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OutfitterBar.lua
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OutfitterBar.lua
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----------------------------------------
Outfitter.OutfitBar = {}
----------------------------------------
Outfitter.OutfitBar.UniqueNameIndex = 1
Outfitter.OutfitBar.cWildcardIcon = 134400
Outfitter.OutfitBar.cDefaultScriptIcons =
{
ArgentDawn = "INV_Jewelry_Talisman_07",
Riding = 132261,
Fishing = 136245,
Swimming = 136148,
City = 135022,
Battleground = 1376041,
AB = 1376041,
AV = 1376041,
WSG = 1376041,
EotS = 1376041,
Arena = 1376041,
Battle = 132355,
Defensive = 132341,
Berserker = 132347,
Bear = 132276,
Cat = 132115,
Aquatic = 132144,
Flight = 132144,
Travel = 132144,
Moonkin = 136096,
Tree = 136041,
Prowl = 132089,
Stealth = 132320,
Shadowform = 136200,
GhostWolf = 136095,
Cheetah = 132242,
Wild = 136074,
Feigning = 132293,
Evocate = 136075,
Solo = 132132,
LOW_HEALTH = 132293,
HAS_BUFF = 135826,
Dining = 134062,
Spirit = 135934,
Caster = 135157,
HERBALISM = 136246,
MINING = 134708,
SKINNING = 134366,
LOCKPICKING = 136058,
COOKING = 133971,
[Outfitter.cNakedOutfit] = 237360,
}
function Outfitter.OutfitBar:Construct()
self.Settings = Outfitter.Settings
if not self.Settings.OutfitBar then
self.Settings.OutfitBar = {}
end
-- Keep the default position handy in one place
self.DefaultPosition = {
RelativePoint = "TOPLEFT",
x = 200,
y = -200,
}
-- Set the default position if it's missing
if not self.Settings.OutfitBar.Position then
self.Settings.OutfitBar.Position = self.DefaultPosition
end
if self.Initialized
or not self.CanInitialize
or not self.Settings.OutfitBar.ShowOutfitBar then
return
end
if Outfitter.LBF and not Outfitter.LBFGroup then
Outfitter.LBFGroup = Outfitter.LBF:Group("Outfitter")
Outfitter.LBF:RegisterSkinCallback("Outfitter", Outfitter.LBFSkinCallback, Outfitter)
if self.Settings.LBFSettings then
Outfitter.LBFGroup:Skin(self.Settings.LBFSettings.SkinID, self.Settings.LBFSettings.Gloss, self.Settings.LBFSettings.Backdrop, self.Settings.LBFSettings.Colors)
end
end
self.Bars = {}
self.DragBar1 = Outfitter.OutfitBar._DragBar:New(self)
self.DragBar2 = Outfitter.OutfitBar._DragBar:New(self)
self:SetScale(self.Settings.OutfitBar.Scale or 1) -- This also sets the position
Outfitter:RegisterOutfitEvent("WEAR_OUTFIT", function () Outfitter.OutfitBar:ChangedOutfits() end)
Outfitter:RegisterOutfitEvent("UNWEAR_OUTFIT", function () Outfitter.OutfitBar:ChangedOutfits() end)
Outfitter:RegisterOutfitEvent("ADD_OUTFIT", function () Outfitter.OutfitBar:ChangedOutfits() end)
Outfitter:RegisterOutfitEvent("DELETE_OUTFIT", function () Outfitter.OutfitBar:ChangedOutfits() end)
Outfitter:RegisterOutfitEvent("EDIT_OUTFIT", function () Outfitter.OutfitBar:ChangedOutfits() end)
Outfitter.EventLib:RegisterEvent("PET_BATTLE_OPENING_START", self.PetBattleStarted, self)
Outfitter.EventLib:RegisterEvent("PET_BATTLE_OVER", self.PetBattleFinished, self)
self.Initialized = true
self:Show()
end
function Outfitter.OutfitBar:InitializeSettings()
self.Settings = Outfitter.Settings
