2c9013e797
Adds an optional purchase summary window to track gold use during a purchase session
227 lines
7.2 KiB
Lua
227 lines
7.2 KiB
Lua
module 'aux.util.purchase_summary'
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local T = require 'T'
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local aux = require 'aux'
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local gui = require 'aux.gui'
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local money = require 'aux.util.money'
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-- Purchase summary data storage
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local purchase_summaries = {}
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-- Purchase summary display frame
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local purchase_summary_frame
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function M.get_summaries()
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return purchase_summaries
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end
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function M.clear_summaries()
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T.wipe(purchase_summaries)
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end
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function M.add_purchase(name, texture, quantity, cost)
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if not name then return end
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if not purchase_summaries[name] then
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purchase_summaries[name] = {
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item_name = name,
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texture = texture or '',
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total_quantity = 0,
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total_cost = 0,
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purchase_count = 0
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}
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end
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purchase_summaries[name].total_quantity = purchase_summaries[name].total_quantity + (quantity or 0)
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purchase_summaries[name].total_cost = purchase_summaries[name].total_cost + (cost or 0)
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purchase_summaries[name].purchase_count = purchase_summaries[name].purchase_count + 1
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end
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function create_purchase_summary_frame()
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if purchase_summary_frame then return purchase_summary_frame end
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purchase_summary_frame = CreateFrame('Frame', 'AuxPurchaseSummary', UIParent)
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purchase_summary_frame:SetWidth(300)
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purchase_summary_frame:SetHeight(100)
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-- Position differently based on theme
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local y_offset = gui.is_blizzard() and 9 or -2
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purchase_summary_frame:SetPoint('BOTTOM', aux.frame, 'TOP', 0, y_offset)
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purchase_summary_frame:SetFrameLevel(aux.frame:GetFrameLevel())
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-- Use aux's standard panel styling
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gui.set_panel_style(purchase_summary_frame, 2, 2, 2, 2)
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purchase_summary_frame:Hide()
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-- Title text using aux color scheme
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local title = purchase_summary_frame:CreateFontString(nil, 'OVERLAY', 'GameFontHighlight')
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title:SetPoint('TOPLEFT', 8, -8)
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title:SetText('Purchase Summary')
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title:SetTextColor(aux.color.label.enabled())
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purchase_summary_frame.title = title
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-- Total spent amount aligned with cost column
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local total_spent_text = purchase_summary_frame:CreateFontString(nil, 'OVERLAY', 'GameFontHighlight')
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total_spent_text:SetPoint('TOPLEFT', 208, -8) -- Same x as cost column (200 + 8 offset)
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total_spent_text:SetWidth(80)
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total_spent_text:SetJustifyH('RIGHT')
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total_spent_text:SetTextColor(aux.color.label.enabled())
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purchase_summary_frame.total_spent_text = total_spent_text
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-- Column headers
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local header_item = purchase_summary_frame:CreateFontString(nil, 'OVERLAY', 'GameFontNormalSmall')
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header_item:SetPoint('TOPLEFT', title, 'BOTTOMLEFT', 0, -4)
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header_item:SetWidth(150)
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header_item:SetJustifyH('LEFT')
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header_item:SetText('Item')
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header_item:SetTextColor(aux.color.label.enabled())
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purchase_summary_frame.header_item = header_item
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local header_count = purchase_summary_frame:CreateFontString(nil, 'OVERLAY', 'GameFontNormalSmall')
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header_count:SetPoint('LEFT', header_item, 'RIGHT', 5, 0)
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header_count:SetWidth(40)
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header_count:SetJustifyH('RIGHT')
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header_count:SetText('Count')
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header_count:SetTextColor(aux.color.label.enabled())
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purchase_summary_frame.header_count = header_count
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local header_cost = purchase_summary_frame:CreateFontString(nil, 'OVERLAY', 'GameFontNormalSmall')
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header_cost:SetPoint('LEFT', header_count, 'RIGHT', 5, 0)
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header_cost:SetWidth(80)
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header_cost:SetJustifyH('RIGHT')
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header_cost:SetText('Gold Spent')
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header_cost:SetTextColor(aux.color.label.enabled())
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purchase_summary_frame.header_cost = header_cost
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-- Storage for row frames
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purchase_summary_frame.rows = {}
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return purchase_summary_frame
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end
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function M.update_display()
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local frame = create_purchase_summary_frame()
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-- Check if purchase summary is disabled
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if not aux.account_data.purchase_summary then
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frame:Hide()
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return
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end
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if not purchase_summaries or aux.size(purchase_summaries) == 0 then
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frame:Hide()
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return
