Files
pfUI/modules/bags.lua
T
roby-brok e017dbf515 Fix guards, cache keys and comparisons that never match (#40)
* chat: detect whispers before the timestamp is prepended

Whisper detection tests for the whisper colour code at position 1, but the
timestamp is prepended first, so with timestamps enabled the code is no longer
at position 1 and every whisper failed the test -- losing both the recolour and
the correct chat-history entry.

(cherry picked from commit 4b69d597631c422d9360a94ff129323288a28cc2)

* macrotweak + libpredict: inverted install guard, misspelled globals

macrotweak: _AddHistoryLine is the backup slot this block creates, so it is nil
until line 18 runs. Guarding on its truthiness meant the chat-history filter
never installed at all -- macro calls kept landing in chat input history.

libpredict: UKNOWNBEING / UNKOWNBEING are misspelled, so both resolve to nil and
the guards never matched the real UNKNOWNBEING. Neutral if the global is absent
on this client, correct if present.

Not needed: his libpredict already fixed the always-true
'event == "A" or "B"' condition (libs/libpredict.lua:828).

(cherry picked from commit 4068110dc4134823f1c09f60ca5f8959302cd14f)

* mapreveal: look the explore cache up by the key it is actually stored under

explorecaches is keyed by the plain area name (line ~160), but the hover frame
carried only a decorated 'mapFileName (area)' display string, so every lookup
missed and the hover highlight never fired. Store the plain name alongside it
and key off that; the tooltip keeps the decorated string.

(cherry picked from commit 5e6fe969a03a88c68e28614548b9d44db562ab9a)

* socialmod: don't clobber the friend-online match with the offline one

The offline match was assigned unconditionally over the online match, so a
friend coming online never had lastseen recorded.

(cherry picked from commit ad927806c46042163f84bde4db1082726bedf28b)

* swingtimer: off-hand weapons are inventory type 22, not 21

The off-hand slot accepts one-hand (13) and off-hand (22) weapons. Type 21 is
INVTYPE_WEAPONMAINHAND and can never be equipped there, so the off-hand swing
timer never recognised a real off-hand weapon.

The other two swingtimer fixes are not needed here: his hunter check already
uses UnitClassBase (locale-independent, better than our UnitClass second
return), and his generic on-next-swing detection covers Raptor Strike without
our hardcoded spell-id list.

(cherry picked from commit 9ab7f5f7224d12361ca6cd5a49181cbb4bebd387)

* superwow: compare the version numerically, not by exact string

SUPERWOW_VERSION == "1.5" silently disables the GUID-to-name combat text hook
on any release past 1.5. Currently 1.5 here, so this is forward-compat only.

Not needed: the clickthrough slash commands already go through
RegisterSlashCommand, which writes _G properly.

(cherry picked from commit 82a37752a5782479849ce7e1304c24733c2ff97a)

* api: measure a real pixel against UIParent, not the uiScale cvar

The uiScale cvar caps at 1.0 while both the pixelperfect module and the
firstrun slider push UIParent past it via SetScale, and it is ignored entirely
while useUiScale is off, so borders came out the wrong thickness on the
Huge/Large presets. Ask the frame for its effective scale instead, and guard an
unparseable gxResolution.

Also cache GetItemLinkByName and count its failures: the scan walked every id
on each call with no memory, so an unresolvable name hitched on every tooltip
hover. Raise the ceiling from 25818 to 61000 as well -- Octo/Turtle custom
items live well past the vanilla range and never resolved.

(cherry picked from commit dac2d3416aef85a4c4b71c0239d93d309e76e30b)

* init: load pixelperfect first so GetPerfectPixel caches the right scale

pixelperfect sets the UI scale that GetPerfectPixel measures against, and that
value is cached on first use. Loading it 56th baked in the previous scale.

(cherry picked from commit dd89a210330583f890a51a82b29e968f3ad36b34)

* modules: route two global overrides through _G so they leave the sandbox

pfUI.env has __index but no __newindex, so a bare global assignment inside a
RegisterModule closure is written into the sandbox table and never reaches _G.
unitxp's BattlefieldFrame_Show override therefore never fired the BG queue-pop
notification, and RaidFrame.lua never saw GROUP_REPLACE_PARTY.

The slash-command half of this fix is not needed here: RegisterSlashCommand
already writes through _G.

(cherry picked from commit 617c8320aca2465af62cf0ff5be7dceaed29a3b2)

* bags: remove the duplicate search OnHide handler

Two byte-identical frame.search OnHide handlers were installed back to back;
the second overwrote the first, so the first was dead code.

(cherry picked from commit e77650448b92e5d7f18ae58632e4531cb2813ea6)

* buffwatch: invalidate the filter cache when a skill is listed

fcache is built once per config table and never cleared, so ctrl/shift-clicking
a skill onto the whitelist or blacklist had no effect until the next reload.

* roll: actually capture the everyone-passed subject

strfind(LOOT_ROLL_ALL_PASSED, LOOT_ROLL_PASSED) has no captures, so `everyone`
was always nil, never reached the blacklist, and "Everyone has passed on: X"
was recorded as a real player passing.

Builds a sample from LOOT_ROLL_ALL_PASSED and runs the same LOOT_ROLL_PASSED
match the scanner uses, so the subject is captured the way it will actually
appear.
2026-08-10 01:13:32 -05:00