self.Settings.OutfitBar =
{
ShowOutfitBar = false,
Position = self.DefaultPosition
}
end
function Outfitter.OutfitBar:ResetPosition()
-- Set the position to the default
self.Settings.OutfitBar.Position = self.DefaultPosition
-- If the bar has been initialized then update it to reflect the new position
if self.Initialized then
self:UpdateBars2()
end
end
function Outfitter.OutfitBar:UpdateDragBarOrientation()
self.DragBar1:SetVerticalOrientation(self.Settings.OutfitBar.Vertical)
self.DragBar2:SetVerticalOrientation(self.Settings.OutfitBar.Vertical)
end
function Outfitter.OutfitBar:Show()
if not self.Initialized then
self:Construct()
end
if self.IsShown then
return
end
self.IsShown = true
self.DragBar1:Show()
self.DragBar2:Show()
self:ChangedOutfits()
end
function Outfitter.OutfitBar:Hide()
if not self.IsShown then
return
end
self.IsShown = false
self.DragBar1:Hide()
self.DragBar2:Hide()
for vIndex = 1, #self.Bars do
self.Bars[vIndex]:Hide()
end
end
function Outfitter.OutfitBar:AdjustAlpha()
if not self.Initialized then
return
end
self:SetAlpha(Outfitter.InCombat and self.Settings.OutfitBar.CombatAlpha or self.Settings.OutfitBar.Alpha or 1)
end
function Outfitter.OutfitBar:SetAlpha(pAlpha)
if self.LockedAlpha then
pAlpha = self.LockedAlpha
end
for vIndex = 1, #self.Bars do
self.Bars[vIndex]:SetAlpha(pAlpha)
end
end
function Outfitter.OutfitBar:SetLockedAlpha(pAlpha)
self.LockedAlpha = pAlpha
self:AdjustAlpha()
end
function Outfitter.OutfitBar:ShowBackground(pShow)
for vIndex = 1, #self.Bars do
self.Bars[vIndex]:ShowBackground(pShow)
end
end
function Outfitter.OutfitBar:SetScale(pScale)
self.DragBar1:SetScale(pScale)
self.DragBar2:SetScale(pScale)
for vIndex = 1, #self.Bars do
self.Bars[vIndex]:SetScale(pScale)
end
self:UpdateBars2()
end
function Outfitter.OutfitBar:DragBar_OnClick(button)
if button == "RightButton" then
if not self.SettingsDialog then
self.SettingsDialog = Outfitter.OutfitBar._SettingsDialog:New()
end
if self.SettingsDialog:IsVisible() then
self.SettingsDialog:HideDialog()
else
self.SettingsDialog:ShowDialog()
end
elseif self.SettingsDialog then
self.SettingsDialog:HideDialog()
end
end
function Outfitter.OutfitBar:SetShowOutfitBar(pShowBar)
self.Settings.OutfitBar.ShowOutfitBar = pShowBar
if pShowBar then
self:Show()
else
self:Hide()
end
end
function Outfitter.OutfitBar:GetOutfitSettings(pOutfit)
if not pOutfit.OutfitBar then
pOutfit.OutfitBar = {}
end
return pOutfit.OutfitBar
end
function Outfitter.OutfitBar:IsOutfitShown(pOutfit)
return not self:GetOutfitSettings(pOutfit).Hide
end
function Outfitter.OutfitBar:StartFrameFades(pForceDragBars)
if pForceDragBars or not self.Settings.OutfitBar.LockPosition then
UIFrameFadeOut(self.DragBar1, 0.3, 1, 0)
UIFrameFadeOut(self.DragBar2, 0.3, 1, 0)
end
if self.Settings.OutfitBar.Alpha and self.Settings.OutfitBar.Alpha ~= 1 then
for vIndex = 1, #self.Bars do
UIFrameFadeOut(self.Bars[vIndex], 0.5, 1, self.Settings.OutfitBar.Alpha)
end
end
end
function Outfitter.OutfitBar:StopFrameFades(pForceDragBars)
if pForceDragBars or not self.Settings.OutfitBar.LockPosition then
UIFrameFadeRemoveFrame(self.DragBar1)
