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32 Commits

Author SHA1 Message Date
SabinDeus
9c0705f2d3 Update TOC for 12.1. Handle secret values in one of the places they might exist. 2026-08-07 23:37:50 -04:00
SabinDeus
4b1a1af6b3 Consolidate TOCs and update compatible versions. Delete old and deprecated code no longer in use by any live version of WoW. 2026-02-07 16:03:18 -05:00
SabinDeus
5e84b90850 Updated TOC for 12.0 beta and 11.2.7 live 2025-11-25 18:42:10 -05:00
SabinDeus
a6f5433efc Updating TOC files 2024-07-12 19:48:31 -04:00
SabinDeus
cc1e393bfc Fix for 10.0.7 SelectGossipOption removal
TOC bump
2023-04-07 20:14:29 -04:00
SabinDeus
14d9f35361 Fixes for QuestUtil usage in Classic 2023-02-16 19:22:40 -05:00
SabinDeus
d269a24967 TOC bumps 2023-01-29 17:57:35 -05:00
SabinDeus
4f03bdf323 Fix Gossip option ordering (entries generated during the last releases since 10.0 may need to be deleted and readded)
Fix for Classic 3.4.1 API Updates
2023-01-29 17:56:17 -05:00
SabinDeus
000e731fbc Dynamically generate Priority Frames, fixing 16 option limit 2023-01-02 01:52:56 -05:00
SabinDeus
5c4bf53d17 Fixing bugs introduced by 10.0 changes as well as a long-standing QuestFrame manipulation bug 2022-11-07 21:47:13 -05:00
SabinDeus
027447cfa6 10.0: API changes and XML XSD adherence 2022-10-26 23:37:50 -04:00
SabinDeus
ed06ca0f3d Merge branch 'master' of ssh://git.sabindeus.com:43043/sabin/turn-in 2022-10-26 23:36:59 -04:00
SabinDeus
e7d369fa25 Refactoring select API functions based on game version (retail/classic) 2022-09-11 16:41:00 -04:00
SabinDeus
4ce1a4be30 Refactoring select API functions based on game version (retail/classic) 2022-09-11 16:30:19 -04:00
SabinDeus
a78b31dba9 Backdrop fixes and TOC bump for 9.1.5 2021-11-15 22:09:17 -05:00
SabinDeus
8efe5dcbf3 GossipQuestInfo API bugfixes and incomplete Active Quest ignores 2021-01-13 00:37:20 -05:00
SabinDeus
47a99070cf 9.0 updates and TOC bump 2020-10-11 03:21:22 -04:00
SabinDeus
2eb3b298ce Updating TOC to 80000 2018-08-12 21:53:30 +00:00
SabinDeus
2b9a01000f Quest functions changed return lists again 2016-08-13 15:24:34 +00:00
SabinDeus
37c3143f19 Updated toc to 70000 2016-07-31 13:57:57 +00:00
SabinDeus
755013fa82 Updating interface version 2015-06-26 22:46:44 +00:00
SabinDeus
26bfd93ccd Removed reference to old frame that no longer exists in 6.0. Updated TOC to 60000 2014-10-18 20:29:55 +00:00
SabinDeus
ef3f6d6f91 updated TOC
fixed gossip selection bug
2012-08-28 05:50:38 +00:00
SabinDeus
938033ded7 fixed long standing fontstring alpha bug
fixed calls to getgossip...quests for 5.0
fixed repeated npc interact bug on QUEST_PROGRESS for 5.0
updated TOC
2012-08-27 23:41:42 +00:00
SabinDeus
6ca6548640 bumped TOC for 4.0 2010-10-14 16:56:15 +00:00
SabinDeus
43ff4d9aa0 event handler regression 2010-09-09 04:28:37 +00:00
SabinDeus
e80f696ac7 updated for cataclysm 2010-09-09 04:20:16 +00:00
SabinDeus
5d9f11120a no message 2010-09-09 01:53:19 +00:00
SabinDeus
d9b2913ea5 updated toc for curseforge compatible tag 2010-09-09 01:47:23 +00:00
SabinDeus
406dba10af new toc 2010-09-09 01:38:02 +00:00
SabinDeus
cd7ba55c82 fixes for 3.3.3 function return values change and additional features 2010-09-09 01:34:50 +00:00
SabinDeus
b5332e43de updated TOC 2010-02-07 18:16:21 +00:00
7 changed files with 461 additions and 484 deletions

0
.gitignore vendored Executable file
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@ -1,6 +1,6 @@
Turn In
v2.0
by Sabindeus of Smolderthorn/Andre of Argent Dawn (Alliance)
v2.3
by Sabindeus of Terenas
DESCRIPTION
-------------
@ -29,24 +29,5 @@ COMMAND SUMMARY
/turnin recent - Shows the recently visited NPCs window
CHANGE LOG
-------------
v2.0 - Logic rewrite and added a real GUI for the new NPC DB. Updated for WoW 2.0.
v1.3 - Greedy mode now actually works properly... I think. More to come! :/
v1.2 - Added Saved Variables. Turn In status now persists. Turn In now selects active quests and gossip options as well as available quests. Greedy mode lets you select an option regardless of if the one you wanted is availble.
v1.1 - Fixed "bug" regarding Duke Nicholas Zverenhoff (and possibly other NPCs). Was more of a sloppy omission than a bug really.
v1.0a - Added toggle function
v1.0 - Initial Release
Special Thanks to Florrail for beta testing like a pro!
Please send bug reports, questions or comments to Sabin1936@mac.com
Thank you for downloading my add-on!
Please send bug reports, questions or comments to sabin@sabindeus.com

421
TurnIn.lua Normal file → Executable file
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@ -1,15 +1,15 @@
--[[
Turn-In Mod
version 2.0
version 2.3
Authored by Ian Friedman
Sabindeus of Smolderthorn/Andre of Argent Dawn (Alliance)
Sabindeus of Terenas (Alliance)
The repeatable quest turn in automating machine.
