NUM_BROWSE_TO_DISPLAY = 8;
NUM_AUCTION_ITEMS_PER_PAGE = 50;
NUM_FILTERS_TO_DISPLAY = 15;
BROWSE_FILTER_HEIGHT = 20;
NUM_BIDS_TO_DISPLAY = 9;
NUM_AUCTIONS_TO_DISPLAY = 9;
AUCTIONS_BUTTON_HEIGHT = 37;
CLASS_FILTERS = {};
OPEN_FILTER_LIST = {};
AUCTION_TIMER_UPDATE_DELAY = 0.3;
MAXIMUM_BID_PRICE = 9999999999;
AUCTION_CANCEL_COST = 5; --5% of the current bid
-- keep last item sent to auction & it's price
LAST_ITEM_AUCTIONED = "";
LAST_ITEM_COUNT = 0;
LAST_ITEM_START_BID = 0;
LAST_ITEM_BUYOUT = 0;
local BROWSE_PARAM_INDEX_PAGE = 7;
local PRICE_TYPE_UNIT = 1;
local PRICE_TYPE_STACK = 2;
AuctionSort = { };
-- owner sorts
AuctionSort["owner_status"] = {
{ column = "quantity", reverse = true },
{ column = "bid", reverse = false },
{ column = "name", reverse = false },
{ column = "level", reverse = true },
{ column = "quality", reverse = false },
{ column = "duration", reverse = false },
{ column = "status", reverse = false },
};
AuctionSort["owner_bid"] = {
{ column = "quantity", reverse = true },
{ column = "name", reverse = false },
{ column = "level", reverse = true },
{ column = "quality", reverse = false },
{ column = "duration", reverse = false },
{ column = "status", reverse = false },
{ column = "bid", reverse = false },
};
AuctionSort["owner_quality"] = {
{ column = "bid", reverse = false },
{ column = "quantity", reverse = true },
{ column = "minbidbuyout", reverse = false },
{ column = "name", reverse = false },
{ column = "level", reverse = true },
{ column = "quality", reverse = false },
};
AuctionSort["owner_duration"] = {
{ column = "quantity", reverse = true },
{ column = "bid", reverse = false },
{ column = "name", reverse = false },
{ column = "level", reverse = true },
{ column = "quality", reverse = false },
{ column = "status", reverse = false },
{ column = "duration", reverse = false },
};
-- bidder sorts
AuctionSort["bidder_quality"] = {
{ column = "bid", reverse = false },
{ column = "quantity", reverse = true },
{ column = "minbidbuyout", reverse = false },
{ column = "name", reverse = false },
{ column = "level", reverse = true },
{ column = "quality", reverse = false },
};
AuctionSort["bidder_level"] = {
{ column = "minbidbuyout", reverse = true },
{ column = "status", reverse = true },
{ column = "bid", reverse = true },
{ column = "duration", reverse = true },
{ column = "quantity", reverse = false },
{ column = "name", reverse = true },
{ column = "quality", reverse = true },
{ column = "level", reverse = false },
};
AuctionSort["bidder_buyout"] = {
{ column = "quantity", reverse = true },
{ column = "name", reverse = false },
{ column = "level", reverse = true },
{ column = "quality", reverse = false },
{ column = "status", reverse = false },
{ column = "bid", reverse = false },
{ column = "duration", reverse = false },
{ column = "buyout", reverse = false },
};
AuctionSort["bidder_status"] = {
{ column = "quantity", reverse = true },
{ column = "name", reverse = false },
{ column = "level", reverse = true },
{ column = "quality", reverse = false },
{ column = "minbidbuyout", reverse = false },
{ column = "bid", reverse = false },
{ column = "duration", reverse = false },
{ column = "status", reverse = false },
};
AuctionSort["bidder_bid"] = {
{ column = "quantity", reverse = true },
{ column = "name", reverse = false },
{ column = "level", reverse = true },
{ column = "quality", reverse = false },
{ column = "minbidbuyout", reverse = false },
{ column = "status", reverse = false },
{ column = "duration", reverse = false },
{ column = "bid", reverse = false },
};
AuctionSort["bidder_duration"] = {
{ column = "quantity", reverse = true },
{ column = "name", reverse = false },
{ column = "level", reverse = true },
{ column = "quality", reverse = false },
{ column = "minbidbuyout", reverse = false },
{ column = "status", reverse = false },
{ column = "bid", reverse = false },
{ column = "duration", reverse = false },
};
-- list sorts
AuctionSort["list_level"] = {
{ column = "duration", reverse = true },
{ column = "bid", reverse = true },
{ column = "quantity", reverse = false },
{ column = "minbidbuyout", reverse = true },
{ column = "name", reverse = true },
{ column = "quality", reverse = true },
{ column = "level", reverse = false },
};
AuctionSort["list_duration"] = {
{ column = "bid", reverse = false },
{ column = "quantity", reverse = true },
{ column = "minbidbuyout", reverse = false },
{ column = "name", reverse = false },
{ column = "level", reverse = true },
{ column = "quality", reverse = false },
{ column = "duration", reverse = false },
};
AuctionSort["list_seller"] = {
{ column = "duration", reverse = false },
{ column = "bid", reverse = false },
{ column = "quantity", reverse = true },
{ column = "minbidbuyout", reverse = false },
{ column = "name", reverse = false },
{ column = "level", reverse = true },
{ column = "quality", reverse = false },
{ column = "seller", reverse = false },
};
AuctionSort["list_bid"] = {
{ column = "duration", reverse = false },
{ column = "quantity", reverse = true },
{ column = "name", reverse = false },
{ column = "level", reverse = true },
{ column = "quality", reverse = false },
{ column = "bid", reverse = false },
};
AuctionSort["list_quality"] = {
{ column = "duration", reverse = false },
{ column = "bid", reverse = false },
{ column = "quantity", reverse = true },
{ column = "minbidbuyout", reverse = false },
{ column = "name", reverse = false },
{ column = "level", reverse = true },
{ column = "quality", reverse = false },
};
UIPanelWindows["AuctionFrame"] = { area = "doublewide", pushable = 0, width = 840 };
MoneyTypeInfo["AUCTION_DEPOSIT"] = {
UpdateFunc = function()
if ( not AuctionFrameAuctions.duration ) then
AuctionFrameAuctions.duration = 0
end
return CalculateAuctionDeposit(AuctionFrameAuctions.duration);
end,
collapse = 1,
};
StaticPopupDialogs["BUYOUT_AUCTION"] = {
text = BUYOUT_AUCTION_CONFIRMATION,
button1 = ACCEPT,
button2 = CANCEL,
OnAccept = function(self)
PlaceAuctionBid(AuctionFrame.type, GetSelectedAuctionItem(AuctionFrame.type), AuctionFrame.buyoutPrice);
end,
OnShow = function(self)
MoneyFrame_Update(self.moneyFrame, AuctionFrame.buyoutPrice);
end,
hasMoneyFrame = 1,
showAlert = 1,
timeout = 0,
exclusive = 1,
hideOnEscape = 1
};
StaticPopupDialogs["BID_AUCTION"] = {
text = BID_AUCTION_CONFIRMATION,
button1 = ACCEPT,
button2 = CANCEL,
OnAccept = function(self)
PlaceAuctionBid(AuctionFrame.type, GetSelectedAuctionItem(AuctionFrame.type), MoneyInputFrame_GetCopper(BrowseBidPrice));
end,
OnShow = function(self)
MoneyFrame_Update(self.moneyFrame, MoneyInputFrame_GetCopper(BrowseBidPrice));
end,
hasMoneyFrame = 1,
showAlert = 1,
timeout = 0,
exclusive = 1,
hideOnEscape = 1
};
StaticPopupDialogs["CANCEL_AUCTION"] = {
text = CANCEL_AUCTION_CONFIRMATION,
button1 = ACCEPT,
button2 = CANCEL,
OnAccept = function()
CancelAuction(GetSelectedAuctionItem("owner"));
end,
OnShow = function(self)
MoneyFrame_Update(self.moneyFrame, AuctionFrameAuctions.cancelPrice);
if ( AuctionFrameAuctions.cancelPrice > 0 ) then
self.text:SetText(CANCEL_AUCTION_CONFIRMATION_MONEY);
else
self.text:SetText(CANCEL_AUCTION_CONFIRMATION);
end
end,
hasMoneyFrame = 1,
showAlert = 1,
timeout = 0,
exclusive = 1,
hideOnEscape = 1
};
function AuctionFrame_OnLoad (self)
-- Tab Handling code
PanelTemplates_SetNumTabs(self, 3);
PanelTemplates_SetTab(self, 1);
AuctionsBuyoutText:SetText(BUYOUT_PRICE.." |cff808080("..OPTIONAL..")|r");
-- Set focus rules
AuctionsStackSizeEntry.prevFocus = BuyoutPriceCopper;
AuctionsStackSizeEntry.nextFocus = AuctionsNumStacksEntry;
AuctionsNumStacksEntry.prevFocus = AuctionsStackSizeEntry;
AuctionsNumStacksEntry.nextFocus = StartPriceGold;
MoneyInputFrame_SetPreviousFocus(BrowseBidPrice, BrowseMaxLevel);
MoneyInputFrame_SetNextFocus(BrowseBidPrice, BrowseName);
