Files
coa-elvui/ElvUI/Modules/Bags/Bags.lua
T
Juggalo187 69e9b10e07 Hold Shift to reverse sort. (#95)
Hold shift when pressing sort button to reverse sort.
2025-12-24 16:21:29 -07:00

1986 lines
67 KiB
Lua

local E, L, V, P, G = unpack(select(2, ...)) --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local B = E:GetModule("Bags")
local TT = E:GetModule("Tooltip")
local Skins = E:GetModule("Skins")
local Search = E.Libs.ItemSearch
--Lua functions
local _G = _G
local type, ipairs, pairs, unpack, select, assert, pcall = type, ipairs, pairs, unpack, select, assert, pcall
local floor, ceil, abs = math.floor, math.ceil, math.abs
local format, sub, gsub = string.format, string.sub, string.gsub
local tinsert, tremove, twipe = table.insert, table.remove, table.wipe
--WoW API / Variables
local BankFrameItemButton_Update = BankFrameItemButton_Update
local BankFrameItemButton_UpdateLocked = BankFrameItemButton_UpdateLocked
local CloseBag, CloseBackpack, CloseBankFrame = CloseBag, CloseBackpack, CloseBankFrame
local CooldownFrame_SetTimer = CooldownFrame_SetTimer
local CreateFrame = CreateFrame
local DeleteCursorItem = DeleteCursorItem
local GameTooltip_Hide = GameTooltip_Hide
local GetBackpackCurrencyInfo = GetBackpackCurrencyInfo
local GetContainerItemCooldown = GetContainerItemCooldown
local GetContainerItemID = GetContainerItemID
local GetContainerItemInfo = GetContainerItemInfo
local GetContainerItemLink = GetContainerItemLink
local GetContainerItemQuestInfo = GetContainerItemQuestInfo
local GetContainerNumFreeSlots = GetContainerNumFreeSlots
local GetContainerNumSlots = GetContainerNumSlots
local GetCurrentGuildBankTab = GetCurrentGuildBankTab
local GetCVarBool = GetCVarBool
local GetGuildBankItemLink = GetGuildBankItemLink
local GetGuildBankTabInfo = GetGuildBankTabInfo
local GetItemInfo = GetItemInfo
local GetItemQualityColor = GetItemQualityColor
local GetMoney = GetMoney
local GetNumBankSlots = GetNumBankSlots
local GetKeyRingSize = GetKeyRingSize
local GetScreenWidth, GetScreenHeight = GetScreenWidth, GetScreenHeight
local IsBagOpen, IsOptionFrameOpen = IsBagOpen, IsOptionFrameOpen
local IsModifiedClick = IsModifiedClick
local IsShiftKeyDown, IsControlKeyDown = IsShiftKeyDown, IsControlKeyDown
local PickupContainerItem = PickupContainerItem
local PlaySound = PlaySound
local PutItemInBackpack = PutItemInBackpack
local PutItemInBag = PutItemInBag
local SetItemButtonCount = SetItemButtonCount
local SetItemButtonDesaturated = SetItemButtonDesaturated
local SetItemButtonTexture = SetItemButtonTexture
local SetItemButtonTextureVertexColor = SetItemButtonTextureVertexColor
local ToggleFrame = ToggleFrame
local UseContainerItem = UseContainerItem
local BACKPACK_TOOLTIP = BACKPACK_TOOLTIP
local BINDING_NAME_TOGGLEKEYRING = BINDING_NAME_TOGGLEKEYRING
local CONTAINER_OFFSET_X, CONTAINER_OFFSET_Y = CONTAINER_OFFSET_X, CONTAINER_OFFSET_Y
local CONTAINER_SCALE = CONTAINER_SCALE
local CONTAINER_SPACING, VISIBLE_CONTAINER_SPACING = CONTAINER_SPACING, VISIBLE_CONTAINER_SPACING
local CONTAINER_WIDTH = CONTAINER_WIDTH
local ITEM_ACCOUNTBOUND = ITEM_ACCOUNTBOUND
local ITEM_BIND_ON_EQUIP = ITEM_BIND_ON_EQUIP
local ITEM_BIND_ON_USE = ITEM_BIND_ON_USE
local ITEM_BNETACCOUNTBOUND = ITEM_BNETACCOUNTBOUND
local ITEM_SOULBOUND = ITEM_SOULBOUND
local KEYRING_CONTAINER = KEYRING_CONTAINER
local MAX_CONTAINER_ITEMS = MAX_CONTAINER_ITEMS
local MAX_WATCHED_TOKENS = MAX_WATCHED_TOKENS
local NUM_BAG_FRAMES = NUM_BAG_FRAMES
local NUM_CONTAINER_FRAMES = NUM_CONTAINER_FRAMES
local SEARCH = SEARCH
local SEARCH_STRING = ""
function B:GetContainerFrame(arg)
if type(arg) == "boolean" and arg == true then
return B.BankFrame
elseif type(arg) == "number" then
if B.BankFrame then
for _, bagID in ipairs(B.BankFrame.BagIDs) do
if bagID == arg then
return B.BankFrame
end
end
end
end
return B.BagFrame
end
function B:Tooltip_Show()
GameTooltip:SetOwner(self)
GameTooltip:ClearLines()
GameTooltip:AddLine(self.ttText)
if self.ttText2 then
if self.ttText2desc then
GameTooltip:AddLine(" ")
GameTooltip:AddDoubleLine(self.ttText2, self.ttText2desc, 1, 1, 1)
else
GameTooltip:AddLine(self.ttText2)
end
end
GameTooltip:Show()
end
function B:DisableBlizzard()
BankFrame:UnregisterAllEvents()
for i = 1, NUM_CONTAINER_FRAMES do
_G["ContainerFrame"..i]:Kill()
end
end
function B:SearchReset()
SEARCH_STRING = ""
end
function B:IsSearching()
return SEARCH_STRING ~= "" and SEARCH_STRING ~= SEARCH
end
function B:UpdateSearch()
local search = self:GetText()
if self.Instructions then
self.Instructions:SetShown(search == "")
end
local MIN_REPEAT_CHARACTERS = 3
local prevSearch = SEARCH_STRING
if #search > MIN_REPEAT_CHARACTERS then
local repeatChar = true
for i = 1, MIN_REPEAT_CHARACTERS, 1 do
if sub(search,(0 - i), (0 - i)) ~= sub(search,(-1 - i),(-1 - i)) then
repeatChar = false
break
end
end
if repeatChar then
B:ResetAndClear()
return
end
end
--Keep active search term when switching between bank and reagent bank
if search == SEARCH and prevSearch ~= "" then
search = prevSearch
elseif search == SEARCH then
search = ""
end
SEARCH_STRING = search
B:RefreshSearch()
B:SetGuildBankSearch(SEARCH_STRING)
end
function B:OpenEditbox()
B.BagFrame.detail:Hide()
B.BagFrame.editBox:Show()
B.BagFrame.editBox:SetText(SEARCH)
B.BagFrame.editBox:HighlightText()
end
function B:ResetAndClear()
B.BagFrame.editBox:SetText(SEARCH)
B.BagFrame.editBox:ClearFocus()
if B.BankFrame then
B.BankFrame.editBox:SetText(SEARCH)
B.BankFrame.editBox:ClearFocus()
end
B:SearchReset()
end
function B:SetSearch(query)
local empty = (gsub(query, "%s+", "")) == ""
for _, bagFrame in pairs(B.BagFrames) do
for _, bagID in ipairs(bagFrame.BagIDs) do
for slotID = 1, GetContainerNumSlots(bagID) do
local _, _, _, _, _, _, link = GetContainerItemInfo(bagID, slotID)
local button = bagFrame.Bags[bagID][slotID]
local success, result = pcall(Search.Matches, Search, link, query)
if empty or (success and result) then
SetItemButtonDesaturated(button, button.locked or button.junkDesaturate)
button.searchOverlay:Hide()
button:SetAlpha(1)
else
SetItemButtonDesaturated(button, 1)
button.searchOverlay:Show()
button:SetAlpha(0.5)
end
end
end
end
if ElvUIKeyFrameItem1 then
local numKey = GetKeyRingSize()
for slotID = 1, numKey do
local button = _G["ElvUIKeyFrameItem"..slotID]
if button then
local _, _, _, _, _, _, link = GetContainerItemInfo(KEYRING_CONTAINER, slotID)
local success, result = pcall(Search.Matches, Search, link, query)
if empty or (success and result) then
SetItemButtonDesaturated(button, button.locked or button.junkDesaturate)
button.searchOverlay:Hide()
button:SetAlpha(1)
else
SetItemButtonDesaturated(button, 1)
button.searchOverlay:Show()
button:SetAlpha(0.5)
end
end
end
end
end
function B:SetGuildBankSearch(query)
if GuildBankFrame and GuildBankFrame:IsShown() then
local tab = GetCurrentGuildBankTab()
local _, _, isViewable = GetGuildBankTabInfo(tab)
if isViewable then
local empty = (gsub(query, "%s+", "")) == ""
for slotID = 1, MAX_GUILDBANK_SLOTS_PER_TAB do
local link = GetGuildBankItemLink(tab, slotID)
--A column goes from 1-14, e.g. GuildBankColumn1Button14 (slotID 14) or GuildBankColumn2Button3 (slotID 17)
local col = ceil(slotID / 14)
local btn = (slotID % 14)
if col == 0 then col = 1 end
if btn == 0 then btn = 14 end
local button = _G["GuildBankColumn"..col.."Button"..btn]
local success, result = pcall(Search.Matches, Search, link, query)
if empty or (success and result) then
SetItemButtonDesaturated(button, button.locked or button.junkDesaturate)
button:SetAlpha(1)
else
SetItemButtonDesaturated(button, 1)
button:SetAlpha(0.5)
end
end
end
end
end
function B:UpdateItemLevelDisplay()
if not E.private.bags.enable then return end
local font = E.Libs.LSM:Fetch("font", E.db.bags.itemLevelFont)
for _, bagFrame in pairs(B.BagFrames) do
for _, bagID in ipairs(bagFrame.BagIDs) do
for slotID = 1, GetContainerNumSlots(bagID) do
local slot = bagFrame.Bags[bagID][slotID]
if slot and slot.itemLevel then
slot.itemLevel:FontTemplate(font, E.db.bags.itemLevelFontSize, E.db.bags.itemLevelFontOutline)
end
end
end
B:UpdateAllSlots(bagFrame)
end
end
function B:UpdateCountDisplay()
if not E.private.bags.enable then return end
local font = E.Libs.LSM:Fetch("font", E.db.bags.countFont)
local color = E.db.bags.countFontColor
for _, bagFrame in pairs(B.BagFrames) do
for _, bagID in ipairs(bagFrame.BagIDs) do
for slotID = 1, GetContainerNumSlots(bagID) do
local slot = bagFrame.Bags[bagID][slotID]
if slot and slot.Count then
slot.Count:FontTemplate(font, E.db.bags.countFontSize, E.db.bags.countFontOutline)
slot.Count:SetTextColor(color.r, color.g, color.b)
end
end
end
B:UpdateAllSlots(bagFrame)
end
--Keyring
if ElvUIKeyFrameItem1 then
for i = 1, GetKeyRingSize() do
local slot = _G["ElvUIKeyFrameItem"..i]
if slot then
slot.Count:FontTemplate(font, E.db.bags.countFontSize, E.db.bags.countFontOutline)
slot.Count:SetTextColor(color.r, color.g, color.b)
B:UpdateKeySlot(i)
end
end
end
end
function B:UpdateAllBagSlots()
if not E.private.bags.enable then return end
for _, bagFrame in pairs(B.BagFrames) do
B:UpdateAllSlots(bagFrame)
end
end
-- Extracted helper: handle appearance & meta for an item link on a slot.
