468 lines
11 KiB
Lua
468 lines
11 KiB
Lua
Aux.buy = {}
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local record_auction, set_message, report, tooltip_match
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local entries
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local selectedEntries = {}
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local search_query
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local tooltip_patterns = {}
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local current_page
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local refresh
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function Aux.buy.exit()
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Aux.buy.buyout_dialog_cancel()
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current_page = nil
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end
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-----------------------------------------
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function Aux_AuctionFrameBids_Update()
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Aux.orig.AuctionFrameBids_Update()
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if PanelTemplates_GetSelectedTab(AuctionFrame) == Aux.tabs.buy.index and AuctionFrame:IsShown() then
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Aux_HideElems(Aux.tabs.buy.hiddenElements)
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end
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end
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-----------------------------------------
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function Aux.buy.buyout_dialog_cancel()
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Aux.scan.abort()
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AuxBuyBuyoutDialog:Hide()
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AuxBuySearchButton:Enable()
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end
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-----------------------------------------
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function Aux.buy.StopButton_onclick()
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Aux.scan.abort()
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end
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-----------------------------------------
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function Aux.buy.SearchButton_onclick()
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AuxBuySearchButton:Hide()
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AuxBuyStopButton:Show()
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entries = nil
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selectedEntries = {}
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refresh = true
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local category = UIDropDownMenu_GetSelectedValue(AuxBuyCategoryDropDown)
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local tooltip_patterns = Aux.util.set_to_array(tooltip_patterns)
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search_query = {
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name = AuxBuyNameInputBox:GetText(),
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slot = category and category.slot,
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class = category and category.class,
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subclass = category and category.subclass,
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usable = AuxBuyUsableCheckButton:GetChecked()
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}
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set_message('Scanning auctions ...')
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Aux.scan.start{
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query = search_query,
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start_page = 0,
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on_start_page = function(i)
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current_page = i
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set_message('Scanning auctions: page ' .. i + 1 .. ' ...')
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end,
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on_read_auction = function(i)
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local auction_item = Aux.info.auction_item(i)
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if not auction_item then
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return
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end
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local stack_size = auction_item.charges or auction_item.count
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if (auction_item.name == search_query.name or search_query.name == '' or not AuxBuyExactCheckButton:GetChecked()) and tooltip_match(tooltip_patterns, auction_item.tooltip) then
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record_auction(
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auction_item.name,
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auction_item.tooltip,
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stack_size,
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auction_item.buyout_price,
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auction_item.quality,
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auction_item.owner,
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auction_item.hyperlink,
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auction_item.itemstring,
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current_page
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)
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end
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end,
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on_complete = function()
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entries = entries or {}
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AuxBuyStopButton:Hide()
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AuxBuySearchButton:Show()
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refresh = true
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end,
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on_abort = function()
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entries = entries or {}
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AuxBuyStopButton:Hide()
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AuxBuySearchButton:Show()
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refresh = true
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end,
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next_page = function(page, auctions)
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if auctions == Aux.scan.MAX_AUCTIONS_PER_PAGE then
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return page + 1
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end
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end,
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}
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end
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-----------------------------------------
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function set_message(msg)
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AuxBuyMessage:SetText(msg)
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AuxBuyMessage:Show()
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end
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-----------------------------------------
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function AuxBuyEntry_OnClick()
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local express_mode = IsControlKeyDown()
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AuxBuySearchButton:Disable()
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local entry_index = this:GetID()
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local entry = entries[entry_index]
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if not express_mode then
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AuxBuyBuyoutDialogBuyButton:Disable()
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AuxBuyBuyoutDialogHTML:SetText(string.format(
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[[
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<html>
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<body>
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<h1>%s</h1>
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<br/>
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<p>
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Stack Size: %i
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<br/><br/>
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Buyout Price: %s
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<br/><br/>
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Unit Price: %s
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</p>
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</body>
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</html>
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]],
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entry.name,
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entry.stack_size,
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Aux.util.format_money(entry.buyout_price),
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Aux.util.format_money(entry.item_price)
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))
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AuxBuyBuyoutDialog:Show()
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end
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PlaySound("igMainMenuOptionCheckBoxOn")
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local found
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local order_key = Aux.auction_key(entry.tooltip, entry.stack_size, entry.buyout_price)
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Aux.scan.start{
