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master ... 2.2

8 changed files with 466 additions and 257 deletions

1
.gitignore vendored Executable file → Normal file
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@ -0,0 +1 @@
.sync/

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@ -1,6 +1,6 @@
Turn In
v2.3
by Sabindeus of Terenas
v2.1
by Sabindeus of Smolderthorn/Andre of Argent Dawn (Alliance)
DESCRIPTION
-------------
@ -30,4 +30,25 @@ COMMAND SUMMARY
Please send bug reports, questions or comments to sabin@sabindeus.com
CHANGE LOG
-------------
v2.1 - Quest selection logic rewrite thanks to Arcanemagus of Hyjal
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 and Makhno for beta testing like a pro!
Extra Special Thanks to Arcanemagus for his code input!
Please send bug reports, questions or comments to Sabin1936@mac.com

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@ -1,14 +1,22 @@
--[[
Turn-In Mod
version 2.3
version 2.1
Authored by Ian Friedman
Sabindeus of Terenas (Alliance)
Sabindeus of Smolderthorn (Alliance)
The repeatable quest turn in automating machine.
Thanks to Arcanemagus of Hyjal for extra bug fixes and coding input
]]
-- WOW Version detection
local function TI_IsRetail()
if WOW_PROJECT_ID == WOW_PROJECT_MAINLINE then
return true;
else
return false;
end
end
TI_VersionString = "2.0";
local TI_slashtable;
@ -37,6 +45,7 @@ local TI_GossipDefaults = {
banker = "Bank"
};
TI_FunctionList = {};
local TI_DefaultStatus = {
state = false,
@ -57,49 +66,6 @@ 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(...)
@ -111,15 +77,7 @@ end
function TI_debug(...)
if(TI_status.debugstate) then
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
TI_message(...)
end
end
@ -193,7 +151,6 @@ function TI_LoadEvents()
end
function TI_ResetPointers()
TI_debug("resetting pointers")
TI_activenumber = 1;
TI_availnumber = 1;
TI_specnum = 0;
@ -412,7 +369,6 @@ function TI_CompleteQuest()
TI_ResetPointers();
else
TI_debug("quest is not completable, declining");
TI_availnumber = TI_availnumber + 1;
QuestDetailDeclineButton_OnClick();
end
end
@ -421,10 +377,11 @@ 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
local qname, isComplete = qfn(i);
ret[i] = {name=qname, questID=i, isComplete=isComplete};
qname = qfn(i);
ret[i] = {name=qname};
end
return ret;
end
@ -435,7 +392,6 @@ function TI_HandleGossipWindow(gorq)
local AvailableQuests;
local ActiveQuests;
local GossipOptions;
TI_debug(gorq);
if(gorq == "g") then
AvailableQuests = TI_FunctionList.g.tabulateAvailable(TI_FunctionList.g.getavailquests());
ActiveQuests = TI_FunctionList.g.tabulateActive(TI_FunctionList.g.getactivequests());
@ -475,13 +431,8 @@ function TI_HandleGossipWindow(gorq)
local x={};
x.name = v.name;
x.gorq = gorq;
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
@ -489,13 +440,13 @@ function TI_HandleGossipWindow(gorq)
local TotalOptions = #AvailableQuests+#ActiveQuests+#GossipOptions;
--if(TI_activenumber > ActiveQuests.getn()) TI_activenumber = 1;
if(TotalOptions < 1) then
return;
end
local npcname = UnitName("npc");
if not issecretvalue(npcname) then
TI_AddNPCToTempList(npcname, ListEntry);
if(TI_status.autoadd and (not TI_NPCDB[npcname])) then