-- This can be reused by other modules (e.g., GuildBank) by passing the slot and item link.
function B:UpdateSlotAppearance(slot, clink)
if not (slot and clink) then return end
slot.id = GetItemInfoFromHyperlink(clink)
local iLvl, iType, iSubtype, itemEquipLoc, itemPrice
slot.name, _, slot.rarity, iLvl, _, iType, iSubtype, _, itemEquipLoc, _, itemPrice = GetItemInfo(clink)
local r, g, b
if slot.rarity then
r, g, b = GetItemQualityColor(slot.rarity)
end
-- Bind type (BoE / BoU)
if B.db.showBindType and (slot.rarity and slot.rarity > 1) then
local bindTypeLines = GetCVarBool("colorblindmode") and 8 or 7
local BoE, BoU
for i = 2, bindTypeLines do
local line = _G["ElvUI_ScanTooltipTextLeft"..i]:GetText()
if (not line or line == "") or (line == ITEM_SOULBOUND or line == ITEM_ACCOUNTBOUND or line == ITEM_BNETACCOUNTBOUND) then break end
BoE, BoU = line == ITEM_BIND_ON_EQUIP, line == ITEM_BIND_ON_USE
if not B.db.showBindType and (slot.rarity and slot.rarity > 1) or (BoE or BoU) then break end
end
if (BoE or BoU) and slot.bindType then
slot.bindType:SetText(BoE and L["BoE"] or L["BoU"])
slot.bindType:SetVertexColor(r, g, b)
end
end
-- Item Level
if iLvl and B.db.itemLevel and (itemEquipLoc ~= nil and itemEquipLoc ~= "" and itemEquipLoc ~= "INVTYPE_AMMO" and itemEquipLoc ~= "INVTYPE_BAG" and itemEquipLoc ~= "INVTYPE_QUIVER" and itemEquipLoc ~= "INVTYPE_TABARD") and (slot.rarity and slot.rarity > 1) and iLvl >= B.db.itemLevelThreshold and slot.itemLevel then
slot.itemLevel:SetText(iLvl)
if B.db.itemLevelCustomColorEnable then
slot.itemLevel:SetTextColor(B.db.itemLevelCustomColor.r, B.db.itemLevelCustomColor.g, B.db.itemLevelCustomColor.b)
else
slot.itemLevel:SetTextColor(r, g, b)
end
end
slot.isUnlearnedVanity = VANITY_ITEMS[slot.id] and not C_VanityCollection.IsCollectionItemOwned(slot.id) and iType ~= "Consumable"
local appearanceID = C_Appearance.GetItemAppearanceID(slot.id)
slot.isUnlearnedWardrobe = appearanceID and not C_AppearanceCollection.IsAppearanceCollected(appearanceID)
slot.isJunk = (slot.rarity and slot.rarity == 0) and (itemPrice and itemPrice > 0) and (iType and iType ~= "Quest")
slot.junkDesaturate = slot.isJunk and E.db.bags.junkDesaturate
local showVanity = slot.unlearnedVanityIcon and E.db.bags.unlearnedVanityIcon and slot.isUnlearnedVanity
local showWardrobe = slot.unlearnedWardrobeIcon and E.db.bags.unlearnedWardrobeIcon and slot.isUnlearnedWardrobe
-- Vanity & Wardrobe icons (or junk)
if showVanity and showWardrobe then
slot.unlearnedVanityAndWardrobeIcon:Show()
elseif showVanity then
slot.unlearnedVanityIcon:Show()
elseif showWardrobe then
slot.unlearnedWardrobeIcon:Show()
elseif slot.JunkIcon and E.db.bags.junkIcon and slot.isJunk then
slot.JunkIcon:Show()
end
-- Quest icon (slot.questId / slot.isActiveQuest should be set by the caller when appropriate)
if B.db.questIcon and (slot.questId and not slot.isActiveQuest) and slot.questIcon then
slot.questIcon:Show()
end
-- color slot according to item quality / quest
if B.db.questItemColors and (slot.questId and not slot.isActiveQuest) then
slot:SetBackdropBorderColor(unpack(B.QuestColors.questStarter))
slot.ignoreBorderColors = true
elseif B.db.questItemColors and (slot.questId or slot.isQuestItem) then
slot:SetBackdropBorderColor(unpack(B.QuestColors.questItem))
slot.ignoreBorderColors = true
elseif B.db.qualityColors and (slot.rarity and slot.rarity > 1) then
slot:SetBackdropBorderColor(r, g, b)
slot.ignoreBorderColors = true
else
slot:SetBackdropBorderColor(unpack(E.media.bordercolor))
slot.ignoreBorderColors = nil
end
end
-- Ensure a slot (button/frame) has the small UI elements bags expect so appearance code can reuse them.
function B:CreateSlotAppearanceElements(slot)
if not slot then return end
if not slot.questIcon then
local questIcon = slot:CreateTexture(nil, "OVERLAY")
questIcon:SetTexture(E.Media.Textures.BagQuestIcon)
questIcon:SetTexCoord(0, 1, 0, 1)
if questIcon.SetInside then questIcon:SetInside() end
questIcon:Hide()
slot.questIcon = questIcon
end
if not slot.unlearnedVanityAndWardrobeIcon then
local unlearnedVanityAndWardrobeIcon = slot:CreateTexture(nil, "OVERLAY")
unlearnedVanityAndWardrobeIcon:SetTexture(E.Media.Textures.BagVanityAndWardrobe)
unlearnedVanityAndWardrobeIcon:Point("BOTTOMLEFT", 1, 1)
unlearnedVanityAndWardrobeIcon:Hide()
slot.unlearnedVanityAndWardrobeIcon = unlearnedVanityAndWardrobeIcon
end
if not slot.unlearnedVanityIcon then
local unlearnedVanityIcon = slot:CreateTexture(nil, "OVERLAY")
unlearnedVanityIcon:SetTexture(E.Media.Textures.BagVanityIcon)
unlearnedVanityIcon:Point("BOTTOMLEFT", 1, 1)
unlearnedVanityIcon:Hide()
slot.unlearnedVanityIcon = unlearnedVanityIcon
end
if not slot.unlearnedWardrobeIcon then
local unlearnedWardrobeIcon = slot:CreateTexture(nil, "OVERLAY")
unlearnedWardrobeIcon:SetAtlas(E.Media.Atlases.BagWardrobeIcon)
unlearnedWardrobeIcon:Point("BOTTOMLEFT", 1, 1)
unlearnedWardrobeIcon:Hide()
slot.unlearnedWardrobeIcon = unlearnedWardrobeIcon
end
if not slot.JunkIcon then
local JunkIcon = slot:CreateTexture(nil, "OVERLAY")
JunkIcon:SetTexture(E.Media.Textures.BagJunkIcon)
JunkIcon:Point("BOTTOMLEFT", 1, 1)
JunkIcon:Hide()
slot.JunkIcon = JunkIcon
end
if not slot.itemLevel then
slot.itemLevel = slot:CreateFontString(nil, "OVERLAY")
slot.itemLevel:Point("BOTTOMRIGHT", -1, 3)
slot.itemLevel:FontTemplate(E.Libs.LSM:Fetch("font", E.db.bags.itemLevelFont), E.db.bags.itemLevelFontSize, E.db.bags.itemLevelFontOutline)
end
if not slot.bindType then
slot.bindType = slot:CreateFontString(nil, "OVERLAY")
slot.bindType:Point("TOP", 0, -2)
slot.bindType:FontTemplate(E.Libs.LSM:Fetch("font", E.db.bags.itemLevelFont), E.db.bags.itemLevelFontSize, E.db.bags.itemLevelFontOutline)
end
if not slot.searchOverlay then
local searchOverlay = slot:CreateTexture(nil, "ARTWORK")
searchOverlay:SetTexture(E.media.blankTex)
searchOverlay:SetVertexColor(0, 0, 0)
searchOverlay:SetAllPoints()
searchOverlay:Hide()
slot.searchOverlay = searchOverlay
end
end
-- Clear any dynamic appearance info from a slot so it doesn't retain data from a previous item/tab
function B:ClearSlotAppearance(slot)
if not slot then return end
slot.name, slot.rarity, slot.locked, slot.readable, slot.isJunk, slot.junkDesaturate = nil, nil, nil, nil, nil, nil
-- Hide optional icons if present
if slot.questIcon then slot.questIcon:Hide() end
if slot.JunkIcon then slot.JunkIcon:Hide() end
if slot.unlearnedVanityIcon then slot.unlearnedVanityIcon:Hide() end
if slot.unlearnedWardrobeIcon then slot.unlearnedWardrobeIcon:Hide() end
if slot.unlearnedVanityAndWardrobeIcon then slot.unlearnedVanityAndWardrobeIcon:Hide() end
-- Clear texts
if slot.itemLevel then slot.itemLevel:SetText("") end
if slot.bindType then slot.bindType:SetText("") end
-- Reset border to default
if slot.SetBackdropBorderColor then
slot:SetBackdropBorderColor(unpack(E.media.bordercolor))
slot.ignoreBorderColors = nil
end
end
function B:UpdateSlot(frame, bagID, slotID)
if (frame.Bags[bagID] and frame.Bags[bagID].numSlots ~= GetContainerNumSlots(bagID)) or not frame.Bags[bagID] or not frame.Bags[bagID][slotID] then return end
local slot = frame.Bags[bagID][slotID]
local bagType = frame.Bags[bagID].type
local texture, count, locked, _, readable = GetContainerItemInfo(bagID, slotID)
local clink = GetContainerItemLink(bagID, slotID)
-- Clear any previous dynamic appearance state and set locked/readable
B:ClearSlotAppearance(slot)
slot.locked = locked
slot.readable = readable
slot:Show()
if B.db.showBindType then
E.ScanTooltip:SetOwner(UIParent, "ANCHOR_NONE")
if slot.GetInventorySlot then -- this fixes bank bagid -1
E.ScanTooltip:SetInventoryItem("player", slot:GetInventorySlot())
else
E.ScanTooltip:SetBagItem(bagID, slotID)
end
E.ScanTooltip:Show()
end
if B.db.professionBagColors and B.ProfessionColors[bagType] then
slot:SetBackdropBorderColor(unpack(B.ProfessionColors[bagType]))
slot.ignoreBorderColors = true
elseif clink then
-- store quest info on the slot so the helper can work without needing bag/slot ids
slot.isQuestItem, slot.questId, slot.isActiveQuest = GetContainerItemQuestInfo(bagID, slotID)
B:UpdateSlotAppearance(slot, clink)
else
slot:SetBackdropBorderColor(unpack(E.media.bordercolor))
slot.ignoreBorderColors = nil
end
E.ScanTooltip:Hide()
if texture then
