Add account manager, character reordering, and glue Lua console
Three features layered onto the Turtle WoW baseline: - Account manager (AccountLogin.lua / .xml): saved-account list backed by Windows Credential Manager via ClassicAPI. Pass-through to LoginWithSavedAccount; per-account 'last used' timestamp; password field hides itself when the typed name matches a saved entry and a 'Change password' button reveals it on demand. - Character reordering (CharacterSelect.lua / .xml): drag-to-reorder the character list, persisted via ClassicAPI's GetSavedCharacterOrder / SetSavedCharacterOrder. - Glue Lua console (GlueConsole.lua / .xml, new files): in-glue RunScript console reachable from the title and char-select screens. Currently no key opens the console — the backtick binding was removed pending a ClassicAPI EditBox arrow/key script handler (see TODO.md section 96).
This commit is contained in:
+322
-43
@@ -6,6 +6,23 @@ CHARACTER_ROTATION_CONSTANT = 0.6;
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MAX_CHARACTERS_DISPLAYED = 10;
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MAX_CHARACTERS_PER_REALM = 10;
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AUTO_DRAG_TIME = 0.5;
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-- Per-account character autoselect was removed alongside the plaintext
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-- credential store; the AutologinSaveCharacterButton checkbox in
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-- CharacterSelect.xml is now permanently hidden, and the two functions
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-- below are no-op wrappers around `EnterWorld` to keep the existing
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-- call sites working.
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function Autologin_OnCharactersLoad()
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if ( AutologinSaveCharacterButton ) then
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AutologinSaveCharacterButton:Hide();
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end
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end
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function Autologin_EnterWorld()
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EnterWorld();
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end
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function CharacterSelect_OnLoad()
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this:SetSequence(0);
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this:SetCamera(0);
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@@ -14,6 +31,12 @@ function CharacterSelect_OnLoad()
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this.selectedIndex = 0;
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this.selectLast = 0;
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this.currentModel = "";
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this.translationTable = {};
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this.orderChanged = nil;
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this.pressDownButton = nil;
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this.pressDownTime = 0;
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this.draggedIndex = nil;
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this.suppressNextClick = nil;
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this:RegisterEvent("ADDON_LIST_UPDATE");
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this:RegisterEvent("CHARACTER_LIST_UPDATE");
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this:RegisterEvent("UPDATE_SELECTED_CHARACTER");
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@@ -36,7 +59,7 @@ function CharacterSelect_OnLoad()
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local backdropColor = DEFAULT_TOOLTIP_COLOR;
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CharacterSelectCharacterFrame:SetBackdropBorderColor(backdropColor[1], backdropColor[2], backdropColor[3]);
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CharacterSelectCharacterFrame:SetBackdropColor(backdropColor[4], backdropColor[5], backdropColor[6], 0.85);
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end
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function CharacterSelect_OnShow()
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@@ -49,7 +72,7 @@ function CharacterSelect_OnShow()
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local serverType = "";
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if ( serverName ) then
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if( not connected ) then
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serverName = serverName.."\n("..SERVER_DOWN..")";
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serverName = serverName.."\n("..TEXT(SERVER_DOWN)..")";
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end
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if ( isPVP ) then
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if ( isRP ) then
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@@ -81,7 +104,7 @@ function CharacterSelect_OnShow()
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else
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local billingTimeLeft = GetBillingTimeRemaining();
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-- Set default text for the payment plan
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local billingText = _G["BILLING_TEXT"..paymentPlan];
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local billingText = getglobal("BILLING_TEXT"..paymentPlan);
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if ( paymentPlan == 1 ) then
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-- Recurring account
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billingTimeLeft = ceil(billingTimeLeft/(60 * 24));
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@@ -92,7 +115,7 @@ function CharacterSelect_OnShow()
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-- Free account
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if ( billingTimeLeft < (24 * 60) ) then
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billingText = format(BILLING_FREE_TIME_EXPIRE, billingTimeLeft.." "..GetText("MINUTES_ABBR", nil, billingTimeLeft));
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end
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end
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elseif ( paymentPlan == 3 ) then
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-- Fixed but not recurring
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if ( isGameRoom == 1 ) then
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@@ -107,7 +130,7 @@ function CharacterSelect_OnShow()
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billingText = BILLING_FIXED_LASTDAY;
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else
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billingText = format(billingText, MinutesToTime(billingTimeLeft));
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end
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end
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end
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elseif ( paymentPlan == 4 ) then
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-- Usage plan
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@@ -178,14 +201,19 @@ function CharacterSelect_OnEvent()
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if ( event == "ADDON_LIST_UPDATE" ) then
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UpdateAddonButton();
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elseif ( event == "CHARACTER_LIST_UPDATE" ) then
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CharacterSelect_RebuildTranslationTable();
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CharacterOrder_Apply();
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UpdateCharacterList();
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CharSelectCharacterName:SetText(GetCharacterInfo(this.selectedIndex));
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CharSelectCharacterName:SetText(GetCharacterInfo(GetCharIDFromIndex(this.selectedIndex)));
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Autologin_OnCharactersLoad();
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elseif ( event == "UPDATE_SELECTED_CHARACTER" ) then
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-- arg1 is a server-assigned charID; translate to a display index
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-- so `selectedIndex` always means "position in the displayed list".