1214 lines
44 KiB
Lua

pfUI:RegisterModule("bags", function ()
local rawborder, default_border = GetBorderSize("bags")
local extractSpells = {
[13262] = {frame="disenchant"},
[1804] = {frame="picklock"},
}
local scanner = libtipscan:GetScanner("input_search")
local function BagSortOpts()
return {
reverse = C.appearance.bags.sortreverse == "1",
reversePrio = C.appearance.bags.sortprioreverse == "1",
}
end
-- function to detect openable items in inventory
local openable = { bag = nil, slot = nil, icon = nil }
local function GetNextOpenable()
if openable.icon and openable.icon == GetContainerItemInfo(openable.bag, openable.slot) then
return openable.bag, openable.slot
end
for bag=-2, 11 do
local bagsize = GetContainerNumSlots(bag)
if bag == -2 and pfUI.bag.showKeyring == true then bagsize = GetKeyRingSize() end
for slot=1, bagsize do
local _, canOpen = C_Container.IsContainerItemOpenable(bag, slot)
if canOpen then
openable.bag = bag
openable.slot = slot
openable.icon = GetContainerItemInfo(bag, slot)
return openable.bag, openable.slot
end
end
end
end
-- prevent from being placed offscreen
_G.StackSplitFrame:SetClampedToScreen(true)
-- overwrite some bag functions
function _G.OpenAllBags()
if pfUI.bag.right:IsShown() then
pfUI.bag.right:Hide()
else
pfUI.bag.right:Show()
end
end
function _G.CloseAllBags()
pfUI.bag.right:Hide()
end
function _G.ToggleBackpack()
if pfUI.bag.right:IsShown() then
pfUI.bag.right:Hide()
else
pfUI.bag.right:Show()
end
end
function _G.OpenBackpack()
if ( pfUI.bag.right:IsShown() ) then
ContainerFrame1.backpackWasOpen = 1
return
else
ContainerFrame1.backpackWasOpen = nil
end
if ( not ContainerFrame1.backpackWasOpen ) then
ToggleBackpack()
end
end
function _G.ToggleBag()
return
end
-- hide blizzard's bankframe
BankFrame:SetScale(0.001)
BankFrame:SetPoint("TOPLEFT", 0,0)
BankFrame:SetAlpha(0)
pfUI.bag = CreateFrame("Frame", "pfUIBag")
pfUI.bag:RegisterEvent("PLAYER_ENTERING_WORLD")
pfUI.bag:RegisterEvent("BAG_UPDATE")
pfUI.bag:RegisterEvent("PLAYERBANKSLOTS_CHANGED")
pfUI.bag:RegisterEvent("PLAYERBANKBAGSLOTS_CHANGED")
pfUI.bag:RegisterEvent("BAG_UPDATE_COOLDOWN")
pfUI.bag:RegisterEvent("BAG_CLOSED")
pfUI.bag:RegisterEvent("BANKFRAME_CLOSED")
pfUI.bag:RegisterEvent("BANKFRAME_OPENED")
pfUI.bag:RegisterEvent("ITEM_LOCK_CHANGED")
pfUI.bag:RegisterEvent("SPELLS_CHANGED")
pfUI.bag:RegisterEvent("MERCHANT_CLOSED")
pfUI.bag.delay = { UpdateBag = {} }
pfUI.bag:SetScript("OnUpdate", function()
-- update delayed ones every 0.1s
if ( this.tick or 1) > GetTime() then return else this.tick = GetTime() + .1 end
if this.delay.RefreshSpells then
this.delay.RefreshSpells = nil
pfUI.bag:RefreshSpells()
end
if this.delay.CheckFullUpdate then
this.delay.CheckFullUpdate = nil
pfUI.bag:CheckFullUpdate()
end
if this.delay.UpdateCooldowns then
this.delay.UpdateCooldowns = nil
pfUI.bag:UpdateCooldowns()
end
if this.delay.UpdateItemLock then
this.delay.UpdateItemLock = nil
pfUI.bag:UpdateItemLock()
end
for bag in pairs(this.delay.UpdateBag) do
this.delay.UpdateBag[bag] = nil
pfUI.bag:UpdateBag(bag)
end
end)
pfUI.bag:SetScript("OnEvent", function()
if event == "PLAYER_ENTERING_WORLD" then
pfUI.bag:CreateBags()
pfUI.bag.right:Hide()
pfUI.bag:CreateBags("bank")
pfUI.bag.left:Hide()
pfUI.bag:CreateBagSlots(pfUI.bag.right)
pfUI.bag:CreateBagSlots(pfUI.bag.left)
pfUI.bag:RefreshSpells()
end
if event == "SPELLS_CHANGED" then
this.delay.RefreshSpells = true
end
if event == "BAG_CLOSED" or event == "PLAYERBANKSLOTS_CHANGED" or
event == "PLAYERBANKBAGSLOTS_CHANGED" or event == "BAG_UPDATE" or
event == "BANKFRAME_OPENED" or event == "BANKFRAME_CLOSED" then
this.delay.CheckFullUpdate = true
end
if event == "BAG_UPDATE_COOLDOWN" then
this.delay.UpdateCooldowns = true
end
if event == "ITEM_LOCK_CHANGED" then
this.delay.UpdateItemLock = true
end
if event == "PLAYERBANKSLOTS_CHANGED" then
this.delay.UpdateBag[-1] = true
end
if event == "BAG_UPDATE" then
this.delay.UpdateBag[arg1] = true
end
if event == "PLAYERBANKBAGSLOTS_CHANGED" then
pfUI.bag:CreateBagSlots(pfUI.bag.left)
end
if event == "BANKFRAME_OPENED" then
pfUI.bag.left:Show()
OpenBackpack()
end
if event == "BANKFRAME_CLOSED" then
pfUI.bag.left:Hide()
end
if event == "MERCHANT_CLOSED" then
if not ContainerFrame1.backpackWasOpen then
pfUI.bag.right:Hide()
end
end
end)
tinsert(UISpecialFrames,"pfBag")
pfUI.BACKPACK = { -2, 0, 1, 2, 3, 4 }
pfUI.BANK = { -1, 5, 6, 7, 8, 9, 10, 11 }
pfUI.bags = {}
pfUI.slots = {}
function pfUI.bag:CheckFullUpdate()
local maxslots = 0
for bag = -2,11 do
local bagsize = GetContainerNumSlots(bag)
if bag == -2 and pfUI.bag.showKeyring == true then bagsize = GetKeyRingSize() end
maxslots = maxslots + bagsize
end
if maxslots ~= pfUI.bag.maxslots then
for bag = -2,11 do
for slot, f in ipairs(pfUI.bags[bag].slots) do
local bagsize = GetContainerNumSlots(bag)
if bag == -2 and pfUI.bag.showKeyring == true then bagsize = GetKeyRingSize() end
if slot > bagsize then
pfUI.bags[bag].slots[slot].frame:Hide()
end
end
end
pfUI.bag:CreateBags()
pfUI.bag:CreateBags("bank")
pfUI.bag.maxslots = maxslots
end
end
function pfUI.bag:CreateBags(object)
local x = 0
local y = 0
local frame = {}
local iterate = {}
local anchor, rowlength, cwidth
if object == "bank" then
if not pfUI.bag.left then pfUI.bag.left = CreateFrame("Frame", "pfBank", UIParent) end
anchor = { "BOTTOMLEFT", (pfUI.chat and pfUI.chat.left or nil), "BOTTOMRIGHT", "TOPLEFT", "TOPRIGHT" }
