Aux.buy = {} local create_auction_record, show_dialog, find_auction, hide_sheet, update_sheet, auction_alpha_setter, group_alpha_setter local auctions local selectedAuctions = {} local search_query local tooltip_patterns = {} local current_page local refresh function auction_alpha_setter(cell, auction) cell:SetAlpha(auction.gone and 0.3 or 1) end function group_alpha_setter(cell, group) cell:SetAlpha(Aux.util.all(group, function(auction) return auction.gone end) and 0.3 or 1) end local BUYOUT, BID, FULL = 1, 2, 3 Aux.buy.modes = { [BUYOUT] = { name = 'Buyout', on_cell_click = function (sheet, row_index, column_index) local data_index = row_index + FauxScrollFrame_GetOffset(sheet.scroll_frame) AuxBuyEntry_OnClick(Aux.util.filter(sheet.data[data_index], function(auction) return not auction.gone end)[1] or sheet.data[data_index][1]) end, on_cell_enter = function (sheet, row_index, column_index) sheet.rows[row_index].highlight:SetAlpha(.5) end, on_cell_leave = function (sheet, row_index, column_index) sheet.rows[row_index].highlight:SetAlpha(0) end, columns = { { title = 'Avail', width = 40, comparator = function(group1, group2) return Aux.util.compare(getn(Aux.util.filter(group1, function(auction) return not auction.gone end)), getn(Aux.util.filter(group2, function(auction) return not auction.gone end)), Aux.util.LT) end, cell_initializer = Aux.sheet.default_cell_initializer('RIGHT'), cell_setter = function(cell, group) cell.text:SetText(getn(Aux.util.filter(group, function(auction) return not auction.gone end))) group_alpha_setter(cell, group) end, }, { title = 'Auction Item', width = 312, comparator = function(group1, group2) return Aux.util.compare(group1[1].name, group2[1].name, 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, group) cell.tooltip = group[1].tooltip cell.EnhTooltip_info = group[1].EnhTooltip_info cell.icon.icon_texture:SetTexture(group[1].texture) if not group[1].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('['..group[1].tooltip[1][1].text..']') local color = ITEM_QUALITY_COLORS[group[1].quality] cell.text:SetTextColor(color.r, color.g, color.b) group_alpha_setter(cell, group) end, }, { title = 'Qty', width = 23, comparator = function(group1, group2) return Aux.util.compare(group1[1].stack_size, group2[1].stack_size, Aux.util.LT) end, cell_initializer = Aux.sheet.default_cell_initializer('RIGHT'), cell_setter = function(cell, group) cell.text:SetText(group[1].stack_size) group_alpha_setter(cell, group) end, }, { title = 'Buy/ea', width = 110, comparator = function(group1, group2) return Aux.util.compare(group1[1].buyout_price_per_unit, group2[1].buyout_price_per_unit, Aux.util.GT) end, cell_initializer = Aux.sheet.default_cell_initializer('RIGHT'), cell_setter = function(cell, group) cell.text:SetText(Aux.util.money_string(group[1].buyout_price_per_unit)) group_alpha_setter(cell, group) end, }, { title = 'Buy', width = 110, comparator = function(group1, group2) return Aux.util.compare(group1[1].buyout_price, group2[1].buyout_price, Aux.util.GT) end, cell_initializer = Aux.sheet.default_cell_initializer('RIGHT'), cell_setter = function(cell, group) cell.text:SetText(Aux.util.money_string(group[1].buyout_price)) group_alpha_setter(cell, group) end, }, }, sort_order = {{column = 2, order = 'ascending' }, {column = 4, order = 'ascending'}}, }, [BID] = { name = 'Bid', on_cell_click = function (sheet, row_index, column_index) local data_index = row_index + FauxScrollFrame_GetOffset(sheet.scroll_frame) AuxBuyEntry_OnClick(sheet.data[data_index]) end, on_cell_enter = function (sheet, row_index, column_index) sheet.rows[row_index].highlight:SetAlpha(.5) end, on_cell_leave = function (sheet, row_index, column_index) sheet.rows[row_index].highlight:SetAlpha(0) end, columns = { { title = 'Page', width = 40, comparator = function(row1, row2) return Aux.util.compare(row1.page, row2.page, Aux.util.LT) end, cell_initializer = Aux.sheet.default_cell_initializer('RIGHT'), cell_setter = function(cell, datum) cell.text:SetText(datum.page) auction_alpha_setter(cell, datum) end, }, { title = 'Auction Item', width = 206, 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) auction_alpha_setter(cell, datum) end, }, { title = 'Left', width = 30, 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) auction_alpha_setter(cell, datum) end, }, { title = 'Status', width = 70, comparator = function(auction1, auction2) return Aux.util.compare(auction1.status, auction2.status, Aux.util.GT) end, cell_initializer = Aux.sheet.default_cell_initializer('CENTER'), cell_setter = function(cell, auction) cell.text:SetText(auction.status) auction_alpha_setter(cell, auction) end, }, { title = 'Qty', width = 23, 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) auction_alpha_setter(cell, datum) end, }, { title = 'Bid/ea', width = 110, 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)) auction_alpha_setter(cell, datum) end, }, { title = 'Bid', width = 110, 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)) auction_alpha_setter(cell, datum) end, }, }, sort_order = {{column = 2, order = 'ascending' }, {column = 6, order = 'ascending' }, {column = 3, order = 'ascending'}}, }, [FULL] = { name = 'Full', on_cell_click = function (sheet, row_index, column_index) local data_index = row_index + FauxScrollFrame_GetOffset(sheet.scroll_frame) AuxBuyEntry_OnClick(sheet.data[data_index]) end, on_cell_enter = function (sheet, row_index, column_index) sheet.rows[row_index].highlight:SetAlpha(.5) end, on_cell_leave = function (sheet, row_index, column_index) sheet.rows[row_index].highlight:SetAlpha(0) end, columns = { { title = 'Qty', width = 23, 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) auction_alpha_setter(cell, datum) end, }, { title = 'Auction Item', width = 157, 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) auction_alpha_setter(cell, datum) end, }, { title = 'Lvl', width = 23, 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) auction_alpha_setter(cell, datum) end, }, { title = 'Left', width = 30, 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) auction_alpha_setter(cell, datum) end, }, { title = 'Owner', width = 70, 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) auction_alpha_setter(cell, datum) end, }, { title = 'Bid/ea', width = 70, 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)) auction_alpha_setter(cell, datum) end, }, { title = 'Buy/ea', width = 70, 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)) auction_alpha_setter(cell, datum) end, }, { title = 'Bid', width = 70, 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)) auction_alpha_setter(cell, datum) end, }, { title = 'Buy', width = 70, 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)) auction_alpha_setter(cell, datum) end, }, }, sort_order = {}, }, } function Aux.buy.exit() Aux.buy.dialog_cancel() current_page = nil end function Aux.buy.on_open() AuxBuySearchButton:Show() AuxBuyStopButton:Hide() update_sheet() end function Aux_AuctionFrameBid_Update() Aux.orig.AuctionFrameBid_Update() if PanelTemplates_GetSelectedTab(AuctionFrame) == Aux.tabs.buy.index and AuctionFrame:IsShown() then Aux_HideElems(Aux.tabs.buy.hiddenElements) end end function Aux.buy.dialog_cancel() Aux.scan.abort() AuxBuyConfirmation:Hide() update_sheet() AuxBuySearchButton:Enable() end function Aux.buy.StopButton_onclick() Aux.scan.abort() end function update_sheet() AuxBuyBuyList:Hide() AuxBuyBidList:Hide() AuxBuyFullList:Hide() local mode = UIDropDownMenu_GetSelectedValue(AuxBuyModeDropDown) if