@ -520,7 +471,6 @@ function TI_HandleGossipWindow(gorq)
end
if(TI_availnumber > TotalOptions or TI_activenumber > TotalOptions) then
TI_debug("Out of available/active quests, giving up ");
TI_ResetPointers();
return;
end
@ -539,7 +489,7 @@ function TI_HandleGossipWindow(gorq)
for i2,v2 in ipairs(AvailableQuests) do
if (v2.name == current.name) then
TI_debug(i1.."-Available Match Found: "..current.name);
SAvQ(v2.questID);
TI_FunctionList[current.gorq]["availquest"](i2);
return;
end
end
@ -547,7 +497,7 @@ function TI_HandleGossipWindow(gorq)
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);
TI_FunctionList[current.gorq]["activequest"](i2);
return;
end
end
@ -555,11 +505,7 @@ function TI_HandleGossipWindow(gorq)
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
TI_FunctionList.g.default(i2);
return;
end
end
@ -574,8 +520,6 @@ function TI_HandleGossipWindow(gorq)
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;
@ -584,27 +528,28 @@ 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
SAvQ(AvailableQuests[TI_availnumber].questID);
TI_debug("Selecting Available Quest ".. TI_availnumber);
TI_availnumber = TI_availnumber + 1;
SAvQ(TI_availnumber-1);
TI_debug("Selecting Available Quest ".. TI_availnumber-1);
TI_ResetPointers();
return;
elseif(current.type == "activequest" and #ActiveQuests > 0 and TI_activenumber <= #ActiveQuests) then
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_activenumber = TI_activenumber + 1;
if ActiveQuests[TI_activenumber-1].isComplete then
TI_debug("Selecting Active Quest ".. TI_activenumber-1 .. " " .. ActiveQuests[TI_activenumber-1].name );
SAcQ(TI_activenumber-1);
TI_ResetPointers();
return;
else
TI_debug("Active Quest ".. TI_activenumber .. " " .. ActiveQuests[TI_activenumber].name .. " is not complete")
TI_activenumber = TI_activenumber + 1;
TI_debug("Active Quest ".. TI_activenumber-1 .. " " .. ActiveQuests[TI_activenumber-1].name .. " is not complete")
end
end
elseif(#GossipOptions > 0) then
for j,val in ipairs(GossipOptions) do
if(val.type == current.type) then
TI_ResetPointers();
TI_debug("Selecting Gossip Option "..j)
TI_FunctionList.g.gossip(val.args);
TI_FunctionList.g.default(j);
return;
end
end
@ -677,21 +622,28 @@ function TI_StripDescriptors(...)
return x;
end
function TI_TabulateGossipQuestUIInfo(gquis)
function TI_TabulateGossipOptions_Classic(...)
local x = {};
local arg = {...};
for i=1, #arg, 2 do
local temp = {};
temp.name = arg[i];
temp.type = arg[i+1];
table.insert(x, temp);
end
return x;
end
function TI_TabulateGossipQuestUIInfo_Retail(gquis)
local x = {};
for i,gqui in ipairs(gquis) do
local temp = {};
temp.name = gqui.title;
temp.icon = QuestUtil.GetQuestIconOffer(
gqui.isLegendary,
gqui.frequency,
gqui.isRepeatable,
false,
false
);
temp.questID = gqui.questID;
temp.icon = QuestUtil.GetQuestIconActive(gqui.isComplete, gqui.isLegendary,
gqui.frequency, gqui.isRepeatable, gqui.isCampaign, gqui.isCovenantCalling);
temp.isComplete = gqui.isComplete;
table.insert(x, temp);
@ -699,99 +651,115 @@ function TI_TabulateGossipQuestUIInfo(gquis)
return x;
end
function TI_TabulateGossipUIInfo(guis)
function TI_TabulateGossipUIInfo_Retail(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"