MoneyInputFrame_SetPreviousFocus(BidBidPrice, BidBidPriceCopper);
MoneyInputFrame_SetNextFocus(BidBidPrice, BidBidPriceGold);
MoneyInputFrame_SetPreviousFocus(StartPrice, AuctionsNumStacksEntry);
MoneyInputFrame_SetNextFocus(StartPrice, BuyoutPriceGold);
MoneyInputFrame_SetPreviousFocus(BuyoutPrice, StartPriceCopper);
MoneyInputFrame_SetNextFocus(BuyoutPrice, AuctionsStackSizeEntry);
-- Init search dot count
AuctionFrameBrowse.dotCount = 0;
AuctionFrameBrowse.isSearchingThrottle = 0;
AuctionFrameBrowse.page = 0;
FauxScrollFrame_SetOffset(BrowseScrollFrame,0);
AuctionFrameBid.page = 0;
FauxScrollFrame_SetOffset(BidScrollFrame,0);
GetBidderAuctionItems(AuctionFrameBid.page);
AuctionFrameAuctions.page = 0;
FauxScrollFrame_SetOffset(AuctionsScrollFrame,0);
GetOwnerAuctionItems(AuctionFrameAuctions.page);
MoneyFrame_SetMaxDisplayWidth(AuctionFrameMoneyFrame, 160);
end
function AuctionFrame_Show()
if ( AuctionFrame:IsShown() ) then
AuctionFrameBrowse_Update();
AuctionFrameBid_Update();
AuctionFrameAuctions_Update();
else
ShowUIPanel(AuctionFrame);
AuctionFrameBrowse.page = 0;
FauxScrollFrame_SetOffset(BrowseScrollFrame,0);
AuctionFrameBid.page = 0;
FauxScrollFrame_SetOffset(BidScrollFrame,0);
GetBidderAuctionItems(AuctionFrameBid.page);
AuctionFrameAuctions.page = 0;
FauxScrollFrame_SetOffset(AuctionsScrollFrame,0);
GetOwnerAuctionItems(AuctionFrameAuctions.page)
BrowsePrevPageButton.isEnabled = false;
BrowseNextPageButton.isEnabled = false;
if ( not AuctionFrame:IsShown() ) then
CloseAuctionHouse();
end
end
end
function AuctionFrame_Hide()
HideUIPanel(AuctionFrame);
end
function AuctionFrame_OnShow (self)
self.gotAuctions = nil;
self.gotBids = nil;
AuctionFrameTab_OnClick(AuctionFrameTab1);
SetPortraitTexture(AuctionPortraitTexture,"npc");
BrowseNoResultsText:SetText(BROWSE_SEARCH_TEXT);
PlaySound("AuctionWindowOpen");
SetUpSideDressUpFrame(self, 840, 1020, "TOPLEFT", "TOPRIGHT", -2, -28);
end
function AuctionFrameTab_OnClick(self, button, down, index)
local index = self:GetID();
PanelTemplates_SetTab(AuctionFrame, index);
AuctionFrameAuctions:Hide();
AuctionFrameBrowse:Hide();
AuctionFrameBid:Hide();
PlaySound("igCharacterInfoTab");
if ( index == 1 ) then
-- Browse tab
AuctionFrameTopLeft:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Browse-TopLeft");
AuctionFrameTop:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Browse-Top");
AuctionFrameTopRight:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Browse-TopRight");
AuctionFrameBotLeft:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Browse-BotLeft");
AuctionFrameBot:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Auction-Bot");
AuctionFrameBotRight:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Bid-BotRight");
AuctionFrameBrowse:Show();
AuctionFrame.type = "list";
SetAuctionsTabShowing(false);
elseif ( index == 2 ) then
-- Bids tab
AuctionFrameTopLeft:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Bid-TopLeft");
AuctionFrameTop:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Auction-Top");
AuctionFrameTopRight:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Auction-TopRight");
AuctionFrameBotLeft:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Bid-BotLeft");
AuctionFrameBot:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Auction-Bot");
AuctionFrameBotRight:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Bid-BotRight");
AuctionFrameBid:Show();
AuctionFrame.type = "bidder";
SetAuctionsTabShowing(false);
elseif ( index == 3 ) then
-- Auctions tab
AuctionFrameTopLeft:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Auction-TopLeft");
AuctionFrameTop:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Auction-Top");
AuctionFrameTopRight:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Auction-TopRight");
AuctionFrameBotLeft:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Auction-BotLeft");
AuctionFrameBot:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Auction-Bot");
AuctionFrameBotRight:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-Auction-BotRight");
AuctionFrameAuctions:Show();
SetAuctionsTabShowing(true);
end
end
-- Browse tab functions
function AuctionFrameBrowse_OnLoad(self)
self:RegisterEvent("AUCTION_ITEM_LIST_UPDATE");
-- set default sort
AuctionFrame_SetSort("list", "quality", false);
-- initialize class filter array
AuctionFrameBrowse_InitClasses(GetAuctionItemClasses());
end
function AuctionFrameBrowse_OnShow()
AuctionFrameBrowse_Update();
AuctionFrameFilters_Update();
end
function AuctionFrameBrowse_UpdateArrows()
SortButton_UpdateArrow(BrowseQualitySort, "list", "quality");
SortButton_UpdateArrow(BrowseLevelSort, "list", "level");
SortButton_UpdateArrow(BrowseDurationSort, "list", "duration");
SortButton_UpdateArrow(BrowseHighBidderSort, "list", "seller");
SortButton_UpdateArrow(BrowseCurrentBidSort, "list", "bid");
end
function AuctionFrameBrowse_OnEvent(self, event, ...)
if ( event == "AUCTION_ITEM_LIST_UPDATE" ) then
AuctionFrameBrowse_Update();
-- Stop "searching" messaging
AuctionFrameBrowse.isSearching = nil;
BrowseNoResultsText:SetText(BROWSE_NO_RESULTS);
-- update arrows now that we're not searching
AuctionFrameBrowse_UpdateArrows();
end
end
function BrowseButton_OnClick(button)
assert(button);
if ( GetCVarBool("auctionDisplayOnCharacter") ) then
if ( not DressUpItemLink(GetAuctionItemLink("list", button:GetID() + FauxScrollFrame_GetOffset(BrowseScrollFrame))) ) then
DressUpBattlePet(GetAuctionItemBattlePetInfo("list", button:GetID() + FauxScrollFrame_GetOffset(BrowseScrollFrame)));
end
end
SetSelectedAuctionItem("list", button:GetID() + FauxScrollFrame_GetOffset(BrowseScrollFrame));
-- Close any auction related popups
CloseAuctionStaticPopups();
AuctionFrameBrowse_Update();
end
function BrowseDropDown_OnLoad(self)
UIDropDownMenu_Initialize(self, BrowseDropDown_Initialize);
UIDropDownMenu_SetSelectedValue(BrowseDropDown,-1);
end
function BrowseDropDown_Initialize()
local info = UIDropDownMenu_CreateInfo();
info.text = ALL;
info.value = -1;
info.func = BrowseDropDown_OnClick;
UIDropDownMenu_AddButton(info);
for i=0, getn(ITEM_QUALITY_COLORS)-2 do
info.text = _G["ITEM_QUALITY"..i.."_DESC"];
info.value = i;
info.func = BrowseDropDown_OnClick;
info.checked = nil;
UIDropDownMenu_AddButton(info);
end
end
function BrowseDropDown_OnClick(self)
UIDropDownMenu_SetSelectedValue(BrowseDropDown, self.value);
end
function AuctionFrameBrowse_InitClasses(...)
for i=1, select("#", ...) do
CLASS_FILTERS[i] = select(i, ...);
end
end
function AuctionFrameBrowse_Reset(self)
BrowseName:SetText("");
BrowseMinLevel:SetText("");
BrowseMaxLevel:SetText("");
IsUsableCheckButton:SetChecked(0);
UIDropDownMenu_SetSelectedValue(BrowseDropDown,-1);
-- reset the filters
OPEN_FILTER_LIST = {};
AuctionFrameBrowse.selectedClass = nil;
AuctionFrameBrowse.selectedClassIndex = nil;
AuctionFrameBrowse.selectedSubclass = nil;
AuctionFrameBrowse.selectedSubclassIndex = nil;
AuctionFrameBrowse.selectedInvtype = nil;
AuctionFrameBrowse.selectedInvtypeIndex = nil;
BrowseLevelSort:SetText(_G[GetDetailColumnString(AuctionFrameBrowse.selectedClassIndex, AuctionFrameBrowse.selectedSubclassIndex)]);
AuctionFrameFilters_Update()
self:Disable();
end
function BrowseResetButton_OnUpdate(self, elapsed)
if ( (BrowseName:GetText() == "") and (BrowseMinLevel:GetText() == "") and (BrowseMaxLevel:GetText() == "") and
(not IsUsableCheckButton:GetChecked()) and (UIDropDownMenu_GetSelectedValue(BrowseDropDown) == -1) and
(not AuctionFrameBrowse.selectedClass) and (not AuctionFrameBrowse.selectedSubclass) and (not AuctionFrameBrowse.selectedInvtype) )
then
self:Disable();
else
self:Enable();
end
end
function AuctionFrame_SetSort(sortTable, sortColumn, oppositeOrder)
-- clear the existing sort.
