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Author SHA1 Message Date
root
4141e80c35 Tagging as 2.0.8 2008-07-21 15:52:10 +00:00
7 changed files with 1926 additions and 1951 deletions

0
.gitignore vendored
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@ -1,6 +1,6 @@
Turn In Turn In
v2.3 v2.0
by Sabindeus of Terenas by Sabindeus of Smolderthorn/Andre of Argent Dawn (Alliance)
DESCRIPTION DESCRIPTION
------------- -------------
@ -30,4 +30,23 @@ COMMAND SUMMARY
Please send bug reports, questions or comments to sabin@sabindeus.com 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!

417
TurnIn.lua Executable file → Normal file
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@ -1,15 +1,15 @@
--[[ --[[
Turn-In Mod Turn-In Mod
version 2.3 version 2.0
Authored by Ian Friedman Authored by Ian Friedman
Sabindeus of Terenas (Alliance) Sabindeus of Smolderthorn/Andre of Argent Dawn (Alliance)
The repeatable quest turn in automating machine. The repeatable quest turn in automating machine.
Thanks to Arcanemagus of Hyjal for extra bug fixes and coding input todo:
make selection work for multiple active quests
]] ]]
TI_VersionString = "2.0"; TI_VersionString = "2.0";
local TI_slashtable; local TI_slashtable;
TI_gossipclosed = false; TI_gossipclosed = false;
@ -37,6 +37,18 @@ local TI_GossipDefaults = {
banker = "Bank" banker = "Bank"
}; };
local TI_FunctionList = {
g = {
availquest = SelectGossipAvailableQuest,
activequest = SelectGossipActiveQuest,
default = SelectGossipOption
},
q = {
availquest = SelectAvailableQuest,
activequest = SelectActiveQuest
}
};
local TI_DefaultStatus = { local TI_DefaultStatus = {
state = false, state = false,
@ -57,49 +69,6 @@ local TI_events = {
"QUEST_FINISHED" "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 = {}; TI_TempNPCList = {};
function TI_message(...) function TI_message(...)
@ -111,15 +80,7 @@ end
function TI_debug(...) function TI_debug(...)
if(TI_status.debugstate) then if(TI_status.debugstate) then
C_AddOns.LoadAddOn("Blizzard_DebugTools") TI_message(...)
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
end end
@ -193,7 +154,6 @@ function TI_LoadEvents()
end end
function TI_ResetPointers() function TI_ResetPointers()
TI_debug("resetting pointers")
TI_activenumber = 1; TI_activenumber = 1;
TI_availnumber = 1; TI_availnumber = 1;
TI_specnum = 0; TI_specnum = 0;
@ -245,13 +205,11 @@ function TI_SlashCmdHandler(cmd)
else else
TI_message("Turn In Off"); TI_message("Turn In Off");
end end
TI_message(string.format("Option Number set to %d", TI_status.qnum));
end, end,
window = function () window = function ()
TI_OptionsFrame:Show(); TI_OptionsFrame:Show();
end, end,
config = function ()
TI_OptionsFrame:Show();
end,
recent = function () recent = function ()
TI_TempNPCListWindow:Show(); TI_TempNPCListWindow:Show();
end, end,
@ -269,7 +227,7 @@ function TI_SlashCmdHandler(cmd)
if(commands[cmdlist[1]]) then if(commands[cmdlist[1]]) then
commands[cmdlist[1]](cmdlist[2], cmdlist[3], cmdlist[4]); commands[cmdlist[1]](cmdlist[2], cmdlist[3], cmdlist[4]);
else else
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"); 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");
end end
@ -303,7 +261,7 @@ function TI_IsNPCOn(npcname, type)
end end
function TI_OnEvent(self, event, ...) function TI_OnEvent(event)
if(event == "VARIABLES_LOADED") then if(event == "VARIABLES_LOADED") then
TI_VarInit(); TI_VarInit();
if(TI_status.state) then if(TI_status.state) then
@ -359,7 +317,7 @@ function TI_OnEvent(self, event, ...)
TI_debug("Quest Detail"); TI_debug("Quest Detail");
TI_gossipclosed = false; TI_gossipclosed = false;
if(TI_IsNPCOn(UnitName("npc"), "availquest")) then if(TI_IsNPCOn(UnitName("npc"), "availquest")) then
TI_HandleAcceptQuest(); AcceptQuest();
end end
TI_ResetPointers(); TI_ResetPointers();
end end
@ -373,11 +331,6 @@ function TI_OnEvent(self, event, ...)