todo:
make selection work for multiple active quests
Thanks to Arcanemagus of Hyjal for extra bug fixes and coding input
]]
TI_VersionString = "2.0";
local TI_slashtable;
TI_gossipclosed = false;
@ -37,18 +37,6 @@ local TI_GossipDefaults = {
banker = "Bank"
};
local TI_FunctionList = {
g = {
availquest = SelectGossipAvailableQuest,
activequest = SelectGossipActiveQuest,
default = SelectGossipOption
},
q = {
availquest = SelectAvailableQuest,
activequest = SelectActiveQuest
}
};
local TI_DefaultStatus = {
state = false,
@ -69,6 +57,49 @@ local TI_events = {
"QUEST_FINISHED"
};
local TI_GossipIconNameToId = {
["activequesticon"] = 132048,
["availablequesticon"] = 132049,
["banker"] = 132050,
["battlemaster"] = 132051,
["binder"] = 132052,
["gossip"] = 132053,
["healer"] = 132054,
["petition"] = 132055,
["tabard"] = 132056,
["taxi"] = 132057,
["trainer"] = 132058,
["unlearn"] = 132059,
["vendor"] = 132060,
["incompletequest"] = 365195,
["dailyquest"] = 368364,
["dailyactivequest"] = 368577,
["auctioneer"] = 528409,
["activelegendaryquest"] = 646979,
["availablelegendaryquest"] = 646980,
["chatbubble"] = 1019848,
["workorder"] = 1130518,
["transmogrify"] = 1673939,
["campaignactivequest"] = 3532316,
["campaignavailablequest"] = 3532317,
["campaignincompletequest"] = 3532318,
["campaigngossipicons"] = 3595324,
}
local function TI_InvertDictionary(input)
local s={}
for k,v in pairs(input) do
s[v]=k
end
return s
end
local TI_GossipIconIdToName = TI_InvertDictionary(TI_GossipIconNameToId)
local function TI_TranslateIconToType(iconId)
return TI_GossipIconIdToName[iconId]
end
TI_TempNPCList = {};
function TI_message(...)
@ -80,7 +111,15 @@ end
function TI_debug(...)
if(TI_status.debugstate) then
TI_message(...)
C_AddOns.LoadAddOn("Blizzard_DebugTools")
local x = {...};
for k,v in pairs(x) do
if type(v) == "table" and DevTools_Dump then
DevTools_Dump(v)
else
DEFAULT_CHAT_FRAME:AddMessage(tostring(v));
end
end
end
end
@ -154,6 +193,7 @@ function TI_LoadEvents()
end
function TI_ResetPointers()
TI_debug("resetting pointers")
TI_activenumber = 1;
TI_availnumber = 1;
TI_specnum = 0;
@ -205,11 +245,13 @@ function TI_SlashCmdHandler(cmd)
else
TI_message("Turn In Off");
end
TI_message(string.format("Option Number set to %d", TI_status.qnum));
end,
window = function ()
TI_OptionsFrame:Show();
end,
config = function ()
TI_OptionsFrame:Show();
end,
recent = function ()
TI_TempNPCListWindow:Show();
end,
@ -227,7 +269,7 @@ function TI_SlashCmdHandler(cmd)
if(commands[cmdlist[1]]) then
commands[cmdlist[1]](cmdlist[2], cmdlist[3], cmdlist[4]);
else
TI_message("Turn In 2.0 Help", "--------------", "/ti on - turns Turn In on", "/ti off - turns Turn In off", "/ti toggle - toggles Turn In on or off", "/ti window - shows the options window", "/ti recent - shows the recently visited NPCs");
TI_message("Turn In 2.1 Help", "--------------", "/ti on - turns Turn In on", "/ti off - turns Turn In off", "/ti toggle - toggles Turn In on or off", "/ti window - shows the options window", "/ti recent - shows the recently visited NPCs");
end
@ -261,14 +303,14 @@ function TI_IsNPCOn(npcname, type)
end
function TI_OnEvent(event)
function TI_OnEvent(self, event, ...)
if(event == "VARIABLES_LOADED") then
TI_VarInit();
if(TI_status.state) then
TI_LoadEvents();
end
end
if(TI_status.state and not IsShiftKeyDown()) then
if(TI_status.state and not IsShiftKeyDown()) then
if(event == "QUEST_GREETING") then
TI_debug("Quest Greeting");
TI_lastquestframe = "greeting";
@ -317,7 +359,7 @@ function TI_OnEvent(event)
TI_debug("Quest Detail");
TI_gossipclosed = false;
if(TI_IsNPCOn(UnitName("npc"), "availquest")) then
AcceptQuest();
TI_HandleAcceptQuest();
end
TI_ResetPointers();
end
@ -331,6 +373,11 @@ function TI_OnEvent(event)
end
end
function TI_HandleAcceptQuest()
--QuestInfoFadingFrame_OnUpdate(QuestInfoFadingFrame, 1); -- does not exist anymore in 6.0
QuestDetailAcceptButton_OnClick();
end
function TI_HandleQuestProgress()
local questname = GetTitleText();
@ -360,10 +407,13 @@ end
function TI_CompleteQuest()
if(IsQuestCompletable()) then
TI_debug("quest is completable, completeing");
CompleteQuest();
TI_ResetPointers();
else
DeclineQuest();
TI_debug("quest is not completable, declining");
TI_availnumber = TI_availnumber + 1;
QuestDetailDeclineButton_OnClick();
end
end
@ -371,11 +421,10 @@ function TI_GetQuests(type)
local numQuests = (getglobal("GetNum"..type.."Quests"))();
local qfn = getglobal("Get"..type.."Title");
local ret = {};
local qname;
local i=1;
for i=1,numQuests do
qname = qfn(i);
ret[i] = {name=qname};
local qname, isComplete = qfn(i);
ret[i] = {name=qname, questID=i, isComplete=isComplete};
end
return ret;
end
@ -386,22 +435,21 @@ function TI_HandleGossipWindow(gorq)
local AvailableQuests;
local ActiveQuests;
local GossipOptions;
TI_debug(gorq);
if(gorq == "g") then
AvailableQuests = TI_TabulateGossipQuests(GetGossipAvailableQuests());
ActiveQuests = TI_TabulateGossipQuests(GetGossipActiveQuests());
GossipOptions = TI_TabulateGossipOptions(GetGossipOptions());
SAcQ = SelectGossipActiveQuest;
SAvQ = SelectGossipAvailableQuest;
AvailableQuests = TI_FunctionList.g.tabulateAvailable(TI_FunctionList.g.getavailquests());
ActiveQuests = TI_FunctionList.g.tabulateActive(TI_FunctionList.g.getactivequests());
GossipOptions = TI_FunctionList.g.tabulateOptions(TI_FunctionList.g.getoptions());
SAcQ = TI_FunctionList.g.activequest;
SAvQ = TI_FunctionList.g.availquest;
elseif(gorq == "q") then
AvailableQuests = TI_GetQuests("Available");
ActiveQuests = TI_GetQuests("Active");
GossipOptions = {};
SAcQ=SelectActiveQuest;
SAvQ=SelectAvailableQuest;
SAcQ=TI_FunctionList.q.activequest;
SAvQ=TI_FunctionList.q.availquest;
end
local ListEntry = {};
for i,v in ipairs(AvailableQuests) do
local x={};
@ -409,6 +457,7 @@ function TI_HandleGossipWindow(gorq)
x.gorq = gorq;
x.args = i;
x.type = "availquest";
x.icon = v.icon;
x.state = false;
table.insert(ListEntry, x);
end
@ -418,6 +467,7 @@ function TI_HandleGossipWindow(gorq)
x.gorq = gorq;
x.args = i;
x.type = "activequest";
x.icon = v.icon;
x.state = false;
table.insert(ListEntry, x);
end
@ -425,78 +475,107 @@ function TI_HandleGossipWindow(gorq)