mode == BUYOUT then AuxBuyBuyList:Show() elseif mode == BID then AuxBuyBidList:Show() elseif mode == FULL then AuxBuyFullList:Show() end local mode = UIDropDownMenu_GetSelectedValue(AuxBuyModeDropDown) if mode == BUYOUT then local buyout_auctions = auctions and Aux.util.filter(auctions, function(auction) return auction.owner ~= UnitName('player') and auction.buyout_price end) or {} Aux.list.populate(AuxBuyBuyList.sheet, auctions and Aux.util.group_by(buyout_auctions, function(a1, a2) return a1.hyperlink == a2.hyperlink and a1.stack_size == a2.stack_size and a1.buyout_price == a2.buyout_price end) or {}) elseif mode == BID then local bid_auctions = auctions and Aux.util.filter(auctions, function(auction) return auction.owner ~= UnitName('player') end) or {} Aux.list.populate(AuxBuyBidList.sheet, bid_auctions) elseif mode == FULL then Aux.list.populate(AuxBuyFullList.sheet, auctions or {}) end end function hide_sheet() AuxBuyBuyList:Hide() AuxBuyBidList:Hide() AuxBuyFullList:Hide() end function Aux.buy.SearchButton_onclick() if not AuxBuySearchButton:IsVisible() then return end AuxBuySearchButton:Hide() AuxBuyStopButton:Show() auctions = nil selectedAuctions = {} refresh = true local category = UIDropDownMenu_GetSelectedValue(AuxBuyCategoryDropDown) local tooltip_patterns = Aux.util.set_to_array(tooltip_patterns) search_query = { name = AuxBuyNameInputBox:GetText(), min_level = AuxBuyMinLevel:GetText(), max_level = AuxBuyMaxLevel:GetText(), slot = category and category.slot, class = category and category.class, subclass = category and category.subclass, quality = UIDropDownMenu_GetSelectedValue(AuxBuyQualityDropDown), usable = AuxBuyUsableCheckButton:GetChecked() } Aux.log('Starting scan') Aux.scan.start{ query = search_query, page = AuxBuyAllPagesCheckButton:GetChecked() and 0 or AuxBuyPageEditBox:GetNumber(), on_submit_query = function() current_page = nil end, on_page_loaded = function(page) current_page = page end, on_start_page = function(page, total_pages) Aux.log('Scanning page ' .. page + 1 .. (total_pages > 0 and ' out of ' .. total_pages or '')) end, on_read_auction = function(i) local auction_item = Aux.info.auction_item(i) if auction_item then if (auction_item.name == search_query.name or search_query.name == '' or not AuxBuyExactCheckButton:GetChecked()) and Aux.info.tooltip_match(tooltip_patterns, auction_item.tooltip) then auctions = auctions or {} tinsert(auctions, create_auction_record(auction_item, current_page)) end end end, on_complete = function() auctions = auctions or {} Aux.log('Scan completed: '..getn(auctions)..' auctions found') AuxBuyStopButton:Hide() AuxBuySearchButton:Show() refresh = true end, on_abort = function() auctions = auctions or {} Aux.log('Scan aborted: '..getn(auctions)..' auctions found') AuxBuyStopButton:Hide() AuxBuySearchButton:Show() refresh = true end, next_page = function(page, total_pages) if AuxBuyAllPagesCheckButton:GetChecked() then local last_page = max(total_pages - 1, 0) if page < last_page then return page + 1 end end end, } end function show_dialog(buyout_mode, entry, amount) AuxBuyConfirmation.tooltip = entry.tooltip AuxBuyConfirmation.EnhTooltip_info = entry.EnhTooltip_info AuxBuyConfirmationActionButton:Disable() AuxBuyConfirmationItemIconTexture:SetTexture(entry.texture) AuxBuyConfirmationItemName:SetText(entry.tooltip[1][1].text) local color = ITEM_QUALITY_COLORS[entry.quality] AuxBuyConfirmationItemName:SetTextColor(color.r, color.g, color.b) if entry.stack_size > 1 then AuxBuyConfirmationItemCount:SetText(entry.stack_size); AuxBuyConfirmationItemCount:Show() else AuxBuyConfirmationItemCount:Hide() end if buyout_mode then AuxBuyConfirmationActionButton:SetText('Buy') MoneyFrame_Update('AuxBuyConfirmationBuyoutPrice', amount) AuxBuyConfirmationBid:Hide() AuxBuyConfirmationBuyoutPrice:Show() else AuxBuyConfirmationActionButton:SetText('Bid') MoneyInputFrame_SetCopper(AuxBuyConfirmationBid, amount) AuxBuyConfirmationBuyoutPrice:Hide() AuxBuyConfirmationBid:Show() end AuxBuyConfirmation:Show() end function find_auction(entry, buyout_mode, express_mode) if entry.gone then Aux.log('Auction not available') return end if buyout_mode and not entry.buyout_price then Aux.log('Auction has no buyout price') return end Aux.log('Processing '..