Files
aux-addon-ClassicAPI/Auctionator.lua
T
2015-09-07 21:26:57 +02:00

1148 lines
33 KiB
Lua

local AuctionatorLoaded = false
local recommendationElements = {}
local auctionsTabElements = {}
AUCTIONATOR_ENABLE_ALT = true
AUCTIONATOR_OPEN_FIRST = false
AUCTIONATOR_INSTANT_BUYOUT = false
auctionatorEntries = {}
local AUCTIONATOR_TAB_INDEX = 4
local timeOfLastUpdate = GetTime()
-----------------------------------------
local Auctionator_Orig_AuctionFrameBrowse_Update
local Auctionator_Orig_AuctionFrameBrowse_Scan
local Auctionator_Orig_AuctionFrameTab_OnClick
local Auctionator_Orig_ContainerFrameItemButton_OnClick
local Auctionator_Orig_AuctionFrameAuctions_Update
local Auctionator_Orig_AuctionsCreateAuctionButton_OnClick
local SCAN_STATE_IDLE = 0
local SCAN_STATE_PREQUERY = 1
local SCAN_STATE_POSTQUERY = 2
local scanState = SCAN_STATE_IDLE
local currentQuery
local currentPage
local forceRefresh = false
local scanData
-- local searchResults = {}
local selectedAuctionatorEntry
local currentAuctionItemName = nil
local currentAuctionItemTexture = nil
local currentAuctionStackSize = nil
local lastBuyoutPrice = 1
local lastItemPosted = nil
-----------------------------------------
local relevel, log, pluralizeIf, round, undercut, roundPriceDown
local val2gsc, priceToString, ItemType2AuctionClass, SubType2AuctionSubclass
-----------------------------------------
function Auctionator_EventHandler()
if event == "VARIABLES_LOADED" then Auctionator_OnLoad() end
if event == "ADDON_LOADED" then Auctionator_OnAddonLoaded() end
if event == "AUCTION_ITEM_LIST_UPDATE" then Auctionator_OnAuctionUpdate() end
if event == "AUCTION_OWNED_LIST_UPDATE" then Auctionator_OnAuctionOwnedUpdate() end
if event == "AUCTION_HOUSE_SHOW" then Auctionator_OnAuctionHouseShow() end
if event == "AUCTION_HOUSE_CLOSED" then Auctionator_OnAuctionHouseClosed() end
if event == "NEW_AUCTION_UPDATE" then Auctionator_OnNewAuctionUpdate() end
end
-----------------------------------------
function Auctionator_OnLoad()
log("Auctionator Loaded")
AuctionatorLoaded = true
end
-----------------------------------------
function relevel(frame) --Local
local myLevel = frame:GetFrameLevel() + 1
local children = { frame:GetChildren() }
for _,child in pairs(children) do
child:SetFrameLevel(myLevel)
relevel(child)
end
end
-----------------------------------------
function Auctionator_AddPanels()
local sellFrame = CreateFrame("Frame", "Auctionator_Sell_Panel", AuctionFrame, "Auctionator_Sell_Template")
sellFrame:SetParent("AuctionFrame")
sellFrame:SetPoint("TOPLEFT", "AuctionFrame", "TOPLEFT", 210, 0)
relevel(sellFrame)
sellFrame:Hide()
local optionsFrame = CreateFrame("Frame", "AuctionatorOptionsButtonPanel", AuctionFrame, "AuctionatorOptionsButtonTemplate")
optionsFrame:SetParent("AuctionFrame")
optionsFrame:SetPoint("TOPLEFT", "AuctionFrame", "TOPLEFT", 210, 0)
relevel(optionsFrame)
optionsFrame:Hide()
end
-----------------------------------------
function Auctionator_OnAddonLoaded()
if string.lower(arg1) == "blizzard_auctionui" then
Auctionator_AddSellTab()
Auctionator_AddPanels()
Auctionator_SetupHookFunctions()
auctionsTabElements[1] = AuctionsScrollFrame
auctionsTabElements[2] = AuctionsButton1
auctionsTabElements[3] = AuctionsButton2
auctionsTabElements[4] = AuctionsButton3
auctionsTabElements[5] = AuctionsButton4
auctionsTabElements[6] = AuctionsButton5
auctionsTabElements[7] = AuctionsButton6
auctionsTabElements[8] = AuctionsButton7
auctionsTabElements[9] = AuctionsButton8
auctionsTabElements[10] = AuctionsButton9
auctionsTabElements[11] = AuctionsQualitySort
auctionsTabElements[12] = AuctionsDurationSort
auctionsTabElements[13] = AuctionsHighBidderSort
auctionsTabElements[14] = AuctionsBidSort
auctionsTabElements[15] = AuctionsCancelAuctionButton
--auctionsTabElements[16] = AuctionFrameAuctions
--auctionsTabElements[16] = AuctionFrame
recommendationElements[1] = getglobal("Auctionator_Recommend_Text")
recommendationElements[2] = getglobal("Auctionator_RecommendPerItem_Text")
recommendationElements[3] = getglobal("Auctionator_RecommendPerItem_Price")