local x={};
x.name = v.name;
x.gorq = gorq;
x.args = i;
if x.orderIndex then
x.args = v.orderIndex;
else
x.args = i;
end
x.type = v.type;
x.icon = v.icon;
x.state = false;
table.insert(ListEntry, x);
end
ListEntry.state = false;
local TotalOptions = #AvailableQuests+#ActiveQuests+#GossipOptions;
--if(TI_activenumber > ActiveQuests.getn()) TI_activenumber = 1;
if(TotalOptions < 1) then
return;
end
local name = UnitName("npc");
TI_AddNPCToTempList(name, ListEntry);
if(TI_status.autoadd and (not TI_NPCDB[name])) then
TI_debug("autoadd on, adding this NPC", TI_status.autoadd, TI_NPCDB[name]);
TI_AddNPCToList(ListEntry, name);
end
if(TI_availnumber > TotalOptions or TI_activenumber > TotalOptions) then
TI_ResetPointers();
return;
end
--Legacy shit here
--[[
if(TI_status.qnum ~= 0 and TI_status.qnum<TotalOptions) then
if(TI_status.qnum <= #AvailableQuests) then
SAvQ(TI_status.qnum);
return;
elseif(TI_status.qnum <= #AvailableQuests+#ActiveQuests) then
SAcQ(TI_status.qnum-AvailableQuests.n);
return;
elseif(TI_status.qnum <= #AvailableQuests+#ActiveQuests+#GossipOptions) then
SelectGossipOption(TI_status.qnum-#AvailableQuests-#ActiveQuests);
return;
end
end
]]--
local npcname = UnitName("npc");
TI_debug(npcname);
if(TI_NPCDB[npcname]) then
local thisnpc = TI_NPCDB[npcname];
if(thisnpc.state) then
TI_debug("npc is active, using his options");
for i,current in ipairs(thisnpc) do
TI_debug(i);
if(current.state) then
if (TI_specnum == 0 or i > TI_specnum) then
TI_specnum = i;
TI_debug("Setting specnum to "..TI_specnum.." nothing under that will be picked");
local flist = TI_FunctionList[current.gorq];
if(flist[current.type]) then
flist[current.type](current.args);
else
flist["default"](current.args);
end
return;
if not issecretvalue(npcname) then
TI_AddNPCToTempList(npcname, ListEntry);
if(TI_status.autoadd and (not TI_NPCDB[npcname])) then
TI_debug("autoadd on, adding this NPC", TI_status.autoadd, TI_NPCDB[npcname]);
TI_AddNPCToList(ListEntry, npcname);
end
-- If a NPC is in the Database but a new dialog option has appeared (new daily/completed quest) then add it to the DB
if (TI_NPCDB[npcname]) then
for k1, v1 in ipairs(ListEntry) do
local found = false;
for k2, v2 in ipairs(TI_NPCDB[npcname]) do
if (v2.type == v1.type and v2.name == v1.name) then
found = true;
end
end
if (not found) then
table.insert(TI_NPCDB[npcname], v1)
TI_PopulateOptions("npclist updated");
end
end
return;
else
TI_debug("npc in list, but not active");
end
else
TI_debug("npc not in list");
if(TI_availnumber > TotalOptions or TI_activenumber > TotalOptions) then
TI_debug("Out of available/active quests, giving up ");
TI_ResetPointers();
return;
end
TI_debug(npcname);
if(TI_NPCDB[npcname]) then
local thisnpc = TI_NPCDB[npcname];
if(thisnpc.state) then
TI_debug("npc is active, using his options");
for i1,current in ipairs(thisnpc) do
if (current.state == true) then
TI_debug("Current Quest: "..current.name);
if (TI_specnum == 0 or i1 > TI_specnum) then
TI_specnum = i1;
if (current.type == "availquest") then
for i2,v2 in ipairs(AvailableQuests) do
if (v2.name == current.name) then
TI_debug(i1.."-Available Match Found: "..current.name);
SAvQ(v2.questID);
return;
end
end
elseif (current.type == "activequest") then
for i2,v2 in ipairs(ActiveQuests) do
if (v2.name == current.name) then
TI_debug(i1.."-Active Match Found: "..current.name..", "..current.type);
SAcQ(v2.questID);
return;
end
end
else
for i2,v2 in ipairs(GossipOptions) do
if (v2.name == current.name) then
TI_debug(i1.."-Gossip Match Found: "..current.name..", "..current.type);
if(v2.args) then
TI_FunctionList.g.gossip(v2.args);
else
TI_FunctionList.g.gossip(i2);
end
return;
end
end
end
end
end
end
return;
else
TI_debug("npc in list, but not active");
end
else
TI_debug("npc not in list");
end
end
if(TI_status.usedefault == false) then
TI_debug("npc not in list, default set to off, returning.");
return;
@ -505,20 +584,27 @@ function TI_HandleGossipWindow(gorq)
for i,current in ipairs(TI_status.options) do
if(current.state) then
if(current.type == "availquest" and #AvailableQuests > 0 and TI_availnumber <= #AvailableQuests) then
TI_availnumber = TI_availnumber + 1;
SAvQ(TI_availnumber-1);
TI_debug("Selecting Available Quest ".. TI_availnumber-1);
SAvQ(AvailableQuests[TI_availnumber].questID);
TI_debug("Selecting Available Quest ".. TI_availnumber);
return;
elseif(current.type == "activequest" and #ActiveQuests > 0 and TI_activenumber <= #ActiveQuests) then
TI_activenumber = TI_activenumber + 1;
SAcQ(TI_activenumber-1);
TI_debug("Selecting Active Quest ".. TI_activenumber-1);
return;
while TI_activenumber <= #ActiveQuests do
if ActiveQuests[TI_activenumber].isComplete then
TI_debug("Selecting Active Quest ".. TI_activenumber .. " " .. ActiveQuests[TI_activenumber].name );
SAcQ(ActiveQuests[TI_activenumber].questID);
TI_ResetPointers();
return;
else
TI_debug("Active Quest ".. TI_activenumber .. " " .. ActiveQuests[TI_activenumber].name .. " is not complete")
TI_activenumber = TI_activenumber + 1;
end
end
elseif(#GossipOptions > 0) then
for j,val in ipairs(GossipOptions) do
if(val.type == current.type) then
TI_ResetPointers();
SelectGossipOption(j);
TI_debug("Selecting Gossip Option "..j)
TI_FunctionList.g.gossip(val.args);
return;
end
end
@ -529,16 +615,6 @@ function TI_HandleGossipWindow(gorq)
end
function TI_AddNPCToList(OptList, npcname, confirminquestion)
--~ NPClist = {
--~ "Joe" = {
--~ 0 = {
--~ name = "Option 1"
--~ accessor = SelectGossipOption
--~ args = 0
--~ }
--~ }
--~ }
if (npcname == nil) then
npcname = UnitName("npc");
end
@ -563,7 +639,13 @@ function TI_AddNPCToTempList(name, list)
local temp = {};
temp.name = name;
temp.list = list;
temp.location = GetSubZoneText() .. ", " .. GetRealZoneText();
local subZone = GetSubZoneText();
local realZone = GetRealZoneText();
if(subZone == "") then
temp.location = realZone;
else
temp.location = subZone .. ", " .. realZone;
end
table.insert(TI_TempNPCList, 1, temp);
if(#TI_TempNPCList > TI_TempNPCListMaxSize) then
table.remove(TI_TempNPCList, TI_TempNPCListMaxSize);
@ -595,34 +677,121 @@ function TI_StripDescriptors(...)
