big refactoring

This commit is contained in:
Manuel Simon Hirsig
2016-08-22 18:25:25 +02:00
parent c0f8aece7e
commit dd0cabea93
9 changed files with 42 additions and 48 deletions
+10 -11
View File
@@ -10,7 +10,7 @@ game_tooltip_money = nil
function LOAD() function LOAD()
for func, hook in game_tooltip_hooks do for func, hook in game_tooltip_hooks do
local func, hook = func, hook local func, hook = func, hook
hook( _m.hook(
func, func,
function(...) function(...)
hooked_setter = true hooked_setter = true
@@ -211,24 +211,23 @@ function game_tooltip_hooks:SetCraftItem(skill, slot)
else else
link, quantity = GetCraftItemLink(skill), 1 link, quantity = GetCraftItemLink(skill), 1
end end
if link then extend_tooltip(GameTooltip, link, quantity) end if link then
extend_tooltip(GameTooltip, link, quantity)
end
end end
function game_tooltip_hooks:SetCraftSpell(slot) function game_tooltip_hooks:SetCraftSpell(slot)
local link = GetCraftItemLink(slot) if x(GetCraftItemLink(slot)) then
if link then extend_tooltip(GameTooltip, __, 1)
extend_tooltip(GameTooltip, link, 1)
end end
end end
function game_tooltip_hooks:SetTradeSkillItem(skill, slot) function game_tooltip_hooks:SetTradeSkillItem(skill, slot)
local link, quantity local link, quantity
if slot then if slot then
link = GetTradeSkillReagentItemLink(skill, slot) link, quantity = GetTradeSkillReagentItemLink(skill, slot), select(3, GetTradeSkillReagentInfo(skill, slot))
quantity = ({GetTradeSkillReagentInfo(skill, slot)})[3]
else else
link = GetTradeSkillItemLink(skill) link, quantity = GetTradeSkillItemLink(skill), 1
quantity = 1
end end
if link then if link then
extend_tooltip(GameTooltip, link, quantity) extend_tooltip(GameTooltip, link, quantity)
@@ -236,11 +235,11 @@ function game_tooltip_hooks:SetTradeSkillItem(skill, slot)
end end
function game_tooltip_hooks:SetAuctionSellItem() function game_tooltip_hooks:SetAuctionSellItem()
local name, _, quantity, _, _, _ = GetAuctionSellItemInfo() local name, _, quantity = GetAuctionSellItemInfo()
if name then if name then
for slot in inventory do for slot in inventory do
local link = GetContainerItemLink(unpack(slot)) local link = GetContainerItemLink(unpack(slot))
if link and ({info.parse_link(link)})[5] == name then if link and select(5, info.parse_link(link)) == name then
extend_tooltip(GameTooltip, link, quantity) extend_tooltip(GameTooltip, link, quantity)
return return
end end
+3 -6
View File
@@ -9,8 +9,7 @@ function LOAD()
local frame = CreateFrame('Frame', gui.name, UIParent) local frame = CreateFrame('Frame', gui.name, UIParent)
tinsert(UISpecialFrames, 'aux_frame1') tinsert(UISpecialFrames, 'aux_frame1')
gui.set_window_style(frame) gui.set_window_style(frame)
frame:SetWidth(768) gui.set_size(frame, 768, 447)
frame:SetHeight(447)
frame:SetPoint('LEFT', 100, 0) frame:SetPoint('LEFT', 100, 0)
frame:SetToplevel(true) frame:SetToplevel(true)
frame:SetMovable(true) frame:SetMovable(true)
@@ -36,8 +35,7 @@ function LOAD()
do do
local btn = gui.button(frame, 16) local btn = gui.button(frame, 16)
btn:SetPoint('BOTTOMRIGHT', -6, 6) btn:SetPoint('BOTTOMRIGHT', -6, 6)
btn:SetWidth(65) gui.set_size(btn, 65, 24)
btn:SetHeight(24)