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if ( arg1 == 0 ) then
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CharSelectCharacterName:SetText("");
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else
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CharSelectCharacterName:SetText(GetCharacterInfo(arg1));
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this.selectedIndex = arg1;
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this.selectedIndex = GetIndexFromCharID(arg1);
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end
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UpdateCharacterSelection();
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elseif ( event == "SELECT_LAST_CHARACTER" ) then
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@@ -200,9 +228,7 @@ function CharacterSelect_OnEvent()
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GlueDialog_Show("SUGGEST_REALM");
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elseif ( event == "FORCE_RENAME_CHARACTER" ) then
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CharacterRenameDialog:Show();
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CharacterRenameBackground:SetHeight(16 + CharacterRenameText1:GetHeight() + CharacterRenameText2:GetHeight() + 23 + CharacterRenameEditBox:GetHeight() + 8 + CharacterRenameButton1:GetHeight() + 16);
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CharacterRenameText1:SetText(_G[arg1]);
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CharacterRenameText1:SetText(getglobal(arg1));
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end
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end
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@@ -212,44 +238,56 @@ function CharacterSelect_UpdateModel()
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end
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function UpdateCharacterSelection()
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-- Drag-aware: during a drag, dim every slot except the one currently
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-- holding the dragged character, and override the highlight to track
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-- the drag rather than the engine-side "selected" character.
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local draggedIndex = CharacterSelect.draggedIndex;
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local highlightIndex = draggedIndex or CharacterSelect.selectedIndex;
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for i=1, MAX_CHARACTERS_DISPLAYED, 1 do
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_G["CharSelectCharacterButton"..i]:UnlockHighlight();
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local btn = getglobal("CharSelectCharacterButton"..i);
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btn:UnlockHighlight();
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if ( draggedIndex and i ~= draggedIndex ) then
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btn:SetAlpha(0.6);
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else
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btn:SetAlpha(1);
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end
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end
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local index = this.selectedIndex;
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if ( (index > 0) and (index <= MAX_CHARACTERS_DISPLAYED) )then
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_G["CharSelectCharacterButton"..index]:LockHighlight();
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if ( highlightIndex and (highlightIndex > 0) and (highlightIndex <= MAX_CHARACTERS_DISPLAYED) ) then
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getglobal("CharSelectCharacterButton"..highlightIndex):LockHighlight();
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end
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end
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function UpdateCharacterList()
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local numChars = GetNumCharacters();
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local index = 1;
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local coords;
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for i=1, numChars, 1 do
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local name, race, class, level, zone, fileString, gender, ghost = GetCharacterInfo(i);
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local button = _G["CharSelectCharacterButton"..index];
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local name, race, class, level, zone, fileString, gender, ghost = GetCharacterInfo(GetCharIDFromIndex(i));
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if ( gender == 0 ) then
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gender = "MALE";
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else
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gender = "FEMALE";
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end
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local button = getglobal("CharSelectCharacterButton"..index);
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if ( not name ) then
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button:SetText("ERROR - Tell Jeremy");
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else
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if ( not zone ) then
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zone = "";
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end
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local classColor
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local classToken = TW_CLASS_TOKEN and TW_CLASS_TOKEN[class]
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if classToken and CLASS_COLORS[classToken] then
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classColor = CLASS_COLORS[classToken]
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class = classColor .. class .. "|r"
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local classToken = TW_CLASS_TOKEN and TW_CLASS_TOKEN[class];
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if ( classToken and CLASS_COLORS[classToken] ) then
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class = CLASS_COLORS[classToken] .. class .. "|r";
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end
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_G["CharSelectCharacterButton"..index.."ButtonTextName"]:SetText(name);