return x;
end
function TI_TabulateGossipOptions(...)
function TI_TabulateGossipQuestUIInfo(gquis)
local x = {};
local arg = {...};
for i=1, #arg, 2 do
for i,gqui in ipairs(gquis) do
local temp = {};
temp.name = arg[i];
temp.type = arg[i+1];
temp.name = gqui.title;
temp.icon = QuestUtil.GetQuestIconOffer(
gqui.isLegendary,
gqui.frequency,
gqui.isRepeatable,
false,
false
);
temp.questID = gqui.questID;
temp.isComplete = gqui.isComplete;
table.insert(x, temp);
end
return x;
end
function TI_TabulateGossipQuests(...)
function TI_TabulateGossipUIInfo(guis)
local x = {};
local arg = {...};
for i=1, #arg, 3 do
table.sort(guis, GossipOptionSort);
for i,gui in ipairs(guis) do
local temp = {};
temp.name = arg[i];
temp.type = arg[i+1];
temp.isLowLevel = arg[i+2]
temp.name = gui.name;
local gossipType = TI_TranslateIconToType(gui.icon)
if gossipType == "chatbubble" then
gossipType = "gossip"
end
temp.type = gossipType;
temp.icon = gui.icon;
temp.gossipOptionID = gui.gossipOptionID
temp.orderIndex = gui.orderIndex
temp.args = gui.orderIndex
table.insert(x, temp);
end
return x;
end
--[[this function stolen from WhisperCast by Sarris, whom I love dearly for his contribution to Paladins everywhere.
]]
function TI_TabulateGossipAvailableQuests_Classic(gquis)
local x = {};
for i,gqui in ipairs(gquis) do
local temp = {};
temp.name = gqui.title;
if ( gqui.repeatable ) then
temp.icon = "Interface\\GossipFrame\\DailyQuestIcon";
elseif ( gqui.isLegendary ) then
temp.icon = "Interface\\GossipFrame\\AvailableLegendaryQuestIcon";
else
temp.icon = "Interface\\GossipFrame\\AvailableQuestIcon";
end
temp.questID = gqui.questID;
temp.isComplete = gqui.isComplete;
table.insert(x, temp);
end
return x;
end
function TI_TabulateGossipActiveQuests_Classic(gquis)
local x = {};
for i,gqui in ipairs(gquis) do
local temp = {};
temp.name = gqui.title;
if ( gqui.repeatable ) then
temp.icon = "Interface\\GossipFrame\\DailyQuestIcon";
elseif ( gqui.isLegendary ) then
temp.icon = "Interface\\GossipFrame\\AvailableLegendaryQuestIcon";
else
temp.icon = "Interface\\GossipFrame\\AvailableQuestIcon";
end
temp.questID = gqui.questID;
temp.isComplete = gqui.isComplete;
table.insert(x, temp);
end
return x;
end
TI_FunctionList = {}
function TI_SetupFunctions()
TI_FunctionList = {
g = {
availquest = C_GossipInfo.SelectAvailableQuest,
activequest = C_GossipInfo.SelectActiveQuest,
gossip = C_GossipInfo.SelectOptionByIndex,
getavailquests = C_GossipInfo.GetAvailableQuests,
getactivequests = C_GossipInfo.GetActiveQuests,
getoptions = C_GossipInfo.GetOptions,
tabulateOptions = TI_TabulateGossipUIInfo,
},
q = {
activequest = SelectActiveQuest,
availquest = SelectAvailableQuest,
}
}
if QuestUtil.GetQuestIconOffer then
TI_FunctionList.g.tabulateAvailable = TI_TabulateGossipQuestUIInfo
TI_FunctionList.g.tabulateActive = TI_TabulateGossipQuestUIInfo
else
TI_FunctionList.g.tabulateAvailable = TI_TabulateGossipAvailableQuests_Classic
TI_FunctionList.g.tabulateActive = TI_TabulateGossipActiveQuests_Classic
end
end
TI_SetupFunctions()
function TI_copyTable( src )
local copy = {}
for k1,v1 in pairs(src) do
@ -643,4 +812,4 @@ function toggle(arg)
else
return true;
end
end
end

9
TurnIn.toc Normal file → Executable file
View File