end end
end end
function TI_HandleAcceptQuest()
--QuestInfoFadingFrame_OnUpdate(QuestInfoFadingFrame, 1); -- does not exist anymore in 6.0
QuestDetailAcceptButton_OnClick();
end
function TI_HandleQuestProgress() function TI_HandleQuestProgress()
local questname = GetTitleText(); local questname = GetTitleText();
@ -407,13 +360,10 @@ end
function TI_CompleteQuest() function TI_CompleteQuest()
if(IsQuestCompletable()) then if(IsQuestCompletable()) then
TI_debug("quest is completable, completeing");
CompleteQuest(); CompleteQuest();
TI_ResetPointers(); TI_ResetPointers();
else else
TI_debug("quest is not completable, declining"); DeclineQuest();
TI_availnumber = TI_availnumber + 1;
QuestDetailDeclineButton_OnClick();
end end
end end
@ -421,10 +371,11 @@ function TI_GetQuests(type)
local numQuests = (getglobal("GetNum"..type.."Quests"))(); local numQuests = (getglobal("GetNum"..type.."Quests"))();
local qfn = getglobal("Get"..type.."Title"); local qfn = getglobal("Get"..type.."Title");
local ret = {}; local ret = {};
local qname;
local i=1; local i=1;
for i=1,numQuests do for i=1,numQuests do
local qname, isComplete = qfn(i); qname = qfn(i);
ret[i] = {name=qname, questID=i, isComplete=isComplete}; ret[i] = {name=qname};
end end
return ret; return ret;
end end
@ -435,21 +386,22 @@ function TI_HandleGossipWindow(gorq)
local AvailableQuests; local AvailableQuests;
local ActiveQuests; local ActiveQuests;
local GossipOptions; local GossipOptions;
TI_debug(gorq);
if(gorq == "g") then if(gorq == "g") then
AvailableQuests = TI_FunctionList.g.tabulateAvailable(TI_FunctionList.g.getavailquests()); AvailableQuests = TI_Tabulate(GetGossipAvailableQuests());
ActiveQuests = TI_FunctionList.g.tabulateActive(TI_FunctionList.g.getactivequests()); ActiveQuests = TI_Tabulate(GetGossipActiveQuests());
GossipOptions = TI_FunctionList.g.tabulateOptions(TI_FunctionList.g.getoptions()); GossipOptions = TI_Tabulate(GetGossipOptions());
SAcQ = TI_FunctionList.g.activequest; SAcQ = SelectGossipActiveQuest;
SAvQ = TI_FunctionList.g.availquest; SAvQ = SelectGossipAvailableQuest;
elseif(gorq == "q") then elseif(gorq == "q") then
AvailableQuests = TI_GetQuests("Available"); AvailableQuests = TI_GetQuests("Available");
ActiveQuests = TI_GetQuests("Active"); ActiveQuests = TI_GetQuests("Active");
GossipOptions = {}; GossipOptions = {};
SAcQ=TI_FunctionList.q.activequest; SAcQ=SelectActiveQuest;
SAvQ=TI_FunctionList.q.availquest; SAvQ=SelectAvailableQuest;
end end
local ListEntry = {}; local ListEntry = {};
for i,v in ipairs(AvailableQuests) do for i,v in ipairs(AvailableQuests) do
local x={}; local x={};
@ -457,7 +409,6 @@ function TI_HandleGossipWindow(gorq)
x.gorq = gorq; x.gorq = gorq;
x.args = i; x.args = i;
x.type = "availquest"; x.type = "availquest";
x.icon = v.icon;
x.state = false; x.state = false;
table.insert(ListEntry, x); table.insert(ListEntry, x);
end end
@ -467,7 +418,6 @@ function TI_HandleGossipWindow(gorq)
x.gorq = gorq; x.gorq = gorq;
x.args = i; x.args = i;
x.type = "activequest"; x.type = "activequest";
x.icon = v.icon;
x.state = false; x.state = false;
table.insert(ListEntry, x); table.insert(ListEntry, x);
end end
@ -475,13 +425,8 @@ function TI_HandleGossipWindow(gorq)
local x={}; local x={};
x.name = v.name; x.name = v.name;
x.gorq = gorq; x.gorq = gorq;
if x.orderIndex then x.args = i;
x.args = v.orderIndex;
else
x.args = i;
end
x.type = v.type; x.type = v.type;
x.icon = v.icon;
x.state = false; x.state = false;
table.insert(ListEntry, x); table.insert(ListEntry, x);
end end
@ -489,93 +434,69 @@ function TI_HandleGossipWindow(gorq)
local TotalOptions = #AvailableQuests+#ActiveQuests+#GossipOptions; local TotalOptions = #AvailableQuests+#ActiveQuests+#GossipOptions;
--if(TI_activenumber > ActiveQuests.getn()) TI_activenumber = 1;
if(TotalOptions < 1) then if(TotalOptions < 1) then
return; return;
end end
local name = UnitName("npc");
TI_AddNPCToTempList(name, ListEntry);
local npcname = UnitName("npc"); if(TI_status.autoadd and (not TI_NPCDB[name])) then
if not issecretvalue(npcname) then TI_debug("autoadd on, adding this NPC", TI_status.autoadd, TI_NPCDB[name]);
TI_AddNPCToTempList(npcname, ListEntry); TI_AddNPCToList(ListEntry, name);
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
end
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 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;
end
end
end
return;
else
TI_debug("npc in list, but not active");
end
else
TI_debug("npc not in list");
end
if(TI_status.usedefault == false) then if(TI_status.usedefault == false) then
TI_debug("npc not in list, default set to off, returning."); TI_debug("npc not in list, default set to off, returning.");
return; return;
@ -584,27 +505,20 @@ function TI_HandleGossipWindow(gorq)
for i,current in ipairs(TI_status.options) do for i,current in ipairs(TI_status.options) do
if(current.state) then if(current.state) then
if(current.type == "availquest" and #AvailableQuests > 0 and TI_availnumber <= #AvailableQuests) then if(current.type == "availquest" and #AvailableQuests > 0 and TI_availnumber <= #AvailableQuests) then
SAvQ(AvailableQuests[TI_availnumber].questID); TI_availnumber = TI_availnumber + 1;
TI_debug("Selecting Available Quest ".. TI_availnumber); SAvQ(TI_availnumber-1);
TI_debug("Selecting Available Quest ".. TI_availnumber-1);
return; return;
elseif(current.type == "activequest" and #ActiveQuests > 0 and TI_activenumber <= #ActiveQuests) then elseif(current.type == "activequest" and #ActiveQuests > 0 and TI_activenumber <= #ActiveQuests) then
while TI_activenumber <= #ActiveQuests do TI_activenumber = TI_activenumber + 1;
if ActiveQuests[TI_activenumber].isComplete then SAcQ(TI_activenumber-1);
TI_debug("Selecting Active Quest ".. TI_activenumber .. " " .. ActiveQuests[TI_activenumber].name ); TI_debug("Selecting Active Quest ".. TI_activenumber-1);
SAcQ(ActiveQuests[TI_activenumber].questID); return;
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 elseif(#GossipOptions > 0) then
for j,val in ipairs(GossipOptions) do for j,val in ipairs(GossipOptions) do
if(val.type == current.type) then if(val.type == current.type) then
TI_ResetPointers(); TI_ResetPointers();
TI_debug("Selecting Gossip Option "..j) SelectGossipOption(j);
TI_FunctionList.g.gossip(val.args);
return; return;
end end
end end
@ -615,6 +529,16 @@ function TI_HandleGossipWindow(gorq)
end end
function TI_AddNPCToList(OptList, npcname, confirminquestion) function TI_AddNPCToList(OptList, npcname, confirminquestion)
--~ NPClist = {
--~ "Joe" = {
--~ 0 = {
--~ name = "Option 1"
--~ accessor = SelectGossipOption
--~ args = 0
--~ }
--~ }
--~ }
if (npcname == nil) then if (npcname == nil) then
npcname = UnitName("npc"); npcname = UnitName("npc");
end end
@ -639,13 +563,7 @@ function TI_AddNPCToTempList(name, list)
local temp = {}; local temp = {};
temp.name = name; temp.name = name;
temp.list = list; temp.list = list;
local subZone = GetSubZoneText(); temp.location = GetSubZoneText() .. ", " .. GetRealZoneText();
local realZone = GetRealZoneText();
if(subZone == "") then
temp.location = realZone;
else
temp.location = subZone .. ", " .. realZone;
end
table.insert(TI_TempNPCList, 1, temp); table.insert(TI_TempNPCList, 1, temp);
if(#TI_TempNPCList > TI_TempNPCListMaxSize) then if(#TI_TempNPCList > TI_TempNPCListMaxSize) then
table.remove(TI_TempNPCList, TI_TempNPCListMaxSize); table.remove(TI_TempNPCList, TI_TempNPCListMaxSize);
@ -677,121 +595,22 @@ function TI_StripDescriptors(...)