SortAuctionClearSort(sortTable);
-- set the columns
for index, row in pairs(AuctionSort[sortTable.."_"..sortColumn]) do
if (oppositeOrder) then
SortAuctionSetSort(sortTable, row.column, not row.reverse);
else
SortAuctionSetSort(sortTable, row.column, row.reverse);
end
end
end
function AuctionFrame_OnClickSortColumn(sortTable, sortColumn)
-- change the sort as appropriate
local existingSortColumn, existingSortReverse = GetAuctionSort(sortTable, 1);
local oppositeOrder = false;
if (existingSortColumn and (existingSortColumn == sortColumn)) then
oppositeOrder = not existingSortReverse;
elseif (sortColumn == "level") then
oppositeOrder = true;
end
-- set the new sort order
AuctionFrame_SetSort(sortTable, sortColumn, oppositeOrder);
-- apply the sort
if (sortTable == "list") then
AuctionFrameBrowse_Search();
else
SortAuctionApplySort(sortTable);
end
end
local prevBrowseParams;
local function AuctionFrameBrowse_SearchHelper(...)
local text, minLevel, maxLevel, invType, class, subclass, page, usable, rarity = ...;
if ( not prevBrowseParams ) then
-- if we are doing a search for the first time then create the browse param cache
prevBrowseParams = { };
else
-- if we have already done a browse then see if any of the params have changed (except for the page number)
local param;
for i = 1, select('#', ...) do
if ( i ~= BROWSE_PARAM_INDEX_PAGE and select(i, ...) ~= prevBrowseParams[i] ) then
-- if we detect a change then we want to reset the page number back to the first page
page = 0;
AuctionFrameBrowse.page = page;
break;
end
end
end
QueryAuctionItems(text, minLevel, maxLevel, invType, class, subclass, page, usable, rarity);
-- store this query's params so we can compare them with the next set of params we get
for i = 1, select('#', ...) do
if ( i == BROWSE_PARAM_INDEX_PAGE ) then
prevBrowseParams[i] = page;
else
prevBrowseParams[i] = select(i, ...);
end
end
end
function AuctionFrameBrowse_Search()
if ( not AuctionFrameBrowse.page ) then
AuctionFrameBrowse.page = 0;
end
AuctionFrameBrowse_SearchHelper(BrowseName:GetText(), BrowseMinLevel:GetText(), BrowseMaxLevel:GetText(), AuctionFrameBrowse.selectedInvtypeIndex, AuctionFrameBrowse.selectedClassIndex, AuctionFrameBrowse.selectedSubclassIndex, AuctionFrameBrowse.page, IsUsableCheckButton:GetChecked(), UIDropDownMenu_GetSelectedValue(BrowseDropDown));
-- Start "searching" messaging
AuctionFrameBrowse.isSearching = 1;
end
function BrowseSearchButton_OnUpdate(self, elapsed)
if ( CanSendAuctionQuery("list") ) then
self:Enable();
if ( BrowsePrevPageButton.isEnabled ) then
BrowsePrevPageButton:Enable();
else
BrowsePrevPageButton:Disable();
end
if ( BrowseNextPageButton.isEnabled ) then
BrowseNextPageButton:Enable();
else
BrowseNextPageButton:Disable();
end
BrowseQualitySort:Enable();
BrowseLevelSort:Enable();
BrowseDurationSort:Enable();
BrowseHighBidderSort:Enable();
BrowseCurrentBidSort:Enable();
AuctionFrameBrowse_UpdateArrows();
else
self:Disable();
BrowsePrevPageButton:Disable();
BrowseNextPageButton:Disable();
BrowseQualitySort:Disable();
BrowseLevelSort:Disable();
BrowseDurationSort:Disable();
BrowseHighBidderSort:Disable();
BrowseCurrentBidSort:Disable();
end
if (AuctionFrameBrowse.isSearching) then
if ( AuctionFrameBrowse.isSearchingThrottle <= 0 ) then
AuctionFrameBrowse.dotCount = AuctionFrameBrowse.dotCount + 1;
if ( AuctionFrameBrowse.dotCount > 3 ) then
AuctionFrameBrowse.dotCount = 0
end
local dotString = "";
for i=1, AuctionFrameBrowse.dotCount do
dotString = dotString..".";
end
BrowseSearchDotsText:Show();
BrowseSearchDotsText:SetText(dotString);
BrowseNoResultsText:SetText(SEARCHING_FOR_ITEMS);
AuctionFrameBrowse.isSearchingThrottle = 0.3;
else
AuctionFrameBrowse.isSearchingThrottle = AuctionFrameBrowse.isSearchingThrottle - elapsed;
end
else
BrowseSearchDotsText:Hide();
end
end
function AuctionFrameFilters_Update()
AuctionFrameFilters_UpdateClasses();
-- Update scrollFrame
FauxScrollFrame_Update(BrowseFilterScrollFrame, getn(OPEN_FILTER_LIST), NUM_FILTERS_TO_DISPLAY, BROWSE_FILTER_HEIGHT);
end
function AuctionFrameFilters_UpdateClasses()
-- Initialize the list of open filters
OPEN_FILTER_LIST = {};
for i=1, getn(CLASS_FILTERS) do
if ( AuctionFrameBrowse.selectedClass and AuctionFrameBrowse.selectedClass == CLASS_FILTERS[i] ) then
tinsert(OPEN_FILTER_LIST, {CLASS_FILTERS[i], "class", i, 1});
AuctionFrameFilters_UpdateSubClasses(GetAuctionItemSubClasses(i));
else
tinsert(OPEN_FILTER_LIST, {CLASS_FILTERS[i], "class", i, nil});
end
end
-- Display the list of open filters
local button, index, info, isLast;
local offset = FauxScrollFrame_GetOffset(BrowseFilterScrollFrame);
index = offset;
for i=1, NUM_FILTERS_TO_DISPLAY do
button = _G["AuctionFilterButton"..i];
if ( getn(OPEN_FILTER_LIST) > NUM_FILTERS_TO_DISPLAY ) then
button:SetWidth(136);
else
button:SetWidth(156);
end
index = index + 1;
if ( index <= getn(OPEN_FILTER_LIST) ) then
info = OPEN_FILTER_LIST[index];
while ((info[2] == "invtype") and (not info[6])) do
index = index + 1
if ( index <= getn(OPEN_FILTER_LIST) ) then
info = OPEN_FILTER_LIST[index];
else
info = nil;
button:Hide();
break;
end
end
if ( info ) then
FilterButton_SetType(button, info[2], info[1], info[5]);
button.index = info[3];
if ( info[4] ) then
button:LockHighlight();
else
button:UnlockHighlight();
end
button:Show();
end
else
button:Hide();
end
end
end
function AuctionFrameFilters_UpdateSubClasses(...)
local subClass;
for i=1, select("#", ...) do
subClass = HIGHLIGHT_FONT_COLOR_CODE..select(i, ...)..FONT_COLOR_CODE_CLOSE;
if ( AuctionFrameBrowse.selectedSubclass and AuctionFrameBrowse.selectedSubclass == subClass ) then
tinsert(OPEN_FILTER_LIST, {select(i, ...), "subclass", i, 1});
AuctionFrameFilters_UpdateInvTypes(GetAuctionInvTypes(AuctionFrameBrowse.selectedClassIndex,i));
else
tinsert(OPEN_FILTER_LIST, {select(i, ...), "subclass", i, nil});
end
end
end
function AuctionFrameFilters_UpdateInvTypes(...)