btn:SetText 'Close' btn:SetText 'Close'
btn:SetScript('OnClick', L(frame.Hide, frame)) btn:SetScript('OnClick', L(frame.Hide, frame))
public.close_button = btn public.close_button = btn
@@ -45,8 +43,7 @@ function LOAD()
do do
local btn = gui.button(frame, 16) local btn = gui.button(frame, 16)
btn:SetPoint('RIGHT', close_button, 'LEFT' , -5, 0) btn:SetPoint('RIGHT', close_button, 'LEFT' , -5, 0)
btn:SetWidth(65) gui.set_size(btn, 65, 24)
btn:SetHeight(24)
btn:SetText 'Default UI' btn:SetText 'Default UI'
btn:SetScript('OnClick',function() btn:SetScript('OnClick',function()
if AuctionFrame:IsVisible() then HideUIPanel(AuctionFrame) else ShowUIPanel(AuctionFrame) end if AuctionFrame:IsVisible() then HideUIPanel(AuctionFrame) else ShowUIPanel(AuctionFrame) end
+1 -2
View File
@@ -524,8 +524,7 @@ end
function public.item(parent) function public.item(parent)
local item = CreateFrame('Frame', nil, parent) local item = CreateFrame('Frame', nil, parent)
item:SetWidth(260) set_size(item, 260, 40)
item:SetHeight(40)
local btn = CreateFrame('CheckButton', name, item, 'ActionButtonTemplate') local btn = CreateFrame('CheckButton', name, item, 'ActionButtonTemplate')
item.button = btn item.button = btn
btn:SetPoint('LEFT', 2, .5) btn:SetPoint('LEFT', 2, .5)
+22 -23
View File
@@ -1,15 +1,16 @@
local type, setmetatable, setfenv, unpack, mask, _g = type, setmetatable, setfenv, unpack, bit.band, getfenv(0) local type, setmetatable, setfenv, unpack, mask, _g = type, setmetatable, setfenv, unpack, bit.band, getfenv(0)
local PRIVATE, PUBLIC, MUTABLE, PROPERTY, ACCESSOR, MUTATOR = 0, 1, 2, 4, 8, 16 local PRIVATE, PUBLIC, MUTABLE, PROPERTY, ACCESSOR, MUTATOR, INITIALIZED = 0, 1, 2, 4, 8, 16, 32
local MODIFIER = {private=PRIVATE, public=PUBLIC, mutable=MUTABLE, accessor=ACCESSOR+PROPERTY, mutator=MUTATOR+PROPERTY} local MODIFIER = {private=PRIVATE, public=PUBLIC, mutable=MUTABLE, accessor=ACCESSOR+PROPERTY, mutator=MUTATOR+PROPERTY}
local MODIFIER_MASK, PROPERTY_MASK = {private=MUTABLE+ACCESSOR+MUTATOR, public=MUTABLE+ACCESSOR+MUTATOR, mutable=PRIVATE+PUBLIC, accessor=PRIVATE+PUBLIC, mutator=PRIVATE+PUBLIC}, PRIVATE+PUBLIC local MODIFIER_MASK, PROPERTY_MASK = {private=MUTABLE+ACCESSOR+MUTATOR, public=MUTABLE+ACCESSOR+MUTATOR, mutable=PRIVATE+PUBLIC, accessor=PRIVATE+PUBLIC, mutator=PRIVATE+PUBLIC}, PRIVATE+PUBLIC
local error, declaration_error, immutable_error, collision_error, void_error, set_property, lock_mt, env_mt, interface_mt, declarator_mt, importer_mt local error, modifier_error, property_error, immutable_error, collision_error, null_error, set_property, env_mt, interface_mt, declarator_mt, importer_mt
lock_mt = {} local _state, _modules = {}, {}
local _state, _modules = {}, setmetatable({}, lock_mt) local NULL = setmetatable({}, {__metatable=false, __index=error'NULL', __newindex=error'NULL'})
function error(message, level, ...) _g.error(format(message, unpack(arg))..'\n'..debugstack(3, 5, 0), (level or 1) + 1) end function error(message, ...) return function() _g.error(format(message, unpack(arg))..'\n'..debugstack(3, 10, 0)) end end
function declaration_error(level) error('Malformed declaration.', level + 1) end modifier_error = error 'Invalid modifiers.'
