Aux.buy = {} local process_auction, set_message, report, tooltip_match, show_dialog local entries local selectedEntries = {} local search_query local tooltip_patterns = {} local current_page local refresh function Aux.buy.exit() Aux.buy.dialog_cancel() current_page = nil 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() AuxBuyDialog:Hide() AuxBuySearchButton:Enable() end ----------------------------------------- function Aux.buy.StopButton_onclick() Aux.scan.abort() end ----------------------------------------- function Aux.buy.SearchButton_onclick() if not AuxBuySearchButton:IsVisible() then return end AuxBuySearchButton:Hide() AuxBuyStopButton:Show() entries = nil selectedEntries = {} refresh = true local category = UIDropDownMenu_GetSelectedValue(AuxBuyCategoryDropDown) local tooltip_patterns = Aux.util.set_to_array(tooltip_patterns) search_query = { name = AuxBuyNameInputBox:GetText(), slot = category and category.slot, class = category and category.class, subclass = category and category.subclass, usable = AuxBuyUsableCheckButton:GetChecked() } set_message('Scanning auctions ...') Aux.scan.start{ query = search_query, page = 0, on_start_page = function(ok, page, total_pages) current_page = page set_message('Scanning auctions: page ' .. page + 1 .. (total_pages and ' out of ' .. total_pages or '') .. ' ...') return ok() end, on_read_auction = function(ok, 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 tooltip_match(tooltip_patterns, auction_item.tooltip) then process_auction(auction_item, current_page) end end return ok() end, on_complete = function() entries = entries or {} AuxBuyStopButton:Hide() AuxBuySearchButton:Show() refresh = true end, on_abort = function() entries = entries or {} 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) AuxBuyMessage:SetText(msg) AuxBuyMessage:Show() end ----------------------------------------- function show_dialog(buyout_mode, hyperlink, stack_size, amount) AuxBuyDialogActionButton:Disable() AuxBuyDialogHTML:SetFontObject('h1', GameFontWhite) AuxBuyDialogHTML:SetScript('OnHyperlinkClick', function() SetItemRef(arg1) end) AuxBuyDialogHTML:SetText(string.format( [[

%s x %i

]], hyperlink, stack_size )) if buyout_mode then AuxBuyDialogActionButton:SetText('Buy') MoneyFrame_Update('AuxBuyDialogBuyoutPrice', amount) AuxBuyDialogBid:Hide() AuxBuyDialogBuyoutPrice:Show() else AuxBuyDialogActionButton:SetText('Bid') MoneyInputFrame_SetCopper(AuxBuyDialogBid, amount) AuxBuyDialogBuyoutPrice:Hide() AuxBuyDialogBid:Show() end AuxBuyDialog:Show() end ----------------------------------------- function AuxBuyEntry_OnClick(entry_index) local express_mode = IsAltKeyDown() local buyout_mode = arg1 == "LeftButton" local entry = entries[entry_index] if buyout_mode and not entry.buyout_price then return end if IsControlKeyDown() then DressUpItemLink(entry.hyperlink) 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.hyperlink, entry.stack_size, 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_start_page = function(ok, page) current_page = page return ok() end, on_read_auction = function(ok, i) local auction_item = Aux.info.auction_item(i) if not auction_item then return ok() 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 found = true if express_mode then if GetMoney() >= amount then tremove(entries, entry_index) refresh = true end PlaceAuctionBid("list", i, amount) Aux.scan.abort() else Aux.buy.dialog_action = function() if GetMoney() >= amount then tremove(entries, entry_index) refresh = true end PlaceAuctionBid("list", i, amount) Aux.scan.abort() AuxBuySearchButton:Enable() AuxBuyDialog:Hide() end AuxBuyDialogActionButton:Enable() end end return ok() end, on_complete = function() if not found then tremove(entries, entry_index) 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, } end function AuxBuyEntry_OnEnter(entry_index) local entry = entries[entry_index] Aux.info.set_game_tooltip(this, entry.tooltip) if(EnhTooltip ~= nil) then EnhTooltip.TooltipCall(GameTooltip, entry.name, entry.hyperlink, entry.quality, entry.stack_size) end end ----------------------------------------- function process_auction(auction_item, current_page) entries = entries 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(entries, { name = auction_item.name, 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, }) end end ----------------------------------------- function Aux.buy.onupdate() if refresh then refresh = false Aux_Buy_ScrollbarUpdate() end end ----------------------------------------- function Aux_Buy_ScrollbarUpdate() Aux.list.populate(AuxBuyList, entries or {}) -- if entries then -- table.sort(entries, function(a,b) return a.buyout_price_per_unit < b.buyout_price_per_unit end) -- end if entries and getn(entries) == 0 then set_message("No auctions were found") else AuxBuyMessage:Hide() end end ----------------------------------------- function tooltip_match(patterns, tooltip) return Aux.util.all(patterns, function(pattern) return Aux.util.any(tooltip, function(line) local left_match = line[1].text and strfind(strupper(line[1].text), strupper(pattern), 1, true) local right_match = line[2].text and strfind(strupper(line[2].text), strupper(pattern), 1, true) return left_match or right_match end) 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 AuxBuySlotDropDown_Initialize() UIDropDownMenu_AddButton{ text= 'All', value = value, func = AuxBuySlotDropDown_OnClick('All', value), } -- for i, type in pairs({ GetAuctionInvTypes() }) do -- UIDropDownMenu_AddButton{ -- text = class, -- value = i, -- func = AuxBuySlotDropDown_OnClick(), -- } -- end end function AuxBuySlotDropDown_OnClick() UIDropDownMenu_SetSelectedValue(AuxBuySlotDropDown, this.value) end function AuxBuyTooltipButton_OnClick() local pattern = AuxBuyTooltipInputBox:GetText() if pattern ~= '' then Aux.util.set_add(tooltip_patterns, pattern) end AuxBuyTooltipInputBox:SetText('') if DropDownList1:IsVisible() then Aux.buy.toggle_tooltip_dropdown() end Aux.buy.toggle_tooltip_dropdown() end function AuxBuyTooltipRemoveButton_OnClick() Aux.util.set_remove(tooltip_patterns, AuxBuyTooltipInputBox:GetText()) AuxBuyTooltipInputBox:SetText('') if DropDownList1:IsVisible() then Aux.buy.toggle_tooltip_dropdown() end Aux.buy.toggle_tooltip_dropdown() end function AuxBuyTooltipDropDown_Initialize() for pattern, _ in tooltip_patterns do UIDropDownMenu_AddButton{ text = pattern, value = pattern, func = AuxBuyTooltipDropDown_OnClick, } 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