local invType, isLast, idx;
for i=1, select("#", ...), 2 do
-- each type has 2 args: token name(i), display in list(i+1)
idx = (i + 1) / 2;
invType = HIGHLIGHT_FONT_COLOR_CODE.._G[select(i, ...)]..FONT_COLOR_CODE_CLOSE;
if ( (i + 1) == select("#", ...) ) then
isLast = 1;
end
if ( AuctionFrameBrowse.selectedInvtypeIndex and AuctionFrameBrowse.selectedInvtypeIndex == idx ) then
tinsert(OPEN_FILTER_LIST, {invType, "invtype", idx, 1, isLast, select(i+1, ...)} );
else
tinsert(OPEN_FILTER_LIST, {invType, "invtype", idx, nil, isLast, select(i+1, ...)} );
end
end
end
function FilterButton_SetType(button, type, text, isLast)
local normalText = _G[button:GetName().."NormalText"];
local normalTexture = _G[button:GetName().."NormalTexture"];
local line = _G[button:GetName().."Lines"];
if ( type == "class" ) then
button:SetText(text);
normalText:SetPoint("LEFT", button, "LEFT", 4, 0);
normalTexture:SetAlpha(1.0);
line:Hide();
elseif ( type == "subclass" ) then
button:SetText(HIGHLIGHT_FONT_COLOR_CODE..text..FONT_COLOR_CODE_CLOSE);
normalText:SetPoint("LEFT", button, "LEFT", 12, 0);
normalTexture:SetAlpha(0.4);
line:Hide();
elseif ( type == "invtype" ) then
button:SetText(HIGHLIGHT_FONT_COLOR_CODE..text..FONT_COLOR_CODE_CLOSE);
normalText:SetPoint("LEFT", button, "LEFT", 20, 0);
normalTexture:SetAlpha(0.0);
if ( isLast ) then
line:SetTexCoord(0.4375, 0.875, 0, 0.625);
else
line:SetTexCoord(0, 0.4375, 0, 0.625);
end
line:Show();
end
button.type = type;
end
function AuctionFrameFilter_OnClick(self, button)
if ( self.type == "class" ) then
if ( AuctionFrameBrowse.selectedClass == self:GetText() ) then
AuctionFrameBrowse.selectedClass = nil;
AuctionFrameBrowse.selectedClassIndex = nil;
else
AuctionFrameBrowse.selectedClass = self:GetText();
AuctionFrameBrowse.selectedClassIndex = self.index;
end
AuctionFrameBrowse.selectedSubclass = nil;
AuctionFrameBrowse.selectedSubclassIndex = nil;
AuctionFrameBrowse.selectedInvtype = nil;
AuctionFrameBrowse.selectedInvtypeIndex = nil;
elseif ( self.type == "subclass" ) then
if ( AuctionFrameBrowse.selectedSubclass == self:GetText() ) then
AuctionFrameBrowse.selectedSubclass = nil;
AuctionFrameBrowse.selectedSubclassIndex = nil;
else
AuctionFrameBrowse.selectedSubclass = self:GetText();
AuctionFrameBrowse.selectedSubclassIndex = self.index;
end
AuctionFrameBrowse.selectedInvtype = nil;
AuctionFrameBrowse.selectedInvtypeIndex = nil;
elseif ( self.type == "invtype" ) then
AuctionFrameBrowse.selectedInvtype = self:GetText();
AuctionFrameBrowse.selectedInvtypeIndex = self.index;
end
BrowseLevelSort:SetText(_G[GetDetailColumnString(AuctionFrameBrowse.selectedClassIndex, AuctionFrameBrowse.selectedSubclassIndex)]);
AuctionFrameFilters_Update()
end
function AuctionFrameBrowse_Update()
local numBatchAuctions, totalAuctions = GetNumAuctionItems("list");
local button, buttonName, buttonHighlight, iconTexture, itemName, color, itemCount, moneyFrame, yourBidText, buyoutFrame, buyoutMoney;
local offset = FauxScrollFrame_GetOffset(BrowseScrollFrame);
local index;
local isLastSlotEmpty;
local name, texture, count, quality, canUse, level, levelColHeader, minBid, minIncrement, buyoutPrice, duration, bidAmount, highBidder, owner, saleStatus, itemId, hasAllInfo;
local displayedPrice, requiredBid;
BrowseBidButton:Disable();
BrowseBuyoutButton:Disable();
-- Update sort arrows
AuctionFrameBrowse_UpdateArrows();
-- Show the no results text if no items found
if ( numBatchAuctions == 0 ) then
BrowseNoResultsText:Show();
else
BrowseNoResultsText:Hide();
end
for i=1, NUM_BROWSE_TO_DISPLAY do
index = offset + i + (NUM_AUCTION_ITEMS_PER_PAGE * AuctionFrameBrowse.page);
button = _G["BrowseButton"..i];
-- Show or hide auction buttons
if ( index > (numBatchAuctions + (NUM_AUCTION_ITEMS_PER_PAGE * AuctionFrameBrowse.page)) ) then
button:Hide();
-- If the last button is empty then set isLastSlotEmpty var
if ( i == NUM_BROWSE_TO_DISPLAY ) then
isLastSlotEmpty = 1;
end
else
button:Show();
buttonName = "BrowseButton"..i;
name, texture, count, quality, canUse, level, levelColHeader, minBid, minIncrement, buyoutPrice, bidAmount, highBidder, owner, saleStatus, itemId, hasAllInfo = GetAuctionItemInfo("list", offset + i);
if ( not hasAllInfo ) then --Bug 145328
button:Hide();
-- If the last button is empty then set isLastSlotEmpty var
isLastSlotEmpty = (i == NUM_BROWSE_TO_DISPLAY);
end
duration = GetAuctionItemTimeLeft("list", offset + i);
-- Resize button if there isn't a scrollbar
buttonHighlight = _G["BrowseButton"..i.."Highlight"];
if ( numBatchAuctions < NUM_BROWSE_TO_DISPLAY ) then
button:SetWidth(625);
buttonHighlight:SetWidth(589);
BrowseCurrentBidSort:SetWidth(207);
elseif ( numBatchAuctions == NUM_BROWSE_TO_DISPLAY and totalAuctions <= NUM_BROWSE_TO_DISPLAY ) then
button:SetWidth(625);
buttonHighlight:SetWidth(589);
BrowseCurrentBidSort:SetWidth(207);
else
button:SetWidth(600);
buttonHighlight:SetWidth(562);
BrowseCurrentBidSort:SetWidth(184);
end
-- Set name and quality color
color = ITEM_QUALITY_COLORS[quality];
itemName = _G[buttonName.."Name"];
itemName:SetText(name);
itemName:SetVertexColor(color.r, color.g, color.b);
-- Set level
if ( levelColHeader == "REQ_LEVEL_ABBR" and level > UnitLevel("player") ) then
_G[buttonName.."Level"]:SetText(RED_FONT_COLOR_CODE..level..FONT_COLOR_CODE_CLOSE);
else
_G[buttonName.."Level"]:SetText(level);
end
-- Set closing time
_G[buttonName.."ClosingTimeText"]:SetText(AuctionFrame_GetTimeLeftText(duration));
_G[buttonName.."ClosingTime"].tooltip = AuctionFrame_GetTimeLeftTooltipText(duration);
-- Set item texture, count, and usability
iconTexture = _G[buttonName.."ItemIconTexture"];
iconTexture:SetTexture(texture);
if ( not canUse ) then
iconTexture:SetVertexColor(1.0, 0.1, 0.1);
else
iconTexture:SetVertexColor(1.0, 1.0, 1.0);
end
itemCount = _G[buttonName.."ItemCount"];
if ( count > 1 ) then
itemCount:SetText(count);
itemCount:Show();
else
itemCount:Hide();
end
-- Set high bid
moneyFrame = _G[buttonName.."MoneyFrame"];
-- If not bidAmount set the bid amount to the min bid
if ( bidAmount == 0 ) then
displayedPrice = minBid;
requiredBid = minBid;
else
displayedPrice = bidAmount;
requiredBid = bidAmount + minIncrement ;
end
MoneyFrame_Update(moneyFrame:GetName(), displayedPrice);
yourBidText = _G[buttonName.."YourBidText"];
if ( highBidder ) then
yourBidText:Show();
else
yourBidText:Hide();
end
if ( requiredBid >= MAXIMUM_BID_PRICE ) then
-- Lie about our buyout price
buyoutPrice = requiredBid;
end
buyoutFrame = _G[buttonName.."BuyoutFrame"];
if ( buyoutPrice > 0 ) then
moneyFrame:SetPoint("RIGHT", button, "RIGHT", 10, 10);
buyoutMoney = _G[buyoutFrame:GetName().."Money"];
MoneyFrame_Update(buyoutMoney, buyoutPrice);
buyoutFrame:Show();
else
moneyFrame:SetPoint("RIGHT", button, "RIGHT", 10, 3);
buyoutFrame:Hide();
end
-- Set high bidder
--if ( not highBidder ) then
-- highBidder = RED_FONT_COLOR_CODE..NO_BIDS..FONT_COLOR_CODE_CLOSE;
--end
_G[buttonName.."HighBidder"]:SetText(owner);
button.bidAmount = displayedPrice;
button.buyoutPrice = buyoutPrice;
button.itemCount = count;
-- Set highlight
if ( GetSelectedAuctionItem("list") and (offset + i) == GetSelectedAuctionItem("list") ) then
button:LockHighlight();
if ( buyoutPrice > 0 and buyoutPrice >= minBid ) then
local canBuyout = 1;
if ( GetMoney() < buyoutPrice ) then
if ( not highBidder or GetMoney()+bidAmount < buyoutPrice ) then
canBuyout = nil;
end
end
if ( canBuyout and (owner ~= UnitName("player")) ) then
BrowseBuyoutButton:Enable();
AuctionFrame.buyoutPrice = buyoutPrice;
end
else
AuctionFrame.buyoutPrice = nil;
end
-- Set bid
MoneyInputFrame_SetCopper(BrowseBidPrice, requiredBid);
if ( not highBidder and owner ~= UnitName("player") and GetMoney() >= MoneyInputFrame_GetCopper(BrowseBidPrice) and MoneyInputFrame_GetCopper(BrowseBidPrice) <= MAXIMUM_BID_PRICE ) then
BrowseBidButton:Enable();
end
else
button:UnlockHighlight();
end
end
end
-- Update scrollFrame
-- If more than one page of auctions show the next and prev arrows when the scrollframe is scrolled all the way down
if ( totalAuctions > NUM_AUCTION_ITEMS_PER_PAGE ) then
BrowsePrevPageButton.isEnabled = (AuctionFrameBrowse.page ~= 0);
BrowseNextPageButton.isEnabled = (AuctionFrameBrowse.page ~= (ceil(totalAuctions/NUM_AUCTION_ITEMS_PER_PAGE) - 1));
if ( isLastSlotEmpty ) then
BrowseSearchCountText:Show();
local itemsMin = AuctionFrameBrowse.page * NUM_AUCTION_ITEMS_PER_PAGE + 1;
local itemsMax = itemsMin + numBatchAuctions - 1;
BrowseSearchCountText:SetFormattedText(NUMBER_OF_RESULTS_TEMPLATE, itemsMin, itemsMax, totalAuctions);
else
BrowseSearchCountText:Hide();
end
-- Artifically inflate the number of results so the scrollbar scrolls one extra row
numBatchAuctions = numBatchAuctions + 1;
else
BrowsePrevPageButton.isEnabled = false;
BrowseNextPageButton.isEnabled = false;
BrowseSearchCountText:Hide();
end
FauxScrollFrame_Update(BrowseScrollFrame, numBatchAuctions, NUM_BROWSE_TO_DISPLAY, AUCTIONS_BUTTON_HEIGHT);
end
-- Bid tab functions
function AuctionFrameBid_OnLoad(self)
self:RegisterEvent("AUCTION_BIDDER_LIST_UPDATE");
-- set default sort
AuctionFrame_SetSort("bidder", "duration", false);
end
function AuctionFrameBid_OnEvent(self, event, ...)