return x; return x;
end end
function TI_TabulateGossipQuestUIInfo(gquis) function TI_Tabulate(...)
local x = {}; local x = {};
local arg = {...};
for i,gqui in ipairs(gquis) do for i=1, #arg, 2 do
local temp = {}; local temp = {};
temp.name = gqui.title; temp.name = arg[i];
temp.type = arg[i+1];
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_TabulateGossipUIInfo(guis)
local x = {};
table.sort(guis, GossipOptionSort);
for i,gui in ipairs(guis) do
local temp = {};
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); table.insert(x, temp);
end end
return x; return x;
end end
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()
--[[this function stolen from WhisperCast by Sarris, whom I love dearly for his contribution to Paladins everywhere.
]]
function TI_copyTable( src ) function TI_copyTable( src )
local copy = {} local copy = {}
for k1,v1 in pairs(src) do for k1,v1 in pairs(src) do

7
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@ -1,7 +1,6 @@
## Interface: 120100, 120000, 120001, 50503, 40402, 30405, 20505, 11508 ## Interface: 20400
## X-Compatible-With: 120100, 120000, 120001, 50503, 40402, 30405, 20505, 11508
## Title: Turn In ## Title: Turn In
## Notes: Automates the selection of quest and gossip options. ## Description: Automates the selection of quest and gossip options.
## SavedVariables: TI_status, TI_NPCDB, TI_NPCIndex ## SavedVariables: TI_status, TI_NPCDB, TI_NPCIndex
## Version: 2.2 ## Version: 2.0.8
TurnIn.xml TurnIn.xml

381
TurnIn.xml Executable file → Normal file
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@ -1,51 +1,22 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" <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">
xsi:schemaLocation="http://www.blizzard.com/wow/ui/..\FrameXML\UI.xsd">
<Script file="TurnIn.lua" /> <Script file="TurnIn.lua" />
<Script file="TurnInUI.lua" /> <Script file="TurnInUI.lua" />
<Frame name="TI_OptionFrameBoxTemplate" virtual="true" inherits="BackdropTemplate">
<!-- shamelessly stolen from blizzard -->
<Layers>
<Layer level="BACKGROUND">
<FontString name="$parentTitle" inherits="GameFontHighlight">
<Anchors>
<Anchor point="BOTTOMLEFT" relativePoint="TOPLEFT">
<Offset>
<AbsDimension x="9" y="0"/>
</Offset>
</Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<KeyValues>
<KeyValue key="backdropInfo" value="BACKDROP_TUTORIAL_16_16" type="global"/>
</KeyValues>
<Scripts>
<OnLoad>
self:ApplyBackdrop();
self:SetBackdropBorderColor(0.4, 0.4, 0.4);
self:SetBackdropColor(0.5, 0.5, 0.5);
</OnLoad>
</Scripts>
</Frame>
<Button name="TI_PriorityList" virtual="true" hidden="false"> <Button name="TI_PriorityList" virtual="true" hidden="false">
<Size> <Size>
<AbsDimension x="235" y="20" /> <AbsDimension x="235" y="20" />
</Size> </Size>
<Scripts><!-- <Scripts><!--
<OnEnter> <OnEnter>
getglobal(self:GetName() .. "_Background"):SetVertexColor(1,1,1,0.4); getglobal(this:GetName() .. "_Background"):SetVertexColor(1,1,1,0.4);
</OnEnter> </OnEnter>
<OnLeave> <OnLeave>
getglobal(self:GetName() .. "_Background"):SetVertexColor(0,0,0,0.4); getglobal(this:GetName() .. "_Background"):SetVertexColor(0,0,0,0.4);
</OnLeave> </OnLeave>
--> -->
</Scripts> </Scripts>
<Frames> <Frames>
<CheckButton name="$parent_Check" hidden="false" inherits="UICheckButtonTemplate"> <CheckButton name="$parent_Check" hidden="false" inherits="OptionsCheckButtonTemplate">
<Anchors> <Anchors>
<Anchor point="TOPLEFT"/> <Anchor point="TOPLEFT"/>
</Anchors> </Anchors>
@ -57,13 +28,13 @@
</Size> </Size>
<Scripts> <Scripts>
<OnEnter> <OnEnter>
TI_OptionListCheckboxTooltip(self); TI_OptionListCheckboxTooltip();
</OnEnter> </OnEnter>
<OnLeave> <OnLeave>
TI_TooltipHide(); TI_TooltipHide();
</OnLeave> </OnLeave>
<OnClick> <OnClick>
TI_OptionToggle(self); TI_OptionToggle();
</OnClick> </OnClick>
</Scripts> </Scripts>
</CheckButton> </CheckButton>
@ -80,13 +51,13 @@
</Anchors> </Anchors>
<Scripts> <Scripts>
<OnEnter> <OnEnter>
TI_TooltipMessage(self, "Decrease this option's priority."); TI_TooltipMessage("Decrease this option's priority.");
</OnEnter> </OnEnter>
<OnLeave> <OnLeave>
TI_TooltipHide(); TI_TooltipHide();
</OnLeave> </OnLeave>
<OnClick> <OnClick>
TI_OptionMove(self, 1); TI_OptionMove(1);
</OnClick> </OnClick>
</Scripts> </Scripts>
