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local SLE, T, E = unpack(select(2, ...))
local BI = SLE.BagInfo
local B = E.Bags
local _G = _G
local GetContainerNumSlots = GetContainerNumSlots
local CUSTOM = CUSTOM
-- local EQUIPMENT_SETS = EQUIPMENT_SETS
-- EQUIPMENT_SETS = E:StripString(EQUIPMENT_SETS)
-- EQUIPMENT_SETS = EQUIPMENT_SETS:gsub('%%s', '')
-- EQUIPMENT_SETS = E:EscapeString(EQUIPMENT_SETS)
local MAX_CONTAINER_ITEMS = 36
local REAGENTBANK_CONTAINER = REAGENTBANK_CONTAINER
local NUM_BANKGENERIC_SLOTS = NUM_BANKGENERIC_SLOTS
local GetContainerItemEquipmentSetInfo = GetContainerItemEquipmentSetInfo
local C_EquipmentSet_GetEquipmentSetIDs = C_EquipmentSet.GetEquipmentSetIDs
local C_EquipmentSet_GetEquipmentSetInfo = C_EquipmentSet.GetEquipmentSetInfo
--* Used this to help translate known texcoords to a |T |t string
-- CreateTextureMarkup('Interface\\PaperDollInfoFrame\\PaperDollSidebarTabs', 64, 256, 0, 0, 0.01562500, 0.53125000, 0.46875000, 0.60546875, 0, 0)
-- CreateTextureMarkup(file, fileWidth, fileHeight, width, height, left, right, top, bottom, xOffset, yOffset)
-- return ("|T%s:%d:%d:%d:%d:%d:%d:%d:%d:%d:%d|t"):format(
-- file, height, width, xOffset or 0, yOffset or 0, fileWidth, fileHeight, left * fileWidth, right * fileWidth, top * fileHeight, bottom * fileHeight
-- )
-- end
-- local texture = '|TInterface\\PaperDollInfoFrame\\PaperDollSidebarTabs:20:20:0:0:64:256:1:34:120:155|t'
BI.equipmentmanager = {
icons = {
EQUIPMGR = 'Equipment Manager Icon |TInterface\\PaperDollInfoFrame\\PaperDollSidebarTabs:20:20:0:0:64:256:1:34:120:155|t',
EQUIPLOCK = 'Equipment Lock Icon |TInterface\\AddOns\\ElvUI_SLE\\media\\textures\\lock:14|t',
NEWICON = 'New Feature Icon |TInterface\\OptionsFrame\\UI-OptionsFrame-NewFeatureIcon:14|t',
CUSTOM = CUSTOM,
},
iconLocations = {
EQUIPLOCK = [[Interface\AddOns\ElvUI_SLE\media\textures\lock]],
NEWICON = [[Interface\OptionsFrame\UI-OptionsFrame-NewFeatureIcon]],
},
}
local function ConstructBagIcons()
for _, f in pairs(B.BagFrames) do
for _, bagID in next, f.BagIDs do
for slotID = 1, MAX_CONTAINER_ITEMS do
local button = f.Bags[bagID][slotID]
if not button.equipIcon then
button.equipIcon = button:CreateTexture(nil, 'OVERLAY')
button.equipIcon:Hide()
end
end
end
end
end
function BI:UpdateAllBagSlots()
for _, f in pairs(B.BagFrames) do
for _, bagID in next, f.BagIDs do
for slotID = 1, MAX_CONTAINER_ITEMS do
BI:UpdateSlot(f, bagID, slotID)
end
end
end
end
function BI:UpdateBagSlots(frame, bagID)
if bagID ~= REAGENTBANK_CONTAINER then
for slotID = 1, GetContainerNumSlots(bagID) do
-- print('yo')
BI:UpdateSlot(frame, bagID, slotID)
end
end
end
function BI:UpdateSlot(f, bagID, slotID)
if not f.Bags[bagID] or not f.Bags[bagID][slotID] then
return
end
local button = f.Bags[bagID][slotID]
-- local link = GetContainerItemLink(bagID, slotID)
if not button then return end
if not button.equipIcon then ConstructBagIcons() end
