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745 lines
22 KiB
745 lines
22 KiB
local myname, ns = ...
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local core = LibStub("AceAddon-3.0"):GetAddon("SilverDragon")
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local Debug = core.Debug
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local DebugF = core.DebugF
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local function safeunpack(table_or_value)
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if ns.xtype(table_or_value) == "table" then
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return unpack(table_or_value)
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end
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return table_or_value
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end
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local function all(test, ...)
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for i=1,select("#", ...) do
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if not test((select(i, ...))) then
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return false
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end
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end
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return true
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end
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local function any(test, ...)
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for i=1,select("#", ...) do
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if test((select(i, ...))) then
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return true
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end
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end
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return false
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end
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local ATLAS_CHECK, ATLAS_CROSS = "common-icon-checkmark", "common-icon-redx"
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local COSMETIC_COLOR = CreateColor(1, 0.5, 1)
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local function PlayerHasTransmogByItemInfo(itemLinkOrID)
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-- Cata classic is specifically missing C_TransmogCollection.PlayerHasTransmogByItemInfo
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if C_TransmogCollection.PlayerHasTransmogByItemInfo then
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return C_TransmogCollection.PlayerHasTransmogByItemInfo(itemLinkOrID)
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end
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local itemID = C_Item.GetItemInfoInstant(itemLinkOrID)
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if itemID then
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-- this is a bit worse, because of items with varying appearances based on the link-details
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-- but because this path should only be hit in classic, we should be fine
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return C_TransmogCollection.PlayerHasTransmog(itemID)
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end
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end
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-- we need non-localized covenant names for atlases
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-- can't use the texturekit value from covenant data, since the atlas I want doesn't conform to it
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local covenants = {
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[Enum.CovenantType.Kyrian] = "Kyrian",
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[Enum.CovenantType.Necrolord] = "Necrolords",
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[Enum.CovenantType.NightFae] = "NightFae",
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[Enum.CovenantType.Venthyr] = "Venthyr",
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}
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local itemRestricted = function(item)
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return not item:Available()
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end
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local itemIsKnowable = function(item)
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return item:Obtained() ~= nil
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end
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local itemIsKnown = function(item)
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return item:Obtained()
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end
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local itemBindOnEquip = function(item)
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local bindType = select(14, C_Item.GetItemInfo(item.id))
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return bindType == Enum.ItemBind.OnEquip or bindType == Enum.ItemBind.OnUse
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end
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ns.Loot = {}
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-- _G.SDLoot = ns.Loot
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function ns.Loot.GetLootTable(id, treasure)
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if not id then return end
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if treasure then
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local data = ns.vignetteTreasureLookup[id]
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return data and data.loot
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end
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return ns.mobdb[id] and ns.mobdb[id].loot
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end
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local function suitable(item)
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if not core.db.profile.charloot then
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return true
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end
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return item:MightDrop()
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end
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function ns.Loot.HasLoot(id, isTreasure)
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local loot = ns.Loot.GetLootTable(id, isTreasure)
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if not loot or #loot == 0 then
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return false
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end
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local lootCount = 0
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for _, item in ipairs(loot) do
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if suitable(item) then
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lootCount = lootCount + 1
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end
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end
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return true, #loot, lootCount
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end
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function ns.Loot.OnceAllLootLoaded(id, isTreasure, callback)
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local loot = ns.Loot.GetLootTable(id, isTreasure)
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if not loot or #loot == 0 then return callback(loot) end
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local continuableLoot = {}
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for _, item in ipairs(loot) do
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if ns.IsA(item, ns.rewards.Item) then
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-- Todo: upstream this?