function immutable_error(key, level) error('Field "%s" is immutable.', level + 1, key) end property_error = error 'Accessor/Mutator must be function.'
function collision_error(key, level) error('Field "%s" already exists.', level + 1, key) end function immutable_error(key) return error('Field "%s" is immutable.', key) end
function void_error(key, level) error('No field "%s".', level + 1, key) end function collision_error(key) return error('Field "%s" already exists.', key) end
function null_error(key) error('No field "%s".', key) end
importer_mt = {__metatable=false} importer_mt = {__metatable=false}
function importer_mt.__index(self, key) _state[self][self] = key; return self end function importer_mt.__index(self, key) _state[self][self] = key; return self end
function importer_mt.__call(self, arg1, arg2) function importer_mt.__call(self, arg1, arg2)
@@ -31,7 +32,7 @@ function importer_mt.__call(self, arg1, arg2)
return self return self
end end
function set_property(data, property, value) function set_property(data, property, value)
if property and not data[property] and type(value) == 'function' or declaration_error(2) then if property and not data[property] and type(value) == 'function' or property_error() then
data[property] = value data[property] = value
end end
end end
@@ -39,20 +40,20 @@ declarator_mt = {__metatable=false}
function declarator_mt.__index(self, key) function declarator_mt.__index(self, key)
local state, modifier = _state[self], MODIFIER[key]; local modifiers = state.modifiers local state, modifier = _state[self], MODIFIER[key]; local modifiers = state.modifiers
if modifier then if modifier then
if mask(MODIFIER_MASK[key], modifiers) ~= modifiers then declaration_error(2) end if mask(MODIFIER_MASK[key], modifiers) ~= modifiers then modifier_error() end
state.modifiers = modifiers + modifier; return self state.modifiers = modifiers + modifier; return self
elseif not state.metadata[key] or collision_error(key, 2) then elseif not state.metadata[key] or collision_error(key) then
if mask(PROPERTY_MASK, modifiers) ~= modifiers then declaration_error(2) end if mask(PROPERTY_MASK, modifiers) ~= modifiers then modifier_error() end
state.property, state.metadata[key], state.modifiers = key, modifiers + PROPERTY, PRIVATE state.property, state.metadata[key], state.modifiers = key, modifiers + PROPERTY, PRIVATE
end end
end end
function declarator_mt.__newindex(self, key, value) function declarator_mt.__newindex(self, key, value)
local state = _state[self] local state = _state[self]
if state.metadata[key] then collision_error(key, 2) end if state.metadata[key] then collision_error(key) end
state.metadata[key] = state.modifiers state.metadata[key] = state.modifiers
if mask(PROPERTY, state.modifiers) == 0 then if mask(PROPERTY, state.modifiers) == 0 then
state.data[key] = value state.data[key] = value
elseif type(value) == 'function' or declaration_error(2) then elseif type(value) == 'function' or property_error() then
local data = mask(ACCESSOR, state.modifiers) ~= 0 and state.accessors or state.mutators local data = mask(ACCESSOR, state.modifiers) ~= 0 and state.accessors or state.mutators
state.property, data[key] = key, value state.property, data[key] = key, value
end end
@@ -67,7 +68,7 @@ do
return state.data[key] return state.data[key]
else else
local accessor = state.accessors[key] local accessor = state.accessors[key]
if accessor then return accessor() else return default[key] or void_error(key, 2) end if accessor then return accessor() else return default[key] or null_error(key) end
end end
end end
end end
@@ -77,7 +78,7 @@ do
if modifiers then if modifiers then
local mutator = state.mutators[key] local mutator = state.mutators[key]
if mutator then return mutator(value) end if mutator then return mutator(value) end
