SetHeight(16)
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button:SetID(i)
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button:SetHighlightTexture('Interface\\QuestFrame\\UI-QuestTitleHighlight')
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button:SetScript("OnMouseDown", function() Aux.sheet.sort(sheet, this:GetID()) end)
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button:RegisterForClicks("LeftButtonDown", "RightButtonDown")
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local texture = content:CreateTexture(nil, 'ARTWORK')
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texture:SetTexture('Interface\\QuestFrame\\UI-QuestTitleHighlight')
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texture:SetTexCoord(0.1, 0.8, 0, 1)
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texture:SetAllPoints(button)
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button.texture = texture
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local sort_texture = button:CreateTexture(nil, 'ARTWORK')
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sort_texture:SetTexture('Interface\\Buttons\\UI-SortArrow')
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sort_texture:SetPoint('TOPRIGHT', button, 'TOPRIGHT', 0, 0)
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sort_texture:SetPoint('BOTTOM', button, 'BOTTOM', 0, 0)
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sort_texture:SetWidth(12)
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sort_texture:Hide()
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button.sort_texture = sort_texture
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local background = content:CreateTexture(nil, 'ARTWORK')
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background:SetTexture('Interface\\QuestFrame\\UI-QuestTitleHighlight')
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-- background:SetTextCoord(0.2, 0.9, 0, 0.9)
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background:SetPoint('TOPLEFT', button, 'BOTTOMLEFT', 0, 0)
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background:SetPoint('TOPRIGHT', button, 'BOTTOMRIGHT', 0, 0)
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background:SetPoint('BOTTOM', content, 'BOTTOM', 0, 0)
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background:SetAlpha(0.2)
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label:SetPoint('TOPLEFT', button, 'TOPLEFT', 0, 0)
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label:SetPoint('BOTTOMRIGHT', button, 'BOTTOMRIGHT', 0, 0)
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label:SetJustifyH('CENTER')
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label:SetJustifyV('CENTER')
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label:SetTextColor(0.8, 0.8, 0.8)
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label.button = button
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label.texture = texture
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label.sort_texture = sort_texture
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label.background = background
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labels[i] = label
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end
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total_width = total_width + 5
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params.frame:SetWidth(total_width)
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local rows = {}
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local row_index = 1
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local max_height = content:GetHeight()
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local total_height = 16
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while total_height + 14 < max_height do
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if getn(params.columns) > 0 then
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local row = CreateFrame('Button', nil, content)
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row:SetPoint('TOPLEFT', labels[1], 'BOTTOMLEFT', 0, -((row_index-1) * 14))
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row:SetPoint('TOPRIGHT', labels[getn(params.columns)], 'BOTTOMRIGHT', 0, -((row_index-1) * 14))
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row:RegisterForClicks("LeftButtonDown", "RightButtonDown")
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row:SetHeight(14)
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local row_idx = row_index
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row:SetScript('OnClick', function() if sheet.on_row_click then sheet.on_row_click(sheet, row_idx) end end)
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row:SetScript('OnEnter', function() if sheet.on_row_enter then sheet.on_row_enter(sheet, row_idx) end end)
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row:SetScript('OnLeave', function() if sheet.on_row_leave then sheet.on_row_leave(sheet, row_idx) end end)
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row:SetScript('OnUpdate', function() if sheet.on_row_update then sheet.on_row_update(sheet, row_idx) end end)
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row.cells = {}
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for i = 1,getn(params.columns) do
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local cell = CreateFrame('Button', nil, content)
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cell:SetPoint('TOPLEFT', labels[i], 'BOTTOMLEFT', 0, -((row_index-1) * 14))
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cell:SetPoint('TOPRIGHT', labels[i], 'BOTTOMRIGHT', 0, -((row_index-1) * 14))
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cell:SetHeight(14)
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params.columns[i].cell_initializer(cell)
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row.cells[i] = cell
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end
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local color_texture = row:CreateTexture()
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color_texture:SetPoint('TOPLEFT', row, 'TOPLEFT', 0, 0)
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color_texture:SetPoint('BOTTOMRIGHT', row, 'BOTTOMRIGHT', 0, 1)
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color_texture:SetTexture(1, 1, 1)
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row.color_texture = color_texture
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local highlight = row:CreateTexture()
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highlight:SetPoint('TOPLEFT', row, 'TOPLEFT', 0, 0)
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highlight:SetPoint('BOTTOMRIGHT', row, 'BOTTOMRIGHT', 0, 1)
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highlight:SetAlpha(0)
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highlight:SetTexture(0.8, 0.6, 0)
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row.highlight = highlight
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rows[row_index] = row
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row_index = row_index + 1
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total_height = total_height + 14
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end
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end
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content:SetWidth(total_width)
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sheet = {
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name = name,
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content = content,
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scroll_frame = scroll_frame,
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labels = labels,
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rows = rows,
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columns = params.columns,
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data = {},
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sort_order = params.sort_order,
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row_setter = params.row_setter,
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on_row_click = params.on_row_click,
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on_row_enter = params.on_row_enter,
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on_row_leave = params.on_row_leave,
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on_row_update = params.on_row_update,
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}
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scroll_frame.sheet = sheet
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return sheet
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end
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function private.row_comparator(sheet)
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return function(row1, row2)
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for _, sort_info in ipairs(sheet.sort_order) do
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local column = sheet.columns[sort_info.column]
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if column.comparator then
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local ordering = column.comparator(row1, row2)
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if ordering ~= Aux.util.EQ then
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return sort_info.order == 'ascending' and ordering or Aux.util.invert_order(ordering)
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end
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end
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end
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return Aux.util.EQ
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end
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end
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function public.default_cell_initializer(alignment)
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return function(cell)
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local text = cell:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmall')
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text:SetAllPoints(cell)
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text:SetJustifyV('TOP')
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text:SetJustifyH(alignment)
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text:SetTextColor(0.8, 0.8, 0.8)
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cell.text = text
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end
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end
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function public.populate(sheet, data)
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sheet.data = data
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Aux.util.merge_sort(sheet.data, private.row_comparator(sheet))
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public.render(sheet)
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end
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function Aux.sheet.sort(sheet, column_index)
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if sheet.sort_order[1] and sheet.sort_order[1].column == column_index then
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sheet.sort_order[1].order = sheet.sort_order[1].order == 'ascending' and 'descending' or 'ascending'
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else
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sheet.sort_order = Aux.util.filter(sheet.sort_order, function(sort_info) return not sort_info.column == column_index end)
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tinsert(sheet.sort_order, 1, {column=column_index, order = 'ascending'})
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end
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Aux.util.merge_sort(sheet.data, private.row_comparator(sheet))
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public.render(sheet)
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end
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