Files

413 lines
12 KiB
Lua

LOOTFRAME_NUMBUTTONS = 4;
NUM_GROUP_LOOT_FRAMES = 4;
MASTER_LOOT_THREHOLD = 4;
function LootFrame_OnLoad(self)
self:RegisterEvent("LOOT_OPENED");
self:RegisterEvent("LOOT_SLOT_CLEARED");
self:RegisterEvent("LOOT_SLOT_CHANGED");
self:RegisterEvent("LOOT_CLOSED");
self:RegisterEvent("OPEN_MASTER_LOOT_LIST");
self:RegisterEvent("UPDATE_MASTER_LOOT_LIST");
end
function LootFrame_OnEvent(self, event, ...)
if ( event == "LOOT_OPENED" ) then
local autoLoot = ...;
self.page = 1;
LootFrame_Show(self);
if ( not self:IsShown()) then
CloseLoot(autoLoot == 0); -- The parameter tells code that we were unable to open the UI
end
elseif ( event == "LOOT_SLOT_CLEARED" ) then
local arg1 = ...;
if ( not self:IsShown() ) then
return;
end
local numLootToShow = LOOTFRAME_NUMBUTTONS;
if ( self.numLootItems > LOOTFRAME_NUMBUTTONS ) then
numLootToShow = numLootToShow - 1;
end
local slot = arg1 - ((self.page - 1) * numLootToShow);
if ( (slot > 0) and (slot < (numLootToShow + 1)) ) then
local button = _G["LootButton"..slot];
if ( button ) then
button:Hide();
end
end
-- try to move second page of loot items to the first page
local button;
local allButtonsHidden = 1;
for index = 1, LOOTFRAME_NUMBUTTONS do
button = _G["LootButton"..index];
if ( button:IsShown() ) then
allButtonsHidden = nil;
end
end
if ( allButtonsHidden and LootFrameDownButton:IsShown() ) then
LootFrame_PageDown();
end
return;
elseif ( event == "LOOT_SLOT_CHANGED" ) then
local arg1 = ...;
if ( not self:IsShown() ) then
return;
end
local numLootToShow = LOOTFRAME_NUMBUTTONS;
if ( self.numLootItems > LOOTFRAME_NUMBUTTONS ) then
numLootToShow = numLootToShow - 1;
end
local slot = arg1 - ((self.page - 1) * numLootToShow);
if ( (slot > 0) and (slot < (numLootToShow + 1)) ) then
local button = _G["LootButton"..slot];
if ( button ) then
LootFrame_UpdateButton(slot);
end
end
elseif ( event == "LOOT_CLOSED" ) then
StaticPopup_Hide("LOOT_BIND");
HideUIPanel(self);
return;
elseif ( event == "OPEN_MASTER_LOOT_LIST" ) then
ToggleDropDownMenu(1, nil, GroupLootDropDown, LootFrame.selectedLootButton, 0, 0);
return;
elseif ( event == "UPDATE_MASTER_LOOT_LIST" ) then
UIDropDownMenu_Refresh(GroupLootDropDown);
end
end
function LootFrame_UpdateButton(index)
local numLootItems = LootFrame.numLootItems;
--Logic to determine how many items to show per page
local numLootToShow = LOOTFRAME_NUMBUTTONS;
if ( numLootItems > LOOTFRAME_NUMBUTTONS ) then
numLootToShow = numLootToShow - 1;
end
local button = _G["LootButton"..index];
local slot = (numLootToShow * (LootFrame.page - 1)) + index;
if ( slot <= numLootItems ) then
if ( (LootSlotIsItem(slot) or LootSlotIsCoin(slot)) and index <= numLootToShow ) then
local texture, item, quantity, quality, locked = GetLootSlotInfo(slot);
local color = ITEM_QUALITY_COLORS[quality];
_G["LootButton"..index.."IconTexture"]:SetTexture(texture);
local text = _G["LootButton"..index.."Text"];
text:SetText(item);
if( locked ) then
SetItemButtonNameFrameVertexColor(button, 1.0, 0, 0);
SetItemButtonTextureVertexColor(button, 0.9, 0, 0);
SetItemButtonNormalTextureVertexColor(button, 0.9, 0, 0);
else
SetItemButtonNameFrameVertexColor(button, 0.5, 0.5, 0.5);
SetItemButtonTextureVertexColor(button, 1.0, 1.0, 1.0);
SetItemButtonNormalTextureVertexColor(button, 1.0, 1.0, 1.0);
end
text:SetVertexColor(color.r, color.g, color.b);
local countString = _G["LootButton"..index.."Count"];
if ( quantity > 1 ) then
countString:SetText(quantity);
countString:Show();
else
countString:Hide();
end
button.slot = slot;
button.quality = quality;
button:Show();
else
button:Hide();
end
else
button:Hide();
end
end
function LootFrame_Update()
for index = 1, LOOTFRAME_NUMBUTTONS do
LootFrame_UpdateButton(index);
end
if ( LootFrame.page == 1 ) then
LootFrameUpButton:Hide();
LootFramePrev:Hide();
else
