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BonusRollPreview.lua
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BonusRollPreview.lua
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local EJ = LibStub('EJ_Ext')
-- sourced from _G
local LE_ITEM_CLASS_WEAPON = LE_ITEM_CLASS_WEAPON or 2
local LE_ITEM_CLASS_ARMOR = LE_ITEM_CLASS_ARMOR or 4
local LE_ITEM_ARMOR_RELIC = LE_ITEM_ARMOR_RELIC or 11
local LE_SPELL_CONFIRMATION_PROMPT_TYPE_BONUS_ROLL = LE_SPELL_CONFIRMATION_PROMPT_TYPE_BONUS_ROLL or 1
local ignoredSpells = {
-- 7.0
[232109] = true, -- Return to Karazhan: Nighbane (no EJ entry)
[240042] = true, -- Arena 2v2 Weekly Quest
[240048] = true, -- Arena 3v3 Weekly Quest
[240052] = true, -- Battlegrounds 10v10 Weekly Quest
}
local specialItems = { -- non-equippable items confirmed available from bonus rolls
-- https://twitter.com/olandgren/status/428229005221691392
[89783] = true, -- Mount: Son of Galleon's Saddle
[94228] = true, -- Mount: Reins of the Cobalt Primordial Direhorn
[87771] = true, -- Mount: Reins of the Heavenly Onyx Cloud Serpent
[95057] = true, -- Mount: Reins of the Thundering Cobalt Cloud Serpent
}
local query = {}
local function tSize(t)
-- I really want Lua 5.2
local size = 0
for _ in next, t do
size = size + 1
end
return size
end
BonusRollPreviewMixin = {}
function BonusRollPreviewMixin:OnLoad()
if(BackdropTemplateMixin) then
Mixin(self, BackdropTemplateMixin)
end
self:SetBackdrop({
bgFile = [[Interface\ChatFrame\ChatFrameBackground]],
edgeFile = [[Interface\Tooltips\UI-Tooltip-Border]],
tile = true,
edgeSize = 16,
tileSize = 16,
insets = {left=4, right=4, top=4, bottom=4},
})
self:RegisterEvent('SPELL_CONFIRMATION_PROMPT')
self:RegisterEvent('SPELL_CONFIRMATION_TIMEOUT')
self:RegisterEvent('PLAYER_ENTERING_WORLD')
self:RegisterEvent('PLAYER_LOGIN')
self:SetBackdropColor(0, 0, 0, 0.8)
self:SetFrameLevel(self:GetParent():GetFrameLevel() - 2)
-- TODO: consider preventing this frame to GroupLootContainer, but I'm afraid of taints
BonusRollFrame:ClearAllPoints()
BonusRollFrame:SetPoint('CENTER', BonusRollPreviewAnchor)
BonusRollFrame.ClearAllPoints = nop
BonusRollFrame.SetPoint = nop
self.buttons = CreateFramePool('Button', self.ScrollFrame.ScrollChild, 'BonusRollPreviewButtonTemplate')
end
function BonusRollPreviewMixin:OnEvent(event, ...)
if(event == 'EJ_DIFFICULTY_UPDATE') then
-- difficulty to track has updated, update filter and item list
self:UnregisterSafeEvent(event)
self:UpdateItemFilter()
self:UpdateItems()
elseif(event == 'EJ_LOOT_DATA_RECIEVED') then
if(self:GetParent():IsShown()) then
if(tSize(query) == 0) then
-- query is empty, bail out
return self:UnregisterSafeEvent(event)
end
local itemID = ...
if(EJ_IsLootListOutOfDate()) then
-- entire list is considered out of date, wipe the query and start over
table.wipe(query)
self:UpdateItems()
elseif(query[itemID]) then
-- this sucks, but we have to restart the entire encounter to get accurate data
-- by the data returns to the client the client might have changed parameters
table.wipe(query)
self:StartEncounter()
-- self:UpdateItem(itemID)
end
end
elseif(event == 'PLAYER_LOOT_SPEC_UPDATED') then
-- we need to restart the entire encounter logic just in case the user
-- has used the EncounterJournal before changing loot specializations.
self:StartEncounter()
elseif(event == 'SPELL_CONFIRMATION_PROMPT') then
local spellID, confirmType, _, _, currencyID, currencyCost, difficultyID = ...