@ -1,6 +1,7 @@
## Interface: 30300
## Interface: 120100, 120000, 120001, 50503, 40402, 30405, 20505, 11508
## X-Compatible-With: 120100, 120000, 120001, 50503, 40402, 30405, 20505, 11508
## Title: Turn In
## Description: Automates the selection of quest and gossip options.
## Notes: Automates the selection of quest and gossip options.
## SavedVariables: TI_status, TI_NPCDB, TI_NPCIndex
## Version: 2.0.11
TurnIn.xml
## Version: 2.2
TurnIn.xml

327
TurnIn.xml Normal file → Executable file
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@ -1,8 +1,9 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/..\FrameXML\UI.xsd">
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:schemaLocation="http://www.blizzard.com/wow/ui/..\FrameXML\UI.xsd">
<Script file="TurnIn.lua" />
<Script file="TurnInUI.lua" />
<Frame name="TI_OptionFrameBoxTemplate" virtual="true">
<Frame name="TI_OptionFrameBoxTemplate" virtual="true" inherits="BackdropTemplate">
<!-- shamelessly stolen from blizzard -->
<Layers>
<Layer level="BACKGROUND">
@ -17,19 +18,12 @@
</FontString>
</Layer>
</Layers>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<EdgeSize>
<AbsValue val="16"/>
</EdgeSize>
<TileSize>
<AbsValue val="16"/>
</TileSize>
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5"/>
</BackgroundInsets>
</Backdrop>
<KeyValues>
<KeyValue key="backdropInfo" value="BACKDROP_TUTORIAL_16_16" type="global"/>
</KeyValues>
<Scripts>
<OnLoad>
self:ApplyBackdrop();
self:SetBackdropBorderColor(0.4, 0.4, 0.4);
self:SetBackdropColor(0.5, 0.5, 0.5);
</OnLoad>
@ -51,7 +45,7 @@
-->
</Scripts>
<Frames>
<CheckButton name="$parent_Check" hidden="false" inherits="OptionsCheckButtonTemplate">
<CheckButton name="$parent_Check" hidden="false" inherits="UICheckButtonTemplate">
<Anchors>
<Anchor point="TOPLEFT"/>
</Anchors>
@ -63,13 +57,13 @@
</Size>
<Scripts>
<OnEnter>
TI_OptionListCheckboxTooltip();
TI_OptionListCheckboxTooltip(self);
</OnEnter>
<OnLeave>
TI_TooltipHide();
</OnLeave>
<OnClick>
TI_OptionToggle();
TI_OptionToggle(self);
</OnClick>
</Scripts>
</CheckButton>
@ -86,13 +80,13 @@
</Anchors>
<Scripts>
<OnEnter>
TI_TooltipMessage("Decrease this option's priority.");
TI_TooltipMessage(self, "Decrease this option's priority.");
</OnEnter>
<OnLeave>
TI_TooltipHide();
</OnLeave>
<OnClick>
TI_OptionMove(1);
TI_OptionMove(self, 1);
</OnClick>
</Scripts>
<NormalTexture file="Interface\ChatFrame\UI-ChatIcon-ScrollDown-Up"/>
@ -113,10 +107,10 @@
</Anchors>
<Scripts>
<OnClick>
TI_OptionMove(-1);
TI_OptionMove(self, -1);
</OnClick>
<OnEnter>
TI_TooltipMessage("Increase this option's priority.");
TI_TooltipMessage(self, "Increase this option's priority.");
</OnEnter>
<OnLeave>
TI_TooltipHide();
@ -142,7 +136,7 @@
</Anchor>
</Anchors>
</Texture>
<FontString name="$parent_Text" inherits="GameFontNormal" justifyV="top" justifyH="left">
<FontString name="$parent_Text" inherits="GameFontNormal" justifyV="TOP" justifyH="LEFT">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parent_Icon" relativePoint="TOPRIGHT">
<Offset>
@ -187,7 +181,7 @@
<AbsDimension x="232" y="20" />
</Size>
<Frames>
<CheckButton name="$parent_Check" hidden="false" inherits="OptionsCheckButtonTemplate">
<CheckButton name="$parent_Check" hidden="false" inherits="UICheckButtonTemplate">
<Anchors>
<Anchor point="TOPLEFT"/>
</Anchors>
@ -199,18 +193,18 @@
</Size>
<Scripts>
<OnClick>
TI_NPCToggle();
TI_NPCListCheckboxTooltip();
TI_NPCToggle(self);
TI_NPCListCheckboxTooltip(self);
</OnClick>
<OnEnter>
TI_NPCListCheckboxTooltip();
TI_NPCListCheckboxTooltip(self);
</OnEnter>
<OnLeave>
TI_TooltipHide();
</OnLeave>
</Scripts>
</CheckButton>
<Button name="$parent_Delete" hidden="false" inherits="OptionsButtonTemplate" text="X">
<Button name="$parent_Delete" hidden="false" inherits="UIPanelButtonTemplate" text="X">
<Anchors>
<Anchor point="RIGHT">
<Offset>
@ -223,20 +217,20 @@
</Size>
<Scripts>
<OnEnter>
TI_TooltipMessage("Delete this NPC.");
TI_TooltipMessage(self, "Delete this NPC.");
</OnEnter>
<OnLeave>
TI_TooltipHide();
</OnLeave>
<OnClick>
TI_DeleteNPCIndex();
TI_DeleteNPCIndex(self);
</OnClick>
</Scripts>
</Button>
</Frames>
<Layers>
<Layer level="ARTWORK">
<FontString name="$parent_Text" justifyV="top" justifyH="left" inherits="GameFontNormal" text="">
<FontString name="$parent_Text" justifyV="TOP" justifyH="LEFT" inherits="GameFontNormal" text="">
<Anchors>
<Anchor point="LEFT">
<Offset>
@ -249,7 +243,7 @@
</Layers>
<Scripts>
<OnClick>
TI_SelectNPCIndex();
TI_SelectNPCIndex(self);
</OnClick>
</Scripts>
<HighlightTexture file="Interface\QuestFrame\UI-QuestTitleHighlight" alphaMode="ADD"/>
@ -257,10 +251,10 @@
<GameTooltip name="TI_Tooltip" hidden="true" inherits="GameTooltipTemplate" />
<Frame Name="TI_TempNPCListEntry" virtual="true" hidden="true">
<Frame name="TI_TempNPCListEntry" virtual="true" hidden="true">
<Scripts>
<OnEnter>
TI_TempNPCListTooltipShow();
TI_TempNPCListTooltipShow(self);
</OnEnter>
<OnLeave>
TI_TooltipHide();
@ -272,7 +266,7 @@
<Layers>
<Layer level="ARTWORK">
<FontString name="$parent_Text" justifyV="top" justifyH="left" inherits="GameFontNormal" text="">
<FontString name="$parent_Text" justifyV="TOP" justifyH="LEFT" inherits="GameFontNormal" text="">
<Anchors>
<Anchor point="LEFT">
<Offset>
@ -284,7 +278,7 @@
</Layer>
</Layers>
<Frames>
<Button name="$parent_Delete" hidden="false" inherits="OptionsButtonTemplate" text="X">
<Button name="$parent_Delete" hidden="false" inherits="UIPanelButtonTemplate" text="X">
<Anchors>
<Anchor point="TOPRIGHT">
<Offset>
@ -300,14 +294,14 @@
TI_DeleteTempNPCIndex(self:GetParent():GetID());
</OnClick>
<OnEnter>