local start, duration, enable = GetContainerItemCooldown(bagID, slotID)
CooldownFrame_SetTimer(slot.cooldown, start, duration, enable)
if duration > 0 and enable == 0 then
SetItemButtonTextureVertexColor(slot, 0.4, 0.4, 0.4)
else
SetItemButtonTextureVertexColor(slot, 1, 1, 1)
end
slot.hasItem = 1
else
slot.cooldown:Hide()
slot.hasItem = nil
end
SetItemButtonTexture(slot, texture)
SetItemButtonCount(slot, count)
SetItemButtonDesaturated(slot, slot.locked or slot.junkDesaturate)
if GameTooltip:GetOwner() == slot and not slot.hasItem then
GameTooltip_Hide()
end
end
function B:UpdateBagSlots(frame, bagID)
for slotID = 1, GetContainerNumSlots(bagID) do
B:UpdateSlot(frame, bagID, slotID)
end
end
function B:RefreshSearch()
B:SetSearch(SEARCH_STRING)
end
function B:SortingFadeBags(bagFrame, registerUpdate)
if not (bagFrame and bagFrame.BagIDs) then return end
bagFrame.registerUpdate = registerUpdate
for _, bagID in ipairs(bagFrame.BagIDs) do
for slotID = 1, GetContainerNumSlots(bagID) do
local button = bagFrame.Bags[bagID][slotID]
SetItemButtonDesaturated(button, 1)
button.searchOverlay:Show()
button:SetAlpha(0.5)
end
end
end
function B:UpdateCooldowns(frame)
if not (frame and frame.BagIDs) then return end
for _, bagID in ipairs(frame.BagIDs) do
for slotID = 1, GetContainerNumSlots(bagID) do
local start, duration, enable = GetContainerItemCooldown(bagID, slotID)
CooldownFrame_SetTimer(frame.Bags[bagID][slotID].cooldown, start, duration, enable)
end
end
end
function B:UpdateAllSlots(frame)
if not (frame and frame.BagIDs) then return end
for _, bagID in ipairs(frame.BagIDs) do
local bag = frame.Bags[bagID]
if bag then B:UpdateBagSlots(frame, bagID) end
end
-- Refresh search in case we moved items around
if not frame.registerUpdate and B:IsSearching() then
B:RefreshSearch()
end
end
function B:SetSlotAlphaForBag(f)
for _, bagID in ipairs(f.BagIDs) do
if f.Bags[bagID] then
for slotID = 1, GetContainerNumSlots(bagID) do
if f.Bags[bagID][slotID] then
if bagID == self.id then
f.Bags[bagID][slotID]:SetAlpha(1)
else
f.Bags[bagID][slotID]:SetAlpha(0.1)
end
end
end
end
end
end
function B:ResetSlotAlphaForBags(f)
for _, bagID in ipairs(f.BagIDs) do
if f.Bags[bagID] then
for slotID = 1, GetContainerNumSlots(bagID) do
if f.Bags[bagID][slotID] then
f.Bags[bagID][slotID]:SetAlpha(1)
end
end
end
end
end
function B:Layout(isBank)
if not E.private.bags.enable then return end
local f = B:GetContainerFrame(isBank)
if not f then return end
local buttonSize = isBank and B.db.bankSize or B.db.bagSize
local buttonSpacing = E.Border*2
local containerWidth = ((isBank and B.db.bankWidth) or B.db.bagWidth)
local numContainerColumns = floor(containerWidth / (buttonSize + buttonSpacing))
local holderWidth = ((buttonSize + buttonSpacing) * numContainerColumns) - buttonSpacing
local numContainerRows = 0
local numBags = 0
local numBagSlots = 0
local bagSpacing = B.db.split.bagSpacing
local countColor = E.db.bags.countFontColor
local isSplit = B.db.split[isBank and "bank" or "player"]
f.holderFrame:Width(holderWidth)
f.totalSlots = 0
local lastButton
local lastRowButton
local lastContainerButton
local numContainerSlots = GetNumBankSlots()
local newBag
for i, bagID in ipairs(f.BagIDs) do
if isSplit then
newBag = (bagID ~= -1 or bagID ~= 0) and B.db.split["bag"..bagID] or false
end
--Bag Containers
if (not isBank) or (isBank and bagID ~= -1 and numContainerSlots >= 1 and (i - 1 <= numContainerSlots)) then
if not f.ContainerHolder[i] then
if isBank then
f.ContainerHolder[i] = CreateFrame("CheckButton", "ElvUIBankBag"..bagID - 4, f.ContainerHolder, "BankItemButtonBagTemplate")
f.ContainerHolder[i]:SetScript("OnClick", function(holder)
local inventoryID = holder:GetInventorySlot()
PutItemInBag(inventoryID)
end)
else
if bagID == 0 then
f.ContainerHolder[i] = CreateFrame("CheckButton", "ElvUIMainBagBackpack", f.ContainerHolder, "ItemButtonTemplate")
f.ContainerHolder[i].model = CreateFrame("Model", "$parentItemAnim", f.ContainerHolder[i], "ItemAnimTemplate")
f.ContainerHolder[i].model:SetPoint("BOTTOMRIGHT", -10, 0)
f.ContainerHolder[i]:SetScript("OnClick", function()
PutItemInBackpack()
end)
f.ContainerHolder[i]:SetScript("OnReceiveDrag", function()
PutItemInBackpack()
end)
f.ContainerHolder[i]:SetScript("OnEnter", function(holder)
GameTooltip:SetOwner(holder, "ANCHOR_LEFT")
GameTooltip:SetText(BACKPACK_TOOLTIP, 1, 1, 1)
GameTooltip:Show()
end)
f.ContainerHolder[i]:SetScript("OnLeave", GameTooltip_Hide)
else
f.ContainerHolder[i] = CreateFrame("CheckButton", "ElvUIMainBag"..(bagID - 1).."Slot", f.ContainerHolder, "BagSlotButtonTemplate")
f.ContainerHolder[i]:SetScript("OnClick", function(holder)
local id = holder:GetID()
PutItemInBag(id)
end)
end
end
f.ContainerHolder[i]:SetTemplate(E.db.bags.transparent and "Transparent", true)
f.ContainerHolder[i]:StyleButton()
f.ContainerHolder[i]:SetNormalTexture("")
f.ContainerHolder[i]:SetCheckedTexture(nil)
f.ContainerHolder[i]:SetPushedTexture("")
f.ContainerHolder[i].id = bagID
f.ContainerHolder[i]:HookScript("OnEnter", function(ch) B.SetSlotAlphaForBag(ch, f) end)
f.ContainerHolder[i]:HookScript("OnLeave", function(ch) B.ResetSlotAlphaForBags(ch, f) end)
if isBank then
f.ContainerHolder[i]:SetID(bagID)
if not f.ContainerHolder[i].tooltipText then
f.ContainerHolder[i].tooltipText = ""
end
end
f.ContainerHolder[i].iconTexture = _G[f.ContainerHolder[i]:GetName().."IconTexture"]
if bagID == 0 then
f.ContainerHolder[i].iconTexture:SetTexture("Interface\\Buttons\\Button-Backpack-Up")
end
f.ContainerHolder[i].iconTexture:SetInside()
f.ContainerHolder[i].iconTexture:SetTexCoord(unpack(E.TexCoords))
end
f.ContainerHolder:Size(((buttonSize + buttonSpacing) * (isBank and i - 1 or i)) + buttonSpacing, buttonSize + (buttonSpacing * 2))
if isBank then
BankFrameItemButton_Update(f.ContainerHolder[i])
BankFrameItemButton_UpdateLocked(f.ContainerHolder[i])
end
f.ContainerHolder[i]:Size(buttonSize)
f.ContainerHolder[i]:ClearAllPoints()
if (isBank and i == 2) or (not isBank and i == 1) then
f.ContainerHolder[i]:Point("BOTTOMLEFT", f.ContainerHolder, "BOTTOMLEFT", buttonSpacing, buttonSpacing)
else
f.ContainerHolder[i]:Point("LEFT", lastContainerButton, "RIGHT", buttonSpacing, 0)
end
lastContainerButton = f.ContainerHolder[i]
end
--Bag Slots
local numSlots = GetContainerNumSlots(bagID)
if numSlots > 0 then
if not f.Bags[bagID] then
f.Bags[bagID] = CreateFrame("Frame", f:GetName().."Bag"..bagID, f.holderFrame)
f.Bags[bagID]:SetID(bagID)
end
f.Bags[bagID].numSlots = numSlots
f.Bags[bagID].type = select(2, GetContainerNumFreeSlots(bagID))
--Hide unused slots
for y = 1, MAX_CONTAINER_ITEMS do
if f.Bags[bagID][y] then
f.Bags[bagID][y]:Hide()
end
end
for slotID = 1, numSlots do
f.totalSlots = f.totalSlots + 1
if not f.Bags[bagID][slotID] then
f.Bags[bagID][slotID] = CreateFrame("CheckButton", f.Bags[bagID]:GetName().."Slot"..slotID, f.Bags[bagID], bagID == -1 and "BankItemButtonGenericTemplate" or "ContainerFrameItemButtonTemplate")
f.Bags[bagID][slotID]:StyleButton()
f.Bags[bagID][slotID]:SetTemplate(E.db.bags.transparent and "Transparent", true)
f.Bags[bagID][slotID]:SetNormalTexture(nil)
f.Bags[bagID][slotID]:SetCheckedTexture(nil)
f.Bags[bagID][slotID].Count = _G[f.Bags[bagID][slotID]:GetName().."Count"]
f.Bags[bagID][slotID].Count:ClearAllPoints()
f.Bags[bagID][slotID].Count:Point("BOTTOMRIGHT", -1, 3)
f.Bags[bagID][slotID].Count:FontTemplate(E.Libs.LSM:Fetch("font", E.db.bags.countFont), E.db.bags.countFontSize, E.db.bags.countFontOutline)
f.Bags[bagID][slotID].Count:SetTextColor(countColor.r, countColor.g, countColor.b)
-- Ensure this slot has the UI elements the appearance helper expects
B:CreateSlotAppearanceElements(f.Bags[bagID][slotID])
f.Bags[bagID][slotID].iconTexture = _G[f.Bags[bagID][slotID]:GetName().."IconTexture"]
f.Bags[bagID][slotID].iconTexture:SetInside(f.Bags[bagID][slotID])
f.Bags[bagID][slotID].iconTexture:SetTexCoord(unpack(E.TexCoords))
if not f.Bags[bagID][slotID].searchOverlay then
local searchOverlay = f.Bags[bagID][slotID]:CreateTexture(nil, "ARTWORK")
searchOverlay:SetTexture(E.media.blankTex)
searchOverlay:SetVertexColor(0, 0, 0)
searchOverlay:SetAllPoints()
searchOverlay:Hide()
f.Bags[bagID][slotID].searchOverlay = searchOverlay
end
f.Bags[bagID][slotID].cooldown = _G[f.Bags[bagID][slotID]:GetName().."Cooldown"]