UIFrameFadeRemoveFrame(self.DragBar2)
end
for vIndex = 1, #self.Bars do
UIFrameFadeRemoveFrame(self.Bars[vIndex])
end
end
function Outfitter.OutfitBar:ShowDragBars(pForceShow)
if pForceShow or not self.Settings.OutfitBar.LockPosition then
self.DragBar1:SetAlpha(1)
self.DragBar2:SetAlpha(1)
end
self:StopFrameFades(pForceShow)
self:SetLockedAlpha(1)
end
function Outfitter.OutfitBar:HideDragBars(pForceHide)
self.LockedAlpha = nil
self:StartFrameFades(pForceHide)
end
function Outfitter.OutfitBar:PositionChanged()
if not self.Settings.OutfitBar.Position then
self.Settings.OutfitBar.Position = {}
end
local vBarScale = self.Bars[1]:GetEffectiveScale()
local vUIScale = UIParent:GetEffectiveScale()
local vUILeft = UIParent:GetLeft() * vUIScale
local vUIRight = UIParent:GetRight() * vUIScale
local vUITop = UIParent:GetTop() * vUIScale
local vUIBottom = UIParent:GetBottom() * vUIScale
local vTopLeftBar = self.DidStackBackwards and self.Bars[#self.Bars] or self.Bars[1]
local vBottomRightBar = self.DidStackBackwards and self.Bars[1] or self.Bars[#self.Bars]
local vBarLeft = vTopLeftBar:GetLeft() * vBarScale
local vBarRight = vBottomRightBar:GetRight() * vBarScale
local vBarTop = vTopLeftBar:GetTop() * vBarScale
local vBarBottom = vBottomRightBar:GetBottom() * vBarScale
local vIsAnchorBottom = 0.5 * (vBarTop + vBarBottom) < 0.5 * (vUITop + vUIBottom)
local vIsAnchorRight = 0.5 * (vBarLeft + vBarRight) < 0.5 * (vUILeft + vUIRight)
if vIsAnchorBottom then
self.Settings.OutfitBar.Position.RelativePoint = "BOTTOM"
self.Settings.OutfitBar.Position.y = vBarBottom - vUIBottom
else
self.Settings.OutfitBar.Position.RelativePoint = "TOP"
self.Settings.OutfitBar.Position.y = vBarTop - vUITop
end
if vIsAnchorRight then
self.Settings.OutfitBar.Position.RelativePoint = self.Settings.OutfitBar.Position.RelativePoint.."LEFT"
self.Settings.OutfitBar.Position.x = vBarLeft - vUILeft
else
self.Settings.OutfitBar.Position.RelativePoint = self.Settings.OutfitBar.Position.RelativePoint.."RIGHT"
self.Settings.OutfitBar.Position.x = vBarRight - vUIRight
end
end
function Outfitter.OutfitBar:NewBar(pNumColumns, pNumRows)
local vName = "OutfitterOutfitBar"..self.UniqueNameIndex
self.UniqueNameIndex = self.UniqueNameIndex + 1
local vBar = CreateFrame("Frame", vName)
Outfitter.InitializeFrame(vBar, Outfitter._ButtonBar, self._Bar)
vBar:Construct(vName, pNumColumns, pNumRows)
vBar:SetScale(self.Settings.OutfitBar.Scale or 1)
vBar:ShowBackground(not self.Settings.OutfitBar.HideBackground)
return vBar
end
function Outfitter.OutfitBar:GetDefaultIcons(pOutfit)
local iconIDs = {}
local usedIconIDs = {}
-- See if the script has a default icon
local iconID = Outfitter.OutfitBar.cDefaultScriptIcons[pOutfit.ScriptID]
if iconID then
table.insert(iconIDs, iconID)
usedIconIDs[iconID] = true
end
-- See if the optimization has a default icon
iconID = Outfitter.OutfitBar.cDefaultScriptIcons[pOutfit.StatID]
if iconID and not usedIconIDs[iconID] then
table.insert(iconIDs, iconID)
end
-- See if the name has a default icon
iconID = Outfitter.OutfitBar.cDefaultScriptIcons[pOutfit:GetName()]
if iconID and not usedIconIDs[iconID] then