TI_TooltipMessage("Delete");
TI_TooltipMessage(self, "Delete");
</OnEnter>
<OnLeave>
TI_TooltipHide();
</OnLeave>
</Scripts>
</Button>
<Button name="$parent_Add" hidden="false" inherits="OptionsButtonTemplate" text="+">
<Button name="$parent_Add" hidden="false" inherits="UIPanelButtonTemplate" text="+">
<Anchors>
<Anchor point="RIGHT" relativeTo="$parent_Delete" relativePoint="LEFT">
<Offset>
@ -323,7 +317,7 @@
TI_AddTempNPCIndex(self:GetParent():GetID());
</OnClick>
<OnEnter>
TI_TooltipMessage("Add this NPC to the database");
TI_TooltipMessage(self, "Add this NPC to the database");
</OnEnter>
<OnLeave>
TI_TooltipHide();
@ -333,7 +327,7 @@
</Frames>
</Frame>
<Frame Name="TI_TempNPCListWindow" parent="UIParent" frameStrata="DIALOG" toplevel="true" enableMouse="true" movable="true" hidden="true">
<Frame name="TI_TempNPCListWindow" parent="UIParent" frameStrata="DIALOG" toplevel="true" enableMouse="true" movable="true" hidden="true" inherits="BackdropTemplate">
<Size>
<AbsDimension x="200" y="130" />
</Size>
@ -403,18 +397,24 @@
</Anchors>
</Frame>
</Frames>
<Backdrop bgFile="Interface\DialogFrame\UI-DialogBox-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<EdgeSize>
<AbsValue val="16"/>
</EdgeSize>
<TileSize>
<AbsValue val="16"/>
</TileSize>
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5"/>
</BackgroundInsets>
</Backdrop>
<KeyValues>
<KeyValue key="backdropInfo" value="BACKDROP_TUTORIAL_16_16" type="global"/>
</KeyValues>
<Scripts>
<OnLoad>
self.backdropInfo = {
bgFile = "Interface\\Tooltips\\UI-Tooltip-Background",
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
tile = true,
tileEdge = true,
tileSize = 16,
edgeSize = 16,
insets = { left = 5, right = 5, top = 5, bottom = 5 },
};
self:ApplyBackdrop();
self:SetBackdropBorderColor(0.6, 0.6, 0.6);
self:SetBackdropColor(0.2, 0.2, 0.2);
</OnLoad>
<OnMouseUp>
if ( self.isMoving ) then
self:StopMovingOrSizing();
@ -422,7 +422,7 @@
end
</OnMouseUp>
<OnMouseDown>
if ( arg1 == "LeftButton" ) then
if ( button == "LeftButton" ) then
self:StartMoving();
self.isMoving = true;
end
@ -436,36 +436,24 @@
</Scripts>
</Frame>
<Frame Name="TI_OptionsFrame" frameStrata="DIALOG" toplevel="true" enableMouse="true" enableMouseWheel="true" movable="true" parent="UIParent">
<TitleRegion>
<Size>
<AbsDimension x="128" y="64"/>
</Size>
<Anchors>
<Anchor point="TOP">
<Offset>
<AbsDimension x="0" y="12"/>
</Offset>
</Anchor>
</Anchors>
</TitleRegion>
<Frame name="TI_OptionsFrame" inherits="BackdropTemplate" frameStrata="DIALOG" toplevel="true" enableMouse="true" movable="true" parent="UIParent">
<Backdrop bgFile="Interface\DialogFrame\UI-DialogBox-Background" edgeFile="Interface\DialogFrame\UI-DialogBox-Border" tile="true">
<BackgroundInsets>
<AbsInset left="11" right="12" top="12" bottom="11"/>
</BackgroundInsets>
<TileSize>
<AbsValue val="32"/>
</TileSize>
<EdgeSize>
<AbsValue val="32"/>
</EdgeSize>
</Backdrop>
<KeyValues>
<KeyValue key="backdropInfo" value="BACKDROP_DIALOG_32_32" type="global"/>
</KeyValues>
<Scripts>
<OnShow>
</OnShow>
<OnLoad>
self:ApplyBackdrop()
self:EnableMouse(true)
self:RegisterForDrag("LeftButton")
</OnLoad>
<OnDragStart>
self:StartMoving()
</OnDragStart>
<OnDragStop>
self:StopMovingOrSizing()
</OnDragStop>
</Scripts>
<Size>
<AbsDimension x="300" y="500"/>
@ -523,7 +511,7 @@
<AbsDimension x="200" y="20" />
</Size>
<Frames>
<CheckButton name="$parent_Checkbox" hidden="false" inherits="OptionsCheckButtonTemplate">
<CheckButton name="$parent_Checkbox" hidden="false" inherits="UICheckButtonTemplate">
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
@ -539,7 +527,7 @@
</Size>
<Scripts>
<OnClick>
TI_StatusIndicator_CheckFn();
TI_StatusIndicator_CheckFn(self);
</OnClick>
</Scripts>
</CheckButton>
@ -585,7 +573,7 @@
<AbsDimension x="200" y="40" />
</Size>
<Frames>
<CheckButton name="$parent_UseDefault" hidden="false" inherits="OptionsCheckButtonTemplate">
<CheckButton name="$parent_UseDefault" hidden="false" inherits="UICheckButtonTemplate">
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
@ -601,11 +589,11 @@
</Size>
<Scripts>
<OnClick>
TI_SettingCheckboxFn("usedefault");
TI_SettingCheckboxFn(self, "usedefault");
</OnClick>
</Scripts>
</CheckButton>
<CheckButton name="$parent_AddAutomatically" hidden="false" inherits="OptionsCheckButtonTemplate">
<CheckButton name="$parent_AddAutomatically" hidden="false" inherits="UICheckButtonTemplate">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parent_UseDefault" relativePoint="BOTTOMLEFT">
<Offset>
@ -621,7 +609,7 @@
</Size>
<Scripts>
<OnClick>
TI_SettingCheckboxFn("autoadd");
TI_SettingCheckboxFn(self, "autoadd");
</OnClick>
</Scripts>
</CheckButton>
@ -658,6 +646,7 @@
<Frame name="TI_OptionsPriorityContainer" inherits="TI_OptionFrameBoxTemplate">
<Scripts>
<OnLoad>
self:ApplyBackdrop();
self:SetBackdropBorderColor(0.4, 0.4, 0.4);
self:SetBackdropColor(0.15, 0.15, 0.15);
getglobal(self:GetName().."Title"):SetText("Gossip Options Priority List");
@ -695,167 +684,6 @@
<Size>
<AbsDimension x="200" y="30"/>
</Size>
<!--<Layers>
<Layer level="OVERLAY">
<FontString name="$parentText" justifyV="top" justifyH="left" inherits="GameFontNormal" text="Gossip Options">
<Anchors>
<Anchor point="TOPLEFT" />
</Anchors>
</FontString>
</Layer>
<Layer level="BACKGROUND">
<Texture name="$parent_Background" setAllPoints="true">
<Color r="0" g="1" b="0" a="0.0"/>
</Texture>
</Layer>
</Layers>-->
<Frames>