recommendationElements[4] = getglobal("Auctionator_RecommendPerStack_Text")
recommendationElements[5] = getglobal("Auctionator_RecommendPerStack_Price")
recommendationElements[6] = getglobal("Auctionator_Recommend_Basis_Text")
recommendationElements[7] = getglobal("Auctionator_RecommendItem_Tex")
end
end
-----------------------------------------
function Auctionator_AuctionFrameTab_OnClick(index)
if not index then
index = this:GetID()
end
Auctionator_Scan_Abort()
Auctionator_Sell_Panel:Hide()
if index == 3 then
Auctionator_ShowElems(auctionsTabElements)
end
if index ~= AUCTIONATOR_TAB_INDEX then
Auctionator_Orig_AuctionFrameTab_OnClick(index)
lastItemPosted = nil
elseif index == AUCTIONATOR_TAB_INDEX then
AuctionFrameTab_OnClick(3)
PanelTemplates_SetTab(AuctionFrame, AUCTIONATOR_TAB_INDEX)
Auctionator_HideElems(auctionsTabElements)
Auctionator_Sell_Panel:Show()
AuctionFrame:EnableMouse(false)
Auctionator_OnNewAuctionUpdate()
end
end
-----------------------------------------
function Auctionator_ContainerFrameItemButton_OnClick(button)
if (AUCTIONATOR_ENABLE_ALT == 0
or not AuctionFrame:IsShown()
or not IsAltKeyDown())
then
return Auctionator_Orig_ContainerFrameItemButton_OnClick(button)
end
ClickAuctionSellItemButton()
ClearCursor()
if PanelTemplates_GetSelectedTab(AuctionFrame) ~= AUCTIONATOR_TAB_INDEX then
AuctionFrameTab_OnClick(AUCTIONATOR_TAB_INDEX)
end
PickupContainerItem(this:GetParent():GetID(), this:GetID())
ClickAuctionSellItemButton()
end
-----------------------------------------
function Auctionator_AuctionFrameAuctions_Update()
Auctionator_Orig_AuctionFrameAuctions_Update()
if PanelTemplates_GetSelectedTab(AuctionFrame) == AUCTIONATOR_TAB_INDEX and AuctionFrame:IsShown() then
Auctionator_HideElems(auctionsTabElements)
end
end
-----------------------------------------
-- Intercept the Create Auction click so
-- that we can note the auction values
-----------------------------------------
function Auctionator_AuctionsCreateAuctionButton_OnClick()
if PanelTemplates_GetSelectedTab(AuctionFrame) == AUCTIONATOR_TAB_INDEX and AuctionFrame:IsShown() then
lastBuyoutPrice = MoneyInputFrame_GetCopper(BuyoutPrice)
lastItemPosted = currentAuctionItemName
end
Auctionator_Orig_AuctionsCreateAuctionButton_OnClick()
end
-----------------------------------------
function Auctionator_OnAuctionOwnedUpdate()
if lastItemPosted then
Auctionator_Recommend_Text:SetText("Auction Created for "..lastItemPosted)
MoneyFrame_Update("Auctionator_RecommendPerStack_Price", lastBuyoutPrice)
Auctionator_RecommendPerStack_Price:Show()
Auctionator_RecommendPerItem_Price:Hide()
Auctionator_RecommendPerItem_Text:Hide()
Auctionator_Recommend_Basis_Text:Hide()
end
end
-----------------------------------------
function Auctionator_BrowseButton_OnClick(button)
if arg1 == "LeftButton" then
Auctionator_Orig_BrowseButton_OnClick(button)
end
end
function Auctionator_BrowseButton_OnMouseDown()
if arg1 == "RightButton" and AUCTIONATOR_INSTANT_BUYOUT then
local index = this:GetID() + FauxScrollFrame_GetOffset(BrowseScrollFrame)
SetSelectedAuctionItem("list", index)
local _, _, _, _, _, _, _, _, buyoutPrice = GetAuctionItemInfo("list", index)
PlaceAuctionBid("list", index, buyoutPrice)
AuctionFrameBrowse_Update()
end
end
-----------------------------------------
function Auctionator_SetupHookFunctions()
-- Auctionator_Orig_AuctionFrameBrowse_Update = AuctionFrameBrowse_Update
-- AuctionFrameBrowse_Update = Auctionator_AuctionFrameBrowse_Update
-- Auctionator_Orig_AuctionFrameBrowse_Scan = AuctionFrameBrowse_Scan
-- AuctionFrameBrowse_Scan = Auctionator_AuctionFrameBrowse_Scan
Auctionator_Orig_BrowseButton_OnClick = BrowseButton_OnClick
BrowseButton_OnClick = Auctionator_BrowseButton_OnClick
BrowseButton1:RegisterForClicks("LeftButtonUp", "RightButtonDown")
BrowseButton1:SetScript("OnMouseDown", Auctionator_BrowseButton_OnMouseDown)
BrowseButton2:RegisterForClicks("LeftButtonUp", "RightButtonDown")
BrowseButton2:SetScript("OnMouseDown", Auctionator_BrowseButton_OnMouseDown)