rowlength = tonumber(C.appearance.bags.bankrowlength)
cwidth = C.chat.left.width
iterate = pfUI.BANK
frame = pfUI.bag.left
else
if not pfUI.bag.right then pfUI.bag.right = CreateFrame("Frame", "pfBag", UIParent) end
rowlength = tonumber(C.appearance.bags.bagrowlength)
anchor = { "BOTTOMRIGHT", (pfUI.chat and pfUI.chat.right or nil), "BOTTOMLEFT", "TOPRIGHT", "TOPLEFT" }
cwidth = C.chat.right.width
iterate = pfUI.BACKPACK
frame = pfUI.bag.right
end
if not frame.init then
pfUI.bag:CreateAdditions(frame)
frame:SetFrameStrata("HIGH")
CreateBackdrop(frame, default_border)
CreateBackdropShadow(frame)
frame.init = true
end
if pfUI.chat and C.appearance.bags.icon_size == "-1" then
-- align bags to chat if no custom size is set
frame:SetWidth(cwidth * anchor[2]:GetScale())
elseif C.appearance.bags.icon_size ~= "-1" then
-- use custom size if set
frame:SetWidth((C.appearance.bags.icon_size + default_border*3) * rowlength - default_border)
else
-- fallback to 22px without any anchor or custom setting
frame:SetWidth((22 + default_border*3) * rowlength - default_border)
end
if pfUI.chat and C.appearance.bags.icon_size ~= "-1" then
-- ignore custom icon size
frame:SetPoint(anchor[1], anchor[2], anchor[1], 0, 0)
elseif pfUI.chat then
-- use chat frame as anchor if existing
if C.appearance.bags.abovechat == "0" then
frame:SetPoint(anchor[1], anchor[2], anchor[1], 0, 0)
frame:SetPoint(anchor[3], anchor[2], anchor[3], 0, 0)
else
frame:SetPoint(anchor[3], anchor[2], anchor[5], 0, 3*default_border)
frame:SetPoint(anchor[1], anchor[2], anchor[4], 0, 3*default_border)
end
else
-- align frame to UIParent if no anchor is available
frame:SetPoint(anchor[1], UIParent, anchor[1], 5, 5)
end
if C.appearance.bags.movable == "1" then
-- enable movable bag frames
LoadMovable(frame)
frame:EnableMouse(1)
frame:SetMovable(1)
frame:RegisterForDrag("LeftButton")
frame:SetScript("OnDragStart", function()
this:StartMoving()
end)
frame:SetScript("OnDragStop", function()
this:StopMovingOrSizing()
SaveMovable(this)
end)
end
frame:EnableMouse(1)
if C.appearance.bags.movable == "1" and C.appearance.bags.icon_size ~= "-1" then
frame.button_size = C.appearance.bags.icon_size
else
frame.button_size = (frame:GetWidth() - 2*default_border - (rowlength-1)*default_border*3)/ rowlength
end
local topspace = pfUI.bag.right.close:GetHeight() + default_border * 2
local bottomspace = pfUI.panel and pfUI.panel.right:IsShown() and pfUI.panel.right:GetHeight() + default_border or 16 + default_border
for id, bag in pairs(iterate) do
if not pfUI.bags[bag] then
pfUI.bags[bag] = CreateFrame("Frame", "pfBag" .. bag, frame)
pfUI.bags[bag]:SetAllPoints(frame)
pfUI.bags[bag].slots = {}
end
pfUI.bags[bag]:SetID(bag)
local bagsize = GetContainerNumSlots(bag)
if bag == -2 and pfUI.bag.showKeyring == true then bagsize = GetKeyRingSize() end
for slot=1, bagsize do
pfUI.bag:UpdateSlot(bag, slot)
pfUI.bags[bag].slots[slot].frame:ClearAllPoints()
pfUI.bags[bag].slots[slot].frame:SetPoint("TOPLEFT",
default_border + x*(frame.button_size+default_border*3),
-default_border*2 - y*(frame.button_size+default_border*3) - topspace)
pfUI.bags[bag].slots[slot].frame:SetSize(frame.button_size, frame.button_size)
if x >= rowlength - 1 then
y = y + 1
x = 0
else
x = x + 1
end
end
end
if x > 0 then y = y + 1 end
frame:SetHeight( default_border*2 + y*(frame.button_size+default_border*3) + topspace + bottomspace)
local chat = pfUI.chat and ( object == "bank" and pfUI.chat.left or pfUI.chat.right) or nil
frame:SetScript("OnShow", function()
frame.opened = true
if C.appearance.bags.hidechat == "1" and chat and chat:IsVisible() then
frame.chatWasOpen = true
chat:Hide()
end
if C.appearance.bags.autoSortOnOpen == "1" then
libbagsort:Sort({0, 1, 2, 3, 4}, BagSortOpts())
end
pfUI.bag:CreateBags(object)
PlaySound("INTERFACESOUND_BACKPACKOPEN")
end)
frame:SetScript("OnHide", function()
if C.appearance.bags.hidechat == "1" and chat and frame.chatWasOpen then
chat:Show()
frame.chatWasOpen = false
end
pfUI.bag:CreateBags(object)
PlaySound("INTERFACESOUND_BACKPACKCLOSE")
if frame.opened then
frame.opened = nil
pfUI.events:TriggerEvent("bag:closed", object)
end
end)
end
function pfUI.bag:UpdateBag(bag)
local bagsize = GetContainerNumSlots(bag)
if bag == -2 and pfUI.bag.showKeyring == true then bagsize = GetKeyRingSize() end
for slot=1, bagsize do
pfUI.bag:UpdateSlot(bag, slot)
end
end
function pfUI.bag:UpdateSlot(bag, slot)
if not pfUI.bags[bag] then return end
if not pfUI.bags[bag].slots[slot] then
local tpl = "ContainerFrameItemButtonTemplate"
if bag == -1 then tpl = "BankItemButtonGenericTemplate" end
pfUI.bags[bag].slots[slot] = {}
pfUI.bags[bag].slots[slot].frame = CreateFrame("Button", "pfBag" .. bag .. "item" .. slot, pfUI.bags[bag], tpl)
pfUI.bags[bag].slots[slot].frame.qtext = pfUI.bags[bag].slots[slot].frame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
pfUI.bags[bag].slots[slot].frame:SetNormalTexture("")
pfUI.bags[bag].slots[slot].bag = bag
pfUI.bags[bag].slots[slot].slot = slot
pfUI.bags[bag].slots[slot].frame:SetID(slot)
-- add cooldown frame to bankslots
if tpl == "BankItemButtonGenericTemplate" then
local bankslot = pfUI.bags[bag].slots[slot].frame
local name = "pfBag" .. bag .. "item" .. slot .. "Cooldown"
bankslot.cd = CreateFrame(COOLDOWN_FRAME_TYPE, name, bankslot, "CooldownFrameTemplate")
bankslot.cd:SetAllPoints(bankslot)
bankslot.cd.pfCooldownStyleAnimation = 1
bankslot.cd.pfCooldownType = "ALL"