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table.insert(continuableLoot, Item:CreateFromItemID(item.id))
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end
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end
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if #continuableLoot == 0 then return callback(loot) end
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local continuableContainer = ContinuableContainer:Create()
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-- AddContinuables isn't available in classic, so we need to do this:
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for _, continuable in pairs(continuableLoot) do
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continuableContainer:AddContinuable(continuable)
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end
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continuableContainer:ContinueOnLoad(function() callback(loot) end)
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end
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do
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local function make_iter(test)
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return function(t, prestate)
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local state, item = next(t, prestate)
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while state do
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if test(item) and suitable(item) then
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return state, item
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end
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state, item = next(t, state)
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end
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end
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end
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local function make_class_iter(class) return make_iter(function(item) return ns.IsA(item, class) end) end
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local mount_iter = make_class_iter(ns.rewards.Mount)
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local pet_iter = make_class_iter(ns.rewards.Pet)
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local toy_iter = make_class_iter(ns.rewards.Toy)
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local handledClasses = {[ns.rewards.Mount]=true, [ns.rewards.Pet]=true, [ns.rewards.Toy]=true}
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local regular_iter = make_iter(function(item)
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return not handledClasses[item:getClass()]
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end)
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local quest_iter = make_iter(function(item) return item.quest end)
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local noloot = {}
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function ns.Loot.IterMounts(id, ...)
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return mount_iter, ns.Loot.GetLootTable(id, ...) or noloot, nil
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end
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function ns.Loot.IterPets(id, ...)
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return pet_iter, ns.Loot.GetLootTable(id, ...) or noloot, nil
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end
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function ns.Loot.IterToys(id, ...)
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return toy_iter, ns.Loot.GetLootTable(id, ...) or noloot, nil
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end
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function ns.Loot.IterQuests(id, ...)
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return quest_iter, ns.Loot.GetLootTable(id, ...) or noloot, nil
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end
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function ns.Loot.IterRegularLoot(id, ...)
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-- this includes any transmog loot
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return regular_iter, ns.Loot.GetLootTable(id, ...) or noloot, nil
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end
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end
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function ns.Loot.HasToys(id, only_knowable, ...)
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if not ns.Loot.GetLootTable(id, ...) then return false end
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for _, item in ns.Loot.IterToys(id, ...) do
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if (not only_knowable) or item:Available() then
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return true
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end
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end
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return false
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end
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function ns.Loot.HasMounts(id, only_knowable, only_boe, ...)
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if not ns.Loot.GetLootTable(id, ...) then return false end
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for _, item in ns.Loot.IterMounts(id, ...) do
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if ((not only_knowable) or not item:Available() and ((not only_boe) or itemBindOnEquip(item))) then
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return true
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end
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end
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return false
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end
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function ns.Loot.HasInterestingMounts(id, ...)
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-- This comes up a lot: mounts that you don't know, or which are BoE and so can be sold
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return ns.Loot.Status.Mount(id, ...) == false or ns.Loot.HasMounts(id, true, true, ...)
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end
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function ns.Loot.HasPets(id, only_knowable, ...)
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if not ns.Loot.GetLootTable(id, ...) then return false end
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for _, item in ns.Loot.IterPets(id) do
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if (not only_knowable) or item:Available() then
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return true
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end
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end
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return false
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end
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function ns.Loot.HasKnowableLoot(id, ...)
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local loot = ns.Loot.GetLootTable(id, ...)
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if not loot then return false end
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return any(itemIsKnowable, unpack(loot))
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end
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function ns.Loot.HasRegularLoot(id, ...)
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if not ns.Loot.GetLootTable(id, ...) then return false end
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for _ in ns.Loot.IterRegularLoot(id, ...) do
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return true
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end
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return false
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end
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function ns.Loot.Cache(id, ...)
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local loot = ns.Loot.GetLootTable(id, ...)
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if loot then
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ns.Loot.CacheLootTable(loot)
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end
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end
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function ns.Loot.CacheLootTable(loot)
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for _, item in ipairs(loot) do
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item:Cache()
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end
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end
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ns.Loot.Status = setmetatable({}, {__call = function(_, id, include_transmog, ...)
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-- returns nil if there's no knowable loot
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-- returns true if all knowable loot is collected
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-- returns false if not all knowable loot is collected
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-- if knowable loot, also returns the status for mount,toy,pet after the first return
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-- knowable loot that's restricted from the current character will still return true if collected, but nil if not
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if not ns.Loot.GetLootTable(id, ...) then
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return
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end
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ns.ClearRunCaches()
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local mount = ns.Loot.Status.Mount(id, ...)