if ( event == "AUCTION_BIDDER_LIST_UPDATE" ) then
AuctionFrameBid_Update();
end
end
function AuctionFrameBid_OnShow()
-- So the get auctions query is only run once per session, after that you only get updates
if ( not AuctionFrame.gotBids ) then
GetBidderAuctionItems();
AuctionFrame.gotBids = 1;
end
AuctionFrameBid_Update();
end
function AuctionFrameBid_Update()
local numBatchAuctions, totalAuctions = GetNumAuctionItems("bidder");
local button, buttonName, buttonHighlight, iconTexture, itemName, color, itemCount;
local offset = FauxScrollFrame_GetOffset(BidScrollFrame);
local index;
local isLastSlotEmpty;
local name, texture, count, quality, canUse, level, levelColHeader, minBid, minIncrement, buyoutPrice, duration, bidAmount, highBidder, owner;
BidBidButton:Disable();
BidBuyoutButton:Disable();
-- Update sort arrows
SortButton_UpdateArrow(BidQualitySort, "bidder", "quality");
SortButton_UpdateArrow(BidLevelSort, "bidder", "level");
SortButton_UpdateArrow(BidDurationSort, "bidder", "duration");
SortButton_UpdateArrow(BidBuyoutSort, "bidder", "buyout");
SortButton_UpdateArrow(BidStatusSort, "bidder", "status");
SortButton_UpdateArrow(BidBidSort, "bidder", "bid");
for i=1, NUM_BIDS_TO_DISPLAY do
index = offset + i;
button = _G["BidButton"..i];
-- Show or hide auction buttons
if ( index > numBatchAuctions ) then
button:Hide();
-- If the last button is empty then set isLastSlotEmpty var
isLastSlotEmpty = (i == NUM_BIDS_TO_DISPLAY);
else
button:Show();
buttonName = "BidButton"..i;
name, texture, count, quality, canUse, level, levelColHeader, minBid, minIncrement, buyoutPrice, bidAmount, highBidder, owner = GetAuctionItemInfo("bidder", index);
duration = GetAuctionItemTimeLeft("bidder", offset + i);
-- Resize button if there isn't a scrollbar
buttonHighlight = _G["BidButton"..i.."Highlight"];
if ( numBatchAuctions < NUM_BIDS_TO_DISPLAY ) then
button:SetWidth(793);
buttonHighlight:SetWidth(758);
BidBidSort:SetWidth(169);
elseif ( numBatchAuctions == NUM_BIDS_TO_DISPLAY and totalAuctions <= NUM_BIDS_TO_DISPLAY ) then
button:SetWidth(793);
buttonHighlight:SetWidth(758);
BidBidSort:SetWidth(169);
else
button:SetWidth(769);
buttonHighlight:SetWidth(735);
BidBidSort:SetWidth(145);
end
-- Set name and quality color
color = ITEM_QUALITY_COLORS[quality];
itemName = _G[buttonName.."Name"];
itemName:SetText(name);
itemName:SetVertexColor(color.r, color.g, color.b);
-- Set level
if ( levelColHeader == "REQ_LEVEL_ABBR" and level > UnitLevel("player") ) then
_G[buttonName.."Level"]:SetText(RED_FONT_COLOR_CODE..level..FONT_COLOR_CODE_CLOSE);
else
_G[buttonName.."Level"]:SetText(level);
end
-- Set bid status
if ( highBidder ) then
_G[buttonName.."BidStatus"]:SetText(GREEN_FONT_COLOR_CODE..HIGH_BIDDER..FONT_COLOR_CODE_CLOSE);
else
_G[buttonName.."BidStatus"]:SetText(RED_FONT_COLOR_CODE..OUTBID..FONT_COLOR_CODE_CLOSE);
end
-- Set closing time
_G[buttonName.."ClosingTimeText"]:SetText(AuctionFrame_GetTimeLeftText(duration));
_G[buttonName.."ClosingTime"].tooltip = AuctionFrame_GetTimeLeftTooltipText(duration);
-- Set item texture, count, and usability
iconTexture = _G[buttonName.."ItemIconTexture"];
iconTexture:SetTexture(texture);
if ( not canUse ) then
iconTexture:SetVertexColor(1.0, 0.1, 0.1);
else
iconTexture:SetVertexColor(1.0, 1.0, 1.0);
end
itemCount = _G[buttonName.."ItemCount"];
if ( count > 1 ) then
itemCount:SetText(count);
itemCount:Show();
else
itemCount:Hide();
end
-- Set current bid
-- If not bidAmount set the bid amount to the min bid
if ( bidAmount == 0 ) then
bidAmount = minBid;
end
MoneyFrame_Update(buttonName.."CurrentBidMoneyFrame", bidAmount);
-- Set buyout price
MoneyFrame_Update(buttonName.."BuyoutMoneyFrame", buyoutPrice);
button.bidAmount = bidAmount;
button.buyoutPrice = buyoutPrice;
button.itemCount = count;
-- Set highlight
if ( GetSelectedAuctionItem("bidder") and (offset + i) == GetSelectedAuctionItem("bidder") ) then
button:LockHighlight();
if ( buyoutPrice > 0 and buyoutPrice >= bidAmount ) then
local canBuyout = 1;
if ( GetMoney() < buyoutPrice ) then
if ( not highBidder or GetMoney()+bidAmount < buyoutPrice ) then
canBuyout = nil;
end
end
if ( canBuyout ) then
BidBuyoutButton:Enable();
AuctionFrame.buyoutPrice = buyoutPrice;
end
else
AuctionFrame.buyoutPrice = nil;
end
-- Set bid
MoneyInputFrame_SetCopper(BidBidPrice, bidAmount + minIncrement);
if ( not highBidder and GetMoney() >= MoneyInputFrame_GetCopper(BidBidPrice) ) then
BidBidButton:Enable();
end
else
button:UnlockHighlight();
end
end
end
-- If more than one page of auctions show the next and prev arrows when the scrollframe is scrolled all the way down
if ( totalAuctions > NUM_AUCTION_ITEMS_PER_PAGE ) then
if ( isLastSlotEmpty ) then
BidSearchCountText:Show();
BidSearchCountText:SetFormattedText(SINGLE_PAGE_RESULTS_TEMPLATE, totalAuctions);
else
BidSearchCountText:Hide();
end
-- Artifically inflate the number of results so the scrollbar scrolls one extra row
numBatchAuctions = numBatchAuctions + 1;
else
BidSearchCountText:Hide();
end
-- Update scrollFrame
FauxScrollFrame_Update(BidScrollFrame, numBatchAuctions, NUM_BIDS_TO_DISPLAY, AUCTIONS_BUTTON_HEIGHT);
end
function BidButton_OnClick(button)
assert(button)
if ( GetCVarBool("auctionDisplayOnCharacter") ) then
if ( not DressUpItemLink(GetAuctionItemLink("bidder", button:GetID() + FauxScrollFrame_GetOffset(BidScrollFrame))) ) then
DressUpBattlePet(GetAuctionItemBattlePetInfo("bidder", button:GetID() + FauxScrollFrame_GetOffset(BidScrollFrame)));
end
end
SetSelectedAuctionItem("bidder", button:GetID() + FauxScrollFrame_GetOffset(BidScrollFrame));
-- Close any auction related popups
CloseAuctionStaticPopups();
AuctionFrameBid_Update();
end
-- Auctions tab functions
function AuctionFrameAuctions_OnLoad(self)
self:RegisterEvent("AUCTION_OWNED_LIST_UPDATE");
self:RegisterEvent("AUCTION_MULTISELL_START");
self:RegisterEvent("AUCTION_MULTISELL_UPDATE");
self:RegisterEvent("AUCTION_MULTISELL_FAILURE");
-- set default sort
AuctionFrame_SetSort("owner", "duration", false);
end
function AuctionFrameAuctions_OnEvent(self, event, ...)