<NormalTexture file="Interface\ChatFrame\UI-ChatIcon-ScrollDown-Up"/> <NormalTexture file="Interface\ChatFrame\UI-ChatIcon-ScrollDown-Up"/>
@ -107,10 +78,10 @@
</Anchors> </Anchors>
<Scripts> <Scripts>
<OnClick> <OnClick>
TI_OptionMove(self, -1); TI_OptionMove(-1);
</OnClick> </OnClick>
<OnEnter> <OnEnter>
TI_TooltipMessage(self, "Increase this option's priority."); TI_TooltipMessage("Increase this option's priority.");
</OnEnter> </OnEnter>
<OnLeave> <OnLeave>
TI_TooltipHide(); TI_TooltipHide();
@ -136,7 +107,7 @@
</Anchor> </Anchor>
</Anchors> </Anchors>
</Texture> </Texture>
<FontString name="$parent_Text" inherits="GameFontNormal" justifyV="TOP" justifyH="LEFT"> <FontString name="$parent_Text" inherits="GameFontNormal" justifyV="top" justifyH="left">
<Anchors> <Anchors>
<Anchor point="TOPLEFT" relativeTo="$parent_Icon" relativePoint="TOPRIGHT"> <Anchor point="TOPLEFT" relativeTo="$parent_Icon" relativePoint="TOPRIGHT">
<Offset> <Offset>
@ -181,7 +152,7 @@
<AbsDimension x="232" y="20" /> <AbsDimension x="232" y="20" />
</Size> </Size>
<Frames> <Frames>
<CheckButton name="$parent_Check" hidden="false" inherits="UICheckButtonTemplate"> <CheckButton name="$parent_Check" hidden="false" inherits="OptionsCheckButtonTemplate">
<Anchors> <Anchors>
<Anchor point="TOPLEFT"/> <Anchor point="TOPLEFT"/>
</Anchors> </Anchors>
@ -193,18 +164,18 @@
</Size> </Size>
<Scripts> <Scripts>
<OnClick> <OnClick>
TI_NPCToggle(self); TI_NPCToggle();
TI_NPCListCheckboxTooltip(self); TI_NPCListCheckboxTooltip();
</OnClick> </OnClick>
<OnEnter> <OnEnter>
TI_NPCListCheckboxTooltip(self); TI_NPCListCheckboxTooltip();
</OnEnter> </OnEnter>
<OnLeave> <OnLeave>
TI_TooltipHide(); TI_TooltipHide();
</OnLeave> </OnLeave>
</Scripts> </Scripts>
</CheckButton> </CheckButton>
<Button name="$parent_Delete" hidden="false" inherits="UIPanelButtonTemplate" text="X"> <Button name="$parent_Delete" hidden="false" inherits="OptionsButtonTemplate" text="X">
<Anchors> <Anchors>
<Anchor point="RIGHT"> <Anchor point="RIGHT">
<Offset> <Offset>
@ -217,20 +188,20 @@
</Size> </Size>
<Scripts> <Scripts>
<OnEnter> <OnEnter>
TI_TooltipMessage(self, "Delete this NPC."); TI_TooltipMessage("Delete this NPC.");
</OnEnter> </OnEnter>
<OnLeave> <OnLeave>
TI_TooltipHide(); TI_TooltipHide();
</OnLeave> </OnLeave>
<OnClick> <OnClick>
TI_DeleteNPCIndex(self); TI_DeleteNPCIndex();
</OnClick> </OnClick>
</Scripts> </Scripts>
</Button> </Button>
</Frames> </Frames>
<Layers> <Layers>
<Layer level="ARTWORK"> <Layer level="ARTWORK">
<FontString name="$parent_Text" justifyV="TOP" justifyH="LEFT" inherits="GameFontNormal" text=""> <FontString name="$parent_Text" justifyV="top" justifyH="left" inherits="GameFontNormal" text="">
<Anchors> <Anchors>
<Anchor point="LEFT"> <Anchor point="LEFT">
<Offset> <Offset>
@ -243,7 +214,7 @@
</Layers> </Layers>
<Scripts> <Scripts>
<OnClick> <OnClick>
TI_SelectNPCIndex(self); TI_SelectNPCIndex();
</OnClick> </OnClick>
</Scripts> </Scripts>
<HighlightTexture file="Interface\QuestFrame\UI-QuestTitleHighlight" alphaMode="ADD"/> <HighlightTexture file="Interface\QuestFrame\UI-QuestTitleHighlight" alphaMode="ADD"/>
@ -251,10 +222,10 @@
<GameTooltip name="TI_Tooltip" hidden="true" inherits="GameTooltipTemplate" /> <GameTooltip name="TI_Tooltip" hidden="true" inherits="GameTooltipTemplate" />
<Frame name="TI_TempNPCListEntry" virtual="true" hidden="true"> <Frame Name="TI_TempNPCListEntry" virtual="true" hidden="true">
<Scripts> <Scripts>
<OnEnter> <OnEnter>
TI_TempNPCListTooltipShow(self); TI_TempNPCListTooltipShow();
</OnEnter> </OnEnter>
<OnLeave> <OnLeave>
TI_TooltipHide(); TI_TooltipHide();
@ -266,7 +237,7 @@
<Layers> <Layers>
<Layer level="ARTWORK"> <Layer level="ARTWORK">
<FontString name="$parent_Text" justifyV="TOP" justifyH="LEFT" inherits="GameFontNormal" text=""> <FontString name="$parent_Text" justifyV="top" justifyH="left" inherits="GameFontNormal" text="">
<Anchors> <Anchors>
<Anchor point="LEFT"> <Anchor point="LEFT">
<Offset> <Offset>
@ -278,7 +249,7 @@
</Layer> </Layer>
</Layers> </Layers>
<Frames> <Frames>
<Button name="$parent_Delete" hidden="false" inherits="UIPanelButtonTemplate" text="X"> <Button name="$parent_Delete" hidden="false" inherits="OptionsButtonTemplate" text="X">
<Anchors> <Anchors>
<Anchor point="TOPRIGHT"> <Anchor point="TOPRIGHT">