<Button name="$parent1" id="1" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent2" id="2" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent1">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent3" id="3" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent2">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent4" id="4" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent3">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent5" id="5" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent4">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent6" id="6" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent5">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent7" id="7" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent6">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent8" id="8" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent7">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent9" id="9" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent8">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent10" id="10" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent9">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent11" id="11" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent10">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent12" id="12" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent11">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent13" id="13" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent12">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent14" id="14" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent13">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent15" id="15" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent14">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parent16" id="16" hidden="true" inherits="TI_PriorityList">
<Anchors>
<Anchor point="TOPLEFT" relativePoint="BOTTOMLEFT" relativeTo="$parent15">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
</Frames>
</Frame>
</ScrollChild>
</ScrollFrame>
@ -865,6 +693,7 @@
<Frame name="TI_OptionsNPCContainer" inherits="TI_OptionFrameBoxTemplate">
<Scripts>
<OnLoad>
self:ApplyBackdrop();
self:SetBackdropBorderColor(0.4, 0.4, 0.4);
self:SetBackdropColor(0.15, 0.15, 0.15);
getglobal(self:GetName().."Title"):SetText("NPC Database");
@ -882,7 +711,7 @@
</Size>
<Frames>
<ScrollFrame name="TI_NPCListScrollFrame" inherits="FauxScrollFrameTemplate" hidden="false" enableMouseWheel="true">
<ScrollFrame name="TI_NPCListScrollFrame" inherits="FauxScrollFrameTemplate" hidden="false" >
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
@ -987,12 +816,8 @@
<Frame name="TurnIn" hidden="true" frameStrata="LOW" enableMouse="false">
<Scripts>
<OnLoad>
TI_OnLoad();
</OnLoad>
<OnEvent>
TI_OnEvent(event);
</OnEvent>
<OnLoad function="TI_OnLoad"/>
<OnEvent function="TI_OnEvent"/>
</Scripts>
</Frame>
</Ui>

162
TurnInUI.lua Normal file → Executable file
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@ -1,3 +1,30 @@
local TI_OptionsPriorityFramePool = {};
local TI_OptionsPriorityFramePoolMax = 0;
local function TI_GetOptionsPriorityFrame(idx)
if idx > TI_OptionsPriorityFramePoolMax then
for i=TI_OptionsPriorityFramePoolMax+1, idx, 1 do
local frame = CreateFrame("Button", "TI_OptionsPriority"..i,
getglobal("TI_OptionsPriority"), "TI_PriorityList", i);
if i == 1 then
frame:SetPoint("TOPLEFT", 0, 0);
else
frame:SetPoint("TOPLEFT", "TI_OptionsPriority"..i-1, "BOTTOMLEFT", 0, 0);
end
frame:Hide();
table.insert(TI_OptionsPriorityFramePool, i, frame);
TI_OptionsPriorityFramePoolMax = TI_OptionsPriorityFramePoolMax + 1;
end
end
return TI_OptionsPriorityFramePool[idx];
end
local function TI_HideUnusedOptionFrames(last)
for i=last, TI_OptionsPriorityFramePoolMax, 1 do
TI_OptionsPriorityFramePool[i]:Hide();
end
end
function TI_PopulateOptions(arg)
TI_debug(arg);
local CurrOpts;
@ -10,29 +37,40 @@ function TI_PopulateOptions(arg)
end
for i,v in ipairs(CurrOpts) do
local entry = "TI_OptionsPriority" .. i;
local entrybutton = getglobal(entry);
local entrytext = getglobal("TI_OptionsPriority"..i.."_Text");
local entrybutton = TI_GetOptionsPriorityFrame(i);
local icon, entrytext = entrybutton:GetRegions();
local checkbox = entrybutton:GetChildren();
local iconpath;
if(v.name == nil) then TI_debug("oh noes") end;
entrytext:SetText(v.name);
if(v.type == "activequest") then
iconpath = "Interface\\GossipFrame\\ActiveQuestIcon";
if(v.icon) then
iconpath = v.icon;
else
iconpath = "Interface/GossipFrame/ActiveQuestIcon";
end
elseif(v.type == "availquest") then
iconpath = "Interface\\GossipFrame\\AvailableQuestIcon";
if(v.icon) then
iconpath = v.icon;
else
iconpath = "Interface/GossipFrame/AvailableQuestIcon";
end
else
iconpath = "Interface\\GossipFrame\\" .. v.type .. "GossipIcon";
if(v.icon) then
iconpath = v.icon;
else
iconpath = "Interface/GossipFrame/" .. v.type .. "GossipIcon";
end
end
getglobal(entry .. "_Icon"):SetTexture(iconpath);
getglobal(entry .. "_Check"):SetChecked(v.state);
icon:SetTexture(iconpath);
checkbox:SetChecked(v.state);
entrytext:SetWidth(156); --make sure to change this if you change the anchors in the XML
entrybutton:SetHeight( entrytext:GetHeight() + 6);
entrybutton:Show();
last = last+1;
end
for j=last, 16, 1 do
getglobal("TI_OptionsPriority" .. j):Hide();
end
TI_HideUnusedOptionFrames(last);
TI_OptionsPriorityScrollFrame:SetVerticalScroll(0);
TI_OptionsPriorityScrollFrame:UpdateScrollChildRect();
TI_StatusIndicatorUpdate();
@ -41,31 +79,6 @@ function TI_PopulateOptions(arg)
TI_SettingCheckboxUpdate();
end
--[[
function TI_PopulateOptions(arg)
TI_debug(arg);
if(TI_status and TI_status.options) then
for i,v in ipairs(TI_status.options) do
local entry = "TI_OptionsPriority" .. i;
local iconpath;
if(v.name == nil) then TI_debug("oh noes") end;