table.insert(iconIDs, iconID)
end
-- Done
return iconIDs
end
function Outfitter.OutfitBar:GetOutfitTexture(pOutfit)
if not pOutfit then
return 132662
end
-- If the icon specifies the texture then just use it
local vTexture = pOutfit:GetIcon()
if vTexture then
return vTexture
end
-- See if the outfit has a default icon
local vIcons = self:GetDefaultIcons(pOutfit)
if #vIcons > 0 then
return vIcons[1]
end
-- If it's a single-item outfit, use that item as the icon
local vOutfitItem
local vItems = pOutfit:GetItems()
for vInventorySlot, vItem in pairs(vItems) do
if not vOutfitItem then
vOutfitItem = vItem
else
vOutfitItem = nil
break
end
end
if vOutfitItem then
local vTexture = C_Item.GetItemIconByID(vOutfitItem.Code)
if vTexture then
return vTexture
end
end
-- Use a plain icon
return 132662
end
function Outfitter.OutfitBar:GetCursorTexture()
local vType, vParam1, vParam2 = GetCursorInfo()
if not vType then
return
end
if vType == "spell" and vParam1 and vParam2 then
return GetSpellTexture(vParam1, vParam2)
elseif vType == "item" then
for _, vInventorySlot in ipairs(Outfitter.cSlotNames) do
local vSlotID = Outfitter.cSlotIDs[vInventorySlot]
local vItemLink = Outfitter:GetInventorySlotIDLink(vSlotID)
if vItemLink == vParam2 then
return GetInventoryItemTexture("player", vSlotID)
end
end
local vNumBags, vFirstBagIndex = Outfitter:GetNumBags()
for vBagIndex = vFirstBagIndex, vNumBags do
local vNumBagSlots = OutfitterAPI:GetContainerNumSlots(vBagIndex)
for vBagSlotIndex = 1, vNumBagSlots do
local vItemLink = OutfitterAPI:GetContainerItemLink(vBagIndex, vBagSlotIndex)
if vItemLink == vParam2 then
local vTexture = OutfitterAPI:GetContainerItemInfo(vBagIndex, vBagSlotIndex)
return vTexture
end
end
end
else
Outfitter:DebugMessage("OutfitBar: Unknown cursor type %s param1 %s param2 %s", vType, vParam1 or "nil", vParam2 or "nil")
end
end
function Outfitter.OutfitBar:ChangedOutfits()
self:UpdateBars()
end
function Outfitter.OutfitBar:PetBattleStarted()
self:Hide()
end
function Outfitter.OutfitBar:PetBattleFinished()
if self.Settings.OutfitBar.ShowOutfitBar then
self:Show()
end
end
function Outfitter.OutfitBar:UpdateBars()
if not self.IsShown then
return
end
-- Use a delayed task to update the bar to ensure performance
-- is not affected when there are multiple outfits being changed
-- simultaneously
Outfitter.SchedulerLib:ScheduleUniqueTask(0.01, self.UpdateBars2, self)
end
function Outfitter.OutfitBar:xor(a, b)
return (a or b) and not (a and b)
end
function Outfitter.OutfitBar:UpdateBars2()
Outfitter.SchedulerLib:UnscheduleTask(self.UpdateBars2, self)
-- Update the title bar orientation
self:UpdateDragBarOrientation()
--
local vIsAnchorBottom = string.sub(self.Settings.OutfitBar.Position.RelativePoint, 1, 6) == "BOTTOM"
local vIsAnchorRight = string.sub(self.Settings.OutfitBar.Position.RelativePoint, -5) == "RIGHT"
local vStackBackwards = (self.Settings.OutfitBar.Vertical and vIsAnchorBottom)
or (not self.Settings.OutfitBar.Vertical and vIsAnchorRight)
local vDragBarAnchor = (self:xor(self.Settings.OutfitBar.Vertical, vIsAnchorBottom) and "BOTTOM" or "TOP")..
