режим предателя + UI референсы и DragonUI
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function MoneyInputFrame_ResetMoney(moneyFrame)
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_G[moneyFrame:GetName().."Gold"]:SetText("");
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_G[moneyFrame:GetName().."Silver"]:SetText("");
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_G[moneyFrame:GetName().."Copper"]:SetText("");
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end
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function MoneyInputFrame_ClearFocus(moneyFrame)
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_G[moneyFrame:GetName().."Gold"]:ClearFocus();
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_G[moneyFrame:GetName().."Silver"]:ClearFocus();
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_G[moneyFrame:GetName().."Copper"]:ClearFocus();
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end
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function MoneyInputFrame_GetCopper(moneyFrame)
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local totalCopper = 0;
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local copper = _G[moneyFrame:GetName().."Copper"]:GetText();
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local silver = _G[moneyFrame:GetName().."Silver"]:GetText();
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local gold = _G[moneyFrame:GetName().."Gold"]:GetText();
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if ( copper ~= "" ) then
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totalCopper = totalCopper + copper;
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end
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if ( silver ~= "" ) then
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totalCopper = totalCopper + (silver * COPPER_PER_SILVER);
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end
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if ( gold ~= "" ) then
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totalCopper = totalCopper + (gold * COPPER_PER_GOLD);
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end
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return totalCopper;
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end
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function MoneyInputFrame_SetTextColor(moneyFrame, r, g, b)
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_G[moneyFrame:GetName().."Copper"]:SetTextColor(r, g, b);
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_G[moneyFrame:GetName().."Silver"]:SetTextColor(r, g, b);
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_G[moneyFrame:GetName().."Gold"]:SetTextColor(r, g, b);
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end
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function MoneyInputFrame_SetCopper(moneyFrame, money)
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local gold = floor(money / (COPPER_PER_GOLD));
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local silver = floor((money - (gold * COPPER_PER_GOLD)) / COPPER_PER_SILVER);
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local copper = mod(money, COPPER_PER_SILVER);
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local editbox = nil;
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moneyFrame.expectChanges = 0;
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editbox = _G[moneyFrame:GetName().."Copper"];
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if ( editbox:GetNumber() ~= copper ) then
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editbox:SetNumber(copper);
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moneyFrame.expectChanges = moneyFrame.expectChanges + 1;
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end
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editbox = _G[moneyFrame:GetName().."Silver"];
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if ( editbox:GetNumber() ~= silver ) then
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editbox:SetNumber(silver);
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moneyFrame.expectChanges = moneyFrame.expectChanges + 1;
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end
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editbox = _G[moneyFrame:GetName().."Gold"];
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if ( editbox:GetNumber() ~= gold ) then
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editbox:SetNumber(gold);
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moneyFrame.expectChanges = moneyFrame.expectChanges + 1;
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end
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end
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function MoneyInputFrame_OnTextChanged(self)
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local moneyFrame = self:GetParent();
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if ( moneyFrame.expectChanges ) then
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if ( moneyFrame.expectChanges > 1 ) then
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moneyFrame.expectChanges = moneyFrame.expectChanges - 1;
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return;
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end
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moneyFrame.expectChanges = nil;
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end
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if ( self:GetParent().onValueChangedFunc ) then
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self:GetParent().onValueChangedFunc();
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end
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end
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function MoneyInputFrame_SetMode(frame, mode)
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local frameName = frame:GetName();
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if ( mode == "compact" ) then
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_G[frameName.."Copper"]:SetPoint("LEFT", frameName.."Silver", "RIGHT", 11, 0);
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_G[frameName.."Silver"]:SetPoint("LEFT", frameName.."Gold", "RIGHT", 22, 0);
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_G[frameName.."Gold"]:SetWidth(56);
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end
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end
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-- Used to set the frames before the moneyframe when tabbing through
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function MoneyInputFrame_SetPreviousFocus(moneyFrame, focus)
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moneyFrame.previousFocus = focus;
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end
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function MoneyInputFrame_SetNextFocus(moneyFrame, focus)
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moneyFrame.nextFocus = focus;
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end
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function MoneyInputFrame_SetOnValueChangedFunc(moneyFrame, func)
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moneyFrame.onValueChangedFunc = func;
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end
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function MoneyInputFrame_OnShow(moneyFrame)
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if ( ENABLE_COLORBLIND_MODE == "1" ) then
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moneyFrame.copper.texture:Hide();
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moneyFrame.gold.texture:Hide();
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moneyFrame.silver.texture:Hide();
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moneyFrame.copper.label:Show();
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moneyFrame.gold.label:Show();
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moneyFrame.silver.label:Show();
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else
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moneyFrame.copper.texture:Show();
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moneyFrame.gold.texture:Show();
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moneyFrame.silver.texture:Show();
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moneyFrame.copper.label:Hide();
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moneyFrame.gold.label:Hide();
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moneyFrame.silver.label:Hide();
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end
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end
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