if ( event == "AUCTION_OWNED_LIST_UPDATE" ) then
AuctionFrameAuctions_Update();
elseif ( event == "AUCTION_MULTISELL_START" ) then
local arg1 = ...;
AuctionsCreateAuctionButton:Disable();
MoneyInputFrame_ClearFocus(StartPrice);
MoneyInputFrame_ClearFocus(BuyoutPrice);
AuctionsStackSizeEntry:ClearFocus();
AuctionsNumStacksEntry:ClearFocus();
AuctionsBlockFrame:Show();
AuctionProgressBar:SetMinMaxValues(0, arg1);
AuctionProgressBar:SetValue(0.01); -- TEMPORARY
AuctionProgressBarText:SetFormattedText(AUCTION_CREATING, 0, arg1);
local _, iconTexture = GetAuctionSellItemInfo();
AuctionProgressBarIcon:SetTexture(iconTexture);
AuctionProgressFrame:Show();
elseif ( event == "AUCTION_MULTISELL_UPDATE" ) then
local arg1, arg2 = ...;
AuctionProgressBar:SetValue(arg1);
AuctionProgressBarText:SetFormattedText(AUCTION_CREATING, arg1, arg2);
if ( arg1 == arg2 ) then
AuctionsBlockFrame:Hide();
AuctionProgressFrame.fadeOut = true;
end
elseif ( event == "AUCTION_MULTISELL_FAILURE" ) then
AuctionsBlockFrame:Hide();
AuctionProgressFrame:Hide();
end
end
function AuctionFrameAuctions_OnShow()
AuctionsTitle:SetFormattedText(AUCTION_TITLE, UnitName("player"));
--MoneyFrame_Update("AuctionsDepositMoneyFrame", 0);
AuctionsFrameAuctions_ValidateAuction();
-- So the get auctions query is only run once per session, after that you only get updates
if ( not AuctionFrame.gotAuctions ) then
GetOwnerAuctionItems();
AuctionFrame.gotAuctions = 1;
end
AuctionFrameAuctions_Update();
end
local AUCTIONS_UPDATE_INTERVAL = 0.5;
function AuctionFrameAuctions_OnUpdate(self, elapsed)
self.timeSinceUpdate = (self.timeSinceUpdate or 0) + elapsed;
if ( self.timeSinceUpdate >= AUCTIONS_UPDATE_INTERVAL ) then
AuctionFrameAuctions_Update();
self.timeSinceUpdate = 0;
end
end
function AuctionFrameAuctions_Update()
local numBatchAuctions, totalAuctions = GetNumAuctionItems("owner");
local offset = FauxScrollFrame_GetOffset(AuctionsScrollFrame);
local index;
local isLastSlotEmpty;
local auction, button, buttonName, buttonHighlight, iconTexture, itemName, color, itemCount;
local highBidderFrame;
local closingTimeFrame, closingTimeText;
local buttonBuyoutFrame, buttonBuyoutMoney;
local bidAmountMoneyFrame, bidAmountMoneyFrameLabel;
local name, texture, count, quality, canUse, level, levelColHeader, minBid, minIncrement, buyoutPrice, duration, bidAmount, highBidder, owner, saleStatus;
local pendingDeliveries = false;
-- Update sort arrows
SortButton_UpdateArrow(AuctionsQualitySort, "owner", "quality");
SortButton_UpdateArrow(AuctionsHighBidderSort, "owner", "status");
SortButton_UpdateArrow(AuctionsDurationSort, "owner", "duration");
SortButton_UpdateArrow(AuctionsBidSort, "owner", "bid");
for i=1, NUM_AUCTIONS_TO_DISPLAY do
index = offset + i + (NUM_AUCTION_ITEMS_PER_PAGE * AuctionFrameAuctions.page);
auction = _G["AuctionsButton"..i];
-- Show or hide auction buttons
if ( index > (numBatchAuctions + (NUM_AUCTION_ITEMS_PER_PAGE * AuctionFrameAuctions.page)) ) then
auction:Hide();
-- If the last button is empty then set isLastSlotEmpty var
isLastSlotEmpty = (i == NUM_AUCTIONS_TO_DISPLAY);
else
auction:Show();
name, texture, count, quality, canUse, level, levelColHeader, minBid, minIncrement, buyoutPrice, bidAmount, highBidder, owner, saleStatus = GetAuctionItemInfo("owner", offset + i);
duration = GetAuctionItemTimeLeft("owner", offset + i);
buttonName = "AuctionsButton"..i;
button = _G[buttonName];
-- Resize button if there isn't a scrollbar
buttonHighlight = _G[buttonName.."Highlight"];
if ( numBatchAuctions < NUM_AUCTIONS_TO_DISPLAY ) then
auction:SetWidth(599);
buttonHighlight:SetWidth(565);
AuctionsBidSort:SetWidth(213);
elseif ( numBatchAuctions == NUM_AUCTIONS_TO_DISPLAY and totalAuctions <= NUM_AUCTIONS_TO_DISPLAY ) then
auction:SetWidth(599);
buttonHighlight:SetWidth(565);
AuctionsBidSort:SetWidth(213);
else
auction:SetWidth(576);
buttonHighlight:SetWidth(543);
AuctionsBidSort:SetWidth(193);
end
-- Display differently based on the saleStatus
-- saleStatus "1" means that the item was sold
-- Set name and quality color
color = ITEM_QUALITY_COLORS[quality];
itemName = _G[buttonName.."Name"];
iconTexture = _G[buttonName.."ItemIconTexture"];
iconTexture:SetTexture(texture);
highBidderFrame = _G[buttonName.."HighBidder"];
closingTimeFrame = _G[buttonName.."ClosingTime"];
closingTimeText = _G[buttonName.."ClosingTimeText"];
itemCount = _G[buttonName.."ItemCount"];
bidAmountMoneyFrame = _G[buttonName.."MoneyFrame"];
bidAmountMoneyFrameLabel = _G[buttonName.."MoneyFrameLabel"];
buttonBuyoutFrame = _G[buttonName.."BuyoutFrame"];
if ( saleStatus == 1 ) then
-- Sold item
pendingDeliveries = true;
itemName:SetFormattedText(AUCTION_ITEM_SOLD, name);
itemName:SetVertexColor(GRAY_FONT_COLOR.r, GRAY_FONT_COLOR.g, GRAY_FONT_COLOR.b);
if ( highBidder ) then
highBidder = GREEN_FONT_COLOR_CODE..highBidder..FONT_COLOR_CODE_CLOSE;
highBidderFrame:SetText(highBidder);
end
closingTimeText:SetFormattedText(AUCTION_ITEM_TIME_UNTIL_DELIVERY, SecondsToTime(max(duration, 1)));
closingTimeFrame.tooltip = closingTimeText:GetText();
iconTexture:SetVertexColor(0.5, 0.5, 0.5);
itemCount:Hide();
button.itemCount = count;
MoneyFrame_Update(buttonName.."MoneyFrame", bidAmount);
bidAmountMoneyFrame:SetAlpha(1);
bidAmountMoneyFrame:SetPoint("RIGHT", button, "RIGHT", 10, -4);
bidAmountMoneyFrameLabel:Show();
buttonBuyoutFrame:Hide();
else
-- Normal item
itemName:SetText(name);
itemName:SetVertexColor(color.r, color.g, color.b);
if ( not highBidder ) then
highBidder = RED_FONT_COLOR_CODE..NO_BIDS..FONT_COLOR_CODE_CLOSE;
end
highBidderFrame:SetText(highBidder);
closingTimeText:SetText(AuctionFrame_GetTimeLeftText(duration));
closingTimeFrame.tooltip = AuctionFrame_GetTimeLeftTooltipText(duration);
if ( not canUse ) then
iconTexture:SetVertexColor(1.0, 0.1, 0.1);