(self:xor(self.Settings.OutfitBar.Vertical, vIsAnchorRight) and "LEFT" or "RIGHT")
self.DidStackBackwards = vStackBackwards
--
self.DragBar1:ClearAllPoints()
self.DragBar1:SetPoint(
vDragBarAnchor,
UIParent,
self.Settings.OutfitBar.Position.RelativePoint,
self.Settings.OutfitBar.Position.x / self.DragBar1:GetEffectiveScale(),
self.Settings.OutfitBar.Position.y / self.DragBar1:GetEffectiveScale())
-- Update the bars
local vBarIndex = 1
local vPreviousBar = self.DragBar1
local vCategoryOrder = Outfitter:GetCategoryOrder()
if vStackBackwards then
for vCategoryIndex = #vCategoryOrder, 1, -1 do
local vCategoryID = vCategoryOrder[vCategoryIndex]
if self:UpdateBar(vBarIndex, vCategoryID) then
local vBar = self.Bars[vBarIndex]
vBar:ClearAllPoints()
if self.Settings.OutfitBar.Vertical then
vBar:SetPoint("BOTTOMLEFT", vPreviousBar, "TOPLEFT")
else
vBar:SetPoint("TOPRIGHT", vPreviousBar, "TOPLEFT")
end
vAnchorOffsetX, vAnchorOffsetY = nil, nil
vBar:Show()
vBarIndex = vBarIndex + 1
vPreviousBar = vBar
end
end
self.DragBar2:ClearAllPoints()
if self.Settings.OutfitBar.Vertical then
self.DragBar2:SetPoint("BOTTOMLEFT", vPreviousBar, "TOPLEFT")
else
self.DragBar2:SetPoint("TOPRIGHT", vPreviousBar, "TOPLEFT")
end
else
for vCategoryIndex, vCategoryID in ipairs(vCategoryOrder) do
if self:UpdateBar(vBarIndex, vCategoryID) then
local vBar = self.Bars[vBarIndex]
vBar:ClearAllPoints()
if self.Settings.OutfitBar.Vertical then
vBar:SetPoint("TOPLEFT", vPreviousBar, "BOTTOMLEFT")
else
vBar:SetPoint("TOPLEFT", vPreviousBar, "TOPRIGHT")
end
vAnchorOffsetX, vAnchorOffsetY = nil, nil
vBar:Show()
vBarIndex = vBarIndex + 1
vPreviousBar = vBar
end
end
self.DragBar2:ClearAllPoints()
if self.Settings.OutfitBar.Vertical then
self.DragBar2:SetPoint("TOPLEFT", vPreviousBar, "BOTTOMLEFT", 0, 6)
else
self.DragBar2:SetPoint("TOPLEFT", vPreviousBar, "TOPRIGHT", -1, 0)
end
end
-- Hide unused bars
for vIndex = vBarIndex, #self.Bars do
self.Bars[vIndex]:Hide()
end
-- Fudge the drag bars so they look nice against the edges of the frame
local vBar1OffsetX, vBar1OffsetY = 0, 0
local vBar2OffsetX, vBar2OffsetY = 0, 0
if self.Settings.OutfitBar.Vertical then
if vIsAnchorBottom then
vBar1OffsetY = 4
vBar2OffsetY = 1
else
vBar1OffsetY = 1
vBar2OffsetY = -2
end
else
if vIsAnchorRight then
vBar1OffsetX = -1
vBar2OffsetX = -2
else
vBar1OffsetX = -2
end
end
self.DragBar1:SetTextureOffset(vBar1OffsetX, vBar1OffsetY)
self.DragBar2:SetTextureOffset(vBar2OffsetX, vBar2OffsetY)
end
function Outfitter.OutfitBar:AnchorDragBar(pBar)
pBar:ClearAllPoints()
pBar:SetPoint(
self.Settings.OutfitBar.Position.RelativePoint,
UIParent,
self.Settings.OutfitBar.Position.RelativePoint,
self.Settings.OutfitBar.Position.x / self.DragBar1:GetEffectiveScale(),
self.Settings.OutfitBar.Position.y / self.DragBar1:GetEffectiveScale())
end
function Outfitter.OutfitBar:UpdateBar(pBarIndex, pCategoryID)
local vOutfits = Outfitter:GetOutfitsByCategoryID(pCategoryID)
if not vOutfits then
return false
end
local vNumShown = 0
for vOutfitIndex, vOutfit in ipairs(vOutfits) do
