622 lines
17 KiB
Lua
622 lines
17 KiB
Lua
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MONEY_ICON_WIDTH = 19;
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MONEY_ICON_WIDTH_SMALL = 13;
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MONEY_BUTTON_SPACING = -4;
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MONEY_BUTTON_SPACING_SMALL = -4;
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MONEY_TEXT_VADJUST = 0;
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COPPER_PER_SILVER = 100;
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SILVER_PER_GOLD = 100;
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COPPER_PER_GOLD = COPPER_PER_SILVER * SILVER_PER_GOLD;
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COIN_BUTTON_WIDTH = 32;
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MoneyTypeInfo = { };
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MoneyTypeInfo["PLAYER"] = {
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UpdateFunc = function(self)
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return (GetMoney() - GetCursorMoney() - GetPlayerTradeMoney());
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end,
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PickupFunc = function(self, amount)
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PickupPlayerMoney(amount);
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end,
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DropFunc = function(self)
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DropCursorMoney();
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end,
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collapse = 1,
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canPickup = 1,
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showSmallerCoins = "Backpack"
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};
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MoneyTypeInfo["STATIC"] = {
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UpdateFunc = function(self)
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return self.staticMoney;
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end,
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collapse = 1,
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};
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MoneyTypeInfo["AUCTION"] = {
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UpdateFunc = function(self)
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return self.staticMoney;
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end,
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showSmallerCoins = "Backpack",
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fixedWidth = 1,
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collapse = 1,
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truncateSmallCoins = nil,
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};
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MoneyTypeInfo["PLAYER_TRADE"] = {
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UpdateFunc = function(self)
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return GetPlayerTradeMoney();
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end,
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PickupFunc = function(self, amount)
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PickupTradeMoney(amount);
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end,
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DropFunc = function(self)
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AddTradeMoney();
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end,
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collapse = 1,
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canPickup = 1,
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};
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MoneyTypeInfo["TARGET_TRADE"] = {
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UpdateFunc = function(self)
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return GetTargetTradeMoney();
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end,
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collapse = 1,
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};
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MoneyTypeInfo["SEND_MAIL"] = {
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UpdateFunc = function(self)
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return GetSendMailMoney();
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end,
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PickupFunc = function(self, amount)
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PickupSendMailMoney(amount);
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end,
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DropFunc = function(self)
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AddSendMailMoney();
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end,
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collapse = nil,
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canPickup = 1,
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showSmallerCoins = "Backpack",
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};
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MoneyTypeInfo["SEND_MAIL_COD"] = {
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UpdateFunc = function(self)
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return GetSendMailCOD();
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end,
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PickupFunc = function(self, amount)
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PickupSendMailCOD(amount);
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end,
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DropFunc = function(self)
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AddSendMailCOD();
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end,
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collapse = 1,
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canPickup = 1,
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};
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MoneyTypeInfo["GUILDBANK"] = {
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OnloadFunc = function(self)
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self:RegisterEvent("GUILDBANK_UPDATE_MONEY");
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end,
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UpdateFunc = function(self)
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return (GetGuildBankMoney() - GetCursorMoney());
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end,
