working on search modes for buy and sliders for quantity in sell

This commit is contained in:
Manuel Simon Hirsig
2015-10-19 02:25:56 +02:00
parent 2a16fb7073
commit 51dc12e428
20 changed files with 1568 additions and 444 deletions
+29 -284
View File
@@ -2,8 +2,6 @@ Aux.sheet = {}
Aux.list = {}
local NAME, LEVEL, OWNER, BID, BID_UNIT, BUYOUT, BUYOUT_UNIT, QUANTITY, TIME_LEFT = 1, 2, 3, 4, 5, 6, 7, 8, 9
MoneyTypeInfo["AUX_LIST"] = {
UpdateFunc = function()
return this.staticMoney
@@ -13,17 +11,12 @@ MoneyTypeInfo["AUX_LIST"] = {
showSmallerCoins = 1,
}
function Aux.list.on_load()
Aux.sheet.initialize(this, physical_columns, logical_columns)
end
function Aux.sheet.render(sheet)
for i, physical_column in ipairs(sheet.physical_columns) do
for i, column in ipairs(sheet.columns) do
local sort_info = sheet.sort_order[1]
local logical_column = physical_column.logical_column
if sort_info.logical_column == logical_column then
if sort_info.column == column then
if sort_info.sort_ascending then
sheet.labels[i].sort_texture:SetTexCoord(0,0.55,0.2,0.9)
sheet.labels[i].sort_texture:SetVertexColor(0.2,1,0)
@@ -43,7 +36,7 @@ function Aux.sheet.render(sheet)
sheet.scroll_frame:Show()
local offset = FauxScrollFrame_GetOffset(sheet.scroll_frame)
--local vSize = self.panel.vSize
local hSize = getn(sheet.physical_columns)
local hSize = getn(sheet.columns)
local rows = sheet.rows
local data = sheet.data
@@ -51,10 +44,10 @@ function Aux.sheet.render(sheet)
for i, row in ipairs(rows) do
local direction, rowR, rowG, rowB, rowA1, rowA2 = "Horizontal", 1, 1, 1, 0, 0 --row level coloring used for gradients
local datum = data[i + offset]
for j, physical_column in sheet.physical_columns do
for j, column in sheet.columns do
local cell = row[j]
if datum then
physical_column.logical_column.cell_setter(cell, datum)
column.cell_setter(cell, datum)
cell:Show()
else
cell:Hide()
@@ -64,7 +57,7 @@ function Aux.sheet.render(sheet)
end
end
function Aux.sheet.create(frame, physical_columns, sort_order, on_cell_click, on_cell_enter, on_cell_leave)
function Aux.sheet.create(frame, columns, sort_order, on_cell_click, on_cell_enter, on_cell_leave)
local sheet
local name = (frame:GetName() or '')..'ScrollSheet'
@@ -89,18 +82,18 @@ function Aux.sheet.create(frame, physical_columns, sort_order, on_cell_click, on
local total_width = 0
local labels = {}
for i = 1,getn(physical_columns) do
for i = 1,getn(columns) do
local button = CreateFrame('Button', nil, content)
if i == 1 then
button:SetPoint('TOPLEFT', content, 'TOPLEFT', 5, 0)
total_width = total_width + 5
else
button:SetPoint('TOPLEFT', labels[i-1].button, 'TOPRIGHT', 3, 0)
button:SetPoint('TOPLEFT', content, 'TOPLEFT', total_width + 3, 0)
total_width = total_width + 3
end
local label = content:CreateFontString(nil, 'OVERLAY', 'GameFontHighlight')
label:SetText(physical_columns[i].logical_column.title)
local column_width = physical_columns[i].width or 30
label:SetText(columns[i].title)
local column_width = columns[i].width or 30
total_width = total_width + column_width
button:SetWidth(column_width)
@@ -152,7 +145,7 @@ function Aux.sheet.create(frame, physical_columns, sort_order, on_cell_click, on
local total_height = 16
while total_height + 14 < max_height do
local row = {}
for i = 1,getn(physical_columns) do
for i = 1,getn(columns) do
local cell = CreateFrame('Button', nil, content)
cell:SetPoint('TOPLEFT', labels[i], 'BOTTOMLEFT', 0, -((row_index-1) * 14))
cell:SetPoint('TOPRIGHT', labels[i], 'BOTTOMRIGHT', 0, -((row_index-1) * 14))
@@ -164,21 +157,21 @@ function Aux.sheet.create(frame, physical_columns, sort_order, on_cell_click, on
cell:SetScript("OnClick", function() if sheet.on_cell_click then sheet.on_cell_click(sheet, row_index, column_index) end end)