f.Bags[bagID][slotID].cooldown.CooldownOverride = "bags"
E:RegisterCooldown(f.Bags[bagID][slotID].cooldown)
f.Bags[bagID][slotID].bagID = bagID
f.Bags[bagID][slotID].slotID = slotID
end
f.Bags[bagID][slotID]:SetID(slotID)
f.Bags[bagID][slotID]:Size(buttonSize)
if f.Bags[bagID][slotID].unlearnedVanityAndWardrobeIcon then
f.Bags[bagID][slotID].unlearnedVanityAndWardrobeIcon:Size(buttonSize/2)
end
if f.Bags[bagID][slotID].unlearnedVanityIcon then
f.Bags[bagID][slotID].unlearnedVanityIcon:Size(buttonSize/2)
end
if f.Bags[bagID][slotID].unlearnedWardrobeIcon then
f.Bags[bagID][slotID].unlearnedWardrobeIcon:Size(buttonSize/2)
end
if f.Bags[bagID][slotID].JunkIcon then
f.Bags[bagID][slotID].JunkIcon:Size(buttonSize/2)
end
B:UpdateSlot(f, bagID, slotID)
if f.Bags[bagID][slotID]:GetPoint() then
f.Bags[bagID][slotID]:ClearAllPoints()
end
if lastButton then
local anchorPoint, relativePoint = (B.db.reverseSlots and "BOTTOM" or "TOP"), (B.db.reverseSlots and "TOP" or "BOTTOM")
if isSplit and newBag and slotID == 1 then
f.Bags[bagID][slotID]:Point(anchorPoint, lastRowButton, relativePoint, 0, B.db.reverseSlots and (buttonSpacing + bagSpacing) or -(buttonSpacing + bagSpacing))
lastRowButton = f.Bags[bagID][slotID]
numContainerRows = numContainerRows + 1
numBags = numBags + 1
numBagSlots = 0
elseif isSplit and numBagSlots % numContainerColumns == 0 then
f.Bags[bagID][slotID]:Point(anchorPoint, lastRowButton, relativePoint, 0, B.db.reverseSlots and buttonSpacing or -buttonSpacing)
lastRowButton = f.Bags[bagID][slotID]
numContainerRows = numContainerRows + 1
elseif (not isSplit) and (f.totalSlots - 1) % numContainerColumns == 0 then
f.Bags[bagID][slotID]:Point(anchorPoint, lastRowButton, relativePoint, 0, B.db.reverseSlots and buttonSpacing or -buttonSpacing)
lastRowButton = f.Bags[bagID][slotID]
numContainerRows = numContainerRows + 1
else
anchorPoint, relativePoint = (B.db.reverseSlots and "RIGHT" or "LEFT"), (B.db.reverseSlots and "LEFT" or "RIGHT")
f.Bags[bagID][slotID]:Point(anchorPoint, lastButton, relativePoint, B.db.reverseSlots and -buttonSpacing or buttonSpacing, 0)
end
else
local anchorPoint = B.db.reverseSlots and "BOTTOMRIGHT" or "TOPLEFT"
f.Bags[bagID][slotID]:Point(anchorPoint, f.holderFrame, anchorPoint, 0, B.db.reverseSlots and f.bottomOffset - 8 or 0)
lastRowButton = f.Bags[bagID][slotID]
numContainerRows = numContainerRows + 1
end
lastButton = f.Bags[bagID][slotID]
numBagSlots = numBagSlots + 1
end
else
--Hide unused slots
for y = 1, MAX_CONTAINER_ITEMS do
if f.Bags[bagID] and f.Bags[bagID][y] then
f.Bags[bagID][y]:Hide()
end
end
if f.Bags[bagID] then
f.Bags[bagID].numSlots = numSlots
end
local container = isBank and f.ContainerHolder[i]
if container then
BankFrameItemButton_Update(container)
BankFrameItemButton_UpdateLocked(container)
end
end
end
local numKey = GetKeyRingSize()
local numKeyColumns = 6
if not isBank then
local totalSlots, numKeyRows, lastRowKey = 0, 1
for i = 1, numKey do
totalSlots = totalSlots + 1
if not f.keyFrame.slots[i] then
f.keyFrame.slots[i] = CreateFrame("CheckButton", "ElvUIKeyFrameItem"..i, f.keyFrame, "ContainerFrameItemButtonTemplate")
f.keyFrame.slots[i]:StyleButton(nil, nil, true)
f.keyFrame.slots[i]:SetTemplate("Default", true)
f.keyFrame.slots[i]:SetNormalTexture(nil)
f.keyFrame.slots[i]:SetID(i)
f.keyFrame.slots[i].Count = _G[f.keyFrame.slots[i]:GetName().."Count"]
f.keyFrame.slots[i].Count:ClearAllPoints()
f.keyFrame.slots[i].Count:Point("BOTTOMRIGHT", 0, 2)
f.keyFrame.slots[i].Count:FontTemplate(E.Libs.LSM:Fetch("font", E.db.bags.countFont), E.db.bags.countFontSize, E.db.bags.countFontOutline)
f.keyFrame.slots[i].Count:SetTextColor(countColor.r, countColor.g, countColor.b)
f.keyFrame.slots[i].cooldown = _G[f.keyFrame.slots[i]:GetName().."Cooldown"]
f.keyFrame.slots[i].cooldown.CooldownOverride = "bags"
E:RegisterCooldown(f.keyFrame.slots[i].cooldown)
if not f.keyFrame.slots[i].questIcon then
f.keyFrame.slots[i].questIcon = _G[f.keyFrame.slots[i]:GetName().."IconQuestTexture"] or _G[f.keyFrame.slots[i]:GetName()].IconQuestTexture
f.keyFrame.slots[i].questIcon:SetTexture(E.Media.Textures.BagQuestIcon)
f.keyFrame.slots[i].questIcon:SetTexCoord(0, 1, 0, 1)
f.keyFrame.slots[i].questIcon:SetInside()
f.keyFrame.slots[i].questIcon:Hide()
end
f.keyFrame.slots[i].iconTexture = _G[f.keyFrame.slots[i]:GetName().."IconTexture"]
f.keyFrame.slots[i].iconTexture:SetInside(f.keyFrame.slots[i])
f.keyFrame.slots[i].iconTexture:SetTexCoord(unpack(E.TexCoords))
if not f.keyFrame.slots[i].searchOverlay then
local searchOverlay = f.keyFrame.slots[i]:CreateTexture(nil, "ARTWORK")
searchOverlay:SetTexture(E.media.blankTex)
searchOverlay:SetVertexColor(0, 0, 0)
searchOverlay:SetAllPoints()
searchOverlay:Hide()
f.keyFrame.slots[i].searchOverlay = searchOverlay
end
end
f.keyFrame.slots[i]:ClearAllPoints()
f.keyFrame.slots[i]:Size(buttonSize)
if f.keyFrame.slots[i - 1] then
if (totalSlots - 1) % numKeyColumns == 0 then
f.keyFrame.slots[i]:Point("TOP", lastRowKey, "BOTTOM", 0, -buttonSpacing)
lastRowKey = f.keyFrame.slots[i]
numKeyRows = numKeyRows + 1
else
f.keyFrame.slots[i]:Point("RIGHT", f.keyFrame.slots[i - 1], "LEFT", -buttonSpacing, 0)
end
else
f.keyFrame.slots[i]:Point("TOPRIGHT", f.keyFrame, "TOPRIGHT", -buttonSpacing, -buttonSpacing)
lastRowKey = f.keyFrame.slots[i]
end
B:UpdateKeySlot(i)
end
if numKey < numKeyColumns then
numKeyColumns = numKey
end
f.keyFrame:Size(((buttonSize + buttonSpacing) * numKeyColumns) + buttonSpacing, ((buttonSize + buttonSpacing) * numKeyRows) + buttonSpacing)
end
f:Size(containerWidth, (((buttonSize + buttonSpacing) * numContainerRows) - buttonSpacing) + (isSplit and (numBags * bagSpacing) or 0) + f.topOffset + f.bottomOffset) -- 8 is the cussion of the f.holderFrame
end
function B:UpdateKeySlot(slotID)
assert(slotID)
local bagID = KEYRING_CONTAINER
local texture, count, locked = GetContainerItemInfo(bagID, slotID)
local clink = GetContainerItemLink(bagID, slotID)
local slot = _G["ElvUIKeyFrameItem"..slotID]
if not slot then return end
slot:Show()
slot.questIcon:Hide()
slot.name, slot.rarity, slot.locked = nil, nil, locked
if clink then
local name, _, rarity = GetItemInfo(clink)
local isQuestItem, questId, isActiveQuest = GetContainerItemQuestInfo(bagID, slotID)
slot.name, slot.rarity = name, rarity
if B.db.questIcon and (questId and not isActiveQuest) then
slot.questIcon:Show()
end
-- color slot according to item quality
if B.db.questItemColors and (questId and not isActiveQuest) then
slot:SetBackdropBorderColor(unpack(B.QuestColors.questStarter))
slot.ignoreBorderColors = true
elseif B.db.questItemColors and (questId or isQuestItem) then
slot:SetBackdropBorderColor(unpack(B.QuestColors.questItem))
slot.ignoreBorderColors = true
elseif B.db.qualityColors and (slot.rarity and slot.rarity > 1) then
slot:SetBackdropBorderColor(GetItemQualityColor(slot.rarity))
slot.ignoreBorderColors = true
else
slot:SetBackdropBorderColor(unpack(E.media.bordercolor))
slot.ignoreBorderColors = nil
end
else
slot:SetBackdropBorderColor(unpack(E.media.bordercolor))
slot.ignoreBorderColors = nil
end
if texture then
local start, duration, enable = GetContainerItemCooldown(bagID, slotID)
CooldownFrame_SetTimer(slot.cooldown, start, duration, enable)
if duration > 0 and enable == 0 then
SetItemButtonTextureVertexColor(slot, 0.4, 0.4, 0.4)
else
SetItemButtonTextureVertexColor(slot, 1, 1, 1)
end
else
slot.cooldown:Hide()
end
SetItemButtonTexture(slot, texture)
SetItemButtonCount(slot, count)
SetItemButtonDesaturated(slot, slot.locked)
end
function B:UpdateAll()
if B.BagFrame then B:Layout() end
if B.BankFrame then B:Layout(true) end
end
function B:OnEvent(event, ...)
if event == "ITEM_LOCK_CHANGED" or event == "ITEM_UNLOCKED" then
local bag, slot = ...
if bag == KEYRING_CONTAINER then
B:UpdateKeySlot(slot)
else
B:UpdateSlot(self, bag, slot)
end
elseif event == "BAG_UPDATE" then
local bag = ...
if bag == KEYRING_CONTAINER then
for slotID = 1, GetKeyRingSize() do
B:UpdateKeySlot(slotID)
end
end
for _, bagID in ipairs(self.BagIDs) do
local numSlots = GetContainerNumSlots(bagID)
if (not self.Bags[bagID] and numSlots ~= 0) or (self.Bags[bagID] and numSlots ~= self.Bags[bagID].numSlots) then
B:Layout(self.isBank)
return
end
end
B:UpdateBagSlots(self, ...)