<Offset> <Offset>
@ -291,17 +262,17 @@
</Size> </Size>
<Scripts> <Scripts>
<OnClick> <OnClick>
TI_DeleteTempNPCIndex(self:GetParent():GetID()); TI_DeleteTempNPCIndex(this:GetParent():GetID());
</OnClick> </OnClick>
<OnEnter> <OnEnter>
TI_TooltipMessage(self, "Delete"); TI_TooltipMessage("Delete");
</OnEnter> </OnEnter>
<OnLeave> <OnLeave>
TI_TooltipHide(); TI_TooltipHide();
</OnLeave> </OnLeave>
</Scripts> </Scripts>
</Button> </Button>
<Button name="$parent_Add" hidden="false" inherits="UIPanelButtonTemplate" text="+"> <Button name="$parent_Add" hidden="false" inherits="OptionsButtonTemplate" text="+">
<Anchors> <Anchors>
<Anchor point="RIGHT" relativeTo="$parent_Delete" relativePoint="LEFT"> <Anchor point="RIGHT" relativeTo="$parent_Delete" relativePoint="LEFT">
<Offset> <Offset>
@ -314,10 +285,10 @@
</Size> </Size>
<Scripts> <Scripts>
<OnClick> <OnClick>
TI_AddTempNPCIndex(self:GetParent():GetID()); TI_AddTempNPCIndex(this:GetParent():GetID());
</OnClick> </OnClick>
<OnEnter> <OnEnter>
TI_TooltipMessage(self, "Add this NPC to the database"); TI_TooltipMessage("Add this NPC to the database");
</OnEnter> </OnEnter>
<OnLeave> <OnLeave>
TI_TooltipHide(); TI_TooltipHide();
@ -327,7 +298,7 @@
</Frames> </Frames>
</Frame> </Frame>
<Frame name="TI_TempNPCListWindow" parent="UIParent" frameStrata="DIALOG" toplevel="true" enableMouse="true" movable="true" hidden="true" inherits="BackdropTemplate"> <Frame Name="TI_TempNPCListWindow" parent="UIParent" frameStrata="DIALOG" toplevel="true" enableMouse="true" movable="true" hidden="true">
<Size> <Size>
<AbsDimension x="200" y="130" /> <AbsDimension x="200" y="130" />
</Size> </Size>
@ -397,63 +368,69 @@
</Anchors> </Anchors>
</Frame> </Frame>
</Frames> </Frames>
<KeyValues> <Backdrop bgFile="Interface\DialogFrame\UI-DialogBox-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<KeyValue key="backdropInfo" value="BACKDROP_TUTORIAL_16_16" type="global"/> <EdgeSize>
</KeyValues> <AbsValue val="16"/>
</EdgeSize>
<TileSize>
<AbsValue val="16"/>
</TileSize>
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5"/>
</BackgroundInsets>
</Backdrop>
<Scripts> <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> <OnMouseUp>
if ( self.isMoving ) then if ( this.isMoving ) then
self:StopMovingOrSizing(); this:StopMovingOrSizing();
self.isMoving = false; this.isMoving = false;
end end
</OnMouseUp> </OnMouseUp>
<OnMouseDown> <OnMouseDown>
if ( button == "LeftButton" ) then if ( arg1 == "LeftButton" ) then
self:StartMoving(); this:StartMoving();
self.isMoving = true; this.isMoving = true;
end end
</OnMouseDown> </OnMouseDown>
<OnHide> <OnHide>
if ( self.isMoving ) then if ( this.isMoving ) then
self:StopMovingOrSizing(); this:StopMovingOrSizing();
self.isMoving = false; this.isMoving = false;
end end
</OnHide> </OnHide>
</Scripts> </Scripts>
</Frame> </Frame>
<Frame name="TI_OptionsFrame" inherits="BackdropTemplate" frameStrata="DIALOG" toplevel="true" enableMouse="true" movable="true" parent="UIParent"> <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>
<KeyValues> <Backdrop bgFile="Interface\DialogFrame\UI-DialogBox-Background" edgeFile="Interface\DialogFrame\UI-DialogBox-Border" tile="true">
<KeyValue key="backdropInfo" value="BACKDROP_DIALOG_32_32" type="global"/> <BackgroundInsets>
</KeyValues> <AbsInset left="11" right="12" top="12" bottom="11"/>
</BackgroundInsets>
<TileSize>
<AbsValue val="32"/>
</TileSize>
<EdgeSize>
<AbsValue val="32"/>
</EdgeSize>
</Backdrop>
<Scripts> <Scripts>
<OnLoad> <OnShow>
self:ApplyBackdrop()
self:EnableMouse(true) </OnShow>
self:RegisterForDrag("LeftButton")
</OnLoad>
<OnDragStart>
self:StartMoving()
</OnDragStart>
<OnDragStop>
self:StopMovingOrSizing()
</OnDragStop>
</Scripts> </Scripts>
<Size> <Size>
<AbsDimension x="300" y="500"/> <AbsDimension x="300" y="500"/>
@ -511,7 +488,7 @@
<AbsDimension x="200" y="20" /> <AbsDimension x="200" y="20" />
</Size> </Size>
<Frames> <Frames>
<CheckButton name="$parent_Checkbox" hidden="false" inherits="UICheckButtonTemplate"> <CheckButton name="$parent_Checkbox" hidden="false" inherits="OptionsCheckButtonTemplate">
<Anchors> <Anchors>
<Anchor point="TOPLEFT"> <Anchor point="TOPLEFT">
<Offset> <Offset>
@ -527,7 +504,7 @@
</Size> </Size>
<Scripts> <Scripts>