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local toy = ns.Loot.Status.Toy(id, ...)
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local pet = ns.Loot.Status.Pet(id, ...)
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local quest = ns.Loot.Status.Quest(id, ...)
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local transmog
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if include_transmog then transmog = ns.Loot.Status.Transmog(id, ...) end
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if (mount == nil and toy == nil and pet == nil and quest == nil and transmog == nil) then
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return nil
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end
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return (mount ~= false and toy ~= false and pet ~= false and quest ~= false and transmog ~= false), mount, toy, pet, quest, transmog
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end})
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local function statusChecker(iterator, test)
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return function(id, ...)
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if not ns.Loot.GetLootTable(id, ...) then return end
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local ret = nil
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for _, item in iterator(id, ...) do
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local known = test(item)
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if known then
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ret = true
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elseif known == false then
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return false
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end
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end
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return ret
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end
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end
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-- these all have mobid as the argument and return true/false/nil for known/unknown/none
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local function obtained(item) return item:Available() and item:Obtained(true) end
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ns.Loot.Status.Toy = statusChecker(ns.Loot.IterToys, obtained)
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ns.Loot.Status.Mount = statusChecker(ns.Loot.IterMounts, obtained)
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ns.Loot.Status.Pet = statusChecker(ns.Loot.IterPets, obtained)
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ns.Loot.Status.Quest = statusChecker(ns.Loot.IterQuests, function(item)
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return C_QuestLog.IsQuestFlaggedCompleted(item.quest) or C_QuestLog.IsOnQuest(item.quest)
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end)
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ns.Loot.Status.Transmog = statusChecker(ns.Loot.IterRegularLoot, obtained)
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local function get_tooltip(tooltip, i)
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if i > 1 then
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local comparison = _G['ShoppingTooltip'..(i-1)]
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if not comparison then return end
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comparison:SetOwner(tooltip, "ANCHOR_NONE")
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comparison:ClearAllPoints()
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local anchor = tooltip:GetOwner()
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local side
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local topPos = anchor:GetTop() or 0
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local bottomPos = anchor:GetBottom() or 0
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local bottomDist = GetScreenHeight() - bottomPos
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if bottomDist > topPos then
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side = "top"
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else
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side = "bottom"
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end
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if side == "top" then
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comparison:SetPoint("BOTTOMLEFT", tooltip, "TOPLEFT", 0, 10)
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else
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comparison:SetPoint("TOPLEFT", tooltip, "BOTTOMLEFT", 0, -10)
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end
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return comparison
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end
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return tooltip
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end
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ns.Loot.Details = {}
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local showRestrictions = function(tooltip, item)
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if not ns.IsA(item, ns.rewards.Reward) then return end
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if item.requires then
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local active = core.conditions.check(item.requires)
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tooltip:AddLine(
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core:RenderString(core.conditions.summarize(item.requires)),
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(active and GREEN_FONT_COLOR or RED_FONT_COLOR):GetRGB()
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)
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end
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tooltip:Show()
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end
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function ns.Loot.Details.UpdateTooltip(tooltip, id, only, ...)
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if not ns.Loot.GetLootTable(id, ...) then return end
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local toy = (not only or only == "toy") and ns.Loot.HasToys(id, ...)
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local mount = (not only or only == "mount") and ns.Loot.HasMounts(id, ...)
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local pet = (not only or only == "pet") and ns.Loot.HasPets(id, ...)
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local regular = (not only or only == "regular") and ns.Loot.HasRegularLoot(id, ...)