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if ( ghost ) then
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_G["CharSelectCharacterButton"..index.."ButtonTextInfo"]:SetText(format(CHARACTER_SELECT_INFO_GHOST, level, class));
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getglobal("CharSelectCharacterButton"..index.."ButtonTextName"):SetText(name);
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if( ghost ) then
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getglobal("CharSelectCharacterButton"..index.."ButtonTextInfo"):SetText(format(TEXT(CHARACTER_SELECT_INFO_GHOST), level, class));
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else
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_G["CharSelectCharacterButton"..index.."ButtonTextInfo"]:SetText(format(CHARACTER_SELECT_INFO, level, class));
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getglobal("CharSelectCharacterButton"..index.."ButtonTextInfo"):SetText(format(TEXT(CHARACTER_SELECT_INFO), level, class));
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end
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_G["CharSelectCharacterButton"..index.."ButtonTextLocation"]:SetText(zone);
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getglobal("CharSelectCharacterButton"..index.."ButtonTextLocation"):SetText(zone);
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end
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button:Show();
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@@ -268,18 +306,18 @@ function UpdateCharacterList()
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end
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CharacterSelect.createIndex = 0;
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CharSelectCreateCharacterButton:Hide();
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CharSelectCreateCharacterButton:Hide();
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local connected = IsConnectedToServer();
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for i=index, MAX_CHARACTERS_DISPLAYED, 1 do
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local button = _G["CharSelectCharacterButton"..index];
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local button = getglobal("CharSelectCharacterButton"..index);
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if ( (CharacterSelect.createIndex == 0) and (numChars < MAX_CHARACTERS_PER_REALM) ) then
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CharacterSelect.createIndex = index;
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if ( connected ) then
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--If can create characters position and show the create button
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CharSelectCreateCharacterButton:SetID(index);
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--CharSelectCreateCharacterButton:SetPoint("TOP", button, "TOP", 0, -5);
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CharSelectCreateCharacterButton:Show();
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CharSelectCreateCharacterButton:Show();
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end
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end
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button:Hide();
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@@ -307,6 +345,12 @@ function CharacterSelect_OnChar()
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end
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function CharacterSelectButton_OnClick()
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-- A drag just ended on top of this button — eat the click so the
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-- drop doesn't also re-select the character at the new slot.
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if ( CharacterSelect.suppressNextClick ) then
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CharacterSelect.suppressNextClick = nil;
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return;
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end
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local id = this:GetID();
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if ( id ~= CharacterSelect.selectedIndex ) then
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CharacterSelect_SelectCharacter(id);
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@@ -314,6 +358,10 @@ function CharacterSelectButton_OnClick()
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end
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function CharacterSelectButton_OnDoubleClick()
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if ( CharacterSelect.suppressNextClick ) then
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CharacterSelect.suppressNextClick = nil;
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return;
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end
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local id = this:GetID();
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if ( id ~= CharacterSelect.selectedIndex ) then
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CharacterSelect_SelectCharacter(id);
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@@ -322,10 +370,10 @@ function CharacterSelectButton_OnDoubleClick()
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end
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function CharacterSelect_TabResize()
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local buttonMiddle = _G[this:GetName().."Middle"];
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local buttonMiddleDisabled = _G[this:GetName().."MiddleDisabled"];
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local buttonMiddle = getglobal(this:GetName().."Middle");
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local buttonMiddleDisabled = getglobal(this:GetName().."MiddleDisabled");
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local width = this:GetTextWidth() - 8;
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local leftWidth = _G[this:GetName().."Left"]:GetWidth();
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local leftWidth = getglobal(this:GetName().."Left"):GetWidth();
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buttonMiddle:SetWidth(width);
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buttonMiddleDisabled:SetWidth(width);
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this:SetWidth(width + (2 * leftWidth));
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@@ -340,26 +388,27 @@ function CharacterSelect_SelectCharacter(id, noCreate)