local isInSet, setName = GetContainerItemEquipmentSetInfo(bagID, slotID)
button.equipIcon:SetShown(BI.db.enable and isInSet)
end
function BI:UpdateBagSettings()
for _, f in pairs(B.BagFrames) do
for _, bagID in next, f.BagIDs do
for slotID = 1, MAX_CONTAINER_ITEMS do
local button = f.Bags[bagID][slotID]
if not button.equipIcon then return end
button.equipIcon:SetSize(BI.db.size, BI.db.size)
button.equipIcon:ClearAllPoints()
button.equipIcon:Point(BI.db.point, BI.db.xOffset, BI.db.yOffset)
if BI.db.icon == 'EQUIPMGR' then
button.equipIcon:SetTexture('Interface\\PaperDollInfoFrame\\PaperDollSidebarTabs')
button.equipIcon:SetTexCoord(0.01562500, 0.53125000, 0.46875000, 0.60546875)
elseif BI.db.icon == 'CUSTOM' then
button.equipIcon:SetTexture(BI.db.customTexture)
button.equipIcon:SetTexCoord(0, 0, 0, 1, 1, 0, 1, 1)
else
-- button.equipIcon:SetTexture(3547163)
button.equipIcon:SetTexture(BI.equipmentmanager.iconLocations[BI.db.icon] or BI.db.icon)
button.equipIcon:SetTexCoord(0, 0, 0, 1, 1, 0, 1, 1)
end
-- button.equipIcon:SetVertexColor(1, .82, 0, 1)
button.equipIcon:SetVertexColor(BI.db.color.r, BI.db.color.g, BI.db.color.b, BI.db.color.a)
end
end
end
end
function BI:OnEventHook(frame, event, ...)
if event == 'ITEM_LOCK_CHANGED' then
BI:UpdateSlot(frame, ...)
elseif event == 'BAG_UPDATE' then
BI:UpdateBagSlots(frame, ...)
elseif event == 'PLAYERBANKSLOTS_CHANGED' then
local slot = ...
local bagID = (slot <= NUM_BANKGENERIC_SLOTS) and -1 or (slot - NUM_BANKGENERIC_SLOTS)
if bagID == -1 then
BI:UpdateBagSlots(frame, -1)
end
elseif event == 'EQUIPMENT_SETS_CHANGED' then
BI:UpdateAllBagSlots()
elseif event == 'BAG_UPDATE_DELAYED' and (ElvUI_BankContainerFrame:IsShown() or ElvUI_ContainerFrame:IsShown()) then
BI:UpdateAllBagSlots()
end
end
hooksecurefunc(B, 'OnEvent', function(frame, event, ...)
if not BI.db.enable then return end
BI:OnEventHook(frame, event, ...)
end)
function BI:ToggleSettings()
if BI.db.enable then
BI:RegisterEvent('EQUIPMENT_SETS_CHANGED', function(event)
BI:OnEventHook(nil, event)
end)
BI:RegisterEvent('BAG_UPDATE_DELAYED', function(event)
BI:OnEventHook(nil, event)
end)
else
BI:UnregisterEvent('EQUIPMENT_SETS_CHANGED')
BI:UnregisterEvent('BAG_UPDATE_DELAYED')
end
BI:UpdateAllBagSlots()
end
function BI:Initialize()
if not SLE.initialized or not E.private.bags.enable then return end
BI.db = E.db.sle.bags.equipmentmanager
--* May need to add these, just a note to check these if any weird reports of shit not updating as expected
-- EQUIPMENT_SWAP_FINISHED
-- PLAYER_EQUIPMENT_CHANGED
ConstructBagIcons()
function BI:ForUpdateAll()
BI.db = E.db.sle.bags.equipmentmanager
BI:UpdateBagSettings()
BI:ToggleSettings()
end
BI:ForUpdateAll()
BI.bankFirstOpen = false
BI:RegisterEvent('BANKFRAME_OPENED', function()
-- Update all bag slots on initial bank open so the bank has the icons on them
if not BI.bankFirstOpen or not BI.db.enable then
BI.bankFirstOpen = true
BI:UpdateAllBagSlots()
end
end)
end
SLE:RegisterModule(BI:GetName())