else
local bagslot = pfUI.bags[bag].slots[slot].frame
bagslot.cd = _G[bagslot:GetName().."Cooldown"]
bagslot.cd.pfCooldownType = "ALL"
end
if not pfUI.bags[bag].slots[slot].frame.backdrop then
CreateBackdrop(pfUI.bags[bag].slots[slot].frame, default_border)
end
local highlight = pfUI.bags[bag].slots[slot].frame:GetHighlightTexture()
highlight:SetTexture(.5, .5, .5, .5)
local pushed = pfUI.bags[bag].slots[slot].frame:GetPushedTexture()
pushed:SetTexture(.5, .5, .5, .5)
local questText = pfUI.bags[bag].slots[slot].frame.qtext
questText:SetFont(pfUI.font_default, 13, "THICKOUTLINE")
questText:SetPoint("TOPLEFT", 0, 0)
questText:SetTextColor(1, .8, .2, 1)
local countFrame = _G[pfUI.bags[bag].slots[slot].frame:GetName() .. "Count"]
countFrame:SetFont(pfUI.font_unit, C.global.font_unit_size, "OUTLINE")
countFrame:SetAllPoints()
countFrame:SetJustifyH("RIGHT")
countFrame:SetJustifyV("BOTTOM")
local icon = _G[pfUI.bags[bag].slots[slot].frame:GetName() .. "IconTexture"]
icon:SetTexCoord(.08, .92, .08, .92)
icon:ClearAllPoints()
icon:SetPoint("TOPLEFT", 1, -1)
icon:SetPoint("BOTTOMRIGHT", -1, 1)
local border = _G[pfUI.bags[bag].slots[slot].frame:GetName() .. "NormalTexture"]
border:SetTexture("")
if ShaguScore then
pfUI.bags[bag].slots[slot].frame.scoreText = pfUI.bags[bag].slots[slot].frame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
pfUI.bags[bag].slots[slot].frame.scoreText:SetFont(pfUI.font_default, 12, "OUTLINE")
pfUI.bags[bag].slots[slot].frame.scoreText:SetPoint("TOPRIGHT", 0, 0)
end
end
local itemID = C_Container.GetContainerItemID(bag, slot)
local texture, count, locked, quality = GetContainerItemInfo(bag, slot)
if count == 1 then
local charges = C_Container.GetContainerItemCharges(bag, slot)
if charges > 1 then
count = charges
end
end
local _, _, q, _, _, _, itype = C_Item.GetItemInfo(itemID)
-- running advanced item color scan
if C.appearance.bags.borderonlygear == "0" and texture and quality and quality < 1 then
if quality then quality = q end
end
SetItemButtonTexture(pfUI.bags[bag].slots[slot].frame, texture)
SetItemButtonCount(pfUI.bags[bag].slots[slot].frame, count)
SetItemButtonDesaturated(pfUI.bags[bag].slots[slot].frame, locked, 0.5, 0.5, 0.5)
local hasItem = texture and 1 or nil
pfUI.bags[bag].slots[slot].frame.hasItem = hasItem
pfUI.bags[bag].slots[slot].frame.qtext:SetText("")
ContainerFrame_UpdateCooldown(bag, pfUI.bags[bag].slots[slot].frame)
-- detect backdrop border color
if texture and itype == "Quest" then
pfUI.bags[bag].slots[slot].frame.backdrop:SetBackdropBorderColor(1, .8, .2, .8)
pfUI.bags[bag].slots[slot].frame.qtext:SetText("?")
elseif texture and quality and quality > tonumber(C.appearance.bags.borderlimit) then
pfUI.bags[bag].slots[slot].frame.backdrop:SetBackdropBorderColor(GetItemQualityColor(quality))
elseif texture and quality then
pfUI.bags[bag].slots[slot].frame.backdrop:SetBackdropBorderColor(.5,.5,.5,1)
else
local bagtype = GetBagFamily(bag)
if bagtype == "QUIVER" then
pfUI.bags[bag].slots[slot].frame.backdrop:SetBackdropBorderColor(1,1,.5,.5)
elseif bagtype == "SOULBAG" then
pfUI.bags[bag].slots[slot].frame.backdrop:SetBackdropBorderColor(1,.5,.5,.5)
elseif bagtype == "SPECIAL" then
pfUI.bags[bag].slots[slot].frame.backdrop:SetBackdropBorderColor(.5,.5,1,.5)
elseif bagtype == "KEYRING" then
pfUI.bags[bag].slots[slot].frame.backdrop:SetBackdropBorderColor(.5,1,1,.5)
else
pfUI.bags[bag].slots[slot].frame.backdrop:SetBackdropBorderColor(1,1,1,.2)
end
end
-- add shaguscore if we have it
if ShaguScore and pfUI.bags[bag].slots[slot].frame.scoreText then
if quality and quality > 0 then
local item = Item:CreateFromBagAndSlot(bag, slot)
local r,g,b = item:GetItemQualityColorRGB()
local itemID = item:GetItemID()
local itemLevel = ShaguScore.Database[itemID] or 0
local score = ShaguScore:Calculate(vslot, quality, itemLevel)
if score and score > 0 and count and count == 1 then
pfUI.bags[bag].slots[slot].frame.scoreText:SetText(score)
pfUI.bags[bag].slots[slot].frame.scoreText:SetTextColor(r, g, b)
else
pfUI.bags[bag].slots[slot].frame.scoreText:SetText("")
end
else
pfUI.bags[bag].slots[slot].frame.scoreText:SetText("")
end
end
pfUI.bags[bag].slots[slot].frame:Show()
end
function pfUI.bag:CreateBagSlots(frame)
if not frame.bagslots then
frame.bagslots = CreateFrame("Frame", "pfBagSlots", frame)
frame.bagslots.slots = {}
frame.bagslots:Hide()
end
local min, max = 0, 3
local tpl = "BagSlotButtonTemplate"
local name, append = "pfUIBagsBBag", "Slot"
local position = "RIGHT"
if frame == pfUI.bag.left then
min, max = 1, math.min(NUM_BANKBAGSLOTS, (GetNumBankSlots() or 0))
tpl = "BankItemButtonBagTemplate"
name, append = "pfUIBankBBag", ""
position = "LEFT"
end
frame.bagslots:SetPoint("BOTTOM"..position, frame, "TOP"..position, 0, default_border*3)
CreateBackdrop(frame.bagslots, default_border)
CreateBackdropShadow(frame.bagslots)
local extra = frame == pfUI.bag.left and GetNumBankSlots() < NUM_BANKBAGSLOTS and 1 or 0
local width = (frame.button_size/5*4 + default_border*2) * (max-min+1+extra)
local height = default_border + (frame.button_size/5*4 + default_border)
frame.bagslots:SetSize(width, height)
for slot=min, max do
if not frame.bagslots.slots[slot] then
frame.bagslots.slots[slot] = {}
frame.bagslots.slots[slot].frame = CreateFrame("CheckButton", name .. slot .. append, frame.bagslots, tpl)
local icon = _G[frame.bagslots.slots[slot].frame:GetName() .. "IconTexture"]