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PickupFunc = function(self, amount)
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PickupGuildBankMoney(amount);
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end,
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DropFunc = function(self)
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DropCursorMoney();
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end,
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collapse = 1,
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showSmallerCoins = "Backpack",
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};
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MoneyTypeInfo["GUILDBANKWITHDRAW"] = {
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OnloadFunc = function(self)
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self:RegisterEvent("GUILDBANK_UPDATE_WITHDRAWMONEY");
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end,
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UpdateFunc = function(self)
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GuildBankFrame_UpdateWithdrawMoney();
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return nil;
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end,
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collapse = 1,
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showSmallerCoins = "Backpack",
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};
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MoneyTypeInfo["GUILD_REPAIR"] = {
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UpdateFunc = function(self)
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return self.staticMoney;
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end,
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collapse = 1,
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showSmallerCoins = "Backpack",
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};
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function MoneyFrame_OnLoad (self)
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self:RegisterEvent("PLAYER_MONEY");
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self:RegisterEvent("PLAYER_TRADE_MONEY");
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self:RegisterEvent("TRADE_MONEY_CHANGED");
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self:RegisterEvent("SEND_MAIL_MONEY_CHANGED");
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self:RegisterEvent("SEND_MAIL_COD_CHANGED");
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MoneyFrame_SetType(self, "PLAYER");
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end
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function SmallMoneyFrame_OnLoad(self, moneyType)
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--If there's a moneyType we'll use the new way of doing things, otherwise do things the old way
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if ( moneyType ) then
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local info = MoneyTypeInfo[moneyType];
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if ( info and info.OnloadFunc ) then
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--This way you can just register for the events that you care about
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--Should write OnloadFunc's for all money frames, but don't have time right now
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info.OnloadFunc(self);
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self.small = 1;
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MoneyFrame_SetType(self, moneyType);
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end
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else
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--The old sucky way of doing things
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self:RegisterEvent("PLAYER_MONEY");
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self:RegisterEvent("PLAYER_TRADE_MONEY");
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self:RegisterEvent("TRADE_MONEY_CHANGED");
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self:RegisterEvent("SEND_MAIL_MONEY_CHANGED");
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self:RegisterEvent("SEND_MAIL_COD_CHANGED");
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self.small = 1;
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MoneyFrame_SetType(self, "PLAYER");
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end
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end
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function MoneyFrame_OnEvent (self, event, ...)
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if ( not self.info or not self:IsVisible() ) then
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return;
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end
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local moneyType = self.moneyType;
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if ( event == "PLAYER_MONEY" and moneyType == "PLAYER" ) then
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MoneyFrame_UpdateMoney(self);
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elseif ( event == "PLAYER_TRADE_MONEY" and (moneyType == "PLAYER" or moneyType == "PLAYER_TRADE") ) then
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MoneyFrame_UpdateMoney(self);
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elseif ( event == "TRADE_MONEY_CHANGED" and moneyType == "TARGET_TRADE" ) then
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MoneyFrame_UpdateMoney(self);
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elseif ( event == "SEND_MAIL_MONEY_CHANGED" and (moneyType == "PLAYER" or moneyType == "SEND_MAIL") ) then
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MoneyFrame_UpdateMoney(self);
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elseif ( event == "SEND_MAIL_COD_CHANGED" and (moneyType == "PLAYER" or moneyType == "SEND_MAIL_COD") ) then
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MoneyFrame_UpdateMoney(self);
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elseif ( event == "GUILDBANK_UPDATE_MONEY" and moneyType == "GUILDBANK" ) then
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MoneyFrame_UpdateMoney(self);
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elseif ( event == "GUILDBANK_UPDATE_WITHDRAWMONEY" and moneyType == "GUILDBANKWITHDRAW" ) then
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MoneyFrame_UpdateMoney(self);
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end
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end