cell:SetScript("OnEnter", function() if sheet.on_cell_enter then sheet.on_cell_enter(sheet, row_index, column_index) end end)
cell:SetScript("OnLeave", function() if sheet.on_cell_leave then sheet.on_cell_leave(sheet, row_index, column_index) end end)
physical_columns[i].logical_column.cell_initializer(cell)
columns[i].cell_initializer(cell)
row[i] = cell
end
local color_texture = content:CreateTexture()
color_texture:SetPoint('TOPLEFT', row[1], 'TOPLEFT', 0, 0)
color_texture:SetPoint('BOTTOMRIGHT', row[getn(physical_columns)], 'BOTTOMRIGHT', 0, 1)
color_texture:SetPoint('BOTTOMRIGHT', row[getn(columns)], 'BOTTOMRIGHT', 0, 1)
color_texture:SetTexture(1, 1, 1)
row.color_texture = color_texture
local highlight = content:CreateTexture()
highlight:SetPoint('TOPLEFT', row[1], 'TOPLEFT', 0, 0)
highlight:SetPoint('BOTTOMRIGHT', row[getn(physical_columns)], 'BOTTOMRIGHT', 0, 1)
highlight:SetPoint('BOTTOMRIGHT', row[getn(columns)], 'BOTTOMRIGHT', 0, 1)
highlight:SetAlpha(0)
highlight:SetTexture(0.8, 0.6, 0)
row.highlight = highlight
@@ -196,7 +189,7 @@ function Aux.sheet.create(frame, physical_columns, sort_order, on_cell_click, on
scroll_frame = scroll_frame,
labels = labels,
rows = rows,
physical_columns = physical_columns,
columns = columns,
data = {},
sort_order = sort_order,
on_cell_click = on_cell_click,
@@ -211,9 +204,9 @@ end
function Aux.list.row_comparator(sheet)
return function(row1, row2)
for _, sort_info in ipairs(sheet.sort_order) do
local logical_column = sort_info.logical_column
if logical_column.comparator then
local ordering = logical_column.comparator(row1, row2)
local column = sort_info.column
if column.comparator then
local ordering = column.comparator(row1, row2)
if ordering ~= Aux.util.EQ then
return sort_info.sort_ascending and ordering or Aux.util.invert_order(ordering)
end
@@ -234,224 +227,17 @@ function Aux.sheet.default_cell_initializer(alignment)
end
end
local function alpha_setter(cell, datum)
cell:SetAlpha(datum.gone and 0.4 or 1)
end
function Aux.sheet.initialize(frame)
local logical_columns = {
{
title = 'Auction Item',
texture = function(row) return row.texture end,
comparator = function(row1, row2) return Aux.util.compare(row1.tooltip[1][1].text, row2.tooltip[1][1].text, Aux.util.GT) end,
cell_initializer = function(cell)
local icon = CreateFrame('Button', nil, cell)
local icon_texture = icon:CreateTexture(nil, 'BORDER')
icon_texture:SetAllPoints(icon)
icon.icon_texture = icon_texture
local normal_texture = icon:CreateTexture(nil)
normal_texture:SetPoint('CENTER', 0, 0)
normal_texture:SetWidth(22)
normal_texture:SetHeight(22)
normal_texture:SetTexture('Interface\\Buttons\\UI-Quickslot2')
icon:SetNormalTexture(normal_texture)
icon:SetPoint('LEFT', cell)
icon:SetWidth(12)
icon:SetHeight(12)
icon:SetNormalTexture('Interface\\Buttons\\UI-Quickslot2')
icon:SetPushedTexture('Interface\\Buttons\\UI-Quickslot-Depress')
icon:SetHighlightTexture('Interface\\Buttons\\ButtonHilight-Square')
icon:SetScript('OnEnter', function() Aux.info.set_game_tooltip(this, cell.tooltip, 'ANCHOR_RIGHT', cell.EnhTooltip_info) end)
icon:SetScript('OnLeave', function() GameTooltip:Hide() end)
local text = cell:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmall')
text:SetPoint("LEFT", icon, "RIGHT", 1, 0)
text:SetPoint('TOPRIGHT', cell)
text:SetPoint('BOTTOMRIGHT', cell)
text:SetJustifyV('TOP')
text:SetJustifyH('LEFT')
text:SetTextColor(0.8, 0.8, 0.8)
cell.text = text
cell.icon = icon
end,
cell_setter = function(cell, datum)
cell.tooltip = datum.tooltip
cell.EnhTooltip_info = datum.EnhTooltip_info
cell.icon.icon_texture:SetTexture(datum.texture)
if not datum.usable then
cell.icon.icon_texture:SetVertexColor(1.0, 0.1, 0.1)
else
cell.icon.icon_texture:SetVertexColor(1.0, 1.0, 1.0)
end
cell.text:SetText('['..datum.tooltip[1][1].text..']')