(buyout_mode and 'buyout' or 'bid')..' request') AuxBuySearchButton:Disable() local amount if buyout_mode then amount = entry.buyout_price else amount = entry.bid end if not express_mode then show_dialog(buyout_mode, entry, amount) end PlaySound('igMainMenuOptionCheckBoxOn') local found Aux.scan.start{ query = search_query, page = entry.page ~= current_page and entry.page, on_submit_query = function() current_page = nil end, on_page_loaded = function(page) current_page = page end, on_read_auction = function(i, ctrl) local auction_item = Aux.info.auction_item(i) if not auction_item then return end local stack_size = auction_item.charges or auction_item.count local bid = (auction_item.current_bid > 0 and auction_item.current_bid or auction_item.min_bid) + auction_item.min_increment local signature = Aux.auction_signature(auction_item.hyperlink, stack_size, bid, auction_item.buyout_price) if entry.signature == signature then ctrl.suspend() found = true Aux.log('Matching auction found') if express_mode then if GetMoney() >= amount then PlaceAuctionBid("list", i, amount) Aux.log((buyout_mode and 'Purchased ' or 'Bid on ')..entry.hyperlink..' x '..entry.stack_size) entry.gone = true refresh = true else Aux.log('Not enough money.') end Aux.scan.abort() else Aux.buy.dialog_action = function() if GetMoney() >= amount then PlaceAuctionBid("list", i, amount) Aux.log((buyout_mode and 'Purchased ' or 'Bid on ')..entry.hyperlink..' x '..entry.stack_size) entry.gone = true refresh = true else Aux.log('Not enough money.') end Aux.scan.abort() AuxBuySearchButton:Enable() AuxBuyConfirmation:Hide() update_sheet() end AuxBuyConfirmationActionButton:Enable() end end end, on_complete = function() if not found then entry.gone = true refresh = true Aux.buy.dialog_cancel() end if express_mode then AuxBuySearchButton:Enable() end end, on_abort = function() if express_mode then AuxBuySearchButton:Enable() end end, next_page = function(page, total_pages) if not page or page == entry.page then return entry.page - 1 end end, } end function AuxBuyEntry_OnClick(entry) local express_mode = IsAltKeyDown() local buyout_mode = arg1 == 'LeftButton' if IsControlKeyDown() then DressUpItemLink(entry.hyperlink) else find_auction(entry, buyout_mode, express_mode) end end function create_auction_record(auction_item, current_page) local stack_size = auction_item.charges or auction_item.count local bid = (auction_item.current_bid > 0 and auction_item.current_bid or auction_item.min_bid) + auction_item.min_increment local buyout_price = auction_item.buyout_price > 0 and auction_item.buyout_price or nil local buyout_price_per_unit = buyout_price and Aux_Round(auction_item.buyout_price/stack_size) local status if auction_item.current_bid == 0 then status = 'No Bid' elseif auction_item.high_bidder then status = GREEN_FONT_COLOR_CODE..'Your Bid'..FONT_COLOR_CODE_CLOSE else status = RED_FONT_COLOR_CODE .. 