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if mount then
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for i, item in ns.Loot.IterMounts(id, ...) do
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item:SetTooltip(tooltip)
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showRestrictions(tooltip, item)
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end
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end
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if pet then
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if mount then
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tooltip:AddLine("---")
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end
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for i, item in ns.Loot.IterPets(id, ...) do
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item:SetTooltip(tooltip)
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showRestrictions(tooltip, item)
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end
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end
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local n = (pet or mount) and 2 or 1
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local itemtip
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if toy then
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for i, item in ns.Loot.IterToys(id, ...) do
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itemtip = get_tooltip(itemtip or tooltip, n)
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if not itemtip then return end -- out of comparisons
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item:SetTooltip(itemtip)
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showRestrictions(itemtip, item)
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n = n + 1
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end
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end
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if regular then
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for i, item in ns.Loot.IterRegularLoot(id, ...) do
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itemtip = get_tooltip(itemtip or tooltip, n)
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if not itemtip then return end -- out of comparisons
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item:SetTooltip(itemtip)
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showRestrictions(itemtip, item)
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n = n + 1
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end
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end
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end
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ns.Loot.Summary = {}
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function ns.Loot.Summary.UpdateTooltip(tooltip, id, only_knowable, ...)
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local loot = ns.Loot.GetLootTable(id, ...)
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if not loot then
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return
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end
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for _, item in ipairs(loot) do
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item:AddToTooltip(tooltip)
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end
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end
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do
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local ITEMS_PER_ROW = 6
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local BORDER_WIDTH = 8
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local ITEM_WIDTH = 37
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local ITEM_HEIGHT = 37
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local ITEM_XOFFSET = 4
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local ITEM_YOFFSET = -5
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local TITLE_SPACING = 16
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local function isMouseOver(...)
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for i=1, select("#", ...) do
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local frame = select(i, ...)
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if not frame then
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break
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end
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if frame.IsMouseOver then
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if frame:IsMouseOver() and frame:IsVisible() then
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return true
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end
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elseif isMouseOver(unpack(frame)) then
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-- this was a table, not an actual frame
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return true
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end
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end
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return false
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end