--Refresh search in case we moved items around
if B:IsSearching() then B:RefreshSearch() end
elseif event == "BAG_UPDATE_COOLDOWN" then
if not self:IsShown() then return end
B:UpdateCooldowns(self)
elseif event == "PLAYERBANKSLOTS_CHANGED" then
B:UpdateBagSlots(self, -1)
elseif (event == "QUEST_ACCEPTED" or event == "QUEST_REMOVED" or event == "QUEST_LOG_UPDATE" or event == "APPEARANCE_COLLECTED") and self:IsShown() then
B:UpdateAllSlots(self)
for slotID = 1, GetKeyRingSize() do
B:UpdateKeySlot(slotID)
end
end
end
function B:UpdateTokens()
local f = B.BagFrame
local numTokens = 0
for i = 1, MAX_WATCHED_TOKENS do
local name, count, cType, icon, itemID = GetBackpackCurrencyInfo(i)
local button = f.currencyButton[i]
if cType == 1 then
icon = "Interface\\PVPFrame\\PVP-ArenaPoints-Icon"
elseif cType == 2 then
icon = "Interface\\PVPFrame\\PVP-Currency-"..E.myfaction
end
button:ClearAllPoints()
if name then
button.icon:SetTexture(icon)
if B.db.currencyFormat == "ICON_TEXT" then
button.text:SetText(name..": "..count)
elseif B.db.currencyFormat == "ICON_TEXT_ABBR" then
button.text:SetText(E:AbbreviateString(name)..": "..count)
elseif B.db.currencyFormat == "ICON" then
button.text:SetText(count)
end
button.itemID = itemID
button:Show()
numTokens = numTokens + 1
else
button:Hide()
end
end
if numTokens == 0 then
f.bottomOffset = 8
if f.currencyButton:IsShown() then
f.currencyButton:Hide()
B:Layout()
end
return
elseif not f.currencyButton:IsShown() then
f.bottomOffset = 28
f.currencyButton:Show()
B:Layout()
end
f.bottomOffset = 28
if numTokens == 1 then
f.currencyButton[1]:Point("BOTTOM", f.currencyButton, "BOTTOM", -(f.currencyButton[1].text:GetWidth() / 2), 3)
elseif numTokens == 2 then
f.currencyButton[1]:Point("BOTTOM", f.currencyButton, "BOTTOM", -(f.currencyButton[1].text:GetWidth()) - (f.currencyButton[1]:GetWidth() / 2), 3)
f.currencyButton[2]:Point("BOTTOMLEFT", f.currencyButton, "BOTTOM", f.currencyButton[2]:GetWidth() / 2, 3)
else
f.currencyButton[1]:Point("BOTTOMLEFT", f.currencyButton, "BOTTOMLEFT", 3, 3)
f.currencyButton[2]:Point("BOTTOM", f.currencyButton, "BOTTOM", -(f.currencyButton[2].text:GetWidth() / 3), 3)
f.currencyButton[3]:Point("BOTTOMRIGHT", f.currencyButton, "BOTTOMRIGHT", -(f.currencyButton[3].text:GetWidth()) - (f.currencyButton[3]:GetWidth() / 2), 3)
end
end
function B:Token_OnEnter()
GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
GameTooltip:SetBackpackToken(self:GetID())
end
function B:Token_OnClick()
if IsModifiedClick("CHATLINK") then
ChatEdit_InsertLink(select(2, GetItemInfo(self.itemID)))
end
end
function B:UpdateGoldText()
B.BagFrame.goldText:SetText(E:FormatMoney(GetMoney(), E.db.bags.moneyFormat, not E.db.bags.moneyCoins))
end
function B:FormatMoney(amount)
local str, coppername, silvername, goldname = "", "|cffeda55fc|r", "|cffc7c7cfs|r", "|cffffd700g|r"
local value = abs(amount)
local gold = floor(value / 10000)
local silver = floor((value / 100) % 100)
local copper = floor(value % 100)
if gold > 0 then
str = format("%d%s%s", gold, goldname, (silver > 0 or copper > 0) and " " or "")
end
if silver > 0 then
str = format("%s%d%s%s", str, silver, silvername, copper > 0 and " " or "")
end
if copper > 0 or value == 0 then
str = format("%s%d%s", str, copper, coppername)
end
return str
end
function B:GetGraysInfo()
if #self.SellFrame.Info.itemList > 0 then
twipe(self.SellFrame.Info.itemList)
end
local itemList = self.SellFrame.Info.itemList
local value = 0
for bag = 0, 4 do
for slot = 1, GetContainerNumSlots(bag) do
local itemID = GetContainerItemID(bag, slot)
if itemID then
local _, link, rarity, _, _, iType, _, _, _, _, itemPrice = GetItemInfo(itemID)
if (rarity and rarity == 0) and (iType and iType ~= "Quest") and (itemPrice and itemPrice > 0) then
local stackCount = select(2, GetContainerItemInfo(bag, slot)) or 1
itemPrice = itemPrice * stackCount
value = value + itemPrice
tinsert(itemList, {bag, slot, link, itemPrice, stackCount})
end
end
end
end
return #itemList, value
end
function B:VendorGrays(delete)
if self.SellFrame:IsShown() then return end
local itemCount = #self.SellFrame.Info.itemList
if itemCount == 0 then return end
local info = self.SellFrame.Info
info.delete = delete or false
info.SellTimer = 0
info.ProgressMax = itemCount
info.ProgressTimer = (itemCount - 1) * info.SellInterval
info.UpdateTimer = 0
info.goldGained = 0
info.itemsSold = 0
self.SellFrame.statusbar:SetValue(0)
self.SellFrame.statusbar:SetMinMaxValues(0, itemCount)
self.SellFrame.statusbar.ValueText:SetFormattedText("0 / %d", itemCount)
self.SellFrame:Show()
end
function B:VendorGrayCheck()
local itemCount, value = B:GetGraysInfo()
if itemCount == 0 then
E:Print(L["No gray items to delete."])
elseif not MerchantFrame:IsShown() then
E.PopupDialogs.DELETE_GRAYS.Money = value
E:StaticPopup_Show("DELETE_GRAYS")
else
B:VendorGrays()
end
end
local function BagUpdate(self, bagIDs)
for bagID in pairs(bagIDs) do
B.OnEvent(self, "BAG_UPDATE", bagID)
end
end
function B:ContructContainerFrame(name, isBank)
local strata = E.db.bags.strata or "DIALOG"
local f = CreateFrame("Button", name, E.UIParent)
LibStub("AceBucket-3.0"):Embed(f)
f:SetTemplate("Transparent")
f:SetFrameStrata(strata)
f.BagUpdate = BagUpdate
f:RegisterBucketEvent("BAG_UPDATE", 0.2, "BagUpdate") -- Has to be on both frames
f:RegisterEvent("BAG_UPDATE_COOLDOWN") -- Has to be on both frames
f.events = isBank and {"PLAYERBANKSLOTS_CHANGED"} or {"ITEM_LOCK_CHANGED", "ITEM_UNLOCKED", "QUEST_ACCEPTED", "QUEST_REMOVED", "QUEST_LOG_UPDATE", "APPEARANCE_COLLECTED"}
for _, event in ipairs(f.events) do
f:RegisterEvent(event)
end
f:SetScript("OnEvent", B.OnEvent)
f:Hide()
f.isBank = isBank
f.bottomOffset = isBank and 8 or 28
f.topOffset = 50
f.BagIDs = isBank and {-1, 5, 6, 7, 8, 9, 10, 11} or {0, 1, 2, 3, 4}
f.Bags = {}
local mover = (isBank and ElvUIBankMover) or ElvUIBagMover
if mover then
f:Point(mover.POINT, mover)
f.mover = mover
end
--Allow dragging the frame around
f:SetMovable(true)
f:RegisterForDrag("LeftButton", "RightButton")
f:RegisterForClicks("AnyUp")
f:SetScript("OnDragStart", function(frame) if IsShiftKeyDown() then frame:StartMoving() end end)
f:SetScript("OnDragStop", function(frame) frame:StopMovingOrSizing() end)
f:SetScript("OnClick", function(frame) if IsControlKeyDown() then B.PostBagMove(frame.mover) end end)
f:SetScript("OnLeave", GameTooltip_Hide)
f:SetScript("OnEnter", function(frame)
GameTooltip:SetOwner(frame, "ANCHOR_TOPLEFT", 0, 4)
GameTooltip:ClearLines()
GameTooltip:AddDoubleLine(L["Hold Shift + Drag:"], L["Temporary Move"], 1, 1, 1)
GameTooltip:AddDoubleLine(L["Hold Control + Right Click:"], L["Reset Position"], 1, 1, 1)
GameTooltip:Show()
end)
f.closeButton = CreateFrame("Button", name.."CloseButton", f, "UIPanelCloseButton")
f.closeButton:Point("TOPRIGHT", 0, 2)
Skins:HandleCloseButton(f.closeButton)