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function MoneyFrame_SetType(self, type)
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local info = MoneyTypeInfo[type];
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if ( not info ) then
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message("Invalid money type: "..type);
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return;
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end
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self.info = info;
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self.moneyType = type;
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local frameName = self:GetName();
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if ( info.canPickup ) then
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_G[frameName.."GoldButton"]:EnableMouse(true);
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_G[frameName.."SilverButton"]:EnableMouse(true);
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_G[frameName.."CopperButton"]:EnableMouse(true);
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else
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_G[frameName.."GoldButton"]:EnableMouse(false);
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_G[frameName.."SilverButton"]:EnableMouse(false);
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_G[frameName.."CopperButton"]:EnableMouse(false);
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end
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MoneyFrame_UpdateMoney(self);
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end
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-- Update the money shown in a money frame
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function MoneyFrame_UpdateMoney(moneyFrame)
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assert(moneyFrame);
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if ( moneyFrame.info ) then
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local money = moneyFrame.info.UpdateFunc(moneyFrame);
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if ( money ) then
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MoneyFrame_Update(moneyFrame:GetName(), money);
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end
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if ( moneyFrame.hasPickup == 1 ) then
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UpdateCoinPickupFrame(money);
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end
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else
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message("Error moneyType not set");
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end
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end
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local function CreateMoneyButtonNormalTexture (button, iconWidth)
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local texture = button:CreateTexture();
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texture:SetTexture("Interface\\MoneyFrame\\UI-MoneyIcons");
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texture:SetWidth(iconWidth);
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texture:SetHeight(iconWidth);
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texture:SetPoint("RIGHT");
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button:SetNormalTexture(texture);
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return texture;
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end
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function MoneyFrame_Update(frameName, money)
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local frame;
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if ( type(frameName) == "table" ) then
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frame = frameName;
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frameName = frame:GetName();
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else
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frame = _G[frameName];
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end
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local info = frame.info;
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if ( not info ) then
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message("Error moneyType not set");
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end
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-- Breakdown the money into denominations
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local gold = floor(money / (COPPER_PER_SILVER * SILVER_PER_GOLD));
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local silver = floor((money - (gold * COPPER_PER_SILVER * SILVER_PER_GOLD)) / COPPER_PER_SILVER);
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local copper = mod(money, COPPER_PER_SILVER);
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local goldButton = _G[frameName.."GoldButton"];
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local silverButton = _G[frameName.."SilverButton"];
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local copperButton = _G[frameName.."CopperButton"];
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local iconWidth = MONEY_ICON_WIDTH;
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local spacing = MONEY_BUTTON_SPACING;
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if ( frame.small ) then
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iconWidth = MONEY_ICON_WIDTH_SMALL;
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spacing = MONEY_BUTTON_SPACING_SMALL;
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end
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-- Set values for each denomination
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if ( ENABLE_COLORBLIND_MODE == "1" ) then
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if ( not frame.colorblind or not frame.vadjust or frame.vadjust ~= MONEY_TEXT_VADJUST ) then
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frame.colorblind = true;
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frame.vadjust = MONEY_TEXT_VADJUST;
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goldButton:SetNormalTexture("");
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silverButton:SetNormalTexture("");
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copperButton:SetNormalTexture("");
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_G[frameName.."GoldButtonText"]:SetPoint("RIGHT", 0, MONEY_TEXT_VADJUST);
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_G[frameName.."SilverButtonText"]:SetPoint("RIGHT", 0, MONEY_TEXT_VADJUST);
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_G[frameName.."CopperButtonText"]:SetPoint("RIGHT", 0, MONEY_TEXT_VADJUST);