if gui.type == "chatbubble" then
gui.type = "gossip"
end
temp.type = gossipType;
temp.icon = gui.icon;
temp.gossipOptionID = gui.gossipOptionID
temp.orderIndex = gui.orderIndex
temp.args = gui.orderIndex
temp.type = gui.type;
table.insert(x, temp);
end
return x;
end
function TI_TabulateGossipAvailableQuests_Classic(gquis)
function TI_TabulateGossipAvailableQuests_Classic(...)
local x = {};
for i,gqui in ipairs(gquis) do
for i=1, select("#", ...), 7 do
local temp = {};
temp.name = gqui.title;
temp.name = select(i, ...);
if ( gqui.repeatable ) then
local isTrivial = select(i+2, ...);
local isDaily = select(i+3, ...);
local isRepeatable = select(i+4, ...);
local isLegendary = select(i+5, ...);
local isIgnored = select(i+6, ...);
if ( isDaily ) then
temp.icon = "Interface\\GossipFrame\\DailyQuestIcon";
elseif ( gqui.isLegendary ) then
elseif ( isRepeatable ) then
temp.icon = "Interface\\GossipFrame\\DailyActiveQuestIcon";
elseif ( 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)
function TI_TabulateGossipActiveQuests_Classic(...)
local x = {};
for i,gqui in ipairs(gquis) do
for i=1, select("#", ...), 6 do
local temp = {};
temp.name = gqui.title;
temp.name = select(i, ...);
if ( gqui.repeatable ) then
temp.icon = "Interface\\GossipFrame\\DailyQuestIcon";
elseif ( gqui.isLegendary ) then
temp.icon = "Interface\\GossipFrame\\AvailableLegendaryQuestIcon";
local isComplete = select(i+3, ...);
temp.isComplete = isComplete;
local isLegendary = select(i+4, ...);
if(isComplete) then
if(isLegendary) then
temp.icon = "Interface\\GossipFrame\\ActiveLegendaryQuestIcon";
else
temp.icon = "Interface\\GossipFrame\\AvailableQuestIcon";
temp.icon = "Interface\\GossipFrame\\ActiveQuestIcon";
end
else
temp.icon = "Interface\\GossipFrame\\IncompleteQuestIcon";
end
temp.questID = gqui.questID;
temp.isComplete = gqui.isComplete;
table.insert(x, temp);
end
return x;
end
TI_FunctionList = {}
function TI_SetupFunctions()
-- set up functions by release type
if (TI_IsRetail()) then
TI_FunctionList = {
g = {
availquest = C_GossipInfo.SelectAvailableQuest,
activequest = C_GossipInfo.SelectActiveQuest,
gossip = C_GossipInfo.SelectOptionByIndex,
default = C_GossipInfo.SelectOption,
getavailquests = C_GossipInfo.GetAvailableQuests,
getactivequests = C_GossipInfo.GetActiveQuests,
getoptions = C_GossipInfo.GetOptions,
tabulateOptions = TI_TabulateGossipUIInfo,
tabulateAvailable = TI_TabulateGossipQuestUIInfo_Retail,
tabulateActive = TI_TabulateGossipQuestUIInfo_Retail,
tabulateOptions = TI_TabulateGossipUIInfo_Retail,
},
q = {
activequest = C_GossipInfo.SelectActiveQuest,
availquest = C_GossipInfo.SelectAvailableQuest,
}
};
else
TI_FunctionList = {
g = {
availquest = SelectGossipAvailableQuest,
activequest = SelectGossipActiveQuest,
default = SelectGossipOption,
getavailquests = GetGossipAvailableQuests,
getactivequests = GetGossipActiveQuests,
getoptions = GetGossipOptions,
tabulateAvailable = TI_TabulateGossipAvailableQuests_Classic,
tabulateActive = TI_TabulateGossipActiveQuests_Classic,
tabulateOptions = TI_TabulateGossipOptions_Classic,
},
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 )
local copy = {}
for k1,v1 in pairs(src) do