<OnClick> <OnClick>
TI_StatusIndicator_CheckFn(self); TI_StatusIndicator_CheckFn();
</OnClick> </OnClick>
</Scripts> </Scripts>
</CheckButton> </CheckButton>
@ -573,7 +550,7 @@
<AbsDimension x="200" y="40" /> <AbsDimension x="200" y="40" />
</Size> </Size>
<Frames> <Frames>
<CheckButton name="$parent_UseDefault" hidden="false" inherits="UICheckButtonTemplate"> <CheckButton name="$parent_UseDefault" hidden="false" inherits="OptionsCheckButtonTemplate">
<Anchors> <Anchors>
<Anchor point="TOPLEFT"> <Anchor point="TOPLEFT">
<Offset> <Offset>
@ -589,11 +566,11 @@
</Size> </Size>
<Scripts> <Scripts>
<OnClick> <OnClick>
TI_SettingCheckboxFn(self, "usedefault"); TI_SettingCheckboxFn("usedefault");
</OnClick> </OnClick>
</Scripts> </Scripts>
</CheckButton> </CheckButton>
<CheckButton name="$parent_AddAutomatically" hidden="false" inherits="UICheckButtonTemplate"> <CheckButton name="$parent_AddAutomatically" hidden="false" inherits="OptionsCheckButtonTemplate">
<Anchors> <Anchors>
<Anchor point="TOPLEFT" relativeTo="$parent_UseDefault" relativePoint="BOTTOMLEFT"> <Anchor point="TOPLEFT" relativeTo="$parent_UseDefault" relativePoint="BOTTOMLEFT">
<Offset> <Offset>
@ -609,7 +586,7 @@
</Size> </Size>
<Scripts> <Scripts>
<OnClick> <OnClick>
TI_SettingCheckboxFn(self, "autoadd"); TI_SettingCheckboxFn("autoadd");
</OnClick> </OnClick>
</Scripts> </Scripts>
</CheckButton> </CheckButton>
@ -643,13 +620,12 @@
</Scripts> </Scripts>
</Frame> </Frame>
<Frame name="TI_OptionsPriorityContainer" inherits="TI_OptionFrameBoxTemplate"> <Frame name="TI_OptionsPriorityContainer" inherits="OptionFrameBoxTemplate">
<Scripts> <Scripts>
<OnLoad> <OnLoad>
self:ApplyBackdrop(); this:SetBackdropBorderColor(0.4, 0.4, 0.4);
self:SetBackdropBorderColor(0.4, 0.4, 0.4); this:SetBackdropColor(0.15, 0.15, 0.15);
self:SetBackdropColor(0.15, 0.15, 0.15); getglobal(this:GetName().."Title"):SetText("Gossip Options Priority List");
getglobal(self:GetName().."Title"):SetText("Gossip Options Priority List");
</OnLoad> </OnLoad>
</Scripts> </Scripts>
<Anchors> <Anchors>
@ -684,19 +660,179 @@
<Size> <Size>
<AbsDimension x="200" y="30"/> <AbsDimension x="200" y="30"/>
</Size> </Size>
<!--<Layers>
<Layer level="OVERLAY">
<FontString name="$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> </Frame>
</ScrollChild> </ScrollChild>
</ScrollFrame> </ScrollFrame>
</Frames> </Frames>
</Frame> </Frame>
<Frame name="TI_OptionsNPCContainer" inherits="TI_OptionFrameBoxTemplate"> <Frame name="TI_OptionsNPCContainer" inherits="OptionFrameBoxTemplate">
<Scripts> <Scripts>
<OnLoad> <OnLoad>
self:ApplyBackdrop(); this:SetBackdropBorderColor(0.4, 0.4, 0.4);
self:SetBackdropBorderColor(0.4, 0.4, 0.4); this:SetBackdropColor(0.15, 0.15, 0.15);
self:SetBackdropColor(0.15, 0.15, 0.15); getglobal(this:GetName().."Title"):SetText("NPC Database");
getglobal(self:GetName().."Title"):SetText("NPC Database");
</OnLoad> </OnLoad>
</Scripts> </Scripts>
<Anchors> <Anchors>
@ -711,7 +847,7 @@
</Size> </Size>
<Frames> <Frames>
<ScrollFrame name="TI_NPCListScrollFrame" inherits="FauxScrollFrameTemplate" hidden="false" > <ScrollFrame name="TI_NPCListScrollFrame" inherits="FauxScrollFrameTemplate" hidden="false" enableMouseWheel="true">
<Anchors> <Anchors>
<Anchor point="TOPLEFT"> <Anchor point="TOPLEFT">
<Offset> <Offset>
@ -726,8 +862,7 @@
</Anchors> </Anchors>
<Scripts> <Scripts>
<OnVerticalScroll> <OnVerticalScroll>
--FauxScrollFrame_OnVerticalScroll(20, TI_NPCListScrollBarUpdate); FauxScrollFrame_OnVerticalScroll(20, TI_NPCListScrollBarUpdate);
FauxScrollFrame_OnVerticalScroll(self, offset, 20, TI_NPCListScrollBarUpdate);
</OnVerticalScroll> </OnVerticalScroll>
<OnShow> <OnShow>
TI_NPCListScrollBarUpdate(); TI_NPCListScrollBarUpdate();
@ -816,8 +951,12 @@
<Frame name="TurnIn" hidden="true" frameStrata="LOW" enableMouse="false"> <Frame name="TurnIn" hidden="true" frameStrata="LOW" enableMouse="false">
<Scripts> <Scripts>
<OnLoad function="TI_OnLoad"/> <OnLoad>
<OnEvent function="TI_OnEvent"/> TI_OnLoad();
</OnLoad>
<OnEvent>
TI_OnEvent(event);
</OnEvent>
</Scripts> </Scripts>
</Frame> </Frame>
</Ui> </Ui>

160
TurnInUI.lua Executable file → Normal file
View File

@ -1,30 +1,3 @@
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) function TI_PopulateOptions(arg)