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local function timer_onupdate(self, elapsed)
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self.checkThreshold = self.checkThreshold + elapsed
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if self.checkThreshold > 0.1 then
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if isMouseOver(self.watch, self.additional) then
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self.timeOffFrame = 0
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else
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self.timeOffFrame = self.timeOffFrame + self.checkThreshold
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if self.timeOffFrame > self.allowedTimeOffFrame then
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self.timeOffFrame = 0
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if not self.callback or self.callback(self.watch) ~= false then
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ns.Loot.Window.Release(self.watch)
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end
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end
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end
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self.checkThreshold = 0
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end
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end
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-- from ItemButtonTemplate.lua
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local function GetItemButtonIconTexture(button)
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return button.Icon or button.icon or _G[button:GetName().."IconTexture"]
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end
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local windowPool = CreateFramePool("Frame", UIParent, "BackdropTemplate", function(framePool, frame)
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frame:Hide()
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frame:ClearAllPoints()
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frame:SetParent(UIParent)
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frame:SetFrameStrata("HIGH")
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frame:SetMovable(false)
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frame:RegisterForDrag()
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frame:SetScript("OnDragStart", nil)
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frame:SetScript("OnDragStop", nil)
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frame.independent = nil
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if frame.Reset then
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frame:Reset()
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end
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end)
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local buttonPool = CreateFramePool(ns.CLASSIC and "BUTTON" or "ItemButton", nil, ns.CLASSIC and "ItemButtonTemplate" or nil, function(framePool, button)
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if button.RestrictionIcon then
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button.RestrictionIcon:Hide()
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button.KnownIcon:Hide()
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end
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button.lootdata = nil
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button:ClearAllPoints()
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button:SetParent(nil)
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button:Hide()
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SetItemButtonDesaturated(button, false)
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-- classic
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if not button.SetItem then
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function button:SetItem(item)
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local itemID, itemType, itemSubType, itemEquipLoc, icon, classID, subclassID
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if item then
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itemID, itemType, itemSubType, itemEquipLoc, icon, classID, subclassID = C_Item.GetItemInfoInstant(item)
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end
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if itemID then
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self.item = item
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self.itemID = itemID
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SetItemButtonTexture(button, icon)
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else
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self.item = nil
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self.itemID = nil
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SetItemButtonTexture(button, false)
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end
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end
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function button:GetItem()
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return self.item
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end
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function button:GetItemID()