local border = _G[frame.bagslots.slots[slot].frame:GetName() .. "NormalTexture"]
icon:SetTexCoord(.08, .92, .08, .92)
icon:ClearAllPoints()
icon:SetPoint("TOPLEFT", 1, -1)
icon:SetPoint("BOTTOMRIGHT", -1, 1)
border:SetTexture("")
local highlight = frame.bagslots.slots[slot].frame:GetHighlightTexture()
highlight:SetTexture(.5, .5, .5, .5)
local pushed = frame.bagslots.slots[slot].frame:GetPushedTexture()
pushed:SetTexture(.5, .5, .5, .5)
if frame == pfUI.bag.left then
frame.bagslots.slots[slot].frame:SetID(slot + 4)
frame.bagslots.slots[slot].frame.slot = slot + 3
else
frame.bagslots.slots[slot].frame.slot = slot
frame.bagslots.slots[slot].slot = slot
end
local SlotEnter = frame.bagslots.slots[slot].frame:GetScript("OnEnter")
frame.bagslots.slots[slot].frame:SetScript("OnEnter", function()
for slot, f in ipairs(pfUI.bags[this.slot + 1].slots) do
CreateBackdrop(f.frame, default_border)
f.frame.backdrop:SetBackdropBorderColor(.2,1,.8,1)
end
SlotEnter(this)
end)
local SlotLeave = frame.bagslots.slots[slot].frame:GetScript("OnLeave")
frame.bagslots.slots[slot].frame:SetScript("OnLeave", function()
pfUI.bag:UpdateBag(this.slot + 1)
SlotLeave()
end)
-- On TBC, the OnEvent function of the template scans for framenames,
-- and obviously doesn't know the pf-Names. Therefore, triggering
-- the update function on each frame manually
if frame == pfUI.bag.left and BankFrameItemButton_Update then
local SlotUpdate = frame.bagslots.slots[slot].frame:GetScript("OnUpdate")
frame.bagslots.slots[slot].frame:SetScript("OnUpdate", function()
if SlotUpdate then SlotUpdate(this) end
BankFrameItemButton_Update(this)
end)
end
end
local left = (slot-min)*(frame.button_size/5*4+default_border*2) + default_border
local top = -default_border
frame.bagslots.slots[slot].frame:ClearAllPoints()
frame.bagslots.slots[slot].frame:SetPoint("TOPLEFT", frame.bagslots, "TOPLEFT", left, top)
frame.bagslots.slots[slot].frame:SetSize(frame.button_size/5*4, frame.button_size/5*4)
CreateBackdrop(frame.bagslots.slots[slot].frame, default_border)
frame.bagslots.slots[slot].frame:Show()
if ( slot <= GetNumBankSlots() ) then
frame.bagslots.slots[slot].frame.tooltipText = BANK_BAG
else
frame.bagslots.slots[slot].frame.tooltipText = BANK_BAG_PURCHASE
end
end
if frame == pfUI.bag.left then
if GetNumBankSlots() < NUM_BANKBAGSLOTS then
if not frame.bagslots.buy then
frame.bagslots.buy = CreateFrame("Button", "pfBagSlotBuy", frame.bagslots)
end
frame.bagslots.buy:SetPoint("RIGHT", frame.bagslots, "RIGHT", -default_border, 0)
CreateBackdrop(frame.bagslots.buy, default_border)
frame.bagslots.buy:SetSize(frame.button_size/5*4, frame.button_size/5*4)
frame.bagslots.buy:SetText("+")
frame.bagslots.buy:SetTextColor(.5,.5,1,1)
frame.bagslots.buy:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
frame.bagslots.buy:SetScript("OnEnter", function ()
frame.bagslots.buy:SetTextColor(1,1,1,1)
end)
frame.bagslots.buy:SetScript("OnLeave", function ()
frame.bagslots.buy:SetTextColor(.5,.5,1,1)
end)
frame.bagslots.buy:SetScript("OnClick", function()
StaticPopup_Show("CONFIRM_BUY_BANK_SLOT")
end)
else
if frame.bagslots.buy then frame.bagslots.buy:Hide() end
end
end
end
function pfUI.bag:ReanchorAdditions()
local frame = pfUI.bag.right
local show_disenchant = (frame.disenchant:GetID() > 0)
local show_picklock = (frame.picklock:GetID() > 0)
if not show_disenchant then
frame.disenchant:Hide()
frame.picklock:SetPoint("TOPRIGHT", frame.open, "TOPLEFT", -default_border*3, 0)
else
frame.disenchant:Show()
frame.picklock:SetPoint("TOPRIGHT", frame.disenchant, "TOPLEFT", -default_border*3, 0)
end
if not show_picklock then
frame.picklock:Hide()
if show_disenchant then
frame.keys:SetPoint("TOPRIGHT", frame.disenchant, "TOPLEFT", -default_border*3, 0)
else
frame.keys:SetPoint("TOPRIGHT", frame.open, "TOPLEFT", -default_border*3, 0)
end
else
frame.picklock:Show()
frame.keys:SetPoint("TOPRIGHT", frame.picklock, "TOPLEFT", -default_border*3, 0)
end
end
function pfUI.bag:UpdateCooldowns()
local frame
for bag=-2, 11 do
local bagsize = GetContainerNumSlots(bag)
if bag == -2 and pfUI.bag.showKeyring == true then bagsize = GetKeyRingSize() end
for slot=1, bagsize do
frame = pfUI.bags[bag] and pfUI.bags[bag].slots[slot] and pfUI.bags[bag].slots[slot].frame
if frame and frame.hasItem and _G[frame:GetName() .. "Cooldown"] then
ContainerFrame_UpdateCooldown(bag, frame)
end
end
end
end
function pfUI.bag:UpdateItemLock()
for bag=-2, 11 do
local bagsize = GetContainerNumSlots(bag)
if bag == -2 and pfUI.bag.showKeyring == true then bagsize = GetKeyRingSize() end
for slot=1, bagsize do
if pfUI.bags[bag] and pfUI.bags[bag].slots[slot] and pfUI.bags[bag].slots[slot].frame:IsShown() then
local _, _, locked, _ = GetContainerItemInfo(bag, slot)
if pfUI.bags[bag].slots[slot].locked ~= locked then
SetItemButtonDesaturated(pfUI.bags[bag].slots[slot].frame, locked, 0.5, 0.5, 0.5)
if pfUI.unusable then pfUI.unusable:UpdateSlot(bag, slot) end
pfUI.bags[bag].slots[slot].locked = locked
end
end
end
end
end
function pfUI.bag:RefreshSpells()
if not (pfUI.bag and pfUI.bag.right) then return end
for spellID, widget in pairs(extractSpells) do
if IsSpellKnown(spellID) and pfUI.bag.right[widget.frame] then
pfUI.bag.right[widget.frame]:SetID(spellID)
end
end
pfUI.bag:ReanchorAdditions()
end
function pfUI.bag:CreateAdditions(frame)
-- bag additions
if frame == pfUI.bag.right then
-- bag close button
if not frame.close then