BrowseButton3:RegisterForClicks("LeftButtonUp", "RightButtonDown")
BrowseButton3:SetScript("OnMouseDown", Auctionator_BrowseButton_OnMouseDown)
BrowseButton4:RegisterForClicks("LeftButtonUp", "RightButtonDown")
BrowseButton4:SetScript("OnMouseDown", Auctionator_BrowseButton_OnMouseDown)
BrowseButton5:RegisterForClicks("LeftButtonUp", "RightButtonDown")
BrowseButton5:SetScript("OnMouseDown", Auctionator_BrowseButton_OnMouseDown)
BrowseButton6:RegisterForClicks("LeftButtonUp", "RightButtonDown")
BrowseButton6:SetScript("OnMouseDown", Auctionator_BrowseButton_OnMouseDown)
BrowseButton7:RegisterForClicks("LeftButtonUp", "RightButtonDown")
BrowseButton7:SetScript("OnMouseDown", Auctionator_BrowseButton_OnMouseDown)
BrowseButton8:RegisterForClicks("LeftButtonUp", "RightButtonDown")
BrowseButton8:SetScript("OnMouseDown", Auctionator_BrowseButton_OnMouseDown)
Auctionator_Orig_AuctionFrameTab_OnClick = AuctionFrameTab_OnClick
AuctionFrameTab_OnClick = Auctionator_AuctionFrameTab_OnClick
Auctionator_Orig_ContainerFrameItemButton_OnClick = ContainerFrameItemButton_OnClick
ContainerFrameItemButton_OnClick = Auctionator_ContainerFrameItemButton_OnClick
Auctionator_Orig_AuctionFrameAuctions_Update = AuctionFrameAuctions_Update
AuctionFrameAuctions_Update = Auctionator_AuctionFrameAuctions_Update
Auctionator_Orig_AuctionsCreateAuctionButton_OnClick = AuctionsCreateAuctionButton_OnClick
AuctionsCreateAuctionButton_OnClick = Auctionator_AuctionsCreateAuctionButton_OnClick
end
-----------------------------------------
function Auctionator_AddSellTab()
local n = AuctionFrame.numTabs + 1
AUCTIONATOR_TAB_INDEX = n
local framename = "AuctionFrameTab"..n
local frame = CreateFrame("Button", framename, AuctionFrame, "AuctionTabTemplate")
setglobal("AuctionFrameTab4", frame)
frame:SetID(n)
--frame:SetParent("FriendsFrameTabTemplate")
frame:SetText("Auctionator")
frame:SetPoint("LEFT", getglobal("AuctionFrameTab"..n-1), "RIGHT", -8, 0)
frame:Show()
--Attempting to index local 'frame' now
-- Configure the tab button.
--setglobal(AuctionFrameTab4, AuctionFrameTab4)
--tabButton:SetPoint("TOPLEFT", getglobal("AuctionFrameTab"..(tabIndex - 1)):GetName(), "TOPRIGHT", -8, 0)
--tabButton:SetID(tabIndex)
PanelTemplates_SetNumTabs(AuctionFrame, n)
PanelTemplates_EnableTab(AuctionFrame, n)
end
-----------------------------------------
function Auctionator_HideElems(tt)
if not tt then
return;
end
for i,x in ipairs(tt) do
x:Hide()
end
end
-----------------------------------------
function Auctionator_ShowElems(tt)
for i,x in ipairs(tt) do
x:Show()
end
end
-----------------------------------------
function Auctionator_OnAuctionUpdate()
if scanState == SCAN_STATE_POSTQUERY then
Auctionator_Scan_Process()
end
end
-----------------------------------------
function Auctionator_Scan_Complete()
if currentQuery.onComplete then
currentQuery.onComplete(scanData);
end
currentQuery = nil
currentPage = nil
scanData = nil
scanState = SCAN_STATE_IDLE
end
-----------------------------------------
function Auctionator_Scan_Abort()
if currentQuery and currentQuery.onAbort then
currentQuery.onAbort();
end
currentQuery = nil
currentPage = nil
scanData = nil
scanState = SCAN_STATE_IDLE
end
-----------------------------------------
function Auctionator_Scan_Query()
if scanState == SCAN_STATE_PREQUERY then
QueryAuctionItems(
currentQuery.name,
currentQuery.minLevel,
currentQuery.maxLevel,
currentQuery.invTypeIndex,
currentQuery.classIndex,
currentQuery.subclassIndex,
currentPage,
currentQuery.isUsable,
currentQuery.qualityIndex
)
scanState = SCAN_STATE_POSTQUERY
currentPage = currentPage + 1
end
end
-----------------------------------------
function Auctionator_Scan_Process()
if scanState == SCAN_STATE_POSTQUERY then
-- SortAuctionItems("list", "buyout")
-- if IsAuctionSortReversed("list", "buyout") then
-- SortAuctionItems("list", "buyout")
-- end
local numBatchAuctions, totalAuctions = GetNumAuctionItems("list")
if totalAuctions >= NUM_AUCTION_ITEMS_PER_PAGE then
Auctionator_SetMessage("Scanning auctions: page "..currentPage.." ...")