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return self.itemID
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end
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function button:GetItemLink()
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if not self.itemID then return nil end
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return select(2, C_Item.GetItemInfo(self.itemID))
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end
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end
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button:SetItem(nil)
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end)
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local timerPool = CreateFramePool("Frame", UIParent, nil, function(framePool, frame)
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frame:Hide()
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frame:SetParent(nil)
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frame.checkThreshold = 0
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frame.timeOffFrame = 0
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frame.additional = false
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frame.callback = nil
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frame.watch = nil
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frame:SetScript("OnUpdate", timer_onupdate)
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end)
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ns.Loot.Window = {}
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local function window_onclick(self, mousebutton)
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if mousebutton == "RightButton" then
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if self.independent then
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ns.Loot.Window.Release(self)
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else
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self:Hide()
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end
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end
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end
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local function button_onenter(self)
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local loot_tooltip = ns.Tooltip.Get("Loot")
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loot_tooltip:SetFrameStrata(self:GetFrameStrata())
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loot_tooltip:SetFrameLevel(self:GetFrameLevel() + 1)
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if self:GetCenter() > UIParent:GetCenter() then
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loot_tooltip:SetOwner(self, "ANCHOR_LEFT")
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else
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loot_tooltip:SetOwner(self, "ANCHOR_RIGHT")
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end
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self.lootdata:SetTooltip(loot_tooltip)
|
|
showRestrictions(loot_tooltip, self.lootdata)
|
|
if core.debuggable then
|
|
loot_tooltip:AddDoubleLine(ID, self:GetItemID())
|
|
end
|
|
loot_tooltip:Show()
|
|
self:GetParent().tooltip = loot_tooltip
|
|
end
|
|
local function button_onleave(self)
|
|
ns.Tooltip.Get("Loot"):Hide()
|
|
self:GetParent().tooltip = nil
|
|
end
|
|
local function button_onclick(self, mousebutton)
|
|
if IsModifiedClick() then
|
|
if HandleModifiedItemClick(self:GetItemLink()) then
|
|
return
|
|
end
|
|
end
|
|
if mousebutton == "RightButton" then
|
|
if self:GetParent().independent then
|
|
ns.Loot.Window.Release(self:GetParent())
|
|
else
|
|
self:GetParent():Hide()
|
|
end
|
|
end
|
|
end
|
|
local function close_onclick(self)
|
|
ns.Loot.Window.Release(self:GetParent())
|
|
end
|
|
|
|
local WindowMixin = {
|
|
Init = function(self)
|
|
self.buttons = {}
|
|
|
|
self:SetBackdrop({
|
|
bgFile = "Interface/Tooltips/UI-Tooltip-Background",
|
|
edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
|
|
edgeSize = 16,
|
|
insets = { left = 4, right = 4, top = 4, bottom = 4 },
|
|
})
|
|
self:SetClampedToScreen(true)
|
|
self:SetSize(43, 43)
|
|
self:SetBackdropColor(0, 0, 0, .5)
|
|
self:EnableMouse(true)
|
|
|
|
self.title = self:CreateFontString(nil, "ARTWORK", "GameFontHighlight")
|
|
self.title:SetPoint("TOPLEFT", BORDER_WIDTH, -BORDER_WIDTH)
|
|
self.title:SetPoint("TOPRIGHT", -BORDER_WIDTH, -BORDER_WIDTH)
|
|
self.title:Hide()
|
|
|
|
self.close = CreateFrame("Button", nil, self, "UIPanelCloseButtonNoScripts")
|
|
self.close:SetSize(18, 18)
|
|
self.close:SetPoint("CENTER", self, "TOPRIGHT", -4, -4)
|
|
self.close:SetScript("OnClick", close_onclick)
|
|
self.close:Hide()
|
|
end,
|
|
Reset = function(self)
|
|
self:SetAutoHideDelay(0)
|
|
self:ClearLoot()
|
|
self.title:Hide()
|
|
self.close:Hide()
|
|
if self.tooltip then
|
|
self.tooltip:Hide()
|
|
self.tooltip = nil
|
|
end
|
|
end,
|
|
AddItem = function(self, item)
|
|
local button, isNew = buttonPool:Acquire()
|
|
button:SetParent(self)
|
|
if isNew then
|
|
button:SetScript("OnClick", button_onclick)
|
|
button:SetScript("OnEnter", button_onenter)
|
|
button:SetScript("OnLeave", button_onleave)
|
|
local sublevel = 4
|
|
if button.IconOverlay then
