working on listing module refactoring
This commit is contained in:
@@ -1,3 +1,10 @@
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Aux.sheet = {}
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local GSC_GOLD = 'ffd100'
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local GSC_SILVER = 'e6e6e6'
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local GSC_COPPER= 'c8602c'
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local GSC_RED = 'ff0000'
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Aux.list = {}
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local MAX_COLUMNS = 7
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@@ -15,57 +22,57 @@ MoneyTypeInfo["AUX_LIST"] = {
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local logical_columns = {
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{
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type = 'ITEM',
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title = 'Auction Item',
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texture = function(row) return row.texture end,
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comparator = function(row1, row2) return Aux.util.compare(row1.tooltip[1][1].text, row2.tooltip[1][1].text, Aux.util.GT) end,
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getter = function(row) return ' ['..row.tooltip[1][1].text..']' end,
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color = function(row) return ITEM_QUALITY_COLORS[row.quality] end,
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cell_initializer = Aux.sheet.default_cell_initializor('LEFT'),
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cell_setter = function(cell) end,
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},
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{
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type = 'NUMBER',
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title = 'Lvl',
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comparator = function(row1, row2) return Aux.util.compare(row1.level, row2.level, Aux.util.GT) end,
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getter = function(row) return row.level end,
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cell_initializer = Aux.sheet.default_cell_initializor('RIGHT'),
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},
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{
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type = 'STRING',
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title = 'Owner',
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comparator = function(row1, row2) return Aux.util.compare(row1.owner, row2.owner, Aux.util.GT) end,
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getter = function(row) return row.owner end,
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cell_initializer = Aux.sheet.default_cell_initializor('LEFT'),
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},
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{
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type = 'STRING',
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title = 'Bid',
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comparator = function(row1, row2) return Aux.util.compare(row1.bid, row2.bid, Aux.util.GT) end,
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getter = function(row) return Aux.util.coins(row.bid) end,
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cell_initializer = Aux.sheet.default_cell_initializor('RIGHT'),
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},
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{
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type = 'STRING',
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title = 'Bid (Unit)',
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comparator = function(row1, row2) return Aux.util.compare(row1.bid_per_unit, row2.bid_per_unit, Aux.util.GT) end,
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getter = function(row) return Aux.util.coins(row.bid_per_unit) end,
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cell_initializer = Aux.sheet.default_cell_initializor('RIGHT'),
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},
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{
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type = 'STRING',
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title = 'Buyout',
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comparator = function(row1, row2) return Aux.util.compare(row1.buyout_price, row2.buyout_price, Aux.util.GT) end,
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getter = function(row) return Aux.util.coins(row.buyout_price) end,
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cell_initializer = Aux.sheet.default_cell_initializor('RIGHT'),
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},
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{
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type = 'STRING',
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title = 'Buyout (Unit)',
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comparator = function(row1, row2) return Aux.util.compare(row1.buyout_price_per_unit, row2.buyout_price_per_unit, Aux.util.GT) end,
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getter = function(row) return Aux.util.coins(row.buyout_price_per_unit) end,
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cell_initializer = Aux.sheet.default_cell_initializor('RIGHT'),
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},
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{
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type = 'NUMBER',
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title = '#',
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comparator = function(row1, row2) return Aux.util.compare(row1.stack_size, row2.stack_size, Aux.util.LT) end,
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getter = function(row) return row.stack_size end,
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cell_initializer = Aux.sheet.default_cell_initializor('RIGHT'),
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},
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{
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type = 'STRING',
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title = 'Left',
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comparator = function(row1, row2) return Aux.util.compare(row1.duration, row2.duration, Aux.util.GT) end,
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getter = function(row)
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@@ -79,6 +86,7 @@ local logical_columns = {
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return '24h'
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end
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end,
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cell_initializer = Aux.sheet.default_cell_initializor('CENTER'),
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},
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}
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@@ -128,6 +136,230 @@ end
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-- Aux.util.compare two rows
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-------------------------------------------------------------------------------
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function Aux.sheet.create(frame, physical_columns)
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local sheet
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local name = (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 parent_height = frame:GetHeight()
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local content = CreateFrame('Frame', name..'Content', frame)
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content:SetHeight(parent_height - 30)
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local panel = CreateFrame('ScrollFrame', nil, 'FauxScrol
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local NUM_BUTTONS = 8
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local BUTTON_HEIGHT = 20
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local list = {} -- put contents of the scroll frame here, for example item names
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local buttons = {}
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local function update(self)
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local numItems = #list
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FauxScrollFrame_Update(self, numItems, NUM_BUTTONS, BUTTON_HEIGHT)