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query = search_query,
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start_page = entry.page ~= current_page and entry.page,
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on_read_auction = function(i)
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local auction_item = Aux.info.auction_item(i)
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if not auction_item then
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return
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end
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local stack_size = auction_item.charges or auction_item.count
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if not auction_item.tooltip or not stack_size or not auction_item.buyout_price then
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return
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end
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local key = Aux.auction_key(auction_item.tooltip, stack_size, auction_item.buyout_price)
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if key == order_key then
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found = true
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if express_mode then
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if GetMoney() >= auction_item.buyout_price then
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tremove(entries, entry_index)
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refresh = true
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end
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PlaceAuctionBid("list", i, auction_item.buyout_price)
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Aux.scan.abort()
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else
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Aux.buy.buyout_dialog_buy = function()
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if GetMoney() >= auction_item.buyout_price then
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tremove(entries, entry_index)
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refresh = true
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end
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PlaceAuctionBid("list", i, auction_item.buyout_price)
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Aux.scan.abort()
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AuxBuySearchButton:Enable()
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AuxBuyBuyoutDialog:Hide()
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end
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AuxBuyBuyoutDialogBuyButton:Enable()
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end
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end
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end,
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on_complete = function()
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if not found then
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tremove(entries, entry_index)
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refresh = true
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Aux.buy.buyout_dialog_cancel()
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end
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if express_mode then
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AuxBuySearchButton:Enable()
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end
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end,
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on_abort = function()
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if express_mode then
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AuxBuySearchButton:Enable()
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end
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end,
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}
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end
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function AuxBuyEntry_OnEnter()
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local i = this:GetID()
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local entry = entries[i]
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Aux.info.set_game_tooltip(this, entry.tooltip)
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if(EnhTooltip ~= nil) then
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EnhTooltip.TooltipCall(GameTooltip, entry.name, entry.hyperlink, entry.quality, entry.stack_size)
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end
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end
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-----------------------------------------
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function record_auction(name, tooltip, stack_size, buyout_price, quality, owner, hyperlink, itemstring, page)
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entries = entries or {}
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if buyout_price > 0 and owner ~= UnitName("player") then
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tinsert(entries, {
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name = name,
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tooltip = tooltip,
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stack_size = stack_size,
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buyout_price = buyout_price,
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item_price = buyout_price / stack_size,
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quality = quality,
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hyperlink = hyperlink,
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itemstring = itemstring,
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page = current_page,
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})
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end
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table.sort(entries, function(a,b) return a.item_price < b.item_price end)
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end
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-----------------------------------------
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function Aux.buy.onupdate()
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if refresh then
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refresh = false
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Aux_Buy_ScrollbarUpdate()
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end
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end
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-----------------------------------------
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function Aux_Buy_ScrollbarUpdate()
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if entries and getn(entries) == 0 then
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set_message("No auctions were found")
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else
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AuxBuyMessage:Hide()
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end
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local numrows
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if not entries then
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numrows = 0
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else
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numrows = getn(entries)
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end
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FauxScrollFrame_Update(AuxBuyScrollFrame, numrows, 19, 16);
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for line = 1,19 do
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local dataOffset = line + FauxScrollFrame_GetOffset(AuxBuyScrollFrame)
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local lineEntry = getglobal("AuxBuyEntry"..line)
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if numrows <= 19 then
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lineEntry:SetWidth(800)
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else
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lineEntry:SetWidth(782)
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end
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lineEntry:SetID(dataOffset)
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if dataOffset <= numrows and entries[dataOffset] then
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local entry = entries[dataOffset]
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local lineEntry_name = getglobal("AuxBuyEntry"..line.."_Name")
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local lineEntry_stack_size = getglobal("AuxBuyEntry"..line.."_StackSize")
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local color = "ffffffff"
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if Aux_QualityColor(entry.quality) then
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color = Aux_QualityColor(entry.quality)
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end
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lineEntry_name:SetText("\124c" .. color .. entry.name .. "\124r")
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if Aux.util.set_contains(selectedEntries, entry) then
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lineEntry:LockHighlight()
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else
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lineEntry:UnlockHighlight()
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end
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lineEntry_stack_size:SetText(entry.stack_size)
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MoneyFrame_Update("AuxBuyEntry"..line.."_UnitPrice", Aux_Round(entry.buyout_price/entry.stack_size))
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MoneyFrame_Update("AuxBuyEntry"..line.."_TotalPrice", Aux_Round(entry.buyout_price))
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lineEntry:Show()
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else