else
iconTexture:SetVertexColor(1.0, 1.0, 1.0);
end
if ( count > 1 ) then
itemCount:SetText(count);
itemCount:Show();
else
itemCount:Hide();
end
button.itemCount = count;
bidAmountMoneyFrameLabel:Hide();
if ( bidAmount > 0 ) then
-- Set high bid
MoneyFrame_Update(buttonName.."MoneyFrame", bidAmount);
bidAmountMoneyFrame:SetAlpha(1);
-- Set cancel price
auction.cancelPrice = floor((bidAmount * AUCTION_CANCEL_COST) / 100);
button.bidAmount = bidAmount;
else
-- No bids so show minBid and gray it out
MoneyFrame_Update(buttonName.."MoneyFrame", minBid);
bidAmountMoneyFrame:SetAlpha(0.5);
-- No cancel price
auction.cancelPrice = 0;
button.bidAmount = minBid;
end
-- Set buyout price and adjust bid amount accordingly
if ( buyoutPrice > 0 ) then
bidAmountMoneyFrame:SetPoint("RIGHT", buttonName, "RIGHT", 10, 10);
buttonBuyoutMoney = _G[buttonName.."BuyoutFrameMoney"];
MoneyFrame_Update(buttonBuyoutMoney, buyoutPrice);
buttonBuyoutFrame:Show();
else
bidAmountMoneyFrame:SetPoint("RIGHT", buttonName, "RIGHT", 10, 3);
buttonBuyoutFrame:Hide();
end
button.buyoutPrice = buyoutPrice;
end
-- Enable/Disable cancel auction button
if ( (GetSelectedAuctionItem("owner") > 0) and (saleStatus == 0) ) then
AuctionsCancelAuctionButton:Enable();
else
AuctionsCancelAuctionButton:Disable();
end
-- Set highlight
if ( GetSelectedAuctionItem("owner") and (offset + i) == GetSelectedAuctionItem("owner") ) then
auction:LockHighlight();
else
auction:UnlockHighlight();
end
end
end
-- If more than one page of auctions show the next and prev arrows when the scrollframe is scrolled all the way down
if ( totalAuctions > NUM_AUCTION_ITEMS_PER_PAGE ) then
if ( isLastSlotEmpty ) then
AuctionsSearchCountText:Show();
AuctionsSearchCountText:SetFormattedText(SINGLE_PAGE_RESULTS_TEMPLATE, totalAuctions);
else
AuctionsSearchCountText:Hide();
end
-- Artifically inflate the number of results so the scrollbar scrolls one extra row
numBatchAuctions = numBatchAuctions + 1;
else
AuctionsSearchCountText:Hide();
end
if ( GetSelectedAuctionItem("owner") and (GetSelectedAuctionItem("owner") > 0) and CanCancelAuction(GetSelectedAuctionItem("owner")) ) then
AuctionsCancelAuctionButton:Enable();
else
AuctionsCancelAuctionButton:Disable();
end
if ( pendingDeliveries ) then
AuctionFrameAuctions:SetScript("OnUpdate", AuctionFrameAuctions_OnUpdate);
else
AuctionFrameAuctions:SetScript("OnUpdate", nil);
end
-- Update scrollFrame
FauxScrollFrame_Update(AuctionsScrollFrame, numBatchAuctions, NUM_AUCTIONS_TO_DISPLAY, AUCTIONS_BUTTON_HEIGHT);
end
function AuctionsButton_OnClick(button)
assert(button);
if ( GetCVarBool("auctionDisplayOnCharacter") ) then
if ( not DressUpItemLink(GetAuctionItemLink("owner", button:GetID() + FauxScrollFrame_GetOffset(AuctionsScrollFrame))) ) then
DressUpBattlePet(GetAuctionItemBattlePetInfo("owner", button:GetID() + FauxScrollFrame_GetOffset(AuctionsScrollFrame)));
end
end
SetSelectedAuctionItem("owner", button:GetID() + FauxScrollFrame_GetOffset(AuctionsScrollFrame));
-- Close any auction related popups
CloseAuctionStaticPopups();
AuctionFrameAuctions.cancelPrice = button.cancelPrice;
AuctionFrameAuctions_Update();
end
function PriceDropDown_OnShow(self)
UIDropDownMenu_Initialize(self, PriceDropDown_Initialize);
if ( not AuctionFrameAuctions.priceType ) then
AuctionFrameAuctions.priceType = PRICE_TYPE_STACK;
end
UIDropDownMenu_SetSelectedValue(PriceDropDown, AuctionFrameAuctions.priceType);
end
function PriceDropDown_Initialize()
local info = UIDropDownMenu_CreateInfo();
info.text = AUCTION_PRICE_PER_ITEM;
info.value = PRICE_TYPE_UNIT;
info.checked = nil;
info.func = PriceDropDown_OnClick;
UIDropDownMenu_AddButton(info);
info.text = AUCTION_PRICE_PER_STACK;
info.value = PRICE_TYPE_STACK;
info.checked = nil;
info.func = PriceDropDown_OnClick;
UIDropDownMenu_AddButton(info);
end
function PriceDropDown_OnClick(self)
if ( AuctionFrameAuctions.priceType ~= self.value ) then
AuctionFrameAuctions.priceType = self.value;
UIDropDownMenu_SetSelectedValue(PriceDropDown, self.value);
local startPrice = MoneyInputFrame_GetCopper(StartPrice);
local buyoutPrice = MoneyInputFrame_GetCopper(BuyoutPrice);
local stackSize = AuctionsStackSizeEntry:GetNumber();
if ( stackSize > 1 ) then
if ( self.value == PRICE_TYPE_UNIT ) then
MoneyInputFrame_SetCopper(StartPrice, math.floor(startPrice / stackSize));
MoneyInputFrame_SetCopper(BuyoutPrice, math.floor(buyoutPrice / stackSize));
else
MoneyInputFrame_SetCopper(StartPrice, startPrice * stackSize);
MoneyInputFrame_SetCopper(BuyoutPrice, buyoutPrice * stackSize);
end
end
end
end
function DurationDropDown_OnShow(self)
UIDropDownMenu_Initialize(self, DurationDropDown_Initialize);
if ( not AuctionFrameAuctions.duration ) then
AuctionFrameAuctions.duration = 2;
end
UIDropDownMenu_SetSelectedValue(DurationDropDown, AuctionFrameAuctions.duration);
end
function DurationDropDown_Initialize()
local info = UIDropDownMenu_CreateInfo();
info.text = AUCTION_DURATION_ONE;
info.value = 1;
info.checked = nil;
info.func = DurationDropDown_OnClick;
UIDropDownMenu_AddButton(info);
info.text = AUCTION_DURATION_TWO;
info.value = 2;
info.checked = nil;
info.func = DurationDropDown_OnClick;
UIDropDownMenu_AddButton(info);
info.text = AUCTION_DURATION_THREE;
info.value = 3;
info.checked = nil;
info.func = DurationDropDown_OnClick;
UIDropDownMenu_AddButton(info);
end
function DurationDropDown_OnClick(self)
AuctionFrameAuctions.duration = self.value;
UIDropDownMenu_SetSelectedValue(DurationDropDown, self.value);
UpdateDeposit();
end
function UpdateDeposit()
MoneyFrame_Update("AuctionsDepositMoneyFrame", CalculateAuctionDeposit(AuctionFrameAuctions.duration, AuctionsStackSizeEntry:GetNumber(), AuctionsNumStacksEntry:GetNumber()));
end
function AuctionSellItemButton_OnEvent(self, event, ...)