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@ -1,5 +1,5 @@
## Interface: 120100, 120000, 120001, 50503, 40402, 30405, 20505, 11508
## X-Compatible-With: 120100, 120000, 120001, 50503, 40402, 30405, 20505, 11508
## Interface: 90207
## X-Compatible-With: 90207
## Title: Turn In
## Notes: Automates the selection of quest and gossip options.
## SavedVariables: TI_status, TI_NPCDB, TI_NPCIndex

239
TurnIn.xml Executable file → Normal file
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@ -1,5 +1,4 @@
<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" />
@ -21,6 +20,17 @@
<KeyValues>
<KeyValue key="backdropInfo" value="BACKDROP_TUTORIAL_16_16" type="global"/>
</KeyValues>
<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>
<Scripts>
<OnLoad>
self:ApplyBackdrop();
@ -45,7 +55,7 @@
-->
</Scripts>
<Frames>
<CheckButton name="$parent_Check" hidden="false" inherits="UICheckButtonTemplate">
<CheckButton name="$parent_Check" hidden="false" inherits="OptionsCheckButtonTemplate">
<Anchors>
<Anchor point="TOPLEFT"/>
</Anchors>
@ -136,7 +146,7 @@
</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="$parent_Icon" relativePoint="TOPRIGHT">
<Offset>
@ -181,7 +191,7 @@
<AbsDimension x="232" y="20" />
</Size>
<Frames>
<CheckButton name="$parent_Check" hidden="false" inherits="UICheckButtonTemplate">
<CheckButton name="$parent_Check" hidden="false" inherits="OptionsCheckButtonTemplate">
<Anchors>
<Anchor point="TOPLEFT"/>
</Anchors>
@ -204,7 +214,7 @@
</OnLeave>
</Scripts>
</CheckButton>
<Button name="$parent_Delete" hidden="false" inherits="UIPanelButtonTemplate" text="X">
<Button name="$parent_Delete" hidden="false" inherits="OptionsButtonTemplate" text="X">
<Anchors>
<Anchor point="RIGHT">
<Offset>
@ -230,7 +240,7 @@
</Frames>
<Layers>
<Layer level="ARTWORK">
<FontString name="$parent_Text" justifyV="TOP" justifyH="LEFT" inherits="GameFontNormal" text="">
<FontString name="$parent_Text" justifyV="top" justifyH="left" inherits="GameFontNormal" text="">
<Anchors>
<Anchor point="LEFT">
<Offset>
@ -251,7 +261,7 @@
<GameTooltip name="TI_Tooltip" hidden="true" inherits="GameTooltipTemplate" />
<Frame name="TI_TempNPCListEntry" virtual="true" hidden="true">
<Frame Name="TI_TempNPCListEntry" virtual="true" hidden="true">
<Scripts>
<OnEnter>
TI_TempNPCListTooltipShow(self);
@ -266,7 +276,7 @@
<Layers>
<Layer level="ARTWORK">
<FontString name="$parent_Text" justifyV="TOP" justifyH="LEFT" inherits="GameFontNormal" text="">
<FontString name="$parent_Text" justifyV="top" justifyH="left" inherits="GameFontNormal" text="">
<Anchors>
<Anchor point="LEFT">
<Offset>
@ -278,7 +288,7 @@
</Layer>
</Layers>
<Frames>
<Button name="$parent_Delete" hidden="false" inherits="UIPanelButtonTemplate" text="X">
<Button name="$parent_Delete" hidden="false" inherits="OptionsButtonTemplate" text="X">
<Anchors>
<Anchor point="TOPRIGHT">
<Offset>
@ -301,7 +311,7 @@
</OnLeave>
</Scripts>
</Button>
<Button name="$parent_Add" hidden="false" inherits="UIPanelButtonTemplate" text="+">
<Button name="$parent_Add" hidden="false" inherits="OptionsButtonTemplate" text="+">
<Anchors>
<Anchor point="RIGHT" relativeTo="$parent_Delete" relativePoint="LEFT">
<Offset>
@ -327,7 +337,7 @@
</Frames>
</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" inherits="BackdropTemplate">
<Size>
<AbsDimension x="200" y="130" />
</Size>
@ -400,6 +410,17 @@
<KeyValues>
<KeyValue key="backdropInfo" value="BACKDROP_TUTORIAL_16_16" type="global"/>
</KeyValues>
<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>
<Scripts>
<OnLoad>
self.backdropInfo = {
@ -436,11 +457,34 @@
</Scripts>
</Frame>
<Frame name="TI_OptionsFrame" inherits="BackdropTemplate" frameStrata="DIALOG" toplevel="true" enableMouse="true" movable="true" parent="UIParent">
<Frame Name="TI_OptionsFrame" inherits="BackdropTemplate" 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>
<KeyValue key="backdropInfo" value="BACKDROP_DIALOG_32_32" type="global"/>
</KeyValues>
<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>
<Scripts>
<OnLoad>
@ -511,7 +555,7 @@
<AbsDimension x="200" y="20" />
</Size>
<Frames>
<CheckButton name="$parent_Checkbox" hidden="false" inherits="UICheckButtonTemplate">
<CheckButton name="$parent_Checkbox" hidden="false" inherits="OptionsCheckButtonTemplate">
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
@ -573,7 +617,7 @@
<AbsDimension x="200" y="40" />
</Size>
<Frames>
<CheckButton name="$parent_UseDefault" hidden="false" inherits="UICheckButtonTemplate">
<CheckButton name="$parent_UseDefault" hidden="false" inherits="OptionsCheckButtonTemplate">
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
@ -593,7 +637,7 @@
</OnClick>
</Scripts>
</CheckButton>
<CheckButton name="$parent_AddAutomatically" hidden="false" inherits="UICheckButtonTemplate">
<CheckButton name="$parent_AddAutomatically" hidden="false" inherits="OptionsCheckButtonTemplate">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parent_UseDefault" relativePoint="BOTTOMLEFT">
<Offset>
@ -684,6 +728,167 @@
<Size>
<AbsDimension x="200" y="30"/>
</Size>
<!--<Layers>
<Layer level="OVERLAY">
<FontString name="$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>
@ -711,7 +916,7 @@
</Size>
<Frames>
<ScrollFrame name="TI_NPCListScrollFrame" inherits="FauxScrollFrameTemplate" hidden="false" >
<ScrollFrame name="TI_NPCListScrollFrame" inherits="FauxScrollFrameTemplate" hidden="false" enableMouseWheel="true">
<Anchors>
<Anchor point="TOPLEFT">
<Offset>