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end
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-- Calculate total spent across all purchases
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local total_spent = 0
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for item_name, summary in purchase_summaries do
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total_spent = total_spent + (summary.total_cost or 0)
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end
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-- Update total spent display aligned with cost column
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if total_spent > 0 then
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-- Drop copper when displaying gold amounts (same logic as cost column)
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local total_string
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if total_spent >= 10000 then -- 1 gold = 10000 copper
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-- For gold amounts, round to silver and hide copper
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local rounded_total = aux.round(total_spent / 100) * 100 -- Round to nearest silver
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total_string = money.to_string(rounded_total, nil, true)
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else
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total_string = money.to_string(total_spent, nil, true) -- Show full amount for smaller values
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end
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frame.total_spent_text:SetText(total_string)
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frame.total_spent_text:Show()
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else
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frame.total_spent_text:Hide()
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end
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-- Clear existing row frames
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for _, row in frame.rows do
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row:Hide()
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end
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-- Create rows for each item
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local row_count = 0
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for item_name, summary in purchase_summaries do
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row_count = row_count + 1
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-- Create new row frame if needed
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if not frame.rows[row_count] then
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local row = CreateFrame('Frame', nil, frame)
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row:SetHeight(14)
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row:SetWidth(260) -- Reduced width
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-- Item name column
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local item_text = row:CreateFontString(nil, 'OVERLAY', 'GameFontNormal')
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item_text:SetPoint('TOPLEFT', row, 'TOPLEFT', 0, 0)
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item_text:SetWidth(150)
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item_text:SetJustifyH('LEFT')
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item_text:SetTextColor(aux.color.text.enabled())
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row.item_text = item_text
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-- Count column
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local count_text = row:CreateFontString(nil, 'OVERLAY', 'GameFontNormal')
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count_text:SetPoint('TOPLEFT', row, 'TOPLEFT', 155, 0) -- 150 + 5 spacing
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count_text:SetWidth(40)
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count_text:SetJustifyH('RIGHT')
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count_text:SetTextColor(aux.color.text.enabled())
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row.count_text = count_text
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-- Cost column
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local cost_text = row:CreateFontString(nil, 'OVERLAY', 'GameFontNormal')
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cost_text:SetPoint('TOPLEFT', row, 'TOPLEFT', 200, 0) -- 155 + 40 + 5 spacing
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cost_text:SetWidth(80)
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cost_text:SetJustifyH('RIGHT')
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cost_text:SetTextColor(aux.color.text.enabled())
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row.cost_text = cost_text
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frame.rows[row_count] = row
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end
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local row = frame.rows[row_count]
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-- Position the row relative to headers or previous row
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if row_count == 1 then
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row:SetPoint('TOPLEFT', frame.header_item, 'BOTTOMLEFT', 0, -2)
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else
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row:SetPoint('TOPLEFT', frame.rows[row_count - 1], 'BOTTOMLEFT', 0, 0)
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end
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-- Set the text content
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row.item_text:SetText(item_name)
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row.count_text:SetText(summary.total_quantity .. 'x')
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-- Drop copper when displaying gold amounts
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local cost = summary.total_cost or 0
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local cost_string
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if cost >= 10000 then -- 1 gold = 10000 copper
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-- For gold amounts, round to silver and hide copper
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local rounded_cost = aux.round(cost / 100) * 100 -- Round to nearest silver
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cost_string = money.to_string(rounded_cost, nil, true)
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else
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cost_string = money.to_string(cost, nil, true) -- Show full amount for smaller values
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end
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row.cost_text:SetText(cost_string)
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row:Show()
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end
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-- Resize frame to fit content
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local estimated_height = 44 + (row_count * 14) -- Header + rows with reduced padding
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frame:SetHeight(math.max(60, estimated_height))
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frame:Show()
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end
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function M.hide()
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if purchase_summary_frame then
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purchase_summary_frame:Hide()
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end
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end
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-- Set up handlers - use direct function references instead of M.
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function aux.handle.CLOSE()
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if purchase_summary_frame then
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purchase_summary_frame:Hide()
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end
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T.wipe(purchase_summaries)
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end |