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local offset = FauxScrollFrame_GetOffset(self)
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for line = 1, NUM_BUTTONS do
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local lineplusoffset = line + offset
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local button = buttons[line]
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if lineplusoffset > numItems then
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button:Hide()
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else
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button:SetText(list[lineplusoffset])
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button:Show()
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end
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end
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end
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local scrollFrame = CreateFrame("ScrollFrame", "MyFirstNotReallyScrollFrame", UIParent, "FauxScrollFrameTemplate")
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scrollFrame:SetScript("OnVerticalScroll", function(self, offset)
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FauxScrollFrame_OnVerticalScroll(self, offset, BUTTON_HEIGHT, update)
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end)
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for i = 1, NUM_BUTTONS do
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local button = CreateFrame("Button", nil, scrollFrame:GetParent())
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if i == 1 then
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button:SetPoint("TOP", scrollFrame)
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else
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button:SetPoint("TOP", buttons[i - 1], "BOTTOM")
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end
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button:SetSize(96, BUTTON_HEIGHT)
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buttons[i] = button
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end
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<ScrollFrame name="$parentScrollFrame" inherits="FauxScrollFrameTemplate">
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<Anchors>
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<Anchor point="TOPLEFT">
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<Offset>
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<AbsDimension x="0" y="-28"/>
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</Offset>
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</Anchor>
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<Anchor point="BOTTOMRIGHT" relativePoint="BOTTOMRIGHT">
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<Offset>
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<AbsDimension x="0" y="0"/>
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</Offset>
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</Anchor>
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</Anchors>
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<Layers>
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<Layer level="ARTWORK">
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<Texture file="Interface\PaperDollInfoFrame\UI-Character-ScrollBar">
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<Size>
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<AbsDimension x="31" y="256"/>
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</Size>
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<Anchors>
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<Anchor point="TOPLEFT" relativePoint="TOPRIGHT">
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<Offset>
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<AbsDimension x="-2" y="5"/>
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</Offset>
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</Anchor>
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</Anchors>
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<TexCoords left="0" right="0.484375" top="0" bottom="1.0"/>
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</Texture>
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<Texture file="Interface\PaperDollInfoFrame\UI-Character-ScrollBar">
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<Size>
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<AbsDimension x="31" y="106"/>
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</Size>
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<Anchors>
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<Anchor point="BOTTOMLEFT" relativePoint="BOTTOMRIGHT">
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<Offset>
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<AbsDimension x="-2" y="-2"/>
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</Offset>
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</Anchor>
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</Anchors>
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<TexCoords left="0.515625" right="1.0" top="0" bottom="0.4140625"/>
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</Texture>
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</Layer>
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</Layers>
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<Scripts>
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<OnVerticalScroll>
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FauxScrollFrame_OnVerticalScroll(16, Aux.list.scroll_frame_update)
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</OnVerticalScroll>
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</Scripts>
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</ScrollFrame>
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local total_width = 0
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local labels = {}
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for i = 1,getn(physical_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', labels[i-1].button, 'TOPRIGHT', 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(physical_columns[i].logical_column.title)
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local column_width = physical_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() end)
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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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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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local row = {}
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for i = 1,getn(physical_columns) do
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local cell = CreateFrame('Frame', nil, content)
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if row_index == 1 then
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cell:SetPoint('TOPLEFT', labels[i], 'BOTTOMLEFT', 0, 0)
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cell:SetPoint('TOPRIGHT', labels[i], 'BOTTOMRIGHT', 0, 0)
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else
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cell:SetPoint('TOPLEFT', rows[row_index-1][i], 'BOTTOMLEFT', 0, 0)
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cell:SetPoint('TOPRIGHT', rows[row_index-1][i], 'BOTTOMRIGHT', 0, 0)
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end
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cell:SetHeight(14)
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physical_columns[i].logical_column.cell_initializer(cell)
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row[i] = cell
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end
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local color_texture = content:CreateTexture()
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color_texture:SetPoint('TOPLEFT', row[1], 'TOPLEFT', 0, 0)
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color_texture:SetPoint('BOTTOMRIGHT', row[getn(physical_columns)], '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 = content:CreateTexture()
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highlight:SetPoint('TOPLEFT', row[1], 'TOPLEFT', 0, 0)
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highlight:SetPoint('BOTTOMRIGHT', row[getn(physical_columns)], '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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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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panel = panel,
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labels = labels,
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rows = rows,