frame.close = CreateFrame("Button", "pfBagClose", frame)
frame.close:SetPoint("TOPRIGHT", -default_border*1,-default_border )
CreateBackdrop(frame.close, default_border)
frame.close:SetSize(12, 12)
frame.close.texture = frame.close:CreateTexture("pfBagClose")
frame.close.texture:SetTexture(pfUI.media["img:close"])
frame.close.texture:ClearAllPoints()
frame.close.texture:SetPoint("TOPLEFT", frame.close, "TOPLEFT", 2, -2)
frame.close.texture:SetPoint("BOTTOMRIGHT", frame.close, "BOTTOMRIGHT", -2, 2)
frame.close.texture:SetVertexColor(1,.25,.25,1)
frame.close:SetScript("OnEnter", function ()
frame.close.backdrop:SetBackdropBorderColor(1,.25,.25,1)
end)
frame.close:SetScript("OnLeave", function ()
CreateBackdrop(frame.close, default_border)
end)
frame.close:SetScript("OnClick", function()
CloseAllBags()
end)
end
-- bags button
if not frame.bags then
frame.bags = CreateFrame("Button", "pfBagSlotShow", frame)
frame.bags:SetPoint("TOPRIGHT", frame.close, "TOPLEFT", -default_border*3, 0)
CreateBackdrop(frame.bags, default_border)
frame.bags:SetSize(12, 12)
frame.bags:SetTextColor(1,1,.25,1)
frame.bags:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
frame.bags.texture = frame.bags:CreateTexture("pfBagArrowUp")
frame.bags.texture:SetTexture(pfUI.media["img:up"])
frame.bags.texture:ClearAllPoints()
frame.bags.texture:SetPoint("TOPLEFT", frame.bags, "TOPLEFT", 3, -1)
frame.bags.texture:SetPoint("BOTTOMRIGHT", frame.bags, "BOTTOMRIGHT", -3, 1)
frame.bags.texture:SetVertexColor(.25,.25,.25,1)
frame.bags:SetScript("OnEnter", function ()
frame.bags.backdrop:SetBackdropBorderColor(1,1,.25,1)
frame.bags.texture:SetVertexColor(1,1,.25,1)
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText(_G.TUTORIAL_TITLE10)
GameTooltip:Show()
end)
frame.bags:SetScript("OnLeave", function ()
CreateBackdrop(frame.bags, default_border)
frame.bags.texture:SetVertexColor(.25,.25,.25,1)
if GameTooltip:IsOwned(this) then
GameTooltip:Hide()
end
end)
frame.bags:SetScript("OnClick", function()
pfUI.bag.right.bagslots:SetShown(not pfUI.bag.right.bagslots:IsShown())
end)
end
-- open button
if not frame.open then
frame.open = CreateFrame("Button", "pfBagSlotOpen", frame)
frame.open:SetPoint("TOPRIGHT", frame.bags, "TOPLEFT", -default_border*3, 0)
CreateBackdrop(frame.open, default_border)
frame.open:SetSize(12, 12)
frame.open:SetTextColor(1,1,.25,1)
frame.open:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
frame.open.texture = frame.open:CreateTexture("pfBagOpenContainer")
frame.open.texture:SetTexture(pfUI.media["img:empty"])
frame.open.texture:ClearAllPoints()
frame.open.texture:SetPoint("TOPLEFT", frame.open, "TOPLEFT", 3, -1)
frame.open.texture:SetPoint("BOTTOMRIGHT", frame.open, "BOTTOMRIGHT", -3, 1)
frame.open.texture:SetVertexColor(.25,.25,.25,1)
frame.open:SetScript("OnEnter", function ()
frame.open.backdrop:SetBackdropBorderColor(1,1,.25,1)
frame.open.texture:SetVertexColor(1,1,.25,1)
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
local bag, slot = GetNextOpenable()
if bag and slot then
GameTooltip:SetBagItem(bag, slot)
else
GameTooltip:SetText(_G.EMPTY)
end
GameTooltip:Show()
end)
frame.open:SetScript("OnLeave", function ()
CreateBackdrop(frame.open, default_border)
frame.open.texture:SetVertexColor(.25,.25,.25,1)
if GameTooltip:IsOwned(this) then
GameTooltip:Hide()
end
end)
frame.open:SetScript("OnClick", function()
-- open next container item
local bag, slot = GetNextOpenable()
if bag and slot then
ClearCursor()
if MerchantFrame:IsShown() then
HideUIPanel(MerchantFrame)
end
UseContainerItem(bag, slot)
end
-- reload tootltip
local bag, slot = GetNextOpenable()
if bag and slot then
GameTooltip:SetBagItem(bag, slot)
else
GameTooltip:SetText(_G.EMPTY)
end
end)
end
-- disenchant button
if not frame.disenchant then
frame.disenchant = CreateFrame("Button", "pfBagSlotDisenchant", frame)
frame.disenchant:SetPoint("TOPRIGHT", frame.open, "TOPLEFT", -default_border*3, 0)
CreateBackdrop(frame.disenchant, default_border)
frame.disenchant:SetSize(12, 12)
frame.disenchant:SetTextColor(1,1,.25,1)
frame.disenchant:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
frame.disenchant.texture = frame.disenchant:CreateTexture("pfBagDisenchant")
frame.disenchant.texture:SetTexture(pfUI.media["img:disenchant"])
frame.disenchant.texture:ClearAllPoints()
frame.disenchant.texture:SetPoint("TOPLEFT", frame.disenchant, "TOPLEFT", 3, -1)
frame.disenchant.texture:SetPoint("BOTTOMRIGHT", frame.disenchant, "BOTTOMRIGHT", -3, 1)
frame.disenchant.texture:SetVertexColor(.25,.25,.25,1)
frame.disenchant:SetScript("OnEnter", function ()
frame.disenchant.backdrop:SetBackdropBorderColor(1,1,.25,1)
frame.disenchant.texture:SetVertexColor(1,1,.25,1)
local id = this:GetID()
if id and id > 0 then
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetSpellByID(id)
GameTooltip:Show()
end
end)
frame.disenchant:SetScript("OnLeave", function ()
CreateBackdrop(frame.disenchant, default_border)
frame.disenchant.texture:SetVertexColor(.25,.25,.25,1)
if GameTooltip:IsOwned(this) then
GameTooltip:Hide()
end
end)
frame.disenchant:SetScript("OnClick", function()
local id = this:GetID()
if id and id > 0 then
CastSpellByName(id)
end
end)
end
-- pick lock button
if not frame.picklock then
frame.picklock = CreateFrame("Button", "pfBagSlotPicklock", frame)
frame.picklock:SetPoint("TOPRIGHT", frame.disenchant, "TOPLEFT", -default_border*3, 0)
CreateBackdrop(frame.picklock, default_border)