if Outfitter.OutfitBar:IsOutfitShown(vOutfit) then
vNumShown = vNumShown + 1
end
end
if vNumShown == 0 then
return false
end
local vBar = self.Bars[pBarIndex]
local vNumColumns, vNumRows
if self.Settings.OutfitBar.Vertical then
vNumColumns = 1
vNumRows = vNumShown
else
vNumColumns = vNumShown
vNumRows = 1
end
if not vBar then
vBar = self:NewBar(vNumColumns, vNumRows)
table.insert(self.Bars, vBar)
else
vBar:SetDimensions(vNumColumns, vNumRows)
end
local vButtonIndex = 1
for vOutfitIndex, vOutfit in ipairs(vOutfits) do
if Outfitter.OutfitBar:IsOutfitShown(vOutfit) then
vBar:SetButtonOutfit(vButtonIndex, vOutfit)
vButtonIndex = vButtonIndex + 1
end
end
return true
end
----------------------------------------
Outfitter.OutfitBar._Bar = {}
----------------------------------------
function Outfitter.OutfitBar._Bar:Construct(pName, pNumColumns, pNumRows)
Outfitter._ButtonBar.Construct(self, pName, pNumColumns, pNumRows, Outfitter.OutfitBar._Button, "ActionButtonTemplate")
self:SetScript("OnEnter", function () Outfitter.OutfitBar:ShowDragBars() end)
self:SetScript("OnLeave", function () Outfitter.OutfitBar:HideDragBars() end)
end
function Outfitter.OutfitBar._Bar:SetButtonOutfit(pButtonIndex, pOutfit)
local vButton = self:GetIndexedButton(pButtonIndex)
if not vButton then
return
end
vButton:SetOutfit(pOutfit)
end
function Outfitter.OutfitBar._Bar:Update()
for vIndex = 1, self.NumButtons do
self:GetIndexedButton(vIndex):Update()
end
end
----------------------------------------
Outfitter.OutfitBar._Button = {}
----------------------------------------
Outfitter.OutfitBar._Button.Widgets =
{
"Icon",
}
function Outfitter.OutfitBar._Button:Construct()
self:SetWidth(Outfitter.Style.ButtonBar.ButtonWidth + 10)
self:SetHeight(Outfitter.Style.ButtonBar.ButtonHeight + 10)
self:SetScript("OnClick", function (button, ...) button:OnClick(...) end)
self:SetScript("OnEnter", function (button, ...) button:OnEnter(...) end)
self:SetScript("OnLeave", function (button, ...) button:OnLeave(...) end)
self:RegisterForClicks("LeftButtonUp", "RightButtonUp")
if Outfitter.LBFGroup then
Outfitter.LBFGroup:AddButton(self)
end
end
function Outfitter.OutfitBar._Button:SetOutfit(pOutfit)
self.Outfit = pOutfit
self:Update()
end
function Outfitter.OutfitBar._Button:Update()
local vTexture = Outfitter.OutfitBar:GetOutfitTexture(self.Outfit)
self.Widgets.Icon:SetTexture(vTexture)
if Outfitter:WearingOutfit(self.Outfit) then
self:SetChecked(true)
self.Widgets.Icon:SetVertexColor(1, 1, 1)
else
self:SetChecked(false)
self.Widgets.Icon:SetVertexColor(0.9, 0.9, 0.9)
end
end
function Outfitter.OutfitBar._Button:OnClick(pMouseButton)
if pMouseButton == "LeftButton" then
local vType, vParam1, vParam2 = GetCursorInfo()
if vType then
-- Set the icon if they're holding an item and
-- the alt key is down
if IsAltKeyDown() then
local vTexture = Outfitter.OutfitBar:GetCursorTexture()
if vTexture then
if not self.Outfit.OutfitBar then
self.Outfit.OutfitBar = {}
end
self.Outfit:SetIcon(vTexture)
self:Update()
ClearCursor()
end
-- Otherwise create an outfit from the item being held