if ( event == "NEW_AUCTION_UPDATE") then
local name, texture, count, quality, canUse, price, pricePerUnit, stackCount, totalCount = GetAuctionSellItemInfo();
AuctionsItemButton:SetNormalTexture(texture);
AuctionsItemButton.stackCount = stackCount;
AuctionsItemButton.totalCount = totalCount;
AuctionsItemButton.pricePerUnit = pricePerUnit;
AuctionsItemButtonName:SetText(name);
local color = ITEM_QUALITY_COLORS[quality];
AuctionsItemButtonName:SetVertexColor(color.r, color.g, color.b);
if ( totalCount > 1 ) then
AuctionsItemButtonCount:SetText(totalCount);
AuctionsItemButtonCount:Show();
AuctionsStackSizeEntry:Show();
AuctionsStackSizeMaxButton:Show();
AuctionsNumStacksEntry:Show();
AuctionsNumStacksMaxButton:Show();
PriceDropDown:Show();
UpdateMaximumButtons();
else
AuctionsItemButtonCount:Hide();
AuctionsStackSizeEntry:Hide();
AuctionsStackSizeMaxButton:Hide();
AuctionsNumStacksEntry:Hide();
AuctionsNumStacksMaxButton:Hide();
-- checking for count of 1 so when a stack of 2 or more is removed by the user, we don't reset to "per item"
-- totalCount will be 0 when the sell item is removed
if ( totalCount == 1 ) then
PriceDropDown:Hide();
else
PriceDropDown:Show();
end
end
AuctionsStackSizeEntry:SetNumber(count);
AuctionsNumStacksEntry:SetNumber(1);
if ( name == LAST_ITEM_AUCTIONED and count == LAST_ITEM_COUNT ) then
MoneyInputFrame_SetCopper(StartPrice, LAST_ITEM_START_BID);
MoneyInputFrame_SetCopper(BuyoutPrice, LAST_ITEM_BUYOUT);
else
if ( UIDropDownMenu_GetSelectedValue(PriceDropDown) == 1 and stackCount > 0 ) then
-- unit price
MoneyInputFrame_SetCopper(StartPrice, max(100, floor(pricePerUnit * 1.5)));
else
MoneyInputFrame_SetCopper(StartPrice, max(100, floor(price * 1.5)));
end
MoneyInputFrame_SetCopper(BuyoutPrice, 0);
if ( name ) then
LAST_ITEM_AUCTIONED = name;
LAST_ITEM_COUNT = count;
LAST_ITEM_START_BID = MoneyInputFrame_GetCopper(StartPrice);
LAST_ITEM_BUYOUT = MoneyInputFrame_GetCopper(BuyoutPrice);
end
end
UpdateDeposit();
AuctionsFrameAuctions_ValidateAuction();
end
end
function AuctionSellItemButton_OnClick(self, button)
ClickAuctionSellItemButton(self, button);
AuctionsFrameAuctions_ValidateAuction();
end
function AuctionsFrameAuctions_ValidateAuction()
AuctionsCreateAuctionButton:Disable();
AuctionsBuyoutText:SetTextColor(NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b);
AuctionsBuyoutError:Hide();
-- No item
if ( not GetAuctionSellItemInfo() ) then
return;
end
-- Buyout price is less than the start price
if ( MoneyInputFrame_GetCopper(BuyoutPrice) > 0 and MoneyInputFrame_GetCopper(StartPrice) > MoneyInputFrame_GetCopper(BuyoutPrice) ) then
AuctionsBuyoutText:SetTextColor(RED_FONT_COLOR.r, RED_FONT_COLOR.g, RED_FONT_COLOR.b);
AuctionsBuyoutError:Show();
return;
end
-- Start price is 0 or greater than the max allowed
if ( MoneyInputFrame_GetCopper(StartPrice) < 1 or MoneyInputFrame_GetCopper(StartPrice) > MAXIMUM_BID_PRICE) then
return;
end
-- The stack size is greater than total count
local stackCount = AuctionsItemButton.stackCount or 0;
local totalCount = AuctionsItemButton.totalCount or 0;
if ( AuctionsStackSizeEntry:GetNumber() == 0 or AuctionsStackSizeEntry:GetNumber() > stackCount or AuctionsNumStacksEntry:GetNumber() == 0 or (AuctionsStackSizeEntry:GetNumber() * AuctionsNumStacksEntry:GetNumber() > totalCount) ) then
return;
end
AuctionsCreateAuctionButton:Enable();
end
--[[
function AuctionFrame_UpdateTimeLeft(elapsed, type)
if ( not self.updateCounter ) then
self.updateCounter = 0;
end
if ( self.updateCounter > AUCTION_TIMER_UPDATE_DELAY ) then
self.updateCounter = 0;
local index = self:GetID();
if ( type == "list" ) then
index = index + FauxScrollFrame_GetOffset(BrowseScrollFrame);
elseif ( type == "bidder" ) then
index = index + FauxScrollFrame_GetOffset(BidScrollFrame);
elseif ( type == "owner" ) then
index = index + FauxScrollFrame_GetOffset(AuctionsScrollFrame);
end
_G[self:GetName().."ClosingTime"]:SetText(SecondsToTime(GetAuctionItemTimeLeft(type, index)));
else
self.updateCounter = self.updateCounter + elapsed;
end
end
]]
function AuctionFrame_GetTimeLeftText(id)
return _G["AUCTION_TIME_LEFT"..id];
end
function AuctionFrame_GetTimeLeftTooltipText(id)
return _G["AUCTION_TIME_LEFT"..id.."_DETAIL"];
end
function AuctionFrameItem_OnEnter(self, type, index)
GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
local hasCooldown, speciesID, level, breedQuality, maxHealth, power, speed, name = GameTooltip:SetAuctionItem(type, index);
if(speciesID and speciesID > 0) then
BattlePetToolTip_Show(speciesID, level, breedQuality, maxHealth, power, speed, name);
return;
end
-- add price per unit info
local button;
if ( type == "owner" ) then
button = _G["AuctionsButton"..self:GetParent():GetID()];
elseif ( type == "bidder" ) then
button = _G["BidButton"..self:GetParent():GetID()];
elseif ( type == "list" ) then
button = _G["BrowseButton"..self:GetParent():GetID()];
end
if ( button and button.itemCount > 1 ) then
if ( button.bidAmount > 0 ) then
GameTooltip:AddLine("|n");
SetTooltipMoney(GameTooltip, ceil(button.bidAmount / button.itemCount), "STATIC", AUCTION_TOOLTIP_BID_PREFIX);
end
if ( button.buyoutPrice > 0 ) then
SetTooltipMoney(GameTooltip, ceil(button.buyoutPrice / button.itemCount), "STATIC", AUCTION_TOOLTIP_BUYOUT_PREFIX);
end
GameTooltip:Show();
end
GameTooltip_ShowCompareItem();
if ( IsModifiedClick("DRESSUP") ) then
ShowInspectCursor();
else
ResetCursor();
end
end
-- SortButton functions
function SortButton_UpdateArrow(button, type, sort)
local primaryColumn, reversed = GetAuctionSort(type, 1);
if (sort == primaryColumn) then
-- primary column, show the sort arrow
if (reversed) then
_G[button:GetName().."Arrow"]:Show();
_G[button:GetName().."Arrow"]:SetTexCoord(0, 0.5625, 1.0, 0);
else
_G[button:GetName().."Arrow"]:Show();
_G[button:GetName().."Arrow"]:SetTexCoord(0, 0.5625, 0, 1.0);
end
else
-- hide sort arrows for non-primary column
_G[button:GetName().."Arrow"]:Hide();
end
end
-- Function to close popups if another auction item is selected
function CloseAuctionStaticPopups()
StaticPopup_Hide("BUYOUT_AUCTION");
StaticPopup_Hide("BID_AUCTION");
StaticPopup_Hide("CANCEL_AUCTION");
end
function AuctionsCreateAuctionButton_OnClick()
LAST_ITEM_START_BID = MoneyInputFrame_GetCopper(StartPrice);
LAST_ITEM_BUYOUT = MoneyInputFrame_GetCopper(BuyoutPrice);
DropCursorMoney();
PlaySound("LOOTWINDOWCOINSOUND");
local startPrice = MoneyInputFrame_GetCopper(StartPrice);
local buyoutPrice = MoneyInputFrame_GetCopper(BuyoutPrice);
if ( AuctionFrameAuctions.priceType == PRICE_TYPE_UNIT ) then
startPrice = startPrice * AuctionsStackSizeEntry:GetNumber();
buyoutPrice = buyoutPrice * AuctionsStackSizeEntry:GetNumber();
end
StartAuction(startPrice, buyoutPrice, AuctionFrameAuctions.duration, AuctionsStackSizeEntry:GetNumber(), AuctionsNumStacksEntry:GetNumber());
end
function SetMaxStackSize()
local stackCount = AuctionsItemButton.stackCount;
local totalCount = AuctionsItemButton.totalCount;
if ( totalCount and totalCount > 0 ) then
if ( totalCount > stackCount ) then
AuctionsStackSizeEntry:SetNumber(stackCount);
AuctionsNumStacksEntry:SetNumber(math.floor(totalCount / stackCount));
else
AuctionsStackSizeEntry:SetNumber(totalCount);
AuctionsNumStacksEntry:SetNumber(1);
end
else
AuctionsStackSizeEntry:SetNumber("");
AuctionsNumStacksEntry:SetNumber("");
end
end
function UpdateMaximumButtons()
local stackSize = AuctionsStackSizeEntry:GetNumber();
if ( stackSize == 0 ) then
AuctionsStackSizeMaxButton:Enable();
AuctionsNumStacksMaxButton:Enable();
return;
end
local stackCount = AuctionsItemButton.stackCount;
local totalCount = AuctionsItemButton.totalCount;
if ( stackSize ~= min(totalCount, stackCount) ) then
AuctionsStackSizeMaxButton:Enable();
else
AuctionsStackSizeMaxButton:Disable();
end
if ( AuctionsNumStacksEntry:GetNumber() ~= math.floor(totalCount / stackSize) ) then
AuctionsNumStacksMaxButton:Enable();
else
AuctionsNumStacksMaxButton:Disable();
end
end
function AuctionProgressFrame_OnUpdate(self)
if ( self.fadeOut ) then
local alpha = self:GetAlpha() - CASTING_BAR_ALPHA_STEP;
if ( alpha > 0 ) then
self:SetAlpha(alpha);
else
self.fadeOut = nil;
self:Hide();
self:SetAlpha(1);
end
end
end