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end
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goldButton:SetText(gold .. GOLD_AMOUNT_SYMBOL);
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goldButton:SetWidth(goldButton:GetTextWidth());
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goldButton:Show();
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silverButton:SetText(silver .. SILVER_AMOUNT_SYMBOL);
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silverButton:SetWidth(silverButton:GetTextWidth());
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silverButton:Show();
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copperButton:SetText(copper .. COPPER_AMOUNT_SYMBOL);
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copperButton:SetWidth(copperButton:GetTextWidth());
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copperButton:Show();
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else
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if ( frame.colorblind or not frame.vadjust or frame.vadjust ~= MONEY_TEXT_VADJUST ) then
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frame.colorblind = nil;
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frame.vadjust = MONEY_TEXT_VADJUST;
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local texture = CreateMoneyButtonNormalTexture(goldButton, iconWidth);
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texture:SetTexCoord(0, 0.25, 0, 1);
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texture = CreateMoneyButtonNormalTexture(silverButton, iconWidth);
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texture:SetTexCoord(0.25, 0.5, 0, 1);
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texture = CreateMoneyButtonNormalTexture(copperButton, iconWidth);
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texture:SetTexCoord(0.5, 0.75, 0, 1);
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_G[frameName.."GoldButtonText"]:SetPoint("RIGHT", -iconWidth, MONEY_TEXT_VADJUST);
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_G[frameName.."SilverButtonText"]:SetPoint("RIGHT", -iconWidth, MONEY_TEXT_VADJUST);
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_G[frameName.."CopperButtonText"]:SetPoint("RIGHT", -iconWidth, MONEY_TEXT_VADJUST);
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end
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goldButton:SetText(gold);
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goldButton:SetWidth(goldButton:GetTextWidth() + iconWidth);
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goldButton:Show();
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silverButton:SetText(silver);
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silverButton:SetWidth(silverButton:GetTextWidth() + iconWidth);
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silverButton:Show();
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copperButton:SetText(copper);
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copperButton:SetWidth(copperButton:GetTextWidth() + iconWidth);
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copperButton:Show();
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end
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-- Store how much money the frame is displaying
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frame.staticMoney = money;
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-- If not collapsable don't need to continue
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if ( not info.collapse ) then
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return;
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end
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local width = iconWidth;
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local showLowerDenominations, truncateCopper;
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if ( gold > 0 ) then
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width = width + goldButton:GetWidth();
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if ( info.showSmallerCoins ) then
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showLowerDenominations = 1;
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end
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if ( info.truncateSmallCoins ) then
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truncateCopper = 1;
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end
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else
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goldButton:Hide();
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end
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goldButton:ClearAllPoints();
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if ( silver > 0 or showLowerDenominations ) then
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-- Exception if showLowerDenominations and fixedWidth
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if ( showLowerDenominations and info.fixedWidth ) then
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silverButton:SetWidth(COIN_BUTTON_WIDTH);
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end
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width = width + silverButton:GetWidth();
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goldButton:SetPoint("RIGHT", frameName.."SilverButton", "LEFT", spacing, 0);
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if ( goldButton:IsShown() ) then
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width = width - spacing;
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end
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if ( info.showSmallerCoins ) then
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showLowerDenominations = 1;
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end
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else
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silverButton:Hide();
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goldButton:SetPoint("RIGHT", frameName.."SilverButton", "RIGHT", 0, 0);
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end
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-- Used if we're not showing lower denominations
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silverButton:ClearAllPoints();
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if ( (copper > 0 or showLowerDenominations or info.showSmallerCoins == "Backpack") and not truncateCopper) then
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-- Exception if showLowerDenominations and fixedWidth
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if ( showLowerDenominations and info.fixedWidth ) then