if(confirmType ~= LE_SPELL_CONFIRMATION_PROMPT_TYPE_BONUS_ROLL) then
return
end
if(not ignoredSpells[spellID]) then -- ignore blacklisted encounters
local instanceID, encounterID = EJ:GetJournalInfoForSpellConfirmation(spellID)
if(encounterID) then
local currency = C_CurrencyInfo.GetCurrencyInfo(currencyID)
if(currency.quantity >= currencyCost) then
self.difficultyID = difficultyID
self.encounterID = encounterID
self.instanceID = instanceID
self:RegisterEvent('PLAYER_LOOT_SPEC_UPDATED')
self:StartEncounter()
-- show/hide list and handle
self:SetShown(BonusRollPreviewDB.alwaysShow)
self:UpdatePosition()
BonusRollPreviewHandle:Show()
end
end
end
elseif(event == 'SPELL_CONFIRMATION_TIMEOUT') then
self:UnregisterEvent('EJ_LOOT_DATA_RECIEVED')
self:UnregisterEvent('PLAYER_LOOT_SPEC_UPDATED')
self:Hide()
BonusRollPreviewHandle:Hide()
elseif(event == 'PLAYER_ENTERING_WORLD') then
-- check for any outstanding bonus rolls
for _, info in next, GetSpellConfirmationPromptsInfo() do
if(info and info.spellID) then
self:OnEvent('SPELL_CONFIRMATION_PROMPT', info.spellID, info.confirmType, nil, nil, info.currencyID, info.currencyCost, info.difficultyID)
end
end
elseif(event == 'PLAYER_LOGIN') then
-- update anchor position and frame positions
BonusRollPreviewAnchor:ClearAllPoints()
BonusRollPreviewAnchor:SetPoint(unpack(BonusRollPreviewDB.anchor))
end
end
function BonusRollPreviewMixin:StartEncounter()
-- start the encounter by selecting the encounter
self:RegisterSafeEvent('EJ_DIFFICULTY_UPDATE')
EJ_SelectInstance(self.instanceID)
EJ_SetDifficulty(self.difficultyID) -- this will trigger EJ_DIFFICULTY_UPDATE
EJ_SelectEncounter(self.encounterID)
end
function BonusRollPreviewMixin:UpdateItems()
self:RegisterSafeEvent('EJ_LOOT_DATA_RECIEVED')
self.buttons:ReleaseAll() -- reset and hide all buttons in the pool
local numItems = 0
for index = 1, EJ_GetNumLoot() do
local itemInfo = C_EncounterJournal.GetLootInfoByIndex(index)
-- for some reason the API returns all loot for the entire instance
-- so we need to make sure we only list the ones for the selected encounter
if(itemInfo.encounterID == self.encounterID) then
local _, _, _, _, _, itemClass, itemSubClass = GetItemInfoInstant(itemInfo.itemID)
-- only show equippable and special whitelisted items
-- by filtering them by item class/subclass
if(itemClass == LE_ITEM_CLASS_WEAPON or itemClass == LE_ITEM_CLASS_ARMOR or (itemClass == LE_ITEM_CLASS_GEM and itemSubClass == LE_ITEM_ARMOR_RELIC) or specialItems[itemInfo.itemID]) then
-- add item to item count
numItems = numItems + 1
-- grab a button from the pool and position it
local Button = self.buttons:Acquire()
Button:SetPoint('TOPLEFT', 0, (numItems - 1) * -40)
Button:SetPoint('TOPRIGHT', 0, (numItems - 1) * -40)
Button:Show()
-- update its data
Button.itemLink = itemInfo.link
Button.itemID = itemInfo.itemID
if(itemInfo.link) then
Button.Icon:SetTexture(itemInfo.icon)
Button.Name:SetText(itemInfo.name)
Button.Slot:SetText(itemInfo.slot)
Button.Class:SetText(itemInfo.armorType)
else
-- item is not cached, show temporary information
Button.Icon:SetTexture(QUESTION_MARK_ICON)
Button.Name:SetText(RETRIEVING_ITEM_INFO)
Button.Slot:SetText('')
Button.Class:SetText('')
-- add the item to our query list
query[itemInfo.itemID] = index
end
end
end
end
if(numItems == 0) then
self:OnEvent('SPELL_CONFIRMATION_TIMEOUT')
return
end
-- set height based on number of items, min 1, max 8
local height = 10 + (numItems * 40)
self:SetHeight(Clamp(height, 50, 330))