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lineEntry:Hide()
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end
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end
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end
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-----------------------------------------
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function tooltip_match(patterns, tooltip)
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return Aux.util.all(patterns, function(pattern)
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return Aux.util.any(tooltip, function(line)
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local left_match = line[1].text and strfind(strupper(line[1].text), strupper(pattern), 1, true)
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local right_match = line[2].text and strfind(strupper(line[2].text), strupper(pattern), 1, true)
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return left_match or right_match
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end)
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end)
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end
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-----------------------------------------
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function AuxBuyCategoryDropDown_Initialize(arg1)
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local level = arg1 or 1
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if level == 1 then
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local value = {}
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UIDropDownMenu_AddButton({
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text= 'All',
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value = value,
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func = AuxBuyCategoryDropDown_OnClick,
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}, 1)
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for i, class in pairs({ GetAuctionItemClasses() }) do
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local value = { class = i }
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UIDropDownMenu_AddButton({
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hasArrow = GetAuctionItemSubClasses(value.class),
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text = class,
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value = value,
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func = AuxBuyCategoryDropDown_OnClick,
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}, 1)
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end
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end
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if level == 2 then
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local menu_value = UIDROPDOWNMENU_MENU_VALUE
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for i, subclass in pairs({ GetAuctionItemSubClasses(menu_value.class) }) do
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local value = { class = menu_value.class, subclass = i }
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UIDropDownMenu_AddButton({
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hasArrow = GetAuctionInvTypes(value.class, value.subclass),
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text = subclass,
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value = value,
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func = AuxBuyCategoryDropDown_OnClick,
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}, 2)
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end
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end
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if level == 3 then
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local menu_value = UIDROPDOWNMENU_MENU_VALUE
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for i, slot in pairs({ GetAuctionInvTypes(menu_value.class, menu_value.subclass) }) do
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local slot_name = getglobal(slot)
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local value = { class = menu_value.class, subclass = menu_value.subclass, slot = i }
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UIDropDownMenu_AddButton({
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text = slot_name,
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value = value,
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func = AuxBuyCategoryDropDown_OnClick,
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}, 3)
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end
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end
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end
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function AuxBuyCategoryDropDown_OnClick()
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local qualified_name = ({ GetAuctionItemClasses() })[this.value.class] or 'All'
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if this.value.subclass then
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local subclass_name = ({ GetAuctionItemSubClasses(this.value.class) })[this.value.subclass]
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qualified_name = qualified_name .. ' - ' .. subclass_name
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if this.value.slot then
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local slot_name = getglobal(({ GetAuctionInvTypes(this.value.class, this.value.subclass) })[this.value.slot])
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qualified_name = qualified_name .. ' - ' .. slot_name
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end
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end
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UIDropDownMenu_SetSelectedValue(AuxBuyCategoryDropDown, this.value)
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UIDropDownMenu_SetText(qualified_name, AuxBuyCategoryDropDown)
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CloseDropDownMenus(1)
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end
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function AuxBuySlotDropDown_Initialize()
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UIDropDownMenu_AddButton{
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text= 'All',
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value = value,
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func = AuxBuySlotDropDown_OnClick('All', value),
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}
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-- for i, type in pairs({ GetAuctionInvTypes() }) do
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-- UIDropDownMenu_AddButton{
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-- text = class,
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-- value = i,
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-- func = AuxBuySlotDropDown_OnClick(),
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-- }
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-- end
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end
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function AuxBuySlotDropDown_OnClick()
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UIDropDownMenu_SetSelectedValue(AuxBuySlotDropDown, this.value)
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end
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function AuxBuyTooltipButton_OnClick()
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local pattern = AuxBuyTooltipInputBox:GetText()
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if pattern ~= '' then
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Aux.util.set_add(tooltip_patterns, pattern)
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end
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AuxBuyTooltipInputBox:SetText('')
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if DropDownList1:IsVisible() then
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Aux.buy.toggle_tooltip_dropdown()
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end
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Aux.buy.toggle_tooltip_dropdown()
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end
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function AuxBuyTooltipRemoveButton_OnClick()
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Aux.util.set_remove(tooltip_patterns, AuxBuyTooltipInputBox:GetText())
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AuxBuyTooltipInputBox:SetText('')
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if DropDownList1:IsVisible() then
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Aux.buy.toggle_tooltip_dropdown()
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end
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Aux.buy.toggle_tooltip_dropdown()
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end
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function AuxBuyTooltipDropDown_Initialize()
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for pattern, _ in tooltip_patterns do
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UIDropDownMenu_AddButton{
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text = pattern,
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value = pattern,
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func = AuxBuyTooltipDropDown_OnClick,
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}
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end
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end
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function AuxBuyTooltipDropDown_OnClick()
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Aux.util.set_remove(tooltip_patterns, this.value)
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end
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function Aux.buy.toggle_tooltip_dropdown()
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ToggleDropDownMenu(1, nil, AuxBuyTooltipDropDown, AuxBuyTooltipInputBox, -12, 4)
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end
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