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SetGlueScreen("charcreate");
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end
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else
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local name, race, class, level, zone, fileString = GetCharacterInfo(id);
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local charID = GetCharIDFromIndex(id);
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local name, race, class, level, zone, fileString = GetCharacterInfo(charID);
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if ( fileString ~= CharacterSelect.currentModel ) then
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CharacterSelect.currentModel = fileString;
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SetBackgroundModel(CharacterSelect, fileString);
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end
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SelectCharacter(id);
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SelectCharacter(charID);
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end
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end
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function CharacterDeleteDialog_OnShow()
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local name, race, class, level = GetCharacterInfo(CharacterSelect.selectedIndex);
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CharacterDeleteText1:SetText(format(CONFIRM_CHAR_DELETE, name, level, class));
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local name, race, class, level = GetCharacterInfo(GetCharIDFromIndex(CharacterSelect.selectedIndex));
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CharacterDeleteText1:SetText(format(TEXT(CONFIRM_CHAR_DELETE), name, level, class));
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CharacterDeleteBackground:SetHeight(16 + CharacterDeleteText1:GetHeight() + CharacterDeleteText2:GetHeight() + 23 + CharacterDeleteEditBox:GetHeight() + 8 + CharacterDeleteButton1:GetHeight() + 16);
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CharacterDeleteButton1:Disable();
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end
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function CharacterSelect_EnterWorld()
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PlaySound("gsCharacterSelectionEnterWorld");
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EnterWorld();
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Autologin_EnterWorld();
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end
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function CharacterSelect_Exit()
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@@ -374,7 +423,7 @@ end
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function CharacterSelect_TechSupport()
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PlaySound("gsCharacterSelectionAcctOptions");
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LaunchURL(TECH_SUPPORT_URL);
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LaunchURL(TEXT(TECH_SUPPORT_URL));
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end
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function CharacterSelect_Delete()
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@@ -409,6 +458,16 @@ function CharacterSelectFrame_OnUpdate()
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CHARACTER_SELECT_ROTATION_START_X = GetCursorPosition();
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SetCharacterSelectFacing(GetCharacterSelectFacing() + diff);
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end
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-- Press-and-hold detector: a character button held past AUTO_DRAG_TIME
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-- promotes into drag mode. Released sooner, OnMouseUp clears the
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-- button and the click flows normally.
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if ( CharacterSelect.pressDownButton ) then
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CharacterSelect.pressDownTime = CharacterSelect.pressDownTime + arg1;
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if ( CharacterSelect.pressDownTime >= AUTO_DRAG_TIME ) then
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CharacterSelectButton_OnDragStart(CharacterSelect.pressDownButton);
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end
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end
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end
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function CharacterSelectRotateRight_OnUpdate()
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@@ -425,5 +484,225 @@ end
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function CharacterSelect_ManageAccount()
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PlaySound("gsCharacterSelectionAcctOptions");
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LaunchURL(AUTH_NO_TIME_URL);
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LaunchURL(TEXT(AUTH_NO_TIME_URL));
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end
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-- ---------------------------------------------------------------------------
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-- Character reordering
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-- ---------------------------------------------------------------------------
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--
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-- `CharacterSelect.translationTable[displayIndex] = charID` maps the slot
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-- a button occupies on screen to the server-assigned character ID expected
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-- by `GetCharacterInfo` / `SelectCharacter` / `DeleteCharacter` / etc.
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-- Default identity table (1->1, 2->2, ...) gets reshuffled by MoveCharacter
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-- and restored on every CHARACTER_LIST_UPDATE.
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function GetCharIDFromIndex(index)
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return CharacterSelect.translationTable[index] or index;
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end
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function GetIndexFromCharID(charID)
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-- Fast path while the table is still identity.
