view utils.lua @ 107:d64a19e5a47d

Bypass the filtering. Not fully tested, but mostly works.
author contrebasse
date Thu, 02 Jun 2011 00:57:17 +0200
parents 8dd86b6b76d8
children 618163a6d970
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local addonName, A = ...

-- Lua functions
local tonumber = tonumber
local select = select
local sfind = string.find

-- Wow functions

-- DEBUG Print
function A.DEBUG(msg)
	-- GLOBALS: DEFAULT_CHAT_FRAME
	DEFAULT_CHAT_FRAME:AddMessage(msg or "nil",1,0,0)
end -- function

-- Messages to the user
function A.Warn(msg)
	if not msg then return end
	local event = "UI_INFO_MESSAGE"
	UIErrorsFrame_OnEvent(UIErrorsFrame, event, msg)
end -- function
function A.Error(msg)
	if not msg then return end
	local event = "UI_ERROR_MESSAGE"
	UIErrorsFrame_OnEvent(UIErrorsFrame, event, msg)
end -- function

-- Returns the item ID from its link
function A.link2ID(link)
	return tonumber(select(3,sfind(link or "", "-*:(%d+)[:|].*")) or "")
end -- function

-- Returns the button number for the reagents buttons
function A.buttonNumber(btn)
	-- "TradeSkillReagentN"
	return tonumber(btn:GetName():sub(-1))
end

do
	-- Wow functions
	local GetTradeSkillInfo = GetTradeSkillInfo
	local GetNumTradeSkills = GetNumTradeSkills
	local GetTradeSkillItemLink = GetTradeSkillItemLink

	-- Gives the number of craftable objects
	function A.numMakable(reagentID)
		-- Look for the recipe to make the item
		local reagentIndex = A.findSkillIndex(reagentID)
		if not reagentIndex then return end

		-- Check how many items we can craft
		local skillName, skillType, numReagentMakable, isExpanded, serviceType, numSkillUps = GetTradeSkillInfo(reagentIndex)
		return numReagentMakable, reagentIndex
	end

	-- Find the first tradeskill index of the recipe to make an item
	function A.findSkillIndex(itemID)
		for i = 1,GetNumTradeSkills() do
			local _, skillType = GetTradeSkillInfo(i)
			if skillType == "header" then
			else
				local ID = A.link2ID(GetTradeSkillItemLink(i))
				if ID and ID == itemID then
					return i
				end -- if
			end -- if
		end -- for
	end -- function
end -- do


-- Taken from Datastore_Crafts
-- *** Scanning functions ***
do
	local selectedTradeSkillIndex
	local stateSaved
	local filtersState = {}
	local headersState = {}

	local function GetSubClassID()
		-- The purpose of this function is to get the subClassID in a UI independant way
		-- ie: without relying on UIDropDownMenu_GetSelectedID(TradeSkillSubClassDropDown), which uses a hardcoded frame name.

		if GetTradeSkillSubClassFilter(0) then		-- if "All Subclasses" is selected, GetTradeSkillSubClassFilter() will return 1 for all indexes, including 0
			return 1				-- thus return 1 as selected id	(as would be returned by UIDropDownMenu_GetSelectedID(TradeSkillSubClassDropDown))
		end

		local filter
		for i = 1, #subClasses do
			filter = GetTradeSkillSubClassFilter(i)
			if filter then
				return i+1			-- ex: 3rd element of the subClasses array, but 4th in the dropdown due to "All Subclasses", so return i+1
			end
		end
	end

	local function GetInvSlotID()
		-- The purpose of this function is to get the invSlotID in a UI independant way	(same as GetSubClassID)
		-- ie: without relying on UIDropDownMenu_GetSelectedID(TradeSkillInvSlotDropDown), which uses a hardcoded frame name.