f.holderFrame = CreateFrame("Frame", nil, f)
f.holderFrame:Point("TOP", f, "TOP", 0, -f.topOffset)
f.holderFrame:Point("BOTTOM", f, "BOTTOM", 0, 8)
f.ContainerHolder = CreateFrame("Button", name.."ContainerHolder", f)
f.ContainerHolder:Point("BOTTOMLEFT", f, "TOPLEFT", 0, 1)
f.ContainerHolder:SetTemplate("Transparent")
f.ContainerHolder:Hide()
if isBank then
--Bag Text
f.bagText = f:CreateFontString(nil, "OVERLAY")
f.bagText:FontTemplate()
f.bagText:Point("BOTTOMRIGHT", f.holderFrame, "TOPRIGHT", -2, 4)
f.bagText:SetJustifyH("RIGHT")
f.bagText:SetText(L["Bank"])
--Sort Button
f.sortButton = CreateFrame("Button", name.."SortButton", f)
f.sortButton:Size(16 + E.Border)
f.sortButton:SetTemplate()
f.sortButton:Point("RIGHT", f.bagText, "LEFT", -5, E.Border * 2)
f.sortButton:SetNormalTexture(E.Media.Textures.Broom)
f.sortButton:GetNormalTexture():SetTexCoord(unpack(E.TexCoords))
f.sortButton:GetNormalTexture():SetInside()
f.sortButton:SetPushedTexture(E.Media.Textures.Broom)
f.sortButton:GetPushedTexture():SetTexCoord(unpack(E.TexCoords))
f.sortButton:GetPushedTexture():SetInside()
f.sortButton:SetDisabledTexture(E.Media.Textures.Broom)
f.sortButton:GetDisabledTexture():SetTexCoord(unpack(E.TexCoords))
f.sortButton:GetDisabledTexture():SetInside()
f.sortButton:GetDisabledTexture():SetDesaturated(true)
f.sortButton:StyleButton(nil, true)
f.sortButton.ttText = L["Sort Bags"]
f.sortButton.ttText2 = L["Hold Shift to reverse the sort direction"]
f.sortButton:SetScript("OnEnter", self.Tooltip_Show)
f.sortButton:SetScript("OnLeave", GameTooltip_Hide)
f.sortButton:SetScript("OnClick", function()
f:UnregisterAllBuckets()
f:UnregisterAllEvents() --Unregister to prevent unnecessary updates
if not f.registerUpdate then
B:SortingFadeBags(f, true)
end
-- Check if Shift is held down to reverse sort direction (opposite of setting)
local reverseSort = nil
if IsShiftKeyDown() then
reverseSort = not B.db.sortInverted -- Opposite of current setting
end
B:CommandDecorator(B.SortBags, "bank")(reverseSort)
end)
if E.db.bags.disableBankSort then
f.sortButton:Disable()
end
--Toggle Bags Button
f.bagsButton = CreateFrame("Button", name.."BagsButton", f.holderFrame)
f.bagsButton:Size(16 + E.Border)
f.bagsButton:SetTemplate()
f.bagsButton:Point("RIGHT", f.sortButton, "LEFT", -5, 0)
f.bagsButton:SetNormalTexture("Interface\\Buttons\\Button-Backpack-Up")
f.bagsButton:GetNormalTexture():SetTexCoord(unpack(E.TexCoords))
f.bagsButton:GetNormalTexture():SetInside()
f.bagsButton:SetPushedTexture("Interface\\Buttons\\Button-Backpack-Up")
f.bagsButton:GetPushedTexture():SetTexCoord(unpack(E.TexCoords))
f.bagsButton:GetPushedTexture():SetInside()
f.bagsButton:StyleButton(nil, true)
f.bagsButton.ttText = L["Toggle Bags"]
f.bagsButton:SetScript("OnEnter", B.Tooltip_Show)
f.bagsButton:SetScript("OnLeave", GameTooltip_Hide)
f.bagsButton:SetScript("OnClick", function()
local numSlots = GetNumBankSlots()
PlaySound("igMainMenuOption")
if numSlots >= 1 then
ToggleFrame(f.ContainerHolder)
else
E:StaticPopup_Show("NO_BANK_BAGS")
end
end)
--Purchase Bags Button
f.purchaseBagButton = CreateFrame("Button", nil, f.holderFrame)
f.purchaseBagButton:Size(16 + E.Border)
f.purchaseBagButton:SetTemplate()
f.purchaseBagButton:Point("RIGHT", f.bagsButton, "LEFT", -5, 0)
f.purchaseBagButton:SetNormalTexture("Interface\\ICONS\\INV_Misc_Coin_01")
f.purchaseBagButton:GetNormalTexture():SetTexCoord(unpack(E.TexCoords))
f.purchaseBagButton:GetNormalTexture():SetInside()
f.purchaseBagButton:SetPushedTexture("Interface\\ICONS\\INV_Misc_Coin_01")
f.purchaseBagButton:GetPushedTexture():SetTexCoord(unpack(E.TexCoords))
f.purchaseBagButton:GetPushedTexture():SetInside()
f.purchaseBagButton:StyleButton(nil, true)
f.purchaseBagButton.ttText = L["Purchase Bags"]
f.purchaseBagButton:SetScript("OnEnter", B.Tooltip_Show)
f.purchaseBagButton:SetScript("OnLeave", GameTooltip_Hide)
f.purchaseBagButton:SetScript("OnClick", function()
local _, full = GetNumBankSlots()
if full then
E:StaticPopup_Show("CANNOT_BUY_BANK_SLOT")
else
E:StaticPopup_Show("BUY_BANK_SLOT")
end
end)
f:SetScript("OnShow", B.RefreshSearch)
f:SetScript("OnHide", function()
CloseBankFrame()
if E.db.bags.clearSearchOnClose then
B.ResetAndClear(f.editBox)
end
end)
--Search
f.editBox = CreateFrame("EditBox", name.."EditBox", f)
f.editBox:SetFrameLevel(f.editBox:GetFrameLevel() + 2)
f.editBox:CreateBackdrop()
f.editBox.backdrop:Point("TOPLEFT", f.editBox, "TOPLEFT", -20, 2)
f.editBox:Height(15)
f.editBox:Point("BOTTOMLEFT", f.holderFrame, "TOPLEFT", (E.Border * 2) + 18, E.Border * 2 + 2)
f.editBox:Point("RIGHT", f.purchaseBagButton, "LEFT", -5, 0)
f.editBox:SetAutoFocus(false)
f.editBox:SetScript("OnEscapePressed", B.ResetAndClear)
f.editBox:SetScript("OnEnterPressed", function(eb) eb:ClearFocus() end)
f.editBox:SetScript("OnEditFocusGained", f.editBox.HighlightText)
f.editBox:SetScript("OnTextChanged", B.UpdateSearch)
f.editBox:SetScript("OnChar", B.UpdateSearch)
f.editBox:SetText(SEARCH)
f.editBox:FontTemplate()
f.editBox.searchIcon = f.editBox:CreateTexture(nil, "OVERLAY")
f.editBox.searchIcon:SetTexture("Interface\\Common\\UI-Searchbox-Icon")
f.editBox.searchIcon:Point("LEFT", f.editBox.backdrop, "LEFT", E.Border + 1, -1)
f.editBox.searchIcon:Size(15)
else
f.keyFrame = CreateFrame("Frame", name.."KeyFrame", f)
f.keyFrame:Point("TOPRIGHT", f, "TOPLEFT", -(E.PixelMode and 1 or 3), 0)
f.keyFrame:SetTemplate("Transparent")
f.keyFrame:SetID(KEYRING_CONTAINER)
f.keyFrame.slots = {}
f.keyFrame:Hide()
--Gold Text
f.goldText = f:CreateFontString(nil, "OVERLAY")
f.goldText:FontTemplate()
f.goldText:Point("BOTTOMRIGHT", f.holderFrame, "TOPRIGHT", -2, 4)
f.goldText:SetJustifyH("RIGHT")
--Sort Button
f.sortButton = CreateFrame("Button", name.."SortButton", f)
f.sortButton:Size(16 + E.Border)
f.sortButton:SetTemplate()
f.sortButton:Point("RIGHT", f.goldText, "LEFT", -5, E.Border * 2)
f.sortButton:SetNormalTexture(E.Media.Textures.Broom)
f.sortButton:GetNormalTexture():SetTexCoord(unpack(E.TexCoords))
f.sortButton:GetNormalTexture():SetInside()
f.sortButton:SetPushedTexture(E.Media.Textures.Broom)
f.sortButton:GetPushedTexture():SetTexCoord(unpack(E.TexCoords))
f.sortButton:GetPushedTexture():SetInside()
f.sortButton:SetDisabledTexture(E.Media.Textures.Broom)
f.sortButton:GetDisabledTexture():SetTexCoord(unpack(E.TexCoords))
f.sortButton:GetDisabledTexture():SetInside()
f.sortButton:GetDisabledTexture():SetDesaturated(true)
f.sortButton:StyleButton(nil, true)
f.sortButton.ttText = L["Sort Bags"]
f.sortButton.ttText2 = L["Hold Shift to reverse the sort direction"] -- ADD THIS LINE
f.sortButton:SetScript("OnEnter", self.Tooltip_Show)
f.sortButton:SetScript("OnLeave", GameTooltip_Hide)
f.sortButton:SetScript("OnClick", function()
f:UnregisterAllEvents() --Unregister to prevent unnecessary updates
if not f.registerUpdate then