elseif vType == "item" then
local vItem = Outfitter:GetItemInfoFromLink(vParam2)
if not vItem then
Outfitter:ErrorMessage("Outfitter.OutfitBar: Couldn't get information about the item being dropped")
return
end
if not vItem.ItemSlotName then
Outfitter:ErrorMessage("Outfitter.OutfitBar: Couldn't make an outfit from "..vItem.Name.." because it isn't equippable")
return
end
-- Create a new outfit containing the item and equip it
local vOutfit = Outfitter:NewEmptyOutfit(vItem.Name)
vOutfit:AddItem(vItem.ItemSlotName, vItem)
Outfitter:AddOutfit(vOutfit)
Outfitter:WearOutfit(vOutfit)
end
-- If there are no modifiers down, then just equip or unequip the outfit
else
Outfitter.HasHWEvent = true
if self.Outfit.CategoryID == "Complete"
or not Outfitter:WearingOutfit(self.Outfit) then
Outfitter:WearOutfit(self.Outfit)
else
Outfitter:RemoveOutfit(self.Outfit)
end
Outfitter.HasHWEvent = false
end
else -- if pButton == "RightButton" then
-- If the menu is already up then hide it
if self.menuFrame then
self.menuFrame:Hide()
return
end
-- Create the menu
local items = Outfitter:New(Outfitter.UIElementsLib._DropDownMenuItems, function ()
Outfitter.SchedulerLib:ScheduleTask(0.2, function () self.menuFrame:Hide() end)
end)
Outfitter:AddOutfitMenu(items, self.Outfit)
-- Get the cursor's position
local cursorX, cursorY = GetCursorPosition()
local uiScale = UIParent:GetScale()
cursorX = cursorX / uiScale
cursorY = cursorY / uiScale
-- Get the nearest and opposite edges
local nearestVert, nearestHoriz, oppositeVert, oppositeHoriz = Outfitter:GetNearestFrameEdgesFromCoordinates(UIParent, cursorX, cursorY)
local anchorPoint = nearestVert..nearestHoriz
local relativePoint = oppositeVert..nearestHoriz
-- Show the menu
self.menuFrame = LibStub("LibDropdown-1.0"):OpenAce3Menu(items)
self.menuFrame:SetPoint(anchorPoint, self, relativePoint, 0, 0)
self.menuFrame.cleanup = function ()
self.menuFrame = nil
self:Update()
end
end
end
function Outfitter.OutfitBar._Button:OnEnter()
local vMissingItems, vBankedItems = Outfitter:GetInventoryCache():GetMissingItems(self.Outfit)
Outfitter:ShowOutfitTooltip(self.Outfit, self, vMissingItems, vBankedItems, true)
Outfitter.OutfitBar:ShowDragBars()
end
function Outfitter.OutfitBar._Button:OnLeave()
GameTooltip:Hide()
Outfitter.OutfitBar:HideDragBars()
end
----------------------------------------
Outfitter.OutfitBar._ChooseIconDialog = {}
----------------------------------------
Outfitter.OutfitBar._ChooseIconDialog.Widgets =
{
"ScrollFrame",
"IconSetMenu",
"FilterEditBox",
"Title"
}
function Outfitter.OutfitBar._ChooseIconDialog:Construct()
-- Create the icon buttons
self.IconButtons = {}
self.NumRows = 5
self.NumColumns = 6
local vPrevRowFirstButton
for vRow = 1, self.NumRows do
local vPrevButton
for vColumn = 1, self.NumColumns do
local vButton = self:NewIconButton()
table.insert(self.IconButtons, vButton)
if vPrevButton then
vButton:SetPoint("LEFT", vPrevButton, "RIGHT", 10, 0)
else
if vPrevRowFirstButton then
vButton:SetPoint("TOPLEFT", vPrevRowFirstButton, "BOTTOMLEFT", 0, -8)