		if GetTradeSkillInvSlotFilter(0) then		-- if "All Slots" is selected, GetTradeSkillInvSlotFilter() will return 1 for all indexes, including 0
			return 1				-- thus return 1 as selected id	(as would be returned by  UIDropDownMenu_GetSelectedID(TradeSkillInvSlotDropDown))
		end

		local filter
		for i = 1, #invSlots do
			filter = GetTradeSkillInvSlotFilter(i)
			if filter then
				return i+1			-- ex: 3rd element of the invSlots array, but 4th in the dropdown due to "All Slots", so return i+1
			end
		end
	end

	local function ApplyFilters()
		TradeSkillOnlyShowSkillUps(TradeSkillFrame.filterTbl.hasSkillUp);
		TradeSkillOnlyShowMakeable(TradeSkillFrame.filterTbl.hasMaterials);
		SetTradeSkillSubClassFilter(TradeSkillFrame.filterTbl.subClassValue, 1, 1);
		SetTradeSkillInvSlotFilter(TradeSkillFrame.filterTbl.slotValue, 1, 1);
		TradeSkillUpdateFilterBar();
		CloseDropDownMenus();
	end

	function A.SaveActiveFilters(headerName)
		A.blockScan = true

		-- Save filters
		filtersState.hasMaterials = TradeSkillFrame.filterTbl.hasMaterials
		filtersState.hasSkillUp = TradeSkillFrame.filterTbl.hasSkillUp
		filtersState.subClassValue = TradeSkillFrame.filterTbl.subClassValue
		filtersState.slotValue = TradeSkillFrame.filterTbl.slotValue

		-- Remove all filters
		TradeSkillFrame.filterTbl.hasMaterials = false
		TradeSkillFrame.filterTbl.hasSkillUp = false
		TradeSkillFrame.filterTbl.subClassValue = -1
		TradeSkillFrame.filterTbl.slotValue = -1
		ApplyFilters()

		-- Headers
		--local headerCount = 0		-- use a counter to avoid being bound to header names, which might not be unique.
		headersState.headerName = headerName
		for i = GetNumTradeSkills(), 1, -1 do		-- 1st pass, expand all categories
			local skillName, skillType, _, isExpanded  = GetTradeSkillInfo(i)
				if (skillType == "header") and skillName==headerName then
					if not isExpanded then
						ExpandTradeSkillSubClass(i)
						table.insert(headersState,true)
					else
						table.insert(headersState,false)
					end
				end
		end

		--@todo Scroll down to the selected recipe
		-- with TradeSkillSkillXX:Show() ?

		stateSaved = true

		A.blockScan = nil
	end

	function A.RestoreActiveFilters()
		if not stateSaved then return end

		A.blockScan = true

		-- restore headers
		for i = GetNumTradeSkills(), 1, -1 do
			local skillName, skillType  = GetTradeSkillInfo(i)
			if (skillType == "header") and skillName==headersState.headerName and table.remove(headersState,1) then
					CollapseTradeSkillSubClass(i)
			end
		end
		wipe(headersState)

		-- restore filters
		TradeSkillFrame.filterTbl.hasMaterials = filtersState.hasMaterials
		TradeSkillFrame.filterTbl.hasSkillUp = filtersState.hasSkillUp
		TradeSkillFrame.filterTbl.subClassValue = filtersState.subClassValue
		TradeSkillFrame.filterTbl.slotValue = filtersState.slotValue
		ApplyFilters()


		--print("restored")

		stateSaved = nil

		A.blockScan = nil
	end
end

function A.isRecipeUnique(itemData)
	local unique = true

	-- Check if the item is made by only one recipe. If not, return
	if #itemData>1 then
		local spellLink
		for _,v in ipairs(itemData) do
			if not spellLink then
				spellLink = v.spellLink
			else
				if v.spellLink ~= spellLink then
					unique = nil
					break
				end
			end
		end
	end

	return unique
end

--[[
function A.isTradeskillUnique(itemData)
	local spellName = itemData[1].spellName

	-- Check if the item is made by only one recipe. If not, return
	if #itemData>1 then
		for _,v in ipairs(itemData) do
			if v.spellName ~= spellName then
				spellName = nil
				break
			end
		end
	end

	return spellName
end
--]]