end
for i = 1, numBatchAuctions do
local name, texture, count, quality, canUse, level, minBid, minIncrement, buyoutPrice, bidAmount, highBidder, owner = GetAuctionItemInfo("list", i)
local duration = GetAuctionItemTimeLeft("list", i);
local sd = {
name = name,
texture = texture,
stackSize = count,
quality = quality,
canUse = canUse,
level = level,
minBid = minBid,
minIncrement = minIncrement,
buyoutPrice = buyoutPrice,
bidAmount = bidAmount,
highBidder = highBidder,
owner = owner,
duration = duration
}
if not currentQuery.exactMatch or (currentQuery.name == sd.name and sd.buyoutPrice > 0) then -- TODO separate option for buyout price
tinsert(scanData, sd)
end
end
if numBatchAuctions == NUM_AUCTION_ITEMS_PER_PAGE then
scanState = SCAN_STATE_PREQUERY
else
Auctionator_Scan_Complete()
end
end
end
-----------------------------------------
function Auctionator_Scan_Start(query)
Auctionator_SetMessage("Scanning auctions ...")
if scanState ~= SCAN_STATE_IDLE then
Auctionator_Scan_Abort()
end
currentQuery = query
currentPage = 0
scanData = {}
scanState = SCAN_STATE_PREQUERY
end
-----------------------------------------
function Auctionator_SetMessage(msg)
Auctionator_HideElems(recommendationElements)
AuctionatorMessage:SetText(msg)
AuctionatorMessage:Show()
end
-----------------------------------------
function Auctionator_ProcessScanResults(rawData, auctionItemName)
auctionatorEntries[auctionItemName] = {}
----- Condense the scan rawData into a table that has only a single entry per stacksize/price combo
local condData = {}
for _,rawDatum in ipairs(rawData) do
local key = "_"..rawDatum.stackSize.."_"..rawDatum.buyoutPrice
if condData[key] then
condData[key].count = condData[key].count + 1
else
condData[key] = {
stackSize = rawDatum.stackSize,
buyoutPrice = rawDatum.buyoutPrice,
itemPrice = rawDatum.buyoutPrice / rawDatum.stackSize,
count = 1,
numYours = rawDatum.owner == UnitName("player") and 1 or 0
}
end
end
----- create a table of these entries sorted by itemPrice
local n = 1
for _,condDatum in pairs(condData) do
auctionatorEntries[auctionItemName][n] = condDatum
n = n + 1
end
table.sort(auctionatorEntries[auctionItemName], function(a,b) return a.itemPrice < b.itemPrice end)
end
-----------------------------------------
local bestPriceOurStackSize;
-----------------------------------------
function Auctionator_SelectAuctionatorEntry()
if not currentAuctionItemName or not auctionatorEntries[currentAuctionItemName] then
selectedAuctionatorEntry = nil
else
local bestPrice = {} -- a table with one entry per stacksize that is the cheapest auction for that particular stacksize
local absoluteBest -- the overall cheapest auction
----- find the best price per stacksize and overall -----
for _,auctionatorEntry in ipairs(auctionatorEntries[currentAuctionItemName]) do
if not bestPrice[auctionatorEntry.stackSize] or bestPrice[auctionatorEntry.stackSize].itemPrice >= auctionatorEntry.itemPrice then
bestPrice[auctionatorEntry.stackSize] = auctionatorEntry
end
if not absoluteBest or absoluteBest.itemPrice > auctionatorEntry.itemPrice then
absoluteBest = auctionatorEntry
end
end
selectedAuctionatorEntry = absoluteBest
if bestPrice[currentAuctionItemStackSize] then
selectedAuctionatorEntry = bestPrice[currentAuctionItemStackSize]
bestPriceOurStackSize = bestPrice[currentAuctionItemStackSize]
end
end
Auctionator_UpdateRecommendation()
end
-----------------------------------------
function Auctionator_UpdateRecommendation()
if not currentAuctionItemName then
AuctionatorRefreshButton:Disable()
Auctionator_SetMessage("Drag an item to the Auction Item area\n\nto see recommended pricing information")
else
AuctionatorRefreshButton:Enable()
if selectedAuctionatorEntry then
local newBuyoutPrice = selectedAuctionatorEntry.itemPrice * currentAuctionItemStackSize
if selectedAuctionatorEntry.numYours < selectedAuctionatorEntry.count then
newBuyoutPrice = undercut(newBuyoutPrice)
end
local newStartPrice = newBuyoutPrice * 0.95
AuctionatorMessage:Hide()