else
vButton:SetPoint("TOPLEFT", self.Widgets.ScrollFrame, "TOPLEFT", 0, 0)
end
vPrevRowFirstButton = vButton
end
vPrevButton = vButton
end
end
-- Hook into the UIMenus list when the dialog is up to capture the escape key presses
self:SetScript("OnShow", function(self)
Outfitter:BeginMenu(self)
end)
self:SetScript("OnHide", function(self)
Outfitter:EndMenu(self)
if self.Outfit then
self:Close()
end
end)
local info = {
bgFile = "Interface\\Addons\\Outfitter\\Textures\\DialogBox-Background",
edgeFile ="Interface\\DialogFrame\\UI-DialogBox-Border",
tile = true,
tileEdge = true,
tileSize = 512,
edgeSize = 32,
insets = { left = 11, right = 12, top = 12, bottom = 11 },
};
self:SetBackdrop(info)
-- Icon sets
self.iconSets = {
{id = "Recommend", name = Outfitter.cSuggestedIcons},
{id = "Spellbook", name = Outfitter.cSpellbookIcons},
{id = "Inventory", name = Outfitter.cYourItemIcons},
{id = "All", name = Outfitter.cEveryIcon},
{id = "Items", name = Outfitter.cItemIcons},
{id = "Abilities", name = Outfitter.cAbilityIcons},
}
-- Set the default icon set
self.IconSetID = self.iconSets[1].id
end
function Outfitter.OutfitBar._ChooseIconDialog:Open(pOutfit)
self.Outfit = pOutfit
self.SelectedTexture = self.Outfit:GetIcon()
if not self.SelectedTexture then
self.SelectedTexture = Outfitter.OutfitBar.cWildcardIcon
end
self.Widgets.Title:SetText(string.format(Outfitter.cChooseIconTitle, pOutfit:GetName()))
self.Widgets.FilterEditBox:SetText("")
self:SetIconSetID(self.IconSetID)
self:Show()
end
function Outfitter.OutfitBar._ChooseIconDialog:Save()
if self.SelectedTexture == Outfitter.OutfitBar.cWildcardIcon then
self.Outfit:SetIcon(nil)
else
self.Outfit:SetIcon(self.SelectedTexture)
end
Outfitter:DispatchOutfitEvent("EDIT_OUTFIT", self.Outfit:GetName(), self.Outfit)
end
function Outfitter.OutfitBar._ChooseIconDialog:Close()
if self.TextureSet and self.TextureSet.Deactivate then
self.TextureSet:Deactivate()
self.TextureSet = nil
end
self.Outfit = nil
self:Hide()
end
function Outfitter.OutfitBar._ChooseIconDialog:SetIconSetID(pIconSetID)
self.IconSetID = pIconSetID
self.TextureList = nil
-- Find the name
for _, iconSet in ipairs(self.iconSets) do
if iconSet.id == pIconSetID then
self.Widgets.IconSetMenu:SetCurrentValueText(iconSet.name)
break
end
end
self:SetIconFilter(self.Widgets.FilterEditBox:GetText())
end
function Outfitter.OutfitBar._ChooseIconDialog:SetIconFilter(pText)
local vTextureSet = Outfitter.OutfitBar.TextureSets[self.IconSetID]
-- Activate the set if it's changing
if vTextureSet ~= self.TextureSet then
if self.TextureSet and self.TextureSet.Deactivate then
self.TextureSet:Deactivate()
end
self.TextureSet = vTextureSet
if self.TextureSet.Activate then
self.TextureSet:Activate(self.Outfit)
end
end
--
if pText and pText ~= "" then
self.DisplayTextureSet = Outfitter.OutfitBar.TextureSets.Filtered
self.DisplayTextureSet:SetFilter(vTextureSet, pText)
else
if self.DisplayTextureSet == Outfitter.OutfitBar.TextureSets.Filtered then
self.DisplayTextureSet:Deactivate()
end
self.DisplayTextureSet = self.TextureSet
end