frame.picklock:SetSize(12, 12)
frame.picklock:SetTextColor(1,1,.25,1)
frame.picklock:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
frame.picklock.texture = frame.picklock:CreateTexture("pfBagPicklock")
frame.picklock.texture:SetTexture(pfUI.media["img:picklock"])
frame.picklock.texture:ClearAllPoints()
frame.picklock.texture:SetPoint("TOPLEFT", frame.picklock, "TOPLEFT", 3, -1)
frame.picklock.texture:SetPoint("BOTTOMRIGHT", frame.picklock, "BOTTOMRIGHT", -3, 1)
frame.picklock.texture:SetVertexColor(.25,.25,.25,1)
frame.picklock:SetScript("OnEnter", function ()
frame.picklock.backdrop:SetBackdropBorderColor(1,1,.25,1)
frame.picklock.texture:SetVertexColor(1,1,.25,1)
local id = this:GetID()
if id and id > 0 then
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetSpellByID(id)
GameTooltip:Show()
end
end)
frame.picklock:SetScript("OnLeave", function ()
CreateBackdrop(frame.picklock, default_border)
frame.picklock.texture:SetVertexColor(.25,.25,.25,1)
if GameTooltip:IsOwned(this) then
GameTooltip:Hide()
end
end)
frame.picklock:SetScript("OnClick", function()
local id = this:GetID()
if id and id > 0 then
CastSpellByName(id)
end
end)
end
-- key button
if not frame.keys then
frame.keys = CreateFrame("Button", "pfBagSlotShow", frame)
frame.keys:SetPoint("TOPRIGHT", frame.picklock, "TOPLEFT", -default_border*3, 0)
CreateBackdrop(frame.keys, default_border)
frame.keys:SetSize(12, 12)
frame.keys:SetTextColor(1,1,.25,1)
frame.keys:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
frame.keys.texture = frame.keys:CreateTexture("pfBagArrowUp")
frame.keys.texture:SetTexture(pfUI.media["img:key"])
frame.keys.texture:ClearAllPoints()
frame.keys.texture:SetPoint("TOPLEFT", frame.keys, "TOPLEFT", 3, -1)
frame.keys.texture:SetPoint("BOTTOMRIGHT", frame.keys, "BOTTOMRIGHT", -3, 1)
frame.keys.texture:SetVertexColor(.25,.25,.25,1)
frame.keys:SetScript("OnEnter", function ()
frame.keys.backdrop:SetBackdropBorderColor(1,1,.25,1)
frame.keys.texture:SetVertexColor(1,1,.25,1)
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText(_G.KEYRING)
GameTooltip:Show()
end)
frame.keys:SetScript("OnLeave", function ()
CreateBackdrop(frame.keys, default_border)
frame.keys.texture:SetVertexColor(.25,.25,.25,1)
if GameTooltip:IsOwned(this) then
GameTooltip:Hide()
end
end)
frame.keys:SetScript("OnClick", function()
if not pfUI.bag.showKeyring then
pfUI.bag.showKeyring = true
else
pfUI.bag.showKeyring = nil
end
pfUI.bag:CheckFullUpdate()
end)
end
-- sort button (anchors to keys, which is the always-present leftmost
-- button in the dynamic chain — picklock and disenchant are class-gated)
if not frame.sort then
frame.sort = CreateFrame("Button", "pfBagSort", frame)
frame.sort:SetPoint("TOPRIGHT", frame.keys, "TOPLEFT", -default_border*3, 0)
CreateBackdrop(frame.sort, default_border)
frame.sort:SetSize(12, 12)
frame.sort.texture = frame.sort:CreateTexture("pfBagSortIcon")
frame.sort.texture:SetTexture(pfUI.media["img:sort"])
frame.sort.texture:ClearAllPoints()
frame.sort.texture:SetPoint("TOPLEFT", frame.sort, "TOPLEFT", 2, -2)
frame.sort.texture:SetPoint("BOTTOMRIGHT", frame.sort, "BOTTOMRIGHT", -2, 2)
frame.sort.texture:SetVertexColor(.25,.25,.25,1)
frame.sort:SetScript("OnEnter", function ()
frame.sort.backdrop:SetBackdropBorderColor(1,1,.25,1)
frame.sort.texture:SetVertexColor(1,1,.25,1)
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText(T["Sort Bags"])
GameTooltip:Show()
end)
frame.sort:SetScript("OnLeave", function ()
CreateBackdrop(frame.sort, default_border)
frame.sort.texture:SetVertexColor(.25,.25,.25,1)
if GameTooltip:IsOwned(this) then
GameTooltip:Hide()
end
end)
frame.sort:SetScript("OnClick", function()
libbagsort:Sort({0, 1, 2, 3, 4}, BagSortOpts())
end)
end
-- gold string
if not frame.gold and (C.appearance.bags.movable == "1" or not pfUI.panel) then
frame.gold = CreateFrame("Frame", "pfBagGoldString", frame)
frame.gold:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -4, 1)
frame.gold:SetSize(200, 18)
frame.gold:RegisterEvent("PLAYER_ENTERING_WORLD")
frame.gold:RegisterEvent("PLAYER_MONEY")
frame.gold:SetScript("OnEvent", function()
frame.gold.text:SetText(CreateGoldString(GetMoney()))
end)
frame.gold.text = frame.gold.text or frame.gold:CreateFontString(nil, "OVERLAY", "GameFontNormal")
frame.gold.text:SetFontObject(GameFontWhite)
frame.gold.text:SetJustifyH("RIGHT")
frame.gold.text:SetAllPoints()
end
-- bag search
if not frame.search then
frame.search = CreateFrame("Frame", "pfBagSearch", frame)
frame.search.db = {}
frame.search:SetHeight(12)
frame.search:SetPoint("TOPLEFT", frame, "TOPLEFT", default_border, -default_border)
frame.search:SetPoint("TOPRIGHT", frame.sort, "TOPLEFT", -default_border*3, -default_border)
CreateBackdrop(frame.search, default_border)
frame.search.edit = CreateFrame("EditBox", "pfUIBagSearch", frame.search, "InputBoxTemplate")
pfUIBagSearchLeft:SetTexture(nil)
pfUIBagSearchMiddle:SetTexture(nil)
pfUIBagSearchRight:SetTexture(nil)
frame.search.edit:ClearAllPoints()
frame.search.edit:SetPoint("TOPLEFT", frame.search, "TOPLEFT", default_border*2, 0)
frame.search.edit:SetPoint("BOTTOMRIGHT", frame.search, "BOTTOMRIGHT", -default_border*2, 0)
frame.search.edit:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
frame.search.edit:SetAutoFocus(false)
frame.search.edit:SetText(T["Search"])
frame.search.edit:SetTextColor(.5,.5,.5,1)
frame.search.edit:SetScript("OnEditFocusGained", function()