LootFrameUpButton:Show();
LootFramePrev:Show();
end
local numItemsPerPage = LOOTFRAME_NUMBUTTONS;
if ( LootFrame.numLootItems > LOOTFRAME_NUMBUTTONS ) then
numItemsPerPage = numItemsPerPage - 1;
end
if ( LootFrame.page == ceil(LootFrame.numLootItems / numItemsPerPage) or LootFrame.numLootItems == 0 ) then
LootFrameDownButton:Hide();
LootFrameNext:Hide();
else
LootFrameDownButton:Show();
LootFrameNext:Show();
end
end
function LootFrame_PageDown()
LootFrame.page = LootFrame.page + 1;
LootFrame_Update();
end
function LootFrame_PageUp()
LootFrame.page = LootFrame.page - 1;
LootFrame_Update();
end
function LootFrame_Show(self)
ShowUIPanel(self);
self.numLootItems = GetNumLootItems();
if ( GetCVar("lootUnderMouse") == "1" ) then
-- position loot window under mouse cursor
local x, y = GetCursorPosition();
x = x / self:GetEffectiveScale();
y = y / self:GetEffectiveScale();
local posX = x - 175;
local posY = y + 25;
if (self.numLootItems > 0) then
posX = x - 40;
posY = y + 55;
posY = posY + 40;
end
if( posY < 350 ) then
posY = 350;
end
self:ClearAllPoints();
self:SetPoint("TOPLEFT", nil, "BOTTOMLEFT", posX, posY);
self:GetCenter();
self:Raise();
end
LootFrame_Update();
LootFramePortraitOverlay:SetTexture("Interface\\TargetingFrame\\TargetDead");
end
function LootFrame_OnShow(self)
if( self.numLootItems == 0 ) then
PlaySound("LOOTWINDOWOPENEMPTY");
elseif( IsFishingLoot() ) then
PlaySound("FISHING REEL IN");
LootFramePortraitOverlay:SetTexture("Interface\\LootFrame\\FishingLoot-Icon");
end
end
function LootFrame_OnHide()
CloseLoot();
-- Close any loot distribution confirmation windows
StaticPopup_Hide("CONFIRM_LOOT_DISTRIBUTION");
end
function LootButton_OnClick(self, button)
-- Close any loot distribution confirmation windows
StaticPopup_Hide("CONFIRM_LOOT_DISTRIBUTION");
LootFrame.selectedLootButton = self:GetName();
LootFrame.selectedSlot = self.slot;
LootFrame.selectedQuality = self.quality;
LootFrame.selectedItemName = _G[self:GetName().."Text"]:GetText();
LootSlot(self.slot);
end
function LootItem_OnEnter(self)
local slot = ((LOOTFRAME_NUMBUTTONS - 1) * (LootFrame.page - 1)) + self:GetID();
if ( LootSlotIsItem(slot) ) then
GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
GameTooltip:SetLootItem(slot);
CursorUpdate(self);
end
end
function GroupLootDropDown_OnLoad(self)
UIDropDownMenu_Initialize(self, GroupLootDropDown_Initialize, "MENU");
end
function GroupLootDropDown_Initialize()
local candidate;
local info = UIDropDownMenu_CreateInfo();
if ( UIDROPDOWNMENU_MENU_LEVEL == 2 ) then
local lastIndex = UIDROPDOWNMENU_MENU_VALUE + 5 - 1;
for i=UIDROPDOWNMENU_MENU_VALUE, lastIndex do
candidate = GetMasterLootCandidate(i);
if ( candidate ) then
-- Add candidate button
info.text = candidate;
info.fontObject = GameFontNormalLeft;
info.value = i;
info.notCheckable = 1;
info.func = GroupLootDropDown_GiveLoot;
UIDropDownMenu_AddButton(info,UIDROPDOWNMENU_MENU_LEVEL);
end
end
return;
end
if ( GetNumRaidMembers() > 0 ) then
-- In a raid
info.isTitle = 1;
info.text = GIVE_LOOT;
info.fontObject = GameFontNormalLeft;
info.notCheckable = 1;
UIDropDownMenu_AddButton(info);
for i=1, 40, 5 do
for j=i, i+4 do
candidate = GetMasterLootCandidate(j);
if ( candidate ) then
-- Add raid group
info.isTitle = nil;
info.text = GROUP.." "..ceil(i/5);
info.fontObject = GameFontNormalLeft;
info.hasArrow = 1;
info.notCheckable = 1;
info.value = j;
info.func = nil;
UIDropDownMenu_AddButton(info);
break;
end
end
end
else
-- In a party
for i=1, MAX_PARTY_MEMBERS+1, 1 do
candidate = GetMasterLootCandidate(i);
if ( candidate ) then
-- Add candidate button
info.text = candidate;
info.fontObject = GameFontNormalLeft;
info.value = i;
info.notCheckable = 1;
info.value = i;
info.func = GroupLootDropDown_GiveLoot;
UIDropDownMenu_AddButton(info);
end
end
end
end