TI_debug(arg); TI_debug(arg);
local CurrOpts; local CurrOpts;
@ -37,40 +10,29 @@ function TI_PopulateOptions(arg)
end end
for i,v in ipairs(CurrOpts) do for i,v in ipairs(CurrOpts) do
local entrybutton = TI_GetOptionsPriorityFrame(i); local entry = "TI_OptionsPriority" .. i;
local icon, entrytext = entrybutton:GetRegions(); local entrybutton = getglobal(entry);
local checkbox = entrybutton:GetChildren(); local entrytext = getglobal("TI_OptionsPriority"..i.."_Text");
local iconpath; local iconpath;
if(v.name == nil) then TI_debug("oh noes") end; if(v.name == nil) then TI_debug("oh noes") end;
entrytext:SetText(v.name); entrytext:SetText(v.name);
if(v.type == "activequest") then if(v.type == "activequest") then
if(v.icon) then iconpath = "Interface\\GossipFrame\\ActiveQuestIcon";
iconpath = v.icon;
else
iconpath = "Interface/GossipFrame/ActiveQuestIcon";
end
elseif(v.type == "availquest") then elseif(v.type == "availquest") then
if(v.icon) then iconpath = "Interface\\GossipFrame\\AvailableQuestIcon";
iconpath = v.icon;
else
iconpath = "Interface/GossipFrame/AvailableQuestIcon";
end
else else
if(v.icon) then iconpath = "Interface\\GossipFrame\\" .. v.type .. "GossipIcon";
iconpath = v.icon;
else
iconpath = "Interface/GossipFrame/" .. v.type .. "GossipIcon";
end
end end
icon:SetTexture(iconpath); getglobal(entry .. "_Icon"):SetTexture(iconpath);
checkbox:SetChecked(v.state); getglobal(entry .. "_Check"):SetChecked(v.state);
entrytext:SetWidth(156); --make sure to change this if you change the anchors in the XML entrytext:SetWidth(156); --make sure to change this if you change the anchors in the XML
entrybutton:SetHeight( entrytext:GetHeight() + 6); entrybutton:SetHeight( entrytext:GetHeight() + 6);
entrybutton:Show(); entrybutton:Show();
last = last+1; last = last+1;
end end
TI_HideUnusedOptionFrames(last); for j=last, 16, 1 do
getglobal("TI_OptionsPriority" .. j):Hide();
end
TI_OptionsPriorityScrollFrame:SetVerticalScroll(0); TI_OptionsPriorityScrollFrame:SetVerticalScroll(0);
TI_OptionsPriorityScrollFrame:UpdateScrollChildRect(); TI_OptionsPriorityScrollFrame:UpdateScrollChildRect();
TI_StatusIndicatorUpdate(); TI_StatusIndicatorUpdate();
@ -79,6 +41,31 @@ function TI_PopulateOptions(arg)
TI_SettingCheckboxUpdate(); TI_SettingCheckboxUpdate();
end 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() function TI_NPCListScrollBarUpdate()
if(TI_NPCIndex) then if(TI_NPCIndex) then
@ -90,6 +77,19 @@ function TI_NPCListScrollBarUpdate()
local offset = FauxScrollFrame_GetOffset(TI_NPCListScrollFrame); local offset = FauxScrollFrame_GetOffset(TI_NPCListScrollFrame);
local i=1; local i=1;
local j=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 for line=1,8 do
lineplusoffset = line + FauxScrollFrame_GetOffset(TI_NPCListScrollFrame); lineplusoffset = line + FauxScrollFrame_GetOffset(TI_NPCListScrollFrame);
@ -110,8 +110,8 @@ function TI_NPCListScrollBarUpdate()
end end
end end
function TI_SelectNPCIndex(self) function TI_SelectNPCIndex()
local index = self:GetID(); local index = this:GetID();
if(TI_LoadedNPCIndex == index) then if(TI_LoadedNPCIndex == index) then
TI_LoadedNPCIndex = 0; TI_LoadedNPCIndex = 0;
else else
@ -121,8 +121,8 @@ function TI_SelectNPCIndex(self)
TI_PopulateOptions("select npc"); TI_PopulateOptions("select npc");
end end
function TI_DeleteNPCIndex(self) function TI_DeleteNPCIndex()
local index = self:GetParent():GetID(); local index = this:GetParent():GetID();
TI_DeleteNPC(index); TI_DeleteNPC(index);
if(TI_LoadedNPCIndex == index) then if(TI_LoadedNPCIndex == index) then
TI_LoadedNPCIndex = 0; TI_LoadedNPCIndex = 0;
@ -130,9 +130,9 @@ function TI_DeleteNPCIndex(self)
TI_PopulateOptions("npclist update"); TI_PopulateOptions("npclist update");
end end
function TI_NPCToggle(self) function TI_NPCToggle()
local index = self:GetParent():GetID(); local index = this:GetParent():GetID();
TI_NPCDB[TI_NPCIndex[index]].state = self:GetChecked(); TI_NPCDB[TI_NPCIndex[index]].state = this:GetChecked();
if(TI_NPCDB[TI_NPCIndex[index]].state) then if(TI_NPCDB[TI_NPCIndex[index]].state) then
TI_LoadedNPCIndex = index; TI_LoadedNPCIndex = index;
@ -144,14 +144,14 @@ function TI_NPCToggle(self)
TI_PopulateOptions("select npc"); TI_PopulateOptions("select npc");
end end
