Files
pfUI/modules/autovendor.lua
T
Brues f68b14e53b Use SetSize instead of SetWidth/SetHeight
Replaced numerous SetWidth/SetHeight calls with SetSize for consistency and brevity across UI code. Touched api/ui-widgets.lua, api/unitframes.lua and multiple modules (actionbar, addonbuttons, addons, afkcam, autovendor, bags, bgscore, buff, buffwatch, nameplates). Also simplified some sizing math in buff module. No functional behavior intended to change — code modernization only.
2026-07-30 02:27:03 -05:00

98 lines
3.3 KiB
Lua

pfUI:RegisterModule("autovendor", function ()
local rawborder, border = GetBorderSize()
local bpad = rawborder > 1 and border - GetPerfectPixel() or GetPerfectPixel()
local function RepairItems()
local cost, possible = GetRepairAllCost()
if cost > 0 and possible then
DEFAULT_CHAT_FRAME:AddMessage(T["Your items have been repaired for"] .. " " .. CreateGoldString(cost))
RepairAllItems()
end
end
-- Trigger the engine's sell-all-junk path and report the gold income to
-- chat. C_MerchantFrame.SellAllJunkItems handles its own one-per-frame
-- pacing to avoid CMSG_SELL_ITEM flooding, so we just wait a beat before
-- sampling the final gold delta.
local function SellJunkAndReport()
if C_MerchantFrame.GetNumJunkItems() <= 0 then return end
local startGold = GetMoney()
C_MerchantFrame.SellAllJunkItems()
C_Timer.After(0.3, function()
local income = GetMoney() - startGold
if income > 0 then
DEFAULT_CHAT_FRAME:AddMessage(T["Your vendor trash has been sold and you earned"] .. " " .. CreateGoldString(income))
end
end)
end
local autovendor = CreateFrame("Frame", "pfMoneyUpdate", nil)
autovendor:RegisterEvent("MERCHANT_SHOW")
autovendor:RegisterEvent("MERCHANT_UPDATE")
autovendor:SetScript("OnEvent", function()
autovendor.button:Update()
if event == "MERCHANT_SHOW" then
if C["global"]["autorepair"] == "1" then RepairItems() end
if C["global"]["autosell"] == "1" then
SellJunkAndReport()
autovendor.button:Hide()
else
autovendor.button:Show()
end
MerchantRepairText:SetText("")
if MerchantRepairItemButton:IsShown() then
autovendor.button:ClearAllPoints()
autovendor.button:SetPoint("RIGHT", MerchantRepairItemButton, "LEFT", -4*bpad, 0)
else
autovendor.button:ClearAllPoints()
autovendor.button:SetPoint("RIGHT", MerchantBuyBackItemItemButton, "LEFT", -14, 0)
end
end
end)
-- Setup Autosell button
autovendor.button = CreateFrame("Button", "pfMerchantAutoVendorButton", MerchantFrame)
autovendor.button:SetSize(36, 36)
autovendor.button.icon = autovendor.button:CreateTexture("ARTWORK")
autovendor.button.icon:SetTexture("Interface\\Icons\\Spell_Shadow_SacrificialShield")
autovendor.button:SetScript("OnEnter", function()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText(T["Sell Grey Items"])
GameTooltip:Show()
end)
autovendor.button:SetScript("OnLeave", function()
GameTooltip:Hide()
end)
SkinButton(autovendor.button, nil, nil, nil, autovendor.button.icon)
autovendor.button:SetScript("OnClick", SellJunkAndReport)
autovendor.button.Update = function()
if C_MerchantFrame.GetNumJunkItems() > 0 then
autovendor.button:Enable()
autovendor.button.icon:SetDesaturated(false)
else
autovendor.button:Disable()
autovendor.button.icon:SetDesaturated(true)
end
end
-- Hook MerchantFrame_Update
if not pfMerchantFrame_Update then
local pfMerchantFrame_Update = MerchantFrame_Update
function _G.MerchantFrame_Update()
if MerchantFrame.selectedTab == 1 and C["global"]["autosell"] ~= "1" then
autovendor.button:Show()
else
autovendor.button:Hide()
end
pfMerchantFrame_Update()
end
end
end)