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column_count = getn(labels),
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physical_row_count = getn(rows),
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data = {},
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style = {},
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sort = {},
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logical_row_count = 0,
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}
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return sheet
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end
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function Aux.list.row_comparator(list_frame)
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return function(row1, row2)
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for _, sort_info in ipairs(list_frame.sort_order) do
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@@ -143,47 +375,60 @@ function Aux.list.row_comparator(list_frame)
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end
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end
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function Aux.sheet.default_cell_initializer(alignment)
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return function(cell_frame)
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local text = cell_frame:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightSmall')
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text:SetAllPoints(cell_frame)
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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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end
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end
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-------------------------------------------------------------------------------
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-- Initialize the list with the column information
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-------------------------------------------------------------------------------
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function Aux.list.initialize(frame, physical_columns, logical_columns)
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frame.lines = 19
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frame.lineHeight = 16
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frame.content = {}
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frame.physical_columns = physical_columns
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frame.logical_columns = logical_columns
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frame.sort_order = {}
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for i, logical_column in logical_columns do
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if i ~= BUYOUT_UNIT and i ~= NAME then
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tinsert(frame.sort_order, { logical_column = logical_column, sort_ascending = true })
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end
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end
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tinsert(frame.sort_order, 1, { logical_column = logical_columns[BUYOUT_UNIT], sort_ascending = true })
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tinsert(frame.sort_order, 1, { logical_column = logical_columns[NAME], sort_ascending = true })
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for i = 1, MAX_COLUMNS do
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local button = getglobal(frame:GetName().."Column"..i.."Sort")
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local dropdown = getglobal(frame:GetName().."Column"..i.."DropDown")
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if (i <= table.getn(physical_columns)) then
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local physical_column = physical_columns[i]
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local logical_column = physical_column.logical_column
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UIDropDownMenu_SetSelectedID(dropdown, Aux.util.index_of(logical_column, logical_columns))
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getglobal(button:GetName().."Arrow"):Hide()
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getglobal(button:GetName().."Text"):SetText(logical_column.title)
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button:Show()
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if (getn(physical_column.logical_columns) > 1) then
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dropdown:Show();
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else
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dropdown:Hide();
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end
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Aux.sheet.create(frame, physical_columns)
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--frame.lines = 19
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--frame.lineHeight = 16
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--frame.content = {}
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--frame.physical_columns = physical_columns
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--frame.logical_columns = logical_columns
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Aux.list.set_column_width(frame, i, physical_column.width);
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else
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button:Hide()
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dropdown:Hide()
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end
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end
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--frame.sort_order = {}
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--for i, logical_column in logical_columns do
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--if i ~= BUYOUT_UNIT and i ~= NAME then
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--tinsert(frame.sort_order, { logical_column = logical_column, sort_ascending = true })
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--end
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--end
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--tinsert(frame.sort_order, 1, { logical_column = logical_columns[BUYOUT_UNIT], sort_ascending = true })
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--tinsert(frame.sort_order, 1, { logical_column = logical_columns[NAME], sort_ascending = true })
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--for i = 1, MAX_COLUMNS do
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--local button = getglobal(frame:GetName().."Column"..i.."Sort")
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--local dropdown = getglobal(frame:GetName().."Column"..i.."DropDown")
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--if (i <= table.getn(physical_columns)) then
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--local physical_column = physical_columns[i]
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--local logical_column = physical_column.logical_column
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--UIDropDownMenu_SetSelectedID(dropdown, Aux.util.index_of(logical_column, logical_columns))
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--getglobal(button:GetName().."Arrow"):Hide()
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--getglobal(button:GetName().."Text"):SetText(logical_column.title)
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--button:Show()
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--if (getn(physical_column.logical_columns) > 1) then
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--dropdown:Show();
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--else
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--dropdown:Hide();
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--end
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--Aux.list.set_column_width(frame, i, physical_column.width);
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--else
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--button:Hide()
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--dropdown:Hide()
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--end
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--end
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end
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-------------------------------------------------------------------------------
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