if mask(MUTABLE, modifiers) == 0 then immutable_error(key, 2) end if mask(MUTABLE, modifiers) == 0 then immutable_error(key) end
else else
state.metadata[key] = state.modifiers state.metadata[key] = state.modifiers
end end
@@ -85,10 +86,10 @@ do
end end
interface_mt = {__metatable=false, __index=index(PUBLIC, {})} interface_mt = {__metatable=false, __index=index(PUBLIC, {})}
function interface_mt.__newindex(self, key, value) function interface_mt.__newindex(self, key, value)
local state = _state[self]; local metadata = state.metadata or void_error(key, 2) local state = _state[self]; local metadata = state.metadata or null_error(key)
if mask(PUBLIC+MUTATOR, metadata) == PUBLIC+MUTATOR then if mask(PUBLIC+MUTATOR, metadata) == PUBLIC+MUTATOR then
return state.mutators[key](value) return state.mutators[key](value)
elseif mask(PUBLIC, metadata) == PUBLIC or immutable_error(key, 2) then elseif mask(PUBLIC, metadata) == PUBLIC or immutable_error(key) then
state.data[key] = value state.data[key] = value
end end
end end
@@ -105,13 +106,11 @@ function module(name)
mutators = {accessor=function(value) set_property(accessors, state.property, value) end, mutator=function(value) set_property(mutators, state.property, value) end} mutators = {accessor=function(value) set_property(accessors, state.property, value) end, mutator=function(value) set_property(mutators, state.property, value) end}
state = { state = {
env=env, interface=interface, modifiers=PRIVATE, env=env, interface=interface, modifiers=PRIVATE,
metadata = setmetatable({_g=PRIVATE, _m=PRIVATE, _i=PRIVATE, import=PRIVATE, private=PROPERTY+ACCESSOR, public=PROPERTY+ACCESSOR, mutable=PROPERTY+ACCESSOR, accessor=PROPERTY+ACCESSOR+MUTATOR, mutator=PROPERTY+ACCESSOR+MUTATOR}, lock_mt), metadata = {NULL=PRIVATE, _g=PRIVATE, _m=PRIVATE, _i=PRIVATE, import=PRIVATE, private=PROPERTY+ACCESSOR, public=PROPERTY+ACCESSOR, mutable=PROPERTY+ACCESSOR, accessor=PROPERTY+ACCESSOR+MUTATOR, mutator=PROPERTY+ACCESSOR+MUTATOR},
data = {_g=_g, _m=env, _i=interface, import=importer}, accessors=accessors, mutators=mutators, data = {NULL=NULL, _g=_g, _m=env, _i=interface, import=importer}, accessors=accessors, mutators=mutators,
} }
_modules[name], _state[env], _state[interface], _state[declarator], _state[importer] = state, state, state, state, state _modules[name], _state[env], _state[interface], _state[declarator], _state[importer] = state, state, state, state, state
setfenv(INIT, env); INIT() setfenv(INIT, env); INIT()
end end
setfenv(2, _modules[name].env) setfenv(2, _modules[name].env)
end end
local frame = CreateFrame 'Frame'; frame:RegisterEvent 'PLAYER_LOGIN'
frame:SetScript('OnEvent', function() lock_mt.__newindex = function() error 'Modules are frozen after the loading phase.' end end)
+1 -1
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@@ -1,4 +1,4 @@
module 'auction_listing' module 'auction_listing' import 'gui'
_g.aux_price_per_unit = false _g.aux_price_per_unit = false
+1 -1
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@@ -1,4 +1,4 @@
module 'auctions_tab' module 'auctions_tab' import 'gui'
function create_frames() function create_frames()
frame = CreateFrame('Frame', nil, frame) frame = CreateFrame('Frame', nil, frame)
+1 -1
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@@ -1,4 +1,4 @@
module 'bids_tab' module 'bids_tab' import 'gui'
function create_frames() function create_frames()
frame = CreateFrame('Frame', nil, frame) frame = CreateFrame('Frame', nil, frame)
+1 -1
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@@ -1,4 +1,4 @@
module 'post_tab' module 'post_tab' import 'gui'
function create_frames() function create_frames()
frame = CreateFrame('Frame', nil, frame) frame = CreateFrame('Frame', nil, frame)
+1 -1
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@@ -1,4 +1,4 @@
module 'search_tab' module 'search_tab' import 'gui'
FILTER_SPACING = 28.5 FILTER_SPACING = 28.5