if(getglobal(entry .. "_Text") == nil) then TI_debug("wtf "..entry .. "_Text") end;
getglobal(entry .. "_Text"):SetText(v.name);
if(v.type == "activequest") then
iconpath = "Interface\\GossipFrame\\ActiveQuestIcon";
elseif(v.type == "availquest") then
iconpath = "Interface\\GossipFrame\\AvailableQuestIcon";
else
iconpath = "Interface\\GossipFrame\\" .. v.type .. "GossipIcon";
end
getglobal(entry .. "_Icon"):SetTexture(iconpath);
getglobal(entry .. "_Check"):SetChecked(v.state);
getglobal(entry):Show();
end
end
TI_NPCListScrollBarUpdate();
end
]]--
function TI_NPCListScrollBarUpdate()
if(TI_NPCIndex) then
@ -77,20 +90,7 @@ function TI_NPCListScrollBarUpdate()
local offset = FauxScrollFrame_GetOffset(TI_NPCListScrollFrame);
local i=1;
local j=1;
--~ for k, v in pairs(TI_NPCDB) do
--~ if(offset <= i and i < offset+8) then
--~ if(i <= table.getn(TI_NPCDB)) then
--~ getglobal("TI_OptionsNPCContainer"..j.."_Text"):SetText(k);
--~ getglobal("TI_OptionsNPCContainer"..j.."_Check"):SetChecked(v.state);
--~ getglobal("TI_OptionsNPCContainer"..j):Show();
--~ else
--~ getglobal("TI_OptionsNPCContainer"..j):Hide();
--~ end
--~ j = j + 1;
--~ end
--~ i = i + 1;
--~ end
for line=1,8 do
lineplusoffset = line + FauxScrollFrame_GetOffset(TI_NPCListScrollFrame);
if(lineplusoffset <= table.getn(TI_NPCIndex)) then
@ -110,8 +110,8 @@ function TI_NPCListScrollBarUpdate()
end
end
function TI_SelectNPCIndex()
local index = this:GetID();
function TI_SelectNPCIndex(self)
local index = self:GetID();
if(TI_LoadedNPCIndex == index) then
TI_LoadedNPCIndex = 0;
else
@ -121,8 +121,8 @@ function TI_SelectNPCIndex()
TI_PopulateOptions("select npc");
end
function TI_DeleteNPCIndex()
local index = this:GetParent():GetID();
function TI_DeleteNPCIndex(self)
local index = self:GetParent():GetID();
TI_DeleteNPC(index);
if(TI_LoadedNPCIndex == index) then
TI_LoadedNPCIndex = 0;
@ -130,9 +130,9 @@ function TI_DeleteNPCIndex()
TI_PopulateOptions("npclist update");
end
function TI_NPCToggle()
local index = this:GetParent():GetID();
TI_NPCDB[TI_NPCIndex[index]].state = this:GetChecked();
function TI_NPCToggle(self)
local index = self:GetParent():GetID();
TI_NPCDB[TI_NPCIndex[index]].state = self:GetChecked();
if(TI_NPCDB[TI_NPCIndex[index]].state) then
TI_LoadedNPCIndex = index;
@ -144,14 +144,14 @@ function TI_NPCToggle()
TI_PopulateOptions("select npc");
end
function TI_OptionMove(offset)
function TI_OptionMove(self, offset)
local CurrOpts;
if(TI_LoadedNPCIndex > 0) then
CurrOpts = TI_NPCDB[TI_NPCIndex[TI_LoadedNPCIndex]];
else
CurrOpts = TI_status.options;
end
local id = this:GetParent():GetID();
local id = self:GetParent():GetID();
local newid = id + offset;
if(newid < 1 or newid > table.getn(CurrOpts)) then
@ -165,15 +165,15 @@ function TI_OptionMove(offset)
TI_PopulateOptions("move");
end
function TI_OptionToggle()
function TI_OptionToggle(self)
local CurrOpts;
if(TI_LoadedNPCIndex > 0) then
CurrOpts = TI_NPCDB[TI_NPCIndex[TI_LoadedNPCIndex]];
else
CurrOpts = TI_status.options;
end
local id = this:GetParent():GetID();
if(this:GetChecked()) then
local id = self:GetParent():GetID();
if(self:GetChecked()) then
CurrOpts[id].state=true;
else
CurrOpts[id].state=false;
@ -194,8 +194,8 @@ function TI_StatusIndicatorUpdate()
end
function TI_StatusIndicator_CheckFn()
if(this:GetChecked()) then
function TI_StatusIndicator_CheckFn(self)
if(self:GetChecked()) then
TI_Switch("on");
else
TI_Switch("off");
@ -203,10 +203,10 @@ function TI_StatusIndicator_CheckFn()
end
function TI_TempNPCListTooltipShow()
TI_Tooltip:SetOwner(this, ANCHOR_PRESERVE);
function TI_TempNPCListTooltipShow(self)
TI_Tooltip:SetOwner(self, ANCHOR_PRESERVE);
TI_Tooltip:ClearLines();
local id = this:GetID();
local id = self:GetID();
TI_Tooltip:AddLine(TI_TempNPCList[id].location);
for i,v in ipairs(TI_TempNPCList[id].list) do
TI_Tooltip:AddLine("- " .. v.name);
@ -220,8 +220,8 @@ function TI_TooltipHide()
TI_Tooltip:Hide();
end
function TI_TooltipMessage(msg)
TI_Tooltip:SetOwner(this, ANCHOR_PRESERVE);
function TI_TooltipMessage(self, msg)
TI_Tooltip:SetOwner(self, ANCHOR_PRESERVE);
TI_Tooltip:ClearLines();
TI_Tooltip:SetText(msg);
TI_Tooltip:Show();
@ -230,34 +230,34 @@ end
function TI_TempNPCListUpdate()
local last = 1;
for i,v in ipairs(TI_TempNPCList) do
local tempbuttontext = getglobal("TI_TempNPCListWindow"..i.."_Text");
local tempbuttontext = _G["TI_TempNPCListWindow"..i.."_Text"];
tempbuttontext:SetText(v.name);
tempbuttontext:GetParent():Show();
last = last+1;
end
for j=last, TI_TempNPCListMaxSize, 1 do
getglobal("TI_TempNPCListWindow" .. j):Hide();
_G["TI_TempNPCListWindow" .. j]:Hide();
end
end
function TI_NPCListCheckboxTooltip()
if(this:GetChecked()) then
TI_TooltipMessage("NPC is using specific settings.");
function TI_NPCListCheckboxTooltip(self)
if(self:GetChecked()) then
TI_TooltipMessage(self, "NPC is using specific settings.");
else
TI_TooltipMessage("NPC is using default settings.");
TI_TooltipMessage(self, "NPC is using default settings.");
end
end
function TI_OptionListCheckboxTooltip()
if(this:GetChecked()) then
TI_TooltipMessage("This option is enabled.");
function TI_OptionListCheckboxTooltip(self)
if(self:GetChecked()) then
TI_TooltipMessage(self, "This option is enabled.");
else
TI_TooltipMessage("This option is disabled.");
TI_TooltipMessage(self, "This option is disabled.");
end
end
function TI_SettingCheckboxFn(var)
if(this:GetChecked()) then
function TI_SettingCheckboxFn(self, var)
if(self:GetChecked()) then
TI_status[var] = true;
else
TI_status[var] = false;

1
pkgmeta.yaml Executable file
View File

@ -0,0 +1 @@
package-as: TurnIn