function GroupLootDropDown_GiveLoot(self)
if ( LootFrame.selectedQuality >= MASTER_LOOT_THREHOLD ) then
local dialog = StaticPopup_Show("CONFIRM_LOOT_DISTRIBUTION", ITEM_QUALITY_COLORS[LootFrame.selectedQuality].hex..LootFrame.selectedItemName..FONT_COLOR_CODE_CLOSE, self:GetText());
if ( dialog ) then
dialog.data = self.value;
end
else
GiveMasterLoot(LootFrame.selectedSlot, self.value);
end
CloseDropDownMenus();
end
function GroupLootFrame_OpenNewFrame(id, rollTime)
local frame;
for i=1, NUM_GROUP_LOOT_FRAMES do
frame = _G["GroupLootFrame"..i];
if ( not frame:IsShown() ) then
frame.rollID = id;
frame.rollTime = rollTime;
_G["GroupLootFrame"..i.."Timer"]:SetMinMaxValues(0, rollTime);
frame:Show();
return;
end
end
end
function GroupLootFrame_EnableLootButton(button)
button:Enable();
button:SetAlpha(1.0);
SetDesaturation(button:GetNormalTexture(), false);
end
function GroupLootFrame_DisableLootButton(button)
button:Disable();
button:SetAlpha(0.35);
SetDesaturation(button:GetNormalTexture(), true);
end
function GroupLootFrame_OnShow(self)
AlertFrame_FixAnchors();
local texture, name, count, quality, bindOnPickUp, canNeed, canGreed, canDisenchant, reasonNeed, reasonGreed, reasonDisenchant, deSkillRequired = GetLootRollItemInfo(self.rollID);
if (name == nil) then
self:Hide();
return;
end
if ( bindOnPickUp ) then
self:SetBackdrop({bgFile = "Interface\\DialogFrame\\UI-DialogBox-Gold-Background", edgeFile = "Interface\\DialogFrame\\UI-DialogBox-Gold-Border", tile = true, tileSize = 32, edgeSize = 32, insets = { left = 11, right = 12, top = 12, bottom = 11 } } );
_G[self:GetName().."Corner"]:SetTexture("Interface\\DialogFrame\\UI-DialogBox-Gold-Corner");
_G[self:GetName().."Decoration"]:Show();
else
self:SetBackdrop({bgFile = "Interface\\DialogFrame\\UI-DialogBox-Background", edgeFile = "Interface\\DialogFrame\\UI-DialogBox-Border", tile = true, tileSize = 32, edgeSize = 32, insets = { left = 11, right = 12, top = 12, bottom = 11 } } );
_G[self:GetName().."Corner"]:SetTexture("Interface\\DialogFrame\\UI-DialogBox-Corner");
_G[self:GetName().."Decoration"]:Hide();
end
local id = self:GetID();
_G["GroupLootFrame"..id.."IconFrameIcon"]:SetTexture(texture);
_G["GroupLootFrame"..id.."Name"]:SetText(name);
local color = ITEM_QUALITY_COLORS[quality];
_G["GroupLootFrame"..id.."Name"]:SetVertexColor(color.r, color.g, color.b);
if ( count > 1 ) then
_G["GroupLootFrame"..id.."IconFrameCount"]:SetText(count);
_G["GroupLootFrame"..id.."IconFrameCount"]:Show();
else
_G["GroupLootFrame"..id.."IconFrameCount"]:Hide();
end
if ( canNeed ) then
GroupLootFrame_EnableLootButton(self.needButton);
self.needButton.reason = nil;
else
GroupLootFrame_DisableLootButton(self.needButton);
self.needButton.reason = _G["LOOT_ROLL_INELIGIBLE_REASON"..reasonNeed];
end
if ( canGreed) then
GroupLootFrame_EnableLootButton(self.greedButton);
self.greedButton.reason = nil;
else
GroupLootFrame_DisableLootButton(self.greedButton);
self.greedButton.reason = _G["LOOT_ROLL_INELIGIBLE_REASON"..reasonGreed];
end
if ( canDisenchant) then
GroupLootFrame_EnableLootButton(self.disenchantButton);
self.disenchantButton.reason = nil;
else
GroupLootFrame_DisableLootButton(self.disenchantButton);
self.disenchantButton.reason = format(_G["LOOT_ROLL_INELIGIBLE_REASON"..reasonDisenchant], deSkillRequired);
end
end
function GroupLootFrame_OnHide (self)
AlertFrame_FixAnchors();
end
function GroupLootFrame_OnEvent(self, event, ...)
if ( event == "CANCEL_LOOT_ROLL" ) then
local arg1 = ...;
if ( arg1 == self.rollID ) then
self:Hide();
StaticPopup_Hide("CONFIRM_LOOT_ROLL", self.rollID);
end
end
end
function GroupLootFrame_OnUpdate(self, elapsed)
local left = GetLootRollTimeLeft(self:GetParent().rollID);
local min, max = self:GetMinMaxValues();
if ( (left < min) or (left > max) ) then
left = min;
end
self:SetValue(left);
end