local color = ITEM_QUALITY_COLORS[datum.quality]
cell.text:SetTextColor(color.r, color.g, color.b)
alpha_setter(cell, datum)
end,
},
{
title = 'Lvl',
comparator = function(row1, row2) return Aux.util.compare(row1.level, row2.level, Aux.util.GT) end,
cell_initializer = Aux.sheet.default_cell_initializer('RIGHT'),
cell_setter = function(cell, datum)
local level = max(1, datum.level)
local text
if level > UnitLevel('player') then
text = RED_FONT_COLOR_CODE..level..FONT_COLOR_CODE_CLOSE
else
text = level
end
cell.text:SetText(text)
alpha_setter(cell, datum)
end,
},
{
title = 'Owner',
comparator = function(row1, row2) return Aux.util.compare(row1.owner, row2.owner, Aux.util.GT) end,
cell_initializer = Aux.sheet.default_cell_initializer('LEFT'),
cell_setter = function(cell, datum)
cell.text:SetText(datum.owner)
alpha_setter(cell, datum)
end,
},
{
title = 'Bid',
comparator = function(row1, row2) return Aux.util.compare(row1.bid, row2.bid, Aux.util.GT) end,
cell_initializer = Aux.sheet.default_cell_initializer('RIGHT'),
cell_setter = function(cell, datum)
cell.text:SetText(Aux.util.money_string(datum.bid))
alpha_setter(cell, datum)
end,
},
{
title = 'Bid/ea',
comparator = function(row1, row2) return Aux.util.compare(row1.bid_per_unit, row2.bid_per_unit, Aux.util.GT) end,
cell_initializer = Aux.sheet.default_cell_initializer('RIGHT'),
cell_setter = function(cell, datum)
cell.text:SetText(Aux.util.money_string(datum.bid_per_unit))
alpha_setter(cell, datum)
end,
},
{
title = 'Buy',
comparator = function(row1, row2) return Aux.util.compare(row1.buyout_price, row2.buyout_price, Aux.util.GT) end,
cell_initializer = Aux.sheet.default_cell_initializer('RIGHT'),
cell_setter = function(cell, datum)
cell.text:SetText(Aux.util.money_string(datum.buyout_price))
alpha_setter(cell, datum)
end,
},
{
title = 'Buy/ea',
comparator = function(row1, row2) return Aux.util.compare(row1.buyout_price_per_unit, row2.buyout_price_per_unit, Aux.util.GT) end,
cell_initializer = Aux.sheet.default_cell_initializer('RIGHT'),
cell_setter = function(cell, datum)
cell.text:SetText(Aux.util.money_string(datum.buyout_price_per_unit))
alpha_setter(cell, datum)
end,
},
{
title = '#',
comparator = function(row1, row2) return Aux.util.compare(row1.stack_size, row2.stack_size, Aux.util.LT) end,
cell_initializer = Aux.sheet.default_cell_initializer('RIGHT'),
cell_setter = function(cell, datum)
cell.text:SetText(datum.stack_size)
alpha_setter(cell, datum)
end,
},
{
title = 'Left',
comparator = function(row1, row2) return Aux.util.compare(row1.duration, row2.duration, Aux.util.GT) end,
cell_initializer = Aux.sheet.default_cell_initializer('CENTER'),
cell_setter = function(cell, datum)
local text
if datum.duration == 1 then
text = '30m'
elseif datum.duration == 2 then
text = '2h'
elseif datum.duration == 3 then
text = '8h'
elseif datum.duration == 4 then
text = '24h'
end
cell.text:SetText(text)
alpha_setter(cell, datum)
end,
},
}
local physical_columns = {
{
logical_columns = { logical_columns[QUANTITY] },
logical_column = logical_columns[QUANTITY],
width = 23
},
{
logical_columns = { logical_columns[NAME] },
logical_column = logical_columns[NAME],
width = 157
},
{
logical_columns = { logical_columns[LEVEL] },
logical_column = logical_columns[LEVEL],
width = 23
},
{
logical_columns = { logical_columns[TIME_LEFT] },
logical_column = logical_columns[TIME_LEFT],
width = 30
},
{
logical_columns = { logical_columns[OWNER] },
logical_column = logical_columns[OWNER],
width = 70
},
{
logical_columns = { logical_columns[BID_UNIT], logical_columns[BUYOUT_UNIT] },
logical_column = logical_columns[BID_UNIT],
width = 70
},
{
logical_columns = { logical_columns[BID_UNIT], logical_columns[BUYOUT_UNIT] },
logical_column = logical_columns[BUYOUT_UNIT],
width = 70
},
{