Auctionator_ShowElems(recommendationElements)
Auctionator_Recommend_Text:SetText("Recommended Buyout Price")
Auctionator_RecommendPerStack_Text:SetText("for your stack of "..currentAuctionItemStackSize)
if currentAuctionItemTexture then
Auctionator_RecommendItem_Tex:SetNormalTexture(currentAuctionItemTexture)
if currentAuctionItemStackSize > 1 then
Auctionator_RecommendItem_TexCount:SetText(currentAuctionItemStackSize)
Auctionator_RecommendItem_TexCount:Show()
else
Auctionator_RecommendItem_TexCount:Hide()
end
else
Auctionator_RecommendItem_Tex:Hide()
end
MoneyFrame_Update("Auctionator_RecommendPerItem_Price", round(newBuyoutPrice / currentAuctionItemStackSize))
MoneyFrame_Update("Auctionator_RecommendPerStack_Price", round(newBuyoutPrice))
MoneyInputFrame_SetCopper(BuyoutPrice, newBuyoutPrice)
MoneyInputFrame_SetCopper(StartPrice, newStartPrice)
if selectedAuctionatorEntry.stackSize == auctionatorEntries[currentAuctionItemName][1].stackSize and selectedAuctionatorEntry.buyoutPrice == auctionatorEntries[currentAuctionItemName][1].buyoutPrice then
Auctionator_Recommend_Basis_Text:SetText("(based on cheapest)")
elseif bestPriceOurStackSize and selectedAuctionatorEntry.stackSize == bestPriceOurStackSize.stackSize and selectedAuctionatorEntry.buyoutPrice == bestPriceOurStackSize.buyoutPrice then
Auctionator_Recommend_Basis_Text:SetText("(based on cheapest stack of the same size)")
else
Auctionator_Recommend_Basis_Text:SetText("(based on auction selected below)")
end
elseif auctionatorEntries[currentAuctionItemName] then
Auctionator_SetMessage("No auctions were found for \n\n"..currentAuctionItemName)
else
Auctionator_HideElems(recommendationElements)
end
end
Auctionator_ScrollbarUpdate()
end
-----------------------------------------
function Auctionator_OnAuctionHouseShow()
AuctionatorOptionsButtonPanel:Show()
if AUCTIONATOR_OPEN_FIRST ~= 0 then
AuctionFrameTab_OnClick(AUCTIONATOR_TAB_INDEX)
end
end
-----------------------------------------
function Auctionator_OnAuctionHouseClosed()
AuctionatorOptionsButtonPanel:Hide()
AuctionatorOptionsFrame:Hide()
AuctionatorDescriptionFrame:Hide()
Auctionator_Sell_Panel:Hide()
end
-----------------------------------------
function Auctionator_CreateQuery(parameterMap)
local query = {
name = nil,
exactMatch = false,
minLevel = "",
maxLevel = "",
invTypeIndex = nil,
classIndex = nil,
subclassIndex = nil,
isUsable = nil,
qualityIndex = nil
}
for k,v in pairs(parameterMap) do
query[k] = v
end
return query
end
-----------------------------------------
function Auctionator_OnNewAuctionUpdate()
if PanelTemplates_GetSelectedTab(AuctionFrame) ~= AUCTIONATOR_TAB_INDEX then
return
end
if scanState ~= SCAN_STATE_IDLE then
Auctionator_Scan_Abort()
end
currentAuctionItemName, currentAuctionItemTexture, currentAuctionItemStackSize = GetAuctionSellItemInfo()
if currentAuctionItemName and (forceRefresh or not auctionatorEntries[currentAuctionItemName]) then
forceRefresh = false
auctionatorEntries[currentAuctionItemName] = nil
selectedAuctionatorEntry = nil
local sName, sLink, iRarity, iLevel, iMinLevel, sType, sSubType, iStackCount = GetItemInfo(currentAuctionItemName)
local currentAuctionClass = ItemType2AuctionClass(sType)
local currentAuctionSubclass = nil -- SubType2AuctionSubclass(currentAuctionClass, sSubType)
Auctionator_Scan_Start(Auctionator_CreateQuery{
name = currentAuctionItemName,
exactMatch = true,
classIndex = currentAuctionClass,
subclassIndex = currentAuctionSubclass,
onComplete = function(data)
Auctionator_ProcessScanResults(data, currentAuctionItemName)
Auctionator_SelectAuctionatorEntry()
end
})
end
Auctionator_SelectAuctionatorEntry()
end
-----------------------------------------
function Auctionator_OnUpdate()
if not AuctionatorMessage then
return
end
if scanState == SCAN_STATE_PREQUERY and GetTime() - timeOfLastUpdate > 0.5 then
timeOfLastUpdate = GetTime()
if CanSendAuctionQuery() then
Auctionator_Scan_Query()
end
end
if forceRefresh then
Auctionator_OnNewAuctionUpdate()
end
end
-----------------------------------------