|
|
sublevel = select(2, button.IconOverlay:GetDrawLayer()) + 1
|
|
end
|
|
button.RestrictionIcon = button:CreateTexture(nil, "OVERLAY", nil, sublevel)
|
|
button.RestrictionIcon:SetPoint("TOPRIGHT", 4, 4)
|
|
button.KnownIcon = button:CreateTexture(nil, "OVERLAY", nil, sublevel)
|
|
button.KnownIcon:SetPoint("BOTTOMRIGHT", 4, -4)
|
|
button.KnownIcon:SetSize(16, 16)
|
|
end
|
|
|
|
local numButtons = #self.buttons
|
|
local pos = numButtons / ITEMS_PER_ROW
|
|
if ( math.floor(pos) == pos ) then
|
|
-- This is the first button in a row.
|
|
-- button:SetPoint("TOPLEFT", self.title, "BOTTOMLEFT", 0, -(ITEM_HEIGHT - ITEM_YOFFSET) * pos)
|
|
button:SetPoint("TOPLEFT", self, "TOPLEFT", BORDER_WIDTH, -BORDER_WIDTH - (ITEM_HEIGHT - ITEM_YOFFSET) * pos - (self.title:IsShown() and TITLE_SPACING or 0))
|
|
else
|
|
button:SetPoint("TOPLEFT", self.buttons[numButtons], "TOPRIGHT", ITEM_XOFFSET, 0)
|
|
end
|
|
tinsert(self.buttons, button)
|
|
self:SizeForButtons()
|
|
|
|
if item then
|
|
item:AddToItemButton(button)
|
|
button.lootdata = item
|
|
|
|
-- TODO: show icon for spec if GetItemSpecInfo says it doesn't drop for the current spec
|
|
if item.covenant and covenants[item.covenant] then
|
|
button.RestrictionIcon:SetAtlas(("covenantchoice-panel-sigil-%s"):format(covenants[item.covenant]))
|
|
button.RestrictionIcon:SetSize(16, 20) -- these are 73x96 natively
|
|
button.RestrictionIcon:Show()
|
|
elseif item.class then
|
|
button.RestrictionIcon:SetAtlas(("groupfinder-icon-class-%s"):format(item.class))
|
|
button.RestrictionIcon:SetSize(20, 20)
|
|
button.RestrictionIcon:Show()
|
|
end
|
|
|
|
local known = item:Obtained(true)
|
|
if known ~= nil then
|
|
if known or item:Available() then
|
|
-- don't show the x for restricted items
|
|
button.KnownIcon:SetAtlas(known and ATLAS_CHECK or ATLAS_CROSS)
|
|
button.KnownIcon:Show()
|
|
end
|
|
end
|
|
if not suitable(item) then
|
|
SetItemButtonDesaturated(button, true)
|
|
end
|
|
end
|
|
|
|
button:Show()
|
|
return button
|
|
end,
|
|
AddLoot = function(self, loot)
|
|
for _, item in ipairs(loot) do
|
|
self:AddItem(item)
|
|
end
|
|
end,
|
|
SizeForButtons = function(self)
|
|
local columns = math.min(#self.buttons, ITEMS_PER_ROW)
|
|
local rows = math.ceil(#self.buttons / ITEMS_PER_ROW)
|
|
self:SetSize(
|
|
(2 * BORDER_WIDTH) + math.max((columns * ITEM_WIDTH) + ((columns - 1) * math.abs(ITEM_XOFFSET)), self.title:IsShown() and self.title:GetStringWidth() or 0),
|
|
(self.title:IsShown() and TITLE_SPACING or 0) + (2 * BORDER_WIDTH) + (rows * ITEM_HEIGHT) + ((rows - 1) * math.abs(ITEM_YOFFSET))
|
|
)
|
|
end,
|
|
ClearLoot = function(self)
|
|
for _, button in ipairs(self.buttons) do
|
|
buttonPool:Release(button)
|
|
end
|
|
wipe(self.buttons)
|
|
end,
|
|
SetTitle = function(self, title)
|
|
if title then
|
|
self.title:Show()
|
|
self.title:SetText(title)
|
|
else
|
|
self.title:Hide()
|
|
end
|
|
end,
|
|
SetAutoHideDelay = function(self, delay, additional, callback)
|
|
-- this is *highly* based on LibQTip-1.0's function
|
|
delay = tonumber(delay) or 0
|
|
if delay > 0 then
|
|
self.timer = self.timer or timerPool:Acquire()
|
|
self.timer.allowedTimeOffFrame = delay
|
|
self.timer.additional = additional
|
|
self.timer.callback = callback
|
|
self.timer.watch = self
|
|
self.timer:Show()
|
|
elseif self.timer then
|
|
timerPool:Release(self.timer)
|
|
self.timer = nil
|
|
end
|
|
end,
|
|
MakeIndependent = function(self)
|
|
self.close:Show()
|
|
self:SetMovable(true)
|
|
self:RegisterForDrag("LeftButton")
|
|
self:SetScript("OnDragStart", self.OnDragStart)
|
|
self:SetScript("OnDragStop", self.StopMovingOrSizing)
|
|
|
|
self.independent = true
|
|
end,
|
|
OnDragStart = function(self)
|
|
self:StartMoving()
|
|
end
|
|
}
|
|
|
|
local function GetWindow()
|
|
local window, isNew = windowPool:Acquire()
|
|
if isNew then
|
|
Mixin(window, WindowMixin)
|
|
window:Init()
|
|
end
|
|
|
|
return window
|
|
end
|
|
ns.Loot.Window.Get = GetWindow
|
|
|
|
ns.Loot.Window.Release = function(window)
|
|
if not window then return end
|
|
-- this will hide / clearallpoints / clearloot the window
|
|
windowPool:Release(window)
|
|
|
|
core.events:Fire("LootWindowReleased", window)
|
|
end
|
|
|
|
function ns.Loot.Window.ShowForMob(id, independent, ...)
|
|
if not ns.Loot.GetLootTable(id, ...) then
|
|
-- TODO: error message
|
|
return false
|
|
end
|
|
local window
|
|
if independent then
|
|
for other in windowPool:EnumerateActive() do
|
|
if other.independent then
|
|
window = other
|
|
break
|
|
end
|
|
end
|
|
if window then
|
|
window:ClearLoot()
|
|
else
|
|
window = GetWindow()
|
|
window:MakeIndependent()
|
|
window:SetPoint("CENTER")
|
|
end
|
|
window:SetTitle(core:GetMobLabel(id))
|
|
else
|
|
window = GetWindow()
|
|
end
|
|
window:AddLoot(ns.Loot.GetLootTable(id, ...))
|
|
window:Show()
|
|
|
|
-- get this ready:
|
|
ns.Tooltip.Get("Loot")
|
|
|
|
core.events:Fire("LootWindowOpened", window)
|
|
|
|
return window
|
|
end
|
|
|
|
-- debug:
|
|
-- window:AddLoot({
|
|
-- 173468, 173468, 173468, 173468, 152739, 152739, 152739, 152739, 152739, 152739, 152739, 152739, 152739,
|
|
-- })
|
|
|
|
-- /script SilverDragon:ShowLootWindowForMob(160821)
|
|
function core:ShowLootWindowForMob(id, ...)
|
|
local window = ns.Loot.Window.ShowForMob(id, true, ...)
|
|
end
|
|
end
|
|
|