Aux.buy = {} local process_auction, set_message, report, show_dialog, find_auction, hide_sheet, show_sheet, alpha_setter local auctions local selectedAuctions = {} local search_query local tooltip_patterns = {} local current_page local refresh local function alpha_setter(cell, datum) cell:SetAlpha(datum.gone and 0.4 or 1) end local BUY, BID, FULL = 1, 2, 3 Aux.buy.modes = { [BUY] = { name = 'Buy', on_cell_click = function (sheet, row_index, column_index) local entry_index = row_index + FauxScrollFrame_GetOffset(sheet.scroll_frame) AuxBuyEntry_OnClick(entry_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 = '#', 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) -- alpha_setter(cell, group) end, }, { title = 'Auction Item', width = 274, 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) -- alpha_setter(cell, group) end, }, { title = 'Lvl', width = 23, comparator = function(group1, group2) return Aux.util.compare(group1[1].level, group2[1].level, Aux.util.GT) end, cell_initializer = Aux.sheet.default_cell_initializer('RIGHT'), cell_setter = function(cell, group) local level = max(1, group[1].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 = 'Auctions', width = 83, comparator = function(group1, group2) return Aux.util.compare(getn(group1), getn(group2), Aux.util.LT) end, cell_initializer = Aux.sheet.default_cell_initializer('RIGHT'), cell_setter = function(cell, group) cell.text:SetText(getn(group)) -- alpha_setter(cell, group) end, }, { title = 'Buy/ea', width = 90, 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)) -- alpha_setter(cell, group) end, }, { title = 'Buy', width = 90, 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)) -- alpha_setter(cell, group) end, }, }, }, [BID] = { name = 'Bid', on_cell_click = function (sheet, row_index, column_index) local entry_index = row_index + FauxScrollFrame_GetOffset(sheet.scroll_frame) AuxBuyEntry_OnClick(entry_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 = '#', 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) 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) 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) 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) 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) alpha_setter(cell, datum) end, }, { title = 'Bid/ea', width = 140, 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 = 'Bid', width = 140, 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, }, }, }, [FULL] = { name = 'Full', on_cell_click = function (sheet, row_index, column_index) local entry_index = row_index + FauxScrollFrame_GetOffset(sheet.scroll_frame) AuxBuyEntry_OnClick(entry_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 = '#', 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) 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) 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) 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) 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) 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)) 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)) 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)) 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)) alpha_setter(cell, datum) end, }, }, }, } function Aux.buy.exit() Aux.buy.dialog_cancel() current_page = nil end function Aux.buy.on_open() 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() show_sheet() AuxBuySearchButton:Enable() end ----------------------------------------- function Aux.buy.StopButton_onclick() Aux.scan.abort() end function show_sheet() AuxBuyBuyList:Hide() AuxBuyBidList:Hide() AuxBuyFullList:Hide() local mode = UIDropDownMenu_GetSelectedValue(AuxBuyModeDropDown) if mode == BUY then AuxBuyBuyList:Show() elseif mode == BID then AuxBuyBidList:Show() elseif mode == FULL then AuxBuyFullList:Show() 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() } set_message('Starting scan') Aux.scan.start{ query = search_query, page = 0, on_submit_query = function() current_page = nil end, on_page_loaded = function(page) current_page = page end, on_start_page = function(page, total_pages) set_message('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 process_auction(auction_item, current_page) end end end, on_complete = function() auctions = auctions or {} if getn(auctions) == 0 then set_message("No auctions were found") else AuxBuyMessage:Hide() end AuxBuyStopButton:Hide() AuxBuySearchButton:Show() refresh = true end, on_abort = function() auctions = auctions or {} if getn(auctions) == 0 then set_message("No auctions were found") else AuxBuyMessage:Hide() end AuxBuyStopButton:Hide() AuxBuySearchButton:Show() refresh = true end, next_page = function(page, total_pages) local last_page = max(total_pages - 1, 0) if page < last_page then return page + 1 end end, } end ----------------------------------------- function set_message(msg) Aux.log(msg) end ----------------------------------------- function show_dialog(buyout_mode, entry, amount) AuxBuyConfirmation.tooltip = entry.tooltip AuxBuyConfirmation.EnhTooltip_info = entry.EnhTooltip_info AuxBuyConfirmationActionButton:Disable() AuxBuyConfirmationItem:SetNormalTexture(entry.texture) AuxBuyConfirmationItemName:SetText(entry.name) 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 hide_sheet() AuxBuyConfirmation:Show() end function find_auction(entry, buyout_mode, express_mode) if entry.gone then return end if buyout_mode and not entry.buyout_price then return end -- if not buyout_mode and entry.high_bidder == UnitName('player') then -- return -- end 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 local order_key = Aux.auction_key(entry.tooltip, entry.stack_size, amount) 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 auction_amount if buyout_mode then auction_amount = auction_item.buyout_price else auction_amount = bid end local key = Aux.auction_key(auction_item.tooltip, stack_size, auction_amount) if key == order_key then ctrl.suspend() found = true if express_mode then if GetMoney() >= amount then PlaceAuctionBid("list", i, amount) 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) entry.gone = true refresh = true else Aux.log('Not enough money.') end Aux.scan.abort() AuxBuySearchButton:Enable() AuxBuyConfirmation:Hide() show_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_index) local express_mode = IsAltKeyDown() local buyout_mode = arg1 == 'LeftButton' local entry = auctions[entry_index] if IsControlKeyDown() then DressUpItemLink(entry.hyperlink) else find_auction(entry, buyout_mode, express_mode) end end ----------------------------------------- function process_auction(auction_item, current_page) auctions = auctions or {} 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) if auction_item.owner ~= UnitName('player') then tinsert(auctions, { 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, EnhTooltip_info = auction_item.EnhTooltip_info, }) end end ----------------------------------------- function Aux.buy.onupdate() if refresh then refresh = false Aux_Buy_ScrollbarUpdate() end end ----------------------------------------- function Aux_Buy_ScrollbarUpdate() local mode = UIDropDownMenu_GetSelectedValue(AuxBuyModeDropDown) if mode == BUY then Aux.list.populate(AuxBuyBuyList.sheet, auctions and Aux.util.group_by(auctions, {'buyout_price', 'stack_size'}) or {}) elseif mode == BID then Aux.list.populate(AuxBuyBidList.sheet, auctions or {}) elseif mode == FULL then Aux.list.populate(AuxBuyFullList.sheet, auctions or {}) 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() UIDropDownMenu_AddButton{ text = ALL, value = -1, func = AuxBuyQualityDropDown_OnClick, } for i=0,getn(ITEM_QUALITY_COLORS)-2 do UIDropDownMenu_AddButton{ text = getglobal("ITEM_QUALITY"..i.."_DESC"), value = i, func = function() UIDropDownMenu_SetSelectedValue(AuxBuyQualityDropDown, this.value) end, } 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) end, } end end