function Auctionator_ScrollbarUpdate()
local line -- 1 through 12 of our window to scroll
local dataOffset -- an index into our data calculated from the scroll offset
local numrows
if not currentAuctionItemName or not auctionatorEntries[currentAuctionItemName] then
numrows = 0
else
numrows = getn(auctionatorEntries[currentAuctionItemName])
end
FauxScrollFrame_Update(AuctionatorScrollFrame, numrows, 12, 16);
for line = 1,12 do
dataOffset = line + FauxScrollFrame_GetOffset(AuctionatorScrollFrame)
local lineEntry = getglobal("AuctionatorEntry"..line)
if numrows <= 12 then
lineEntry:SetWidth(603)
else
lineEntry:SetWidth(585)
end
lineEntry:SetID(dataOffset)
if currentAuctionItemName and dataOffset <= numrows and auctionatorEntries[currentAuctionItemName][dataOffset] then
local auctionatorEntry = auctionatorEntries[currentAuctionItemName][dataOffset]
local lineEntry_avail = getglobal("AuctionatorEntry"..line.."_Availability")
local lineEntry_stack = getglobal("AuctionatorEntry"..line.."_StackPrice")
if selectedAuctionatorEntry and auctionatorEntry.itemPrice == selectedAuctionatorEntry.itemPrice and auctionatorEntry.stackSize == selectedAuctionatorEntry.stackSize then
lineEntry:LockHighlight()
else
lineEntry:UnlockHighlight()
end
if auctionatorEntry.stackSize == currentAuctionItemStackSize then
lineEntry_avail:SetTextColor(0.2, 0.9, 0.2)
else
lineEntry_avail:SetTextColor(1.0, 1.0, 1.0)
end
-- if auctionatorEntry.numYours == 0 then lineEntry_comm:SetText("")
-- elseif auctionatorEntry.numYours == auctionatorEntry.count then lineEntry_comm:SetText("yours")
-- else lineEntry_comm:SetText("yours: "..auctionatorEntry.numYours)
-- end
local tx = string.format("%i %s of %i", auctionatorEntry.count, pluralizeIf("stack", auctionatorEntry.count), auctionatorEntry.stackSize)
MoneyFrame_Update("AuctionatorEntry"..line.."_PerItem_Price", round(auctionatorEntry.buyoutPrice/auctionatorEntry.stackSize))
lineEntry_avail:SetText(tx)
lineEntry_stack:SetText(priceToString(auctionatorEntry.buyoutPrice))
lineEntry:Show()
else
lineEntry:Hide()
end
end
end
-----------------------------------------
function Auctionator_EntryOnClick()
local entryIndex = this:GetID()
selectedAuctionatorEntry = auctionatorEntries[currentAuctionItemName][entryIndex]
Auctionator_UpdateRecommendation()
PlaySound("igMainMenuOptionCheckBoxOn")
end
function Auctionator_RefreshButtonOnClick()
forceRefresh = true
end
-----------------------------------------
function AuctionatorMoneyFrame_OnLoad()
this.small = 1
SmallMoneyFrame_OnLoad()
MoneyFrame_SetType("AUCTION")
end
--[[***************************************************************
All function below here are local utility functions.
These should be declared local at the top of this file.
--*****************************************************************]]
function pluralizeIf(word, count)
if count and count == 1 then
return word
else
return word.."s"
end
end
-----------------------------------------
function round(v)
return math.floor(v + 0.5)
end
-----------------------------------------
function log(msg)
if DEFAULT_CHAT_FRAME then
DEFAULT_CHAT_FRAME:AddMessage(msg)
end
end
-----------------------------------------
function undercut(price)
return math.max(0, price - 1)
-- if price > 2000000 then
-- return roundPriceDown(price, 10000, 10000)
-- elseif price > 1000000 then
-- return roundPriceDown(price, 2500, 2500)
-- elseif price > 500000 then
-- return roundPriceDown(price, 1000, 1000)
-- elseif price > 50000 then
-- return roundPriceDown(price, 500, 500)
-- elseif price > 10000 then
-- return roundPriceDown(price, 500, 200)
-- elseif price > 2000 then
-- return roundPriceDown(price, 100, 50)
-- elseif price > 100 then
-- return roundPriceDown(price, 10, 5)
-- elseif price > 0 then
-- return math.floor(price - 1)
-- else
-- return 0
-- end
end
-----------------------------------------
-- roundPriceDown - rounds a price down to the next lowest multiple of a.
-- - if the result is not at least b lower, rounds down by a again.