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if ( not CharacterSelect.orderChanged ) then
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return charID;
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end
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for index = 1, table.getn(CharacterSelect.translationTable) do
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if ( CharacterSelect.translationTable[index] == charID ) then
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return index;
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end
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end
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return 0;
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end
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function CharacterSelect_RebuildTranslationTable()
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CharacterSelect.translationTable = {};
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CharacterSelect.orderChanged = nil;
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local numChars = GetNumCharacters();
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for i = 1, numChars do
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table.insert(CharacterSelect.translationTable, i);
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end
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end
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function MoveCharacter(originIndex, targetIndex, fromDrag)
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CharacterSelect.orderChanged = 1;
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local n = table.getn(CharacterSelect.translationTable);
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if ( n < 2 ) then return; end
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if ( targetIndex < 1 ) then
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targetIndex = n;
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elseif ( targetIndex > n ) then
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targetIndex = 1;
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end
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if ( originIndex == CharacterSelect.selectedIndex ) then
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CharacterSelect.selectedIndex = targetIndex;
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elseif ( targetIndex == CharacterSelect.selectedIndex ) then
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CharacterSelect.selectedIndex = originIndex;
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end
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local t = CharacterSelect.translationTable;
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t[originIndex], t[targetIndex] = t[targetIndex], t[originIndex];
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if ( fromDrag ) then
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CharacterSelect.draggedIndex = targetIndex;
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end
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UpdateCharacterSelection();
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UpdateCharacterList();
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CharacterOrder_Save();
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end
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-- ---------------------------------------------------------------------------
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-- Drag handlers
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-- ---------------------------------------------------------------------------
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--
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-- 1.12 glue widgets don't expose `RegisterForDrag`, so we synthesize drag
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-- mode by watching how long a character button is held: any press past
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-- AUTO_DRAG_TIME enters drag mode. The dragged button's OnUpdate then
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-- watches the cursor's Y position and calls MoveCharacter when it crosses
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-- into another slot. Mouse-up tears everything down.
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function CharacterSelectButton_OnMouseDown()
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CharacterSelect.pressDownButton = this;
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CharacterSelect.pressDownTime = 0;
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end
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function CharacterSelectButton_OnMouseUp()
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if ( CharacterSelect.draggedIndex ) then
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CharacterSelectButton_OnDragStop(this);
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-- The drag concluded on a button; the engine still dispatches
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-- OnClick (and OnDoubleClick) afterwards. Suppress one.
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CharacterSelect.suppressNextClick = 1;
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end
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CharacterSelect.pressDownButton = nil;
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end
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function CharacterSelectButton_OnDragStart(button)
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if ( GetNumCharacters() < 2 ) then return; end
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CharacterSelect.pressDownButton = nil;
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CharacterSelect.draggedIndex = button:GetID();
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-- Cache slot geometry once per drag from the live buttons. Stride
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-- accounts for the 13px visual overlap defined in CharacterSelect.xml.
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CharacterSelect.dragListTop = CharSelectCharacterButton1:GetTop();
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CharacterSelect.dragRowStride = CharSelectCharacterButton1:GetTop() - CharSelectCharacterButton2:GetTop();
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if ( not CharacterSelect.dragRowStride or CharacterSelect.dragRowStride <= 0 ) then
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-- Fallback if button2 wasn't ready (single character, etc.) —
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-- shouldn't reach here because of the >=2 guard above, but be safe.
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CharacterSelect.dragRowStride = 57;
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end
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button:SetScript("OnUpdate", CharacterSelectButton_OnDragUpdate);
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UpdateCharacterSelection();
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end
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function CharacterSelectButton_OnDragUpdate()
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if ( not CharacterSelect.draggedIndex ) then
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CharacterSelectButton_OnDragStop(this);
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return;
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end
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local _, cursorY = GetCursorPosition();
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local top = CharacterSelect.dragListTop;
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local stride = CharacterSelect.dragRowStride;
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if ( cursorY <= top ) then
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local hoverIndex = math.floor((top - cursorY) / stride) + 1;
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local hover = getglobal("CharSelectCharacterButton"..hoverIndex);
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if ( hover and hover:IsShown() and hoverIndex ~= CharacterSelect.draggedIndex ) then
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if ( hoverIndex > CharacterSelect.draggedIndex ) then
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MoveCharacter(CharacterSelect.draggedIndex, CharacterSelect.draggedIndex + 1, 1);
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else
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MoveCharacter(CharacterSelect.draggedIndex, CharacterSelect.draggedIndex - 1, 1);
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end
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end
|
||||
end
|
||||
end
|
||||
|
||||
function CharacterSelectButton_OnDragStop(button)
|
||||
CharacterSelect.pressDownButton = nil;
|
||||
CharacterSelect.draggedIndex = nil;
|
||||
if ( button ) then
|
||||
button:SetScript("OnUpdate", nil);
|
||||
end
|
||||
-- draggedIndex is now nil, so UpdateCharacterSelection restores
|
||||
-- full alpha on every slot and highlights only the selected one.