function TI_OptionMove(self, offset) function TI_OptionMove(offset)
local CurrOpts; local CurrOpts;
if(TI_LoadedNPCIndex > 0) then if(TI_LoadedNPCIndex > 0) then
CurrOpts = TI_NPCDB[TI_NPCIndex[TI_LoadedNPCIndex]]; CurrOpts = TI_NPCDB[TI_NPCIndex[TI_LoadedNPCIndex]];
else else
CurrOpts = TI_status.options; CurrOpts = TI_status.options;
end end
local id = self:GetParent():GetID(); local id = this:GetParent():GetID();
local newid = id + offset; local newid = id + offset;
if(newid < 1 or newid > table.getn(CurrOpts)) then if(newid < 1 or newid > table.getn(CurrOpts)) then
@ -165,15 +165,15 @@ function TI_OptionMove(self, offset)
TI_PopulateOptions("move"); TI_PopulateOptions("move");
end end
function TI_OptionToggle(self) function TI_OptionToggle()
local CurrOpts; local CurrOpts;
if(TI_LoadedNPCIndex > 0) then if(TI_LoadedNPCIndex > 0) then
CurrOpts = TI_NPCDB[TI_NPCIndex[TI_LoadedNPCIndex]]; CurrOpts = TI_NPCDB[TI_NPCIndex[TI_LoadedNPCIndex]];
else else
CurrOpts = TI_status.options; CurrOpts = TI_status.options;
end end
local id = self:GetParent():GetID(); local id = this:GetParent():GetID();
if(self:GetChecked()) then if(this:GetChecked()) then
CurrOpts[id].state=true; CurrOpts[id].state=true;
else else
CurrOpts[id].state=false; CurrOpts[id].state=false;
@ -194,8 +194,8 @@ function TI_StatusIndicatorUpdate()
end end
function TI_StatusIndicator_CheckFn(self) function TI_StatusIndicator_CheckFn()
if(self:GetChecked()) then if(this:GetChecked()) then
TI_Switch("on"); TI_Switch("on");
else else
TI_Switch("off"); TI_Switch("off");
@ -203,10 +203,10 @@ function TI_StatusIndicator_CheckFn(self)
end end
function TI_TempNPCListTooltipShow(self) function TI_TempNPCListTooltipShow()
TI_Tooltip:SetOwner(self, ANCHOR_PRESERVE); TI_Tooltip:SetOwner(this, ANCHOR_PRESERVE);
TI_Tooltip:ClearLines(); TI_Tooltip:ClearLines();
local id = self:GetID(); local id = this:GetID();
TI_Tooltip:AddLine(TI_TempNPCList[id].location); TI_Tooltip:AddLine(TI_TempNPCList[id].location);
for i,v in ipairs(TI_TempNPCList[id].list) do for i,v in ipairs(TI_TempNPCList[id].list) do
TI_Tooltip:AddLine("- " .. v.name); TI_Tooltip:AddLine("- " .. v.name);
@ -220,8 +220,8 @@ function TI_TooltipHide()
TI_Tooltip:Hide(); TI_Tooltip:Hide();
end end
function TI_TooltipMessage(self, msg) function TI_TooltipMessage(msg)
TI_Tooltip:SetOwner(self, ANCHOR_PRESERVE); TI_Tooltip:SetOwner(this, ANCHOR_PRESERVE);
TI_Tooltip:ClearLines(); TI_Tooltip:ClearLines();
TI_Tooltip:SetText(msg); TI_Tooltip:SetText(msg);
TI_Tooltip:Show(); TI_Tooltip:Show();
@ -230,34 +230,34 @@ end
function TI_TempNPCListUpdate() function TI_TempNPCListUpdate()
local last = 1; local last = 1;
for i,v in ipairs(TI_TempNPCList) do for i,v in ipairs(TI_TempNPCList) do
local tempbuttontext = _G["TI_TempNPCListWindow"..i.."_Text"]; local tempbuttontext = getglobal("TI_TempNPCListWindow"..i.."_Text");
tempbuttontext:SetText(v.name); tempbuttontext:SetText(v.name);
tempbuttontext:GetParent():Show(); tempbuttontext:GetParent():Show();
last = last+1; last = last+1;
end end
for j=last, TI_TempNPCListMaxSize, 1 do for j=last, TI_TempNPCListMaxSize, 1 do
_G["TI_TempNPCListWindow" .. j]:Hide(); getglobal("TI_TempNPCListWindow" .. j):Hide();
end end
end end
function TI_NPCListCheckboxTooltip(self) function TI_NPCListCheckboxTooltip()
if(self:GetChecked()) then if(this:GetChecked()) then
TI_TooltipMessage(self, "NPC is using specific settings."); TI_TooltipMessage("NPC is using specific settings.");
else else
TI_TooltipMessage(self, "NPC is using default settings."); TI_TooltipMessage("NPC is using default settings.");
end end
end end
function TI_OptionListCheckboxTooltip(self) function TI_OptionListCheckboxTooltip()
if(self:GetChecked()) then if(this:GetChecked()) then
TI_TooltipMessage(self, "This option is enabled."); TI_TooltipMessage("This option is enabled.");
else else
TI_TooltipMessage(self, "This option is disabled."); TI_TooltipMessage("This option is disabled.");
end end
end end
function TI_SettingCheckboxFn(self, var) function TI_SettingCheckboxFn(var)
if(self:GetChecked()) then if(this:GetChecked()) then
TI_status[var] = true; TI_status[var] = true;
else else
TI_status[var] = false; TI_status[var] = false;

View File

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