--
-- examples: (128790, 500, 250) -> 128500
-- (128700, 500, 250) -> 128000
-- (128400, 500, 250) -> 128000
-----------------------------------------
function roundPriceDown(price, a, b)
local newprice = math.floor(price / a) * a
if (price - newprice) < b then
newprice = newprice - a
end
return newprice
end
-----------------------------------------
function val2gsc(v)
local rv = round(v)
local g = math.floor(rv/10000)
rv = rv - g * 10000
local s = math.floor(rv/100)
rv = rv - s * 100
local c = rv
return g, s, c
end
-----------------------------------------
function priceToString(val)
local gold, silver, copper = val2gsc(val)
local st = ""
if gold ~= 0 then
st = gold.."g "
end
if st ~= "" then
st = st..format("%02is ", silver)
elseif silver ~= 0 then
st = st..silver.."s "
end
if st ~= "" then
st = st..format("%02ic", copper)
elseif copper ~= 0 then
st = st..copper.."c"
end
return st
end
-----------------------------------------
function ItemType2AuctionClass(itemType)
local itemClasses = { GetAuctionItemClasses() }
if itemClasses then
if getn(itemClasses) > 0 then
local itemClass
for x, itemClass in pairs(itemClasses) do
if itemClass == itemType then
return x
end
end
end
else log("Can't GetAuctionItemClasses") end
end
-----------------------------------------
function SubType2AuctionSubclass(auctionClass, itemSubtype)
local itemClasses = { GetAuctionItemSubClasses(auctionClass.number) };
if itemClasses.n > 0 then
local itemClass
for x, itemClass in pairs(itemClasses) do
if itemClass == itemSubtype then
return x
end
end
end
end
-----------------------------------------
-- These functions were meant to be used for a search sorted by buyout price but that actually seems impossible to implement nicely with the vanilla interface
-- function Auctionator_AuctionFrameBrowse_Update()
-- local numBatchAuctions = getn(searchResults)
-- local totalAuctions = numBatchAuctions
-- local button, buttonName, iconTexture, itemName, color, itemCount, moneyFrame, buyoutMoneyFrame, buyoutText, buttonHighlight
-- local offset = FauxScrollFrame_GetOffset(BrowseScrollFrame)
-- local index
-- local isLastSlotEmpty
-- local name, texture, count, quality, canUse, minBid, minIncrement, buyoutPrice, duration, bidAmount, highBidder
-- BrowseBidButton:Disable()
-- BrowseBuyoutButton:Disable()
-- -- Update sort arrows
-- SortButton_UpdateArrow(BrowseQualitySort, "list", "quality")
-- SortButton_UpdateArrow(BrowseLevelSort, "list", "level")
-- SortButton_UpdateArrow(BrowseDurationSort, "list", "duration")
-- SortButton_UpdateArrow(BrowseHighBidderSort, "list", "status")
-- SortButton_UpdateArrow(BrowseCurrentBidSort, "list", "bid")
-- -- Show the no results text if no items found
-- if numBatchAuctions == 0 then
-- BrowseNoResultsText:Show()
-- else
-- BrowseNoResultsText:Hide()
-- end
-- for i=1, NUM_BROWSE_TO_DISPLAY do
-- index = offset + i
-- button = getglobal("BrowseButton"..i)
-- -- Show or hide auction buttons
-- if index > numBatchAuctions then
-- button:Hide()
-- -- If the last button is empty then set isLastSlotEmpty var
-- if i == NUM_BROWSE_TO_DISPLAY then
-- isLastSlotEmpty = 1
-- end
-- else
-- button:Show()
-- buttonName = "BrowseButton"..i
-- local name, texture, count, quality, canUse, level, minBid, minIncrement, buyoutPrice, bidAmount, highBidder = GetAuctionItemInfo("list", index);
-- -- duration = GetAuctionItemTimeLeft("list", offset + i)
-- -- Resize button if there isn't a scrollbar
-- buttonHighlight = getglobal("BrowseButton"..i.."Highlight")
-- if numBatchAuctions < NUM_BROWSE_TO_DISPLAY then
-- button:SetWidth(557)
-- buttonHighlight:SetWidth(523)
-- BrowseCurrentBidSort:SetWidth(173)
-- else
-- button:SetWidth(532)
-- buttonHighlight:SetWidth(502)
-- BrowseCurrentBidSort:SetWidth(157)
-- end
-- -- Set name and quality color
-- color = ITEM_QUALITY_COLORS[searchResults[i].quality]
-- itemName = getglobal(buttonName.."Name")