|
||||
UpdateCharacterSelection();
|
||||
end
|
||||
|
||||
-- ---------------------------------------------------------------------------
|
||||
-- Delete / Rename wrappers (selectedIndex is now a display index, so
|
||||
-- engine calls expecting a charID need translation)
|
||||
-- ---------------------------------------------------------------------------
|
||||
|
||||
function CharacterSelect_DeleteCharacter()
|
||||
DeleteCharacter(GetCharIDFromIndex(CharacterSelect.selectedIndex));
|
||||
CharacterDeleteDialog:Hide();
|
||||
end
|
||||
|
||||
function CharacterSelect_RenameCharacter()
|
||||
if ( RenameCharacter(GetCharIDFromIndex(CharacterSelect.selectedIndex), CharacterRenameEditBox:GetText()) ) then
|
||||
CharacterRenameDialog:Hide();
|
||||
end
|
||||
end
|
||||
|
||||
-- ---------------------------------------------------------------------------
|
||||
-- Persistence — relies on ClassicAPI's glue bindings
|
||||
-- (GetSavedCharacterOrder / SetSavedCharacterOrder). Both calls are
|
||||
-- guarded so the drag feature is functional in-session even before the
|
||||
-- DLL binding ships; persistence kicks in automatically once it does.
|
||||
-- ---------------------------------------------------------------------------
|
||||
|
||||
function CharacterOrder_Load()
|
||||
if ( type(GetSavedCharacterOrder) ~= "function" ) then return ""; end
|
||||
local realm = GetServerName() or "";
|
||||
if ( realm == "" ) then return ""; end
|
||||
return GetSavedCharacterOrder(realm) or "";
|
||||
end
|
||||
|
||||
function CharacterOrder_Apply()
|
||||
local saved = CharacterOrder_Load();
|
||||
if ( not saved or saved == "" ) then return; end
|
||||
local numChars = GetNumCharacters();
|
||||
if ( numChars < 2 ) then return; end
|
||||
|
||||
-- Build name -> charID lookup against the server's natural order.
|
||||
-- The translation table is identity at this point (set by
|
||||
-- RebuildTranslationTable), so charID == display index here.
|
||||
local nameToID = {};
|
||||
for charID = 1, numChars do
|
||||
local name = GetCharacterInfo(charID);
|
||||
if ( name ) then nameToID[name] = charID; end
|
||||
end
|
||||
|
||||
local newOrder = {};
|
||||
local claimed = {};
|
||||
for name in string.gfind(saved, "([^|]+)") do
|
||||
local charID = nameToID[name];
|
||||
if ( charID and not claimed[charID] ) then
|
||||
table.insert(newOrder, charID);
|
||||
claimed[charID] = 1;
|
||||
end
|
||||
end
|
||||
-- Append any characters that exist on the server but weren't in the
|
||||
-- saved order (newly created since last save).
|
||||
for charID = 1, numChars do
|
||||
if ( not claimed[charID] ) then
|
||||
table.insert(newOrder, charID);
|
||||
end
|
||||
end
|
||||
|
||||
-- Only adopt the rebuilt order if it actually differs from identity.
|
||||
local differs = false;
|
||||
for i = 1, table.getn(newOrder) do
|
||||
if ( newOrder[i] ~= i ) then differs = true; break; end
|
||||
end
|
||||
if ( differs ) then
|
||||
CharacterSelect.translationTable = newOrder;
|
||||
CharacterSelect.orderChanged = 1;
|
||||
end
|
||||
end
|
||||
|
||||
function CharacterOrder_Save()
|
||||
if ( type(SetSavedCharacterOrder) ~= "function" ) then return; end
|
||||
local realm = GetServerName() or "";
|
||||
if ( realm == "" ) then return; end
|
||||
local numChars = GetNumCharacters();
|
||||
local names = {};
|
||||
for i = 1, numChars do
|
||||
local name = GetCharacterInfo(GetCharIDFromIndex(i));
|
||||
if ( name ) then table.insert(names, name); end
|
||||
end
|
||||
SetSavedCharacterOrder(realm, table.concat(names, "|"));
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user