84
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)
TI_debug(arg);
local CurrOpts;
@ -37,9 +10,9 @@ function TI_PopulateOptions(arg)
end
for i,v in ipairs(CurrOpts) do
local entrybutton = TI_GetOptionsPriorityFrame(i);
local icon, entrytext = entrybutton:GetRegions();
local checkbox = entrybutton:GetChildren();
local entry = "TI_OptionsPriority" .. i;
local entrybutton = getglobal(entry);
local entrytext = getglobal("TI_OptionsPriority"..i.."_Text");
local iconpath;
if(v.name == nil) then TI_debug("oh noes") end;
entrytext:SetText(v.name);
@ -55,22 +28,19 @@ function TI_PopulateOptions(arg)
else
iconpath = "Interface/GossipFrame/AvailableQuestIcon";
end
else
if(v.icon) then
iconpath = v.icon;
else
iconpath = "Interface/GossipFrame/" .. v.type .. "GossipIcon";
end
end
icon:SetTexture(iconpath);
checkbox:SetChecked(v.state);
getglobal(entry .. "_Icon"):SetTexture(iconpath);
getglobal(entry .. "_Check"):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
TI_HideUnusedOptionFrames(last);
for j=last, 16, 1 do
getglobal("TI_OptionsPriority" .. j):Hide();
end
TI_OptionsPriorityScrollFrame:SetVerticalScroll(0);
TI_OptionsPriorityScrollFrame:UpdateScrollChildRect();
TI_StatusIndicatorUpdate();
@ -79,6 +49,31 @@ 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
@ -90,6 +85,19 @@ 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);

7
TurnIn_Wrath.toc Executable file
View File

@ -0,0 +1,7 @@
## Interface: 30400
## X-Compatible-With: 30400
## Title: Turn In
## Notes: Automates the selection of quest and gossip options.
## SavedVariables: TI_status, TI_NPCDB, TI_NPCIndex
## Version: 2.2
TurnIn.xml

View File

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