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copperButton:SetWidth(COIN_BUTTON_WIDTH);
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end
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width = width + copperButton:GetWidth();
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silverButton:SetPoint("RIGHT", frameName.."CopperButton", "LEFT", spacing, 0);
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if ( silverButton:IsShown() or goldButton:IsShown() ) then
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width = width - spacing;
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end
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else
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copperButton:Hide();
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silverButton:SetPoint("RIGHT", frameName.."CopperButton", "RIGHT", 0, 0);
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end
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-- make sure the copper button is in the right place
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copperButton:ClearAllPoints();
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copperButton:SetPoint("RIGHT", frameName, "RIGHT", -13, 0);
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-- attach text now that denominations have been computed
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local prefixText = _G[frameName.."PrefixText"];
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if ( prefixText ) then
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if ( prefixText:GetText() and money > 0 ) then
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prefixText:Show();
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copperButton:ClearAllPoints();
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copperButton:SetPoint("RIGHT", frameName.."PrefixText", "RIGHT", width, 0);
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width = width + prefixText:GetWidth();
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else
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prefixText:Hide();
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end
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end
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local suffixText = _G[frameName.."SuffixText"];
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if ( suffixText ) then
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if ( suffixText:GetText() and money > 0 ) then
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suffixText:Show();
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suffixText:ClearAllPoints();
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suffixText:SetPoint("LEFT", frameName.."CopperButton", "RIGHT", 0, 0);
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width = width + suffixText:GetWidth();
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else
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suffixText:Hide();
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end
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end
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frame:SetWidth(width);
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end
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function RefreshMoneyFrame(frameName, money, small, collapse, showSmallerCoins)
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--[[
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local gold = floor(money / (COPPER_PER_SILVER * SILVER_PER_GOLD));
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local silver = floor((money - (gold * COPPER_PER_SILVER * SILVER_PER_GOLD)) / COPPER_PER_SILVER);
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local copper = mod(money, COPPER_PER_SILVER);
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local goldButton = _G[frameName.."GoldButton"];
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local silverButton = _G[frameName.."SilverButton"];
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local copperButton = _G[frameName.."CopperButton"];
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local iconWidth = MONEY_ICON_WIDTH;
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local spacing = MONEY_BUTTON_SPACING;
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if ( small > 0 ) then
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iconWidth = MONEY_ICON_WIDTH_SMALL;
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spacing = MONEY_BUTTON_SPACING_SMALL;
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end
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goldButton:SetText(gold);
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goldButton:SetWidth(goldButton:GetTextWidth() + iconWidth);
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goldButton:Show();
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silverButton:SetText(silver);
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silverButton:SetWidth(silverButton:GetTextWidth() + iconWidth);
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silverButton:Show();
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copperButton:SetText(copper);
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copperButton:SetWidth(copperButton:GetTextWidth() + iconWidth);
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copperButton:Show();
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local frame = _G[frameName];
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frame.staticMoney = money;
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if ( collapse == 0 ) then
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return;
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end
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local width = 13;
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local showLowerDenominations;
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if ( gold > 0 ) then
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width = width + goldButton:GetWidth();
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if ( showSmallerCoins ) then
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showLowerDenominations = 1;
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end
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else
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goldButton:Hide();
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end
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if ( silver > 0 or showLowerDenominations ) then
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width = width + silverButton:GetWidth();
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goldButton:SetPoint("RIGHT", frameName.."SilverButton", "LEFT", spacing, 0);
