Files
aux-addon-ClassicAPI/gui/purchase_summary.lua
T
MarcelineVQ 2c9013e797 [ add ] purchase summary window
Adds an optional purchase summary window to track gold use during a purchase session
2025-09-24 08:45:22 -07:00

227 lines
7.2 KiB
Lua

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