B:SortingFadeBags(f, true)
end
-- Check if Shift is held down to reverse sort direction (opposite of setting) -- ADD THIS SECTION
local reverseSort = nil
if IsShiftKeyDown() then
reverseSort = not B.db.sortInverted -- Opposite of current setting
end
B:CommandDecorator(B.SortBags, "bags")(reverseSort)
end)
if E.db.bags.disableBagSort then
f.sortButton:Disable()
end
--Key Button
f.keyButton = CreateFrame("Button", name.."KeyButton", f)
f.keyButton:Size(16 + E.Border)
f.keyButton:SetTemplate()
f.keyButton:Point("RIGHT", f.sortButton, "LEFT", -5, 0)
f.keyButton:SetNormalTexture("Interface\\ICONS\\INV_Misc_Key_14")
f.keyButton:GetNormalTexture():SetTexCoord(unpack(E.TexCoords))
f.keyButton:GetNormalTexture():SetInside()
f.keyButton:SetPushedTexture("Interface\\ICONS\\INV_Misc_Key_14")
f.keyButton:GetPushedTexture():SetTexCoord(unpack(E.TexCoords))
f.keyButton:GetPushedTexture():SetInside()
f.keyButton:StyleButton(nil, true)
f.keyButton.ttText = BINDING_NAME_TOGGLEKEYRING
f.keyButton:SetScript("OnEnter", self.Tooltip_Show)
f.keyButton:SetScript("OnLeave", GameTooltip_Hide)
f.keyButton:SetScript("OnClick", function() ToggleFrame(f.keyFrame) end)
--Bags Button
f.bagsButton = CreateFrame("Button", name.."BagsButton", f)
f.bagsButton:Size(16 + E.Border)
f.bagsButton:SetTemplate()
f.bagsButton:Point("RIGHT", f.keyButton, "LEFT", -5, 0)
f.bagsButton:SetNormalTexture("Interface\\Buttons\\Button-Backpack-Up")
f.bagsButton:GetNormalTexture():SetTexCoord(unpack(E.TexCoords))
f.bagsButton:GetNormalTexture():SetInside()
f.bagsButton:SetPushedTexture("Interface\\Buttons\\Button-Backpack-Up")
f.bagsButton:GetPushedTexture():SetTexCoord(unpack(E.TexCoords))
f.bagsButton:GetPushedTexture():SetInside()
f.bagsButton:StyleButton(nil, true)
f.bagsButton.ttText = L["Toggle Bags"]
f.bagsButton:SetScript("OnEnter", B.Tooltip_Show)
f.bagsButton:SetScript("OnLeave", GameTooltip_Hide)
f.bagsButton:SetScript("OnClick", function() ToggleFrame(f.ContainerHolder) end)
--Vendor Grays
f.vendorGraysButton = CreateFrame("Button", nil, f.holderFrame)
f.vendorGraysButton:Size(16 + E.Border)
f.vendorGraysButton:SetTemplate()
f.vendorGraysButton:Point("RIGHT", f.bagsButton, "LEFT", -5, 0)
f.vendorGraysButton:SetNormalTexture("Interface\\ICONS\\INV_Misc_Coin_01")
f.vendorGraysButton:GetNormalTexture():SetTexCoord(unpack(E.TexCoords))
f.vendorGraysButton:GetNormalTexture():SetInside()
f.vendorGraysButton:SetPushedTexture("Interface\\ICONS\\INV_Misc_Coin_01")
f.vendorGraysButton:GetPushedTexture():SetTexCoord(unpack(E.TexCoords))
f.vendorGraysButton:GetPushedTexture():SetInside()
f.vendorGraysButton:StyleButton(nil, true)
f.vendorGraysButton.ttText = L["Vendor / Delete Grays"]
f.vendorGraysButton:SetScript("OnEnter", B.Tooltip_Show)
f.vendorGraysButton:SetScript("OnLeave", GameTooltip_Hide)
f.vendorGraysButton:SetScript("OnClick", B.VendorGrayCheck)
--Search
f.editBox = CreateFrame("EditBox", name.."EditBox", f)
f.editBox:SetFrameLevel(f.editBox:GetFrameLevel() + 2)
f.editBox:CreateBackdrop()
f.editBox.backdrop:Point("TOPLEFT", f.editBox, "TOPLEFT", -20, 2)
f.editBox:Height(15)
f.editBox:Point("BOTTOMLEFT", f.holderFrame, "TOPLEFT", (E.Border * 2) + 18, E.Border * 2 + 2)
f.editBox:Point("RIGHT", f.vendorGraysButton, "LEFT", -5, 0)
f.editBox:SetAutoFocus(false)
f.editBox:SetScript("OnEscapePressed", B.ResetAndClear)
f.editBox:SetScript("OnEnterPressed", function(eb) eb:ClearFocus() end)
f.editBox:SetScript("OnEditFocusGained", f.editBox.HighlightText)
f.editBox:SetScript("OnTextChanged", B.UpdateSearch)
f.editBox:SetScript("OnChar", B.UpdateSearch)
f.editBox:SetText(SEARCH)
f.editBox:FontTemplate()
f.editBox.searchIcon = f.editBox:CreateTexture(nil, "OVERLAY")
f.editBox.searchIcon:SetTexture("Interface\\Common\\UI-Searchbox-Icon")
f.editBox.searchIcon:Point("LEFT", f.editBox.backdrop, "LEFT", E.Border + 1, -1)
f.editBox.searchIcon:Size(15)
--Currency
f.currencyButton = CreateFrame("Frame", nil, f)
f.currencyButton:Point("BOTTOM", 0, 4)
f.currencyButton:Point("TOPLEFT", f.holderFrame, "BOTTOMLEFT", 0, 18)
f.currencyButton:Point("TOPRIGHT", f.holderFrame, "BOTTOMRIGHT", 0, 18)
f.currencyButton:Height(22)
for i = 1, MAX_WATCHED_TOKENS do
f.currencyButton[i] = CreateFrame("Button", name.."CurrencyButton"..i, f.currencyButton)
f.currencyButton[i]:Size(16)
f.currencyButton[i]:SetTemplate()
f.currencyButton[i]:SetID(i)
f.currencyButton[i].icon = f.currencyButton[i]:CreateTexture(nil, "OVERLAY")
f.currencyButton[i].icon:SetInside()
f.currencyButton[i].icon:SetTexCoord(unpack(E.TexCoords))
f.currencyButton[i].text = f.currencyButton[i]:CreateFontString(nil, "OVERLAY")
f.currencyButton[i].text:Point("LEFT", f.currencyButton[i], "RIGHT", 2, 0)
f.currencyButton[i].text:FontTemplate()
f.currencyButton[i]:SetScript("OnEnter", B.Token_OnEnter)
f.currencyButton[i]:SetScript("OnLeave", GameTooltip_Hide)
f.currencyButton[i]:SetScript("OnClick", B.Token_OnClick)
f.currencyButton[i]:Hide()
end
f:SetScript("OnShow", B.RefreshSearch)
f:SetScript("OnHide", function()
CloseBackpack()
for i = 1, NUM_BAG_FRAMES do
CloseBag(i)
end
if ElvUIBags and ElvUIBags.buttons then
for _, bagButton in pairs(ElvUIBags.buttons) do
bagButton:SetChecked(false)
end
end
if E.db.bags.clearSearchOnClose then
B.ResetAndClear(f.editBox)
end
end)
end
tinsert(UISpecialFrames, f:GetName())
tinsert(B.BagFrames, f)
return f
end
function B:ToggleBags(id)
if id and (GetContainerNumSlots(id) == 0) then return end --Closes a bag when inserting a new container..
if not B.BagFrame:IsShown() then
B:UpdateAllBagSlots()
B:OpenBags()
-- else
-- B:CloseBags()
end
end
function B:ToggleBackpack()
if IsOptionFrameOpen() then return end
if IsBagOpen(0) then
B:UpdateAllBagSlots()
B:OpenBags()
PlaySound("igBackPackOpen")
else
B:CloseBags()
PlaySound("igBackPackClose")
end
end
function B:ToggleSortButtonState(isBank)
local button, disable
if isBank and B.BankFrame then
button = B.BankFrame.sortButton
disable = E.db.bags.disableBankSort
elseif not isBank and B.BagFrame then
button = B.BagFrame.sortButton
disable = E.db.bags.disableBagSort
end
if button and disable then
button:Disable()
elseif button and not disable then
button:Enable()
end
end
function B:OpenBags()
B.BagFrame:Show()
TT:GameTooltip_SetDefaultAnchor(GameTooltip)
end
function B:CloseBags()
B.BagFrame:Hide()
if B.BankFrame then
B.BankFrame:Hide()
end
TT:GameTooltip_SetDefaultAnchor(GameTooltip)
end
function B:OpenBank()
if not B.BankFrame then
B.BankFrame = B:ContructContainerFrame("ElvUI_BankContainerFrame", true)
end
--Call :Layout first so all elements are created before we update
B:Layout(true)
B:OpenBags()
B:UpdateTokens()
B.BankFrame:Show()
end
function B:PLAYERBANKBAGSLOTS_CHANGED()
B:Layout(true)
end
function B:GUILDBANKBAGSLOTS_CHANGED()
B:SetGuildBankSearch(SEARCH_STRING)
end
function B:CloseBank()
if not B.BankFrame then return end -- WHY??? WHO KNOWS!