-- itemName:SetText(searchResults[i].name)
-- itemName:SetVertexColor(color.r, color.g, color.b)
-- -- Set level
-- if searchResults[i].level > UnitLevel("player") then
-- getglobal(buttonName.."Level"):SetText(RED_FONT_COLOR_CODE..level..FONT_COLOR_CODE_CLOSE)
-- else
-- getglobal(buttonName.."Level"):SetText(searchResults[i].level)
-- end
-- -- Set high bidder
-- getglobal(buttonName.."HighBidder"):SetText(searchResults[i].highBidder)
-- -- Set closing time
-- getglobal(buttonName.."ClosingTimeText"):SetText(AuctionFrame_GetTimeLeftText(searchResults[i].duration))
-- getglobal(buttonName.."ClosingTime").tooltip = AuctionFrame_GetTimeLeftTooltipText(searchResults[i].duration)
-- -- Set item texture, count, and usability
-- iconTexture = getglobal(buttonName.."ItemIconTexture")
-- iconTexture:SetTexture(searchResults[i].texture)
-- if not searchResults[i].canUse then
-- iconTexture:SetVertexColor(1.0, 0.1, 0.1)
-- else
-- iconTexture:SetVertexColor(1.0, 1.0, 1.0)
-- end
-- itemCount = getglobal(buttonName.."ItemCount")
-- if searchResults[i].stackSize > 1 then
-- itemCount:SetText(searchResults[i].stackSize)
-- itemCount:Show()
-- else
-- itemCount:Hide()
-- end
-- -- Set high bid
-- moneyFrame = getglobal(buttonName.."MoneyFrame")
-- buyoutMoneyFrame = getglobal(buttonName.."BuyoutMoneyFrame")
-- buyoutText = getglobal(buttonName.."BuyoutText")
-- -- If not bidAmount set the bid amount to the min bid
-- if searchResults[i].bidAmount == 0 then
-- MoneyFrame_Update(moneyFrame:GetName(), searchResults[i].minBid)
-- else
-- MoneyFrame_Update(moneyFrame:GetName(), searchResults[i].bidAmount)
-- end
-- if searchResults[i].buyoutPrice > 0 then
-- moneyFrame:SetPoint("RIGHT", buttonName, "RIGHT", 10, 10)
-- MoneyFrame_Update(buyoutMoneyFrame:GetName(), searchResults[i].buyoutPrice)
-- buyoutMoneyFrame:Show()
-- buyoutText:Show()
-- else
-- moneyFrame:SetPoint("RIGHT", buttonName, "RIGHT", 10, 3)
-- buyoutMoneyFrame:Hide()
-- buyoutText:Hide()
-- end
-- -- Set high bidder
-- local highBidder = searchResults[i].highBidder
-- if not highBidder then
-- highBidder = RED_FONT_COLOR_CODE..NO_BIDS..FONT_COLOR_CODE_CLOSE
-- end
-- getglobal(buttonName.."HighBidder"):SetText(highBidder)
-- -- Set highlight
-- if GetSelectedAuctionItem("list") and (offset + i) == GetSelectedAuctionItem("list") then
-- button:LockHighlight()
-- if highBidder ~= UnitName("player") then
-- BrowseBidButton:Enable()
-- end
-- if searchResults[i].buyoutPrice > 0 and searchResults[i].buyoutPrice >= searchResults[i].minBid then
-- BrowseBuyoutButton:Enable()
-- AuctionFrame.buyoutPrice = searchResults[i].buyoutPrice
-- else
-- AuctionFrame.buyoutPrice = nil
-- end
-- -- Set bid
-- local bidAmount = searchResults[i].bidAmount
-- if bidAmount > 0 then
-- bidAmount = bidAmount + searchResults[i].minIncrement
-- MoneyInputFrame_SetCopper(BrowseBidPrice, bidAmount)
-- else
-- MoneyInputFrame_SetCopper(BrowseBidPrice, searchResults[i].minBid)
-- end
-- else
-- button:UnlockHighlight()
-- end
-- end
-- end
-- BrowsePrevPageButton:Hide()
-- BrowseNextPageButton:Hide()
-- BrowseScanCountText:Hide()
-- FauxScrollFrame_Update(BrowseScrollFrame, numBatchAuctions, NUM_BROWSE_TO_DISPLAY, AUCTIONS_BUTTON_HEIGHT)
-- end
-----------------------------------------
-- function Auctionator_AuctionFrameBrowse_Scan()
-- Auctionator_Scan_Start(Auctionator_CreateQuery{
-- name = BrowseName:GetText(),
-- exactMatch = false,
-- minLevel = BrowseMinLevel:GetText(),
-- maxLevel = BrowseMaxLevel:GetText(),
-- invTypeIndex = AuctionFrameBrowse.selectedInvtypeIndex,
-- classIndex = AuctionFrameBrowse.selectedClassIndex,
-- subclassIndex = AuctionFrameBrowse.selectedSubclassIndex,
-- isUsable = IsUsableCheckButton:GetChecked(),
-- qualityIndex = UIDropDownMenu_GetSelectedValue(BrowseDropDown),
-- onComplete = function(data)
-- table.sort(data, function(a,b) return a.buyoutPrice < b.buyoutPrice end)
-- scanData = data
-- end
-- })
-- end