-- update scrolling based on number of shown items
if(numItems > 8) then
self:EnableScrolling()
else
self:DisableScrolling()
end
end
--[[
-- Issue #29
function BonusRollPreviewMixin:UpdateItem(itemID)
local index = query[itemID]
query[itemID] = nil -- pop the item
for Button in self.buttons:EnumerateActive() do
if(Button.itemID == itemID) then
local _, _, name, texture, slot, armorType, itemLink = EJ_GetLootInfoByIndex(index)
Button.Icon:SetTexture(texture)
Button.Name:SetText(name)
Button.Slot:SetText(slot)
Button.Class:SetText(armorType)
Button.itemLink = itemLink
return
end
end
end
--]]
function BonusRollPreviewMixin:UpdateItemFilter()
local _, _, classID = UnitClass('player')
local lootSpecialization = GetLootSpecialization() or 0
if(lootSpecialization == 0) then
lootSpecialization = (GetSpecializationInfo(GetSpecialization() or 0)) or 0
end
EJ_SetLootFilter(classID, lootSpecialization)
end
function BonusRollPreviewMixin:RegisterSafeEvent(event)
self:RegisterEvent(event)
if(EncounterJournal) then
-- if the EncounterJournal is loaded, prevent it from getting data and
-- prevent our events from being triggered when we don't want to
EncounterJournal:UnregisterEvent(event)
end
end
function BonusRollPreviewMixin:UnregisterSafeEvent(event)
self:UnregisterEvent(event)
if(EncounterJournal) then
-- if the EncounterJournal is loaded, let it have its events back
EncounterJournal:RegisterEvent(event)
end
end
function BonusRollPreviewMixin:UpdateHandlePosition(collapsed)
local Handle = BonusRollPreviewHandle
Handle:ClearAllPoints()
local downwards = BonusRollPreviewDB.fillDirection == 'DOWN'
if(collapsed) then
if(downwards) then
Handle:SetPoint('TOP', BonusRollFrame, 'BOTTOM', 0, 2)
Handle.Arrow:SetTexCoord(0, 0, 1/2, 0, 0, 1, 1/2, 1)
else
Handle:SetPoint('BOTTOM', BonusRollFrame, 'TOP', 0, -2)
Handle.Arrow:SetTexCoord(1/2, 1, 0, 1, 1/2, 0, 0, 0)
end
else
if(downwards) then
Handle:SetPoint('BOTTOM', self, 0, -14)
Handle.Arrow:SetTexCoord(1/2, 1, 1, 1, 1/2, 0, 1, 0)
else
Handle:SetPoint('TOP', self, 0, 14)
Handle.Arrow:SetTexCoord(1, 0, 1/2, 0, 1, 1, 1/2, 1)
end
end
Handle.TopLeft:SetShown(not downwards)
Handle.TopCenter:SetShown(not downwards)
Handle.TopRight:SetShown(not downwards)
Handle.BottomLeft:SetShown(downwards)
Handle.BottomCenter:SetShown(downwards)
Handle.BottomRight:SetShown(downwards)
end
function BonusRollPreviewMixin:UpdatePosition()
self:ClearAllPoints()
if(BonusRollPreviewDB.fillDirection == 'DOWN') then
self:SetPoint('TOP', self:GetParent(), 'BOTTOM')
else
self:SetPoint('BOTTOM', self:GetParent(), 'TOP')
end
self:UpdateHandlePosition(not self:IsShown())
end
function BonusRollPreviewMixin:ToggleLock()
local Anchor = BonusRollPreviewAnchor
Anchor:SetShown(not Anchor:IsShown())
end
function BonusRollPreviewMixin:EnableScrolling()
local ScrollFrame = self.ScrollFrame
ScrollFrame:EnableMouseWheel(true)
ScrollFrame.ScrollChild:SetWidth(274 - ScrollFrame.Slider:GetWidth())
-- set new scroll values
local height = (10 + (self.buttons.numActiveObjects * 40)) - self:GetHeight()
ScrollFrame.Slider:SetMinMaxValues(0, height)
-- reset scroll to top
ScrollFrame.Slider:SetValue(0)
ScrollFrame.Slider:Show()
end
function BonusRollPreviewMixin:DisableScrolling()
local ScrollFrame = self.ScrollFrame
ScrollFrame:EnableMouseWheel(false)
ScrollFrame.ScrollChild:SetWidth(274)
ScrollFrame.Slider:Hide()
end
function BonusRollPreviewMixin:Toggle()
self:SetShown(not self:IsShown())
self:UpdateHandlePosition(not self:IsShown())
end