B.BankFrame:Hide()
B.BagFrame:Hide()
end
function B:updateContainerFrameAnchors()
local xOffset, yOffset, screenHeight, freeScreenHeight, leftMostPoint, column
local screenWidth = GetScreenWidth()
local containerScale = 1
local leftLimit = 0
if BankFrame:IsShown() then
leftLimit = BankFrame:GetRight() - 25
end
while containerScale > CONTAINER_SCALE do
screenHeight = GetScreenHeight() / containerScale
-- Adjust the start anchor for bags depending on the multibars
xOffset = CONTAINER_OFFSET_X / containerScale
yOffset = CONTAINER_OFFSET_Y / containerScale
-- freeScreenHeight determines when to start a new column of bags
freeScreenHeight = screenHeight - yOffset
leftMostPoint = screenWidth - xOffset
column = 1
for _, frameName in ipairs(ContainerFrame1.bags) do
local frameHeight = _G[frameName]:GetHeight()
if freeScreenHeight < frameHeight then
-- Start a new column
column = column + 1
leftMostPoint = screenWidth - (column * CONTAINER_WIDTH * containerScale) - xOffset
freeScreenHeight = screenHeight - yOffset
end
freeScreenHeight = freeScreenHeight - frameHeight - VISIBLE_CONTAINER_SPACING
end
if leftMostPoint < leftLimit then
containerScale = containerScale - 0.01
else
break
end
end
if containerScale < CONTAINER_SCALE then
containerScale = CONTAINER_SCALE
end
screenHeight = GetScreenHeight() / containerScale
-- Adjust the start anchor for bags depending on the multibars
-- xOffset = CONTAINER_OFFSET_X / containerScale
yOffset = CONTAINER_OFFSET_Y / containerScale
-- freeScreenHeight determines when to start a new column of bags
freeScreenHeight = screenHeight - yOffset
column = 0
local bagsPerColumn = 0
for index, frameName in ipairs(ContainerFrame1.bags) do
local frame = _G[frameName]
frame:SetScale(1)
if index == 1 then
-- First bag
frame:Point("BOTTOMRIGHT", ElvUIBagMover, "BOTTOMRIGHT", E.Spacing, -E.Border)
bagsPerColumn = bagsPerColumn + 1
elseif freeScreenHeight < frame:GetHeight() then
-- Start a new column
column = column + 1
freeScreenHeight = screenHeight - yOffset
if column > 1 then
frame:Point("BOTTOMRIGHT", ContainerFrame1.bags[(index - bagsPerColumn) - 1], "BOTTOMLEFT", -CONTAINER_SPACING, 0)
else
frame:Point("BOTTOMRIGHT", ContainerFrame1.bags[index - bagsPerColumn], "BOTTOMLEFT", -CONTAINER_SPACING, 0)
end
bagsPerColumn = 0
else
-- Anchor to the previous bag
frame:Point("BOTTOMRIGHT", ContainerFrame1.bags[index - 1], "TOPRIGHT", 0, CONTAINER_SPACING)
bagsPerColumn = bagsPerColumn + 1
end
freeScreenHeight = freeScreenHeight - frame:GetHeight() - VISIBLE_CONTAINER_SPACING
end
end
function B:PostBagMove()
if not E.private.bags.enable then return end
-- self refers to the mover (bag or bank)
local x, y = self:GetCenter()
local screenHeight = E.UIParent:GetTop()
local screenWidth = E.UIParent:GetRight()
if y > (screenHeight / 2) then
self:SetText(self.textGrowDown)
self.POINT = ((x > (screenWidth / 2)) and "TOPRIGHT" or "TOPLEFT")
else
self:SetText(self.textGrowUp)
self.POINT = ((x > (screenWidth / 2)) and "BOTTOMRIGHT" or "BOTTOMLEFT")
end
local bagFrame
if self.name == "ElvUIBankMover" then
bagFrame = B.BankFrame
else
bagFrame = B.BagFrame
end
if bagFrame then
bagFrame:ClearAllPoints()
bagFrame:Point(self.POINT, self)
end
end
function B:MERCHANT_CLOSED()
B.SellFrame:Hide()
end
function B:ProgressQuickVendor()
local info = B.SellFrame.Info
local bag, slot, link, itemPrice, stackCount = unpack(info.itemList[1])
if info.delete then
itemPrice = 0
PickupContainerItem(bag, slot)
DeleteCursorItem()
else
UseContainerItem(bag, slot)
if link and info.details then
E:Print(format("%s|cFF00DDDDx%d|r %s", link, stackCount, B:FormatMoney(itemPrice)))
end
E.callbacks:Fire("VendorGreys_ItemSold", itemPrice)
end
tremove(info.itemList, 1)
return itemPrice, #info.itemList == 0
end
function B.VendorGreys_OnUpdate(self, elapsed)
local info = self.Info
info.SellTimer = info.SellTimer - elapsed
if info.SellTimer <= 0 then
info.SellTimer = info.SellInterval
local goldGained, lastItem = B:ProgressQuickVendor()
info.goldGained = info.goldGained + goldGained
if lastItem then
self:Hide()
if info.goldGained > 0 then
E:Print(format(L["Vendored gray items for: %s"], B:FormatMoney(info.goldGained)))
end
return
else
info.itemsSold = info.itemsSold + 1
self.statusbar:SetValue(info.itemsSold)
end
end
info.UpdateTimer = info.UpdateTimer + elapsed
if info.UpdateTimer >= 0.033 then
info.ProgressTimer = info.ProgressTimer - info.UpdateTimer
info.UpdateTimer = 0
self.statusbar.ValueText:SetFormattedText("%d / %d ( %.1fs )", info.itemsSold, info.ProgressMax, info.ProgressTimer + 0.05)
end
end
function B:CreateSellFrame()
B.SellFrame = CreateFrame("Frame", "ElvUIVendorGraysFrame", E.UIParent)
B.SellFrame:Size(200, 40)
B.SellFrame:Point("CENTER", E.UIParent)
B.SellFrame:CreateBackdrop("Transparent")
B.SellFrame:SetAlpha(1)
B.SellFrame:Hide()
B.SellFrame.title = B.SellFrame:CreateFontString(nil, "OVERLAY")
B.SellFrame.title:FontTemplate(nil, 12, "OUTLINE")
B.SellFrame.title:Point("TOP", B.SellFrame, "TOP", 0, -2)
B.SellFrame.title:SetText(L["Vendoring Grays"])
B.SellFrame.statusbar = CreateFrame("StatusBar", "ElvUIVendorGraysFrameStatusbar", B.SellFrame)
B.SellFrame.statusbar:Size(180, 16)
B.SellFrame.statusbar:Point("BOTTOM", B.SellFrame, "BOTTOM", 0, 4)
B.SellFrame.statusbar:SetStatusBarTexture(E.media.normTex)
B.SellFrame.statusbar:SetStatusBarColor(1, 0, 0)
B.SellFrame.statusbar:CreateBackdrop("Transparent")
B.SellFrame.statusbar.ValueText = B.SellFrame.statusbar:CreateFontString(nil, "OVERLAY")
B.SellFrame.statusbar.ValueText:FontTemplate(nil, 12, "OUTLINE")
B.SellFrame.statusbar.ValueText:Point("CENTER", B.SellFrame.statusbar)
B.SellFrame.statusbar.ValueText:SetText("0 / 0 ( 0s )")
B.SellFrame.Info = {
SellInterval = 0.2,
details = false,
itemList = {}
}
B.SellFrame:SetScript("OnUpdate", B.VendorGreys_OnUpdate)
end
B.BagIndice = {
quiver = 0x0001,
ammoPouch = 0x0002,
soulBag = 0x0004,
leatherworking = 0x0008,
inscription = 0x0010,
herbs = 0x0020,
enchanting = 0x0040,
engineering = 0x0080,
gems = 0x0200,
mining = 0x0400,
}
B.QuestKeys = {
questStarter = "questStarter",
questItem = "questItem",
}
function B:UpdateBagColors(table, indice, r, g, b)
B[table][B.BagIndice[indice]] = {r, g, b}
end
function B:UpdateQuestColors(table, indice, r, g, b)
B[table][B.QuestKeys[indice]] = {r, g, b}
end
function B:Initialize()
B:LoadBagBar()
--Creating vendor grays frame
B:CreateSellFrame()
B:RegisterEvent("MERCHANT_CLOSED")
--Bag Mover (We want it created even if Bags module is disabled, so we can use it for default bags too)
local BagFrameHolder = CreateFrame("Frame", nil, E.UIParent)
BagFrameHolder:Width(200)
BagFrameHolder:Height(22)
BagFrameHolder:SetFrameLevel(BagFrameHolder:GetFrameLevel() + 400)
if not E.private.bags.enable then
-- Set a different default anchor
BagFrameHolder:Point("BOTTOMRIGHT", RightChatPanel, "BOTTOMRIGHT", E.PixelMode and 1 or -E.Border, 22 + E.Border*4 - E.Spacing*2)
E:CreateMover(BagFrameHolder, "ElvUIBagMover", L["Bag Mover"], nil, nil, B.PostBagMove, nil, nil, "bags,general")
B:SecureHook("updateContainerFrameAnchors")
return
end
B.Initialized = true
B.db = E.db.bags
B.BagFrames = {}
B.ProfessionColors = {
[0x0001] = {B.db.colors.profession.quiver.r, B.db.colors.profession.quiver.g, B.db.colors.profession.quiver.b},
[0x0002] = {B.db.colors.profession.ammoPouch.r, B.db.colors.profession.ammoPouch.g, B.db.colors.profession.ammoPouch.b},
[0x0004] = {B.db.colors.profession.soulBag.r, B.db.colors.profession.soulBag.g, B.db.colors.profession.soulBag.b},
[0x0008] = {B.db.colors.profession.leatherworking.r, B.db.colors.profession.leatherworking.g, B.db.colors.profession.leatherworking.b},
[0x0010] = {B.db.colors.profession.inscription.r, B.db.colors.profession.inscription.g, B.db.colors.profession.inscription.b},
[0x0020] = {B.db.colors.profession.herbs.r, B.db.colors.profession.herbs.g, B.db.colors.profession.herbs.b},
[0x0040] = {B.db.colors.profession.enchanting.r, B.db.colors.profession.enchanting.g, B.db.colors.profession.enchanting.b},
[0x0080] = {B.db.colors.profession.engineering.r, B.db.colors.profession.engineering.g, B.db.colors.profession.engineering.b},
[0x0200] = {B.db.colors.profession.gems.r, B.db.colors.profession.gems.g, B.db.colors.profession.gems.b},
[0x0400] = {B.db.colors.profession.mining.r, B.db.colors.profession.mining.g, B.db.colors.profession.mining.b},
}
B.QuestColors = {
["questStarter"] = {B.db.colors.items.questStarter.r, B.db.colors.items.questStarter.g, B.db.colors.items.questStarter.b},
["questItem"] = {B.db.colors.items.questItem.r, B.db.colors.items.questItem.g, B.db.colors.items.questItem.b},
}
--Bag Mover: Set default anchor point and create mover
BagFrameHolder:Point("BOTTOMRIGHT", RightChatPanel, "BOTTOMRIGHT", 0, 22 + E.Border*4 - E.Spacing*2)
E:CreateMover(BagFrameHolder, "ElvUIBagMover", L["Bag Mover (Grow Up)"], nil, nil, B.PostBagMove, nil, nil, "bags,general")
--Bank Mover
local BankFrameHolder = CreateFrame("Frame", nil, E.UIParent)
BankFrameHolder:Width(200)
BankFrameHolder:Height(22)
BankFrameHolder:Point("BOTTOMLEFT", LeftChatPanel, "BOTTOMLEFT", 0, 22 + E.Border*4 - E.Spacing*2)
BankFrameHolder:SetFrameLevel(BankFrameHolder:GetFrameLevel() + 400)
E:CreateMover(BankFrameHolder, "ElvUIBankMover", L["Bank Mover (Grow Up)"], nil, nil, B.PostBagMove, nil, nil, "bags,general")
--Set some variables on movers
ElvUIBagMover.textGrowUp = L["Bag Mover (Grow Up)"]
ElvUIBagMover.textGrowDown = L["Bag Mover (Grow Down)"]
ElvUIBagMover.POINT = "BOTTOM"
ElvUIBankMover.textGrowUp = L["Bank Mover (Grow Up)"]
ElvUIBankMover.textGrowDown = L["Bank Mover (Grow Down)"]
ElvUIBankMover.POINT = "BOTTOM"
--Create Bag Frame
B.BagFrame = B:ContructContainerFrame("ElvUI_ContainerFrame")
--Hook onto Blizzard Functions
B:SecureHook("OpenAllBags", "ToggleBackpack")
B:SecureHook("CloseAllBags", "CloseBags")
B:SecureHook("ToggleBag", "ToggleBags")
B:SecureHook("OpenBackpack", "OpenBags")
B:SecureHook("CloseBackpack", "CloseBags")
B:SecureHook("ToggleBackpack")
B:SecureHook("BackpackTokenFrame_Update", "UpdateTokens")
B:Layout()
B:DisableBlizzard()
B:RegisterEvent("PLAYER_ENTERING_WORLD", "UpdateGoldText")
B:RegisterEvent("PLAYER_MONEY", "UpdateGoldText")
B:RegisterEvent("PLAYER_TRADE_MONEY", "UpdateGoldText")
B:RegisterEvent("TRADE_MONEY_CHANGED", "UpdateGoldText")
B:RegisterEvent("BANKFRAME_OPENED", "OpenBank")
B:RegisterEvent("BANKFRAME_CLOSED", "CloseBank")
B:RegisterEvent("PLAYERBANKBAGSLOTS_CHANGED")
B:RegisterEvent("GUILDBANKBAGSLOTS_CHANGED")
end
local function InitializeCallback()
B:Initialize()
end
E:RegisterModule(B:GetName(), InitializeCallback)