'Other Bidder'..FONT_COLOR_CODE_CLOSE end return { signature = Aux.auction_signature(auction_item.hyperlink, stack_size, bid, auction_item.buyout_price), name = auction_item.name, level = auction_item.level, texture = auction_item.texture, tooltip = auction_item.tooltip, stack_size = stack_size, buyout_price = buyout_price, buyout_price_per_unit = buyout_price_per_unit, quality = auction_item.quality, hyperlink = auction_item.hyperlink, itemstring = auction_item.itemstring, page = current_page, bid = bid, bid_per_unit = Aux_Round(bid/stack_size), owner = auction_item.owner, duration = auction_item.duration, usable = auction_item.usable, high_bidder = auction_item.high_bidder, status = status, EnhTooltip_info = auction_item.EnhTooltip_info, } end function Aux.buy.onupdate() if refresh then refresh = false update_sheet() end end function AuxBuyCategoryDropDown_Initialize(arg1) local level = arg1 or 1 if level == 1 then local value = {} UIDropDownMenu_AddButton({ text = ALL, value = value, func = AuxBuyCategoryDropDown_OnClick, }, 1) for i, class in pairs({ GetAuctionItemClasses() }) do local value = { class = i } UIDropDownMenu_AddButton({ hasArrow = GetAuctionItemSubClasses(value.class), text = class, value = value, func = AuxBuyCategoryDropDown_OnClick, }, 1) end end if level == 2 then local menu_value = UIDROPDOWNMENU_MENU_VALUE for i, subclass in pairs({ GetAuctionItemSubClasses(menu_value.class) }) do local value = { class = menu_value.class, subclass = i } UIDropDownMenu_AddButton({ hasArrow = GetAuctionInvTypes(value.class, value.subclass), text = subclass, value = value, func = AuxBuyCategoryDropDown_OnClick, }, 2) end end if level == 3 then local menu_value = UIDROPDOWNMENU_MENU_VALUE for i, slot in pairs({ GetAuctionInvTypes(menu_value.class, menu_value.subclass) }) do local slot_name = getglobal(slot) local value = { class = menu_value.class, subclass = menu_value.subclass, slot = i } UIDropDownMenu_AddButton({ text = slot_name, value = value, func = AuxBuyCategoryDropDown_OnClick, }, 3) end end end function AuxBuyCategoryDropDown_OnClick() local qualified_name = ({ GetAuctionItemClasses() })[this.value.class] or 'All' if this.value.subclass then local subclass_name = ({ GetAuctionItemSubClasses(this.value.class) })[this.value.subclass] qualified_name = qualified_name .. ' - ' .. subclass_name if this.value.slot then local slot_name = getglobal(({ GetAuctionInvTypes(this.value.class, this.value.subclass) })[this.value.slot]) qualified_name = qualified_name .. ' - ' .. slot_name end end UIDropDownMenu_SetSelectedValue(AuxBuyCategoryDropDown, this.value) UIDropDownMenu_SetText(qualified_name, AuxBuyCategoryDropDown) CloseDropDownMenus(1) end function AuxBuyQualityDropDown_Initialize() local function on_click() UIDropDownMenu_SetSelectedValue(AuxBuyQualityDropDown, this.value) end UIDropDownMenu_AddButton{ text = ALL, value = -1, func = on_click, } for i=0,getn(ITEM_QUALITY_COLORS)-2 do UIDropDownMenu_AddButton{ text = getglobal("ITEM_QUALITY"..i.."_DESC"), value = i, func = on_click, } end end function AuxBuyTooltipButton_OnClick() local pattern = AuxBuyTooltipInputBox:GetText() if pattern ~= '' then Aux.util.set_add(tooltip_patterns, pattern) if DropDownList1:IsVisible() then Aux.buy.toggle_tooltip_dropdown() end Aux.buy.toggle_tooltip_dropdown() end AuxBuyTooltipInputBox:SetText('') end function AuxBuyTooltipDropDown_Initialize() for pattern, _ in tooltip_patterns do UIDropDownMenu_AddButton{ text = pattern, value = pattern, func = AuxBuyTooltipDropDown_OnClick, notCheckable = true, } end end function AuxBuyTooltipDropDown_OnClick() Aux.util.set_remove(tooltip_patterns, this.value) end function Aux.buy.toggle_tooltip_dropdown() ToggleDropDownMenu(1, nil, AuxBuyTooltipDropDown, AuxBuyTooltipInputBox, -12, 4) end function AuxBuyModeDropDown_Initialize() for i, mode in ipairs(Aux.buy.modes) do UIDropDownMenu_AddButton{ text = mode.name, value = i, func = function() UIDropDownMenu_SetSelectedValue(AuxBuyModeDropDown, this.value) update_sheet() end, } end end