logical_columns = { logical_columns[BID], logical_columns[BUYOUT] },
logical_column = logical_columns[BID],
width = 70
},
{
logical_columns = { logical_columns[BID], logical_columns[BUYOUT] },
logical_column = logical_columns[BUYOUT],
width = 70
},
}
local sort_order = {}
for i, logical_column in logical_columns do
for i, column in columns do
if i ~= BUYOUT_UNIT and i ~= NAME then
tinsert(sort_order, { logical_column = logical_column, sort_ascending = true })
tinsert(sort_order, { column = column, sort_ascending = true })
end
end
tinsert(sort_order, 1, { logical_column = logical_columns[BUYOUT_UNIT], sort_ascending = true })
tinsert(sort_order, 1, { logical_column = logical_columns[NAME], sort_ascending = true })
function on_cell_click(sheet, row_index, column_index)
local entry_index = row_index + FauxScrollFrame_GetOffset(sheet.scroll_frame)
AuxBuyEntry_OnClick(entry_index)
end
function on_cell_enter(sheet, row_index, column_index)
sheet.rows[row_index].highlight:SetAlpha(.5)
end
function on_cell_leave(sheet, row_index, column_index)
sheet.rows[row_index].highlight:SetAlpha(0)
end
return Aux.sheet.create(frame, physical_columns, sort_order, on_cell_click, on_cell_enter, on_cell_leave)
tinsert(sort_order, 1, { column = columns[BUYOUT_UNIT], sort_ascending = true })
tinsert(sort_order, 1, { column = columns[NAME], sort_ascending = true })
end
function Aux.list.populate(sheet, data)
@@ -464,16 +250,15 @@ function Aux.list.populate(sheet, data)
Aux.sheet.render(sheet)
end
function Aux.list.sort(sheet, physical_column_index)
function Aux.list.sort(sheet, column_index)
local physical_column = sheet.physical_columns[physical_column_index]
local logical_column = physical_column.logical_column
local column = sheet.columns[column_index]
if sheet.sort_order[1].logical_column == logical_column then
if sheet.sort_order[1].column == column then
sheet.sort_order[1].sort_ascending = not sheet.sort_order[1].sort_ascending
else
for index, sort_info in ipairs(sheet.sort_order) do
if sort_info.logical_column == logical_column then
if sort_info.column == column then
local temp = sort_info
table.remove(sheet.sort_order, index)
table.insert(sheet.sort_order, 1, temp)
@@ -486,44 +271,4 @@ function Aux.list.sort(sheet, physical_column_index)
Aux.util.merge_sort(sheet.data, Aux.list.row_comparator(sheet))
Aux.sheet.render(sheet)
end
function Aux.list.dropdown_on_load()
getglobal(this:GetName().."Text"):Hide()
this.initialize = Aux.list.dropdown_initialize
UIDropDownMenu_SetSelectedID(this, 1)
end
function Aux.list.dropdown_initialize()
local dropdown = this:GetParent()
local frame = dropdown:GetParent()
if frame.physical_columns then
local physical_column_index = dropdown:GetID()
local physical_column = frame.physical_columns[physical_column_index]
for _, logical_column in pairs(physical_column.logical_columns) do
UIDropDownMenu_AddButton({
text = logical_column.title,
owner = dropdown,
func = Aux.list.dropdown_item_onclick,
})
end
end
end
function Aux.list.dropdown_item_onclick()
local logical_column_index = this:GetID()
local physical_column_index = this.owner:GetID()
local dropdown = this.owner
local frame = dropdown:GetParent()
if frame.physical_columns[physical_column_index].logical_column ~= frame.logical_columns[logical_column_index] then
frame.physical_columns[physical_column_index].logical_column = frame.physical_columns[physical_column_index].logical_columns[logical_column_index]
getglobal(frame:GetName().."Column"..physical_column_index.."SortText"):SetText(frame.physical_columns[physical_column_index].logical_column.title)
Aux.util.merge_sort(frame.data, Aux.list.row_comparator(frame))
UIDropDownMenu_SetSelectedID(dropdown, logical_column_index)
Aux.list.scroll_frame_update(getglobal(frame:GetName().."ScrollFrame"))
end
end