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if ( goldButton:IsShown() ) then
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width = width - spacing;
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end
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if ( showSmallerCoins ) then
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showLowerDenominations = 1;
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end
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else
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silverButton:Hide();
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goldButton:SetPoint("RIGHT", frameName.."SilverButton", "RIGHT", 0, 0);
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end
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-- Used if we're not showing lower denominations
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if ( copper > 0 or showLowerDenominations or showSmallerCoins == "Backpack") then
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width = width + copperButton:GetWidth();
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silverButton:SetPoint("RIGHT", frameName.."CopperButton", "LEFT", spacing, 0);
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if ( silverButton:IsShown() ) then
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width = width - spacing;
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end
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else
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copperButton:Hide();
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silverButton:SetPoint("RIGHT", frameName.."CopperButton", "RIGHT", 0, 0);
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end
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frame:SetWidth(width);
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]]
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end
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function SetMoneyFrameColor(frameName, color)
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local moneyFrame = _G[frameName];
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if ( not moneyFrame ) then
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return;
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end
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local fontObject;
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if ( moneyFrame.small ) then
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if ( color == "yellow" ) then
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fontObject = NumberFontNormalRightYellow;
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elseif ( color == "red" ) then
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fontObject = NumberFontNormalRightRed;
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else
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fontObject = NumberFontNormalRight;
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end
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else
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if ( color == "yellow" ) then
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fontObject = NumberFontNormalLargeRightYellow;
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elseif ( color == "red" ) then
|
|
fontObject = NumberFontNormalLargeRightRed;
|
|
else
|
|
fontObject = NumberFontNormalLargeRight;
|
|
end
|
|
end
|
|
|
|
local goldButton = _G[frameName.."GoldButton"];
|
|
local silverButton = _G[frameName.."SilverButton"];
|
|
local copperButton = _G[frameName.."CopperButton"];
|
|
|
|
goldButton:SetNormalFontObject(fontObject);
|
|
silverButton:SetNormalFontObject(fontObject);
|
|
copperButton:SetNormalFontObject(fontObject);
|
|
end
|
|
|
|
function AltCurrencyFrame_Update(frameName, texture, cost)
|
|
local iconWidth;
|
|
local button = _G[frameName];
|
|
local buttonTexture = _G[frameName.."Texture"];
|
|
button:SetText(cost);
|
|
buttonTexture:SetTexture(texture);
|
|
if ( button.pointType == HONOR_POINTS ) then
|
|
iconWidth = 24;
|
|
buttonTexture:SetPoint("LEFT", _G[frameName.."Text"], "RIGHT", -1, -6);
|
|
else
|
|
iconWidth = MONEY_ICON_WIDTH_SMALL;
|
|
buttonTexture:SetPoint("LEFT", _G[frameName.."Text"], "RIGHT", 0, 0);
|
|
end
|
|
buttonTexture:SetWidth(iconWidth);
|
|
buttonTexture:SetHeight(iconWidth);
|
|
button:SetWidth(button:GetTextWidth() + MONEY_ICON_WIDTH_SMALL);
|
|
end
|
|
|
|
function AltCurrencyFrame_PointsUpdate(frameName, honor, arena)
|
|
local buttonHonor = _G[frameName.."Honor"];
|
|
if ( honor and honor > 0 ) then
|
|
buttonHonor.pointType = HONOR_POINTS;
|
|
local factionGroup = UnitFactionGroup("player");
|
|
local honorTexture = "Interface\\TargetingFrame\\UI-PVP-Horde";
|
|
if ( factionGroup ) then
|
|
honorTexture = "Interface\\TargetingFrame\\UI-PVP-"..factionGroup;
|
|
end
|
|
AltCurrencyFrame_Update( frameName.."Honor", honorTexture, honor );
|
|
buttonHonor:Show();
|
|
else
|
|
buttonHonor:Hide();
|
|
end
|
|
|
|
local buttonArena = _G[frameName.."Arena"];
|
|
if ( arena and arena > 0 ) then
|
|
buttonHonor.pointType = ARENA_POINTS;
|
|
AltCurrencyFrame_Update( frameName.."Arena", "Interface\\PVPFrame\\PVP-ArenaPoints-Icon", arena );
|
|
if ( honor and honor > 0 ) then
|
|
buttonArena:SetPoint("LEFT", buttonHonor, "RIGHT", 0, 0);
|
|
else
|
|
buttonArena:SetPoint("LEFT", frameName, "LEFT", 13, 0);
|
|
end
|
|
buttonArena:Show();
|
|
return buttonArena;
|
|
else
|
|
buttonArena:Hide();
|
|
end
|
|
return buttonHonor;
|
|
end
|
|
|
|
function GetDenominationsFromCopper(money)
|
|
return GetCoinText(money, " ");
|
|
end
|
|
|
|
function GetMoneyString(money)
|
|
local goldString, silverString, copperString;
|
|
local gold = floor(money / (COPPER_PER_SILVER * SILVER_PER_GOLD));
|
|
local silver = floor((money - (gold * COPPER_PER_SILVER * SILVER_PER_GOLD)) / COPPER_PER_SILVER);
|
|
local copper = mod(money, COPPER_PER_SILVER);
|
|
|
|
if ( ENABLE_COLORBLIND_MODE == "1" ) then
|
|
goldString = gold..GOLD_AMOUNT_SYMBOL;
|
|
silverString = silver..SILVER_AMOUNT_SYMBOL;
|
|
copperString = copper..COPPER_AMOUNT_SYMBOL;
|
|
else
|
|
goldString = format(GOLD_AMOUNT_TEXTURE, gold, 0, 0);
|
|
silverString = format(SILVER_AMOUNT_TEXTURE, silver, 0, 0);
|
|
copperString = format(COPPER_AMOUNT_TEXTURE, copper, 0, 0);
|
|
end
|
|
|
|
local moneyString = "";
|
|
local separator = "";
|
|
if ( gold > 0 ) then
|
|
moneyString = goldString;
|
|
separator = " ";
|
|
end
|
|
if ( silver > 0 ) then
|
|
moneyString = moneyString..separator..silverString;
|
|
separator = " ";
|
|
end
|
|
if ( copper > 0 or moneyString == "" ) then
|
|
moneyString = moneyString..separator..copperString;
|
|
end
|
|
|
|
return moneyString;
|
|
end
|