this:SetText("")
end)
frame.search.edit:SetScript("OnEditFocusLost", function()
this:SetText(T["Search"])
for bag=-2, 11 do
local bagsize = GetContainerNumSlots(bag)
if bag == -2 and pfUI.bag.showKeyring == true then bagsize = GetKeyRingSize() end
for slot=1, bagsize do
pfUI.bags[bag].slots[slot].frame:SetAlpha(1)
end
end
end)
frame.search.edit:SetScript("OnTextChanged", function()
if this:GetText() == T["Search"] then return end
for bag=-2, 11 do
local bagsize = GetContainerNumSlots(bag)
if bag == -2 and pfUI.bag.showKeyring == true then bagsize = GetKeyRingSize() end
for slot=1, bagsize do
pfUI.bags[bag].slots[slot].frame:SetAlpha(.25)
local texture, itemCount, locked, quality, readable = GetContainerItemInfo(bag, slot)
if itemCount then
local itemLink = GetContainerItemLink(bag, slot)
local itemstring = string.sub(itemLink, string.find(itemLink, "%[")+1, string.find(itemLink, "%]")-1)
if C.appearance.bags.fulltext == "1" then
if not frame.search.db[itemLink] then
scanner:SetBagItem(bag, slot)
local text = scanner:Text()
local str = ""
for k, v in pairs(text) do
str = str .. (v[1] or "") .. (v[2] or "")
end
frame.search.db[itemLink] = strlower(str)
end
if strfind(frame.search.db[itemLink], strlower(this:GetText()), 1, true) then
pfUI.bags[bag].slots[slot].frame:SetAlpha(1)
end
end
if strfind(strlower(itemstring), strlower(this:GetText()), 1, true) then
pfUI.bags[bag].slots[slot].frame:SetAlpha(1)
end
end
end
end
end)
frame.search:SetScript("OnLeave", function()
frame.search.edit:ClearFocus()
end)
frame.search.edit:SetScript("OnMouseUp", function()
if arg1 == "RightButton" then
this:ClearFocus()
end
end)
frame.search:SetScript("OnHide", function()
frame.search.edit:SetText(T["Search"])
for bag = -2, 11 do
if pfUI.bags[bag] then
local bagsize = GetContainerNumSlots(bag)
if bag == -2 and pfUI.bag.showKeyring == true then bagsize = GetKeyRingSize() end
for slot = 1, bagsize do
if pfUI.bags[bag] and pfUI.bags[bag].slots[slot] then
pfUI.bags[bag].slots[slot].frame:SetAlpha(1)
end
end
end
end
end)
end
else
-- bankframe
-- bag close button
if not frame.close then
frame.close = CreateFrame("Button", "pfBagClose", frame)
frame.close:SetPoint("TOPRIGHT", -default_border*1,-default_border )
CreateBackdrop(frame.close, default_border)
frame.close:SetSize(12, 12)
frame.close.texture = frame.close:CreateTexture("pfBagClose")
frame.close.texture:SetTexture(pfUI.media["img:close"])
frame.close.texture:ClearAllPoints()
frame.close.texture:SetPoint("TOPLEFT", frame.close, "TOPLEFT", 2, -2)
frame.close.texture:SetPoint("BOTTOMRIGHT", frame.close, "BOTTOMRIGHT", -2, 2)
frame.close.texture:SetVertexColor(1,.25,.25,1)
frame.close:SetScript("OnEnter", function ()
frame.close.backdrop:SetBackdropBorderColor(1,.25,.25,1)
end)
frame.close:SetScript("OnLeave", function ()
CreateBackdrop(frame.close, default_border)
end)
frame.close:SetScript("OnClick", function()
CloseBankFrame()
end)
end
-- bags button
if not frame.bags then
frame.bags = CreateFrame("Button", "pfBagSlotShow", frame)
frame.bags:SetPoint("TOPRIGHT", frame.close, "TOPLEFT", -default_border*3, 0)
CreateBackdrop(frame.bags, default_border)
frame.bags:SetSize(12, 12)
frame.bags:SetTextColor(1,1,.25,1)
frame.bags:SetFont(pfUI.font_default, C.global.font_size, "OUTLINE")
frame.bags.texture = frame.bags:CreateTexture("pfBagArrowUp")
frame.bags.texture:SetTexture(pfUI.media["img:up"])
frame.bags.texture:ClearAllPoints()
frame.bags.texture:SetPoint("TOPLEFT", frame.bags, "TOPLEFT", 3, -1)
frame.bags.texture:SetPoint("BOTTOMRIGHT", frame.bags, "BOTTOMRIGHT", -3, 1)
frame.bags.texture:SetVertexColor(.25,.25,.25,1)
frame.bags:SetScript("OnEnter", function ()
frame.bags.backdrop:SetBackdropBorderColor(1,1,.25,1)
frame.bags.texture:SetVertexColor(1,1,.25,1)
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText(_G.TUTORIAL_TITLE10)
GameTooltip:Show()
end)
frame.bags:SetScript("OnLeave", function ()
CreateBackdrop(frame.bags, default_border)
frame.bags.texture:SetVertexColor(.25,.25,.25,1)
if GameTooltip:IsOwned(this) then
GameTooltip:Hide()
end
end)
frame.bags:SetScript("OnClick", function()
if pfUI.bag.left.bagslots:IsShown() then
pfUI.bag.left.bagslots:Hide()
else
pfUI.bag.left.bagslots:Show()
end
end)
end
-- sort button (bank)
if not frame.sort then
frame.sort = CreateFrame("Button", "pfBankSort", frame)
frame.sort:SetPoint("TOPRIGHT", frame.bags, "TOPLEFT", -default_border*3, 0)
CreateBackdrop(frame.sort, default_border)
frame.sort:SetHeight(12)
frame.sort:SetWidth(12)
frame.sort.texture = frame.sort:CreateTexture("pfBankSortIcon")
frame.sort.texture:SetTexture(pfUI.media["img:sort"])
frame.sort.texture:ClearAllPoints()
frame.sort.texture:SetPoint("TOPLEFT", frame.sort, "TOPLEFT", 2, -2)
frame.sort.texture:SetPoint("BOTTOMRIGHT", frame.sort, "BOTTOMRIGHT", -2, 2)
frame.sort.texture:SetVertexColor(.25,.25,.25,1)
frame.sort:SetScript("OnEnter", function ()
frame.sort.backdrop:SetBackdropBorderColor(1,1,.25,1)
frame.sort.texture:SetVertexColor(1,1,.25,1)
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText(T["Sort Bank"])
GameTooltip:Show()
end)
frame.sort:SetScript("OnLeave", function ()
CreateBackdrop(frame.sort, default_border)
frame.sort.texture:SetVertexColor(.25,.25,.25,1)
if GameTooltip:IsOwned(this) then
GameTooltip:Hide()
end
end)
frame.sort:SetScript("OnClick", function()
libbagsort:Sort({-1, 5, 6, 7, 8, 9, 10}, BagSortOpts())
end)
end
end
end
end)