WoWInterface SVN GuildLottery

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Rev 1 → Rev 2

GLottery.toc New file
0,0 → 1,20
## Interface: 40200
## Title: Guild Lottery
## Title-deDe: Guilden Lotterie
## Title-esES: Guild Lottery
## Notes: Easy Guild Lottery. Just type 'lottery' in guildchat
## Creator: Zackran on The Shattar(EU), Malaron on Korialstrasz(US)
## SavedVariables: GL_Data, GL_Settings
## Version: 2.0.0 Beta
## OptionalDeps: WIM
 
--Embedded Libraries
Embeds.xml
 
--Locale Translations
Locales\Locales.xml
 
--Core Files
GLottery.lua
GLottery.xml
GLotteryCalendar.xml
Embeds.xml New file
0,0 → 1,8
<Ui xsi:schemaLocation="http://www.blizzard.com/wow/ui/ ..\FrameXML\UI.xsd">
<Script file="Libs\LibStub\LibStub.lua"/>
<Include file="Libs\AceLocale-3.0\AceLocale-3.0.xml"/>
<Include file="Libs\AceAddon-3.0\AceAddon-3.0.xml"/>
<Include file="Libs\AceConsole-3.0\AceConsole-3.0.xml"/>
<Include file="Libs\AceEvent-3.0\AceEvent-3.0.xml"/>
<Include file="Libs\AceTimer-3.0\AceTimer-3.0.xml"/>
</Ui>
\ No newline at end of file
GLotteryCalendar.xml New file
0,0 → 1,1302
<Ui xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xsi:schemaLocation="http://www.blizzard.com/wow/ui/ ..\FrameXML\UI.xsd" xmlns="http://www.blizzard.com/wow/ui/">
<Script file="GLotteryCalendar.lua" />
<Button name="GLCalendarDayHeaderTemplate" virtual="true">
<Size>
<AbsDimension x="16" y="16" />
</Size>
<Layers>
<Layer level="BACKGROUND">
<Texture name="$parentMiddle" file="Interface\FriendsFrame\WhoFrame-ColumnTabs">
<Size>
<AbsDimension x="16" y="16" />
</Size>
<Anchors>
<Anchor point="TOPLEFT" />
</Anchors>
<TexCoords left="0.078125" right="0.90625" top="0" bottom="0.75" />
</Texture>
</Layer>
</Layers>
<HighlightTexture file="Interface\QuestFrame\UI-QuestTitleHighlight" alphaMode="ADD">
<Size>
<AbsDimension x="16" y="16" />
</Size>
<Anchors>
<Anchor point="TOP">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</HighlightTexture>
<ButtonText inherits="GameFontHighlightSmall">
<Anchors>
<Anchor point="LEFT">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</ButtonText>
</Button>
<Button name="GLCalendarDayButtonTemplate" virtual="true">
<Size>
<AbsDimension x="16" y="16" />
</Size>
<Scripts>
<OnClick>
PlaySound("igMainMenuOptionCheckBoxOn");
GL_Calendar_OnClick(self);
</OnClick>
</Scripts>
<HighlightTexture file="Interface\QuestFrame\UI-QuestTitleHighlight" alphaMode="ADD">
<Size>
<AbsDimension x="16" y="16" />
</Size>
<Anchors>
<Anchor point="TOP">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</HighlightTexture>
<ButtonText name="$parentText" inherits="GameFontNormalSmall">
<Anchors>
<Anchor point="LEFT">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</ButtonText>
</Button>
<Button name="GLEventCalendarDayHeaderTemplate" virtual="true">
<Size>
<AbsDimension x="32" y="16" />
</Size>
<Layers>
<Layer level="BACKGROUND">
<Texture name="$parentMiddle" file="Interface\FriendsFrame\WhoFrame-ColumnTabs">
<Size>
<AbsDimension x="32" y="16" />
</Size>
<Anchors>
<Anchor point="TOPLEFT" />
</Anchors>
<TexCoords left="0.078125" right="0.90625" top="0" bottom="0.75" />
</Texture>
</Layer>
</Layers>
<HighlightTexture file="Interface\QuestFrame\UI-QuestTitleHighlight" alphaMode="ADD">
<Size>
<AbsDimension x="32" y="16" />
</Size>
<Anchors>
<Anchor point="TOP">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</HighlightTexture>
<ButtonText inherits="GameFontHighlightSmall">
<Anchors>
<Anchor point="LEFT">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</ButtonText>
</Button>
<Button name="GLEventCalendarDayButtonTemplate" virtual="true">
<Size>
<AbsDimension x="32" y="32" />
</Size>
<Layers>
<Layer level="BACKGROUND">
<Texture name="$parentTexture">
<Size>
<AbsDimension x="32" y="32" />
</Size>
</Texture>
</Layer>
<Layer level="OVERLAY">
<FontString name="$parentText" inherits="GameFontNormalSmall" justifyV="TOP" justifyH="LEFT">
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="1" y="-1" />
</Offset>
</Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<Scripts>
<OnClick>
PlaySound("igMainMenuOptionCheckBoxOn");
--GLEventCalendar_OnClick();
</OnClick>
</Scripts>
<HighlightTexture file="Interface\QuestFrame\UI-QuestTitleHighlight" alphaMode="ADD">
<Size>
<AbsDimension x="32" y="32" />
</Size>
<Anchors>
<Anchor point="TOP">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</HighlightTexture>
</Button>
<Frame name="GLEventCalendarFrameTemplate" virtual="true">
<Size>
<AbsDimension x="242" y="220" />
</Size>
<Frames>
<Button name="GLCalendarDayHeader1" inherits="GLEventCalendarDayHeaderTemplate">
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="2" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDayHeader2" inherits="GLEventCalendarDayHeaderTemplate">
<Anchors>
<Anchor point="LEFT" relativeTo="$parentDayHeader1" relativePoint="RIGHT">
<Offset>
<AbsDimension x="2" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDayHeader3" inherits="GLEventCalendarDayHeaderTemplate">
<Anchors>
<Anchor point="LEFT" relativeTo="$parentDayHeader2" relativePoint="RIGHT">
<Offset>
<AbsDimension x="2" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDayHeader4" inherits="GLEventCalendarDayHeaderTemplate">
<Anchors>
<Anchor point="LEFT" relativeTo="$parentDayHeader3" relativePoint="RIGHT">
<Offset>
<AbsDimension x="2" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarHeader5" inherits="GLEventCalendarDayHeaderTemplate">
<Anchors>
<Anchor point="LEFT" relativeTo="$parentDayHeader4" relativePoint="RIGHT">
<Offset>
<AbsDimension x="2" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDayHeader6" inherits="GLEventCalendarDayHeaderTemplate">
<Anchors>
<Anchor point="LEFT" relativeTo="$parentDayHeader5" relativePoint="RIGHT">
<Offset>
<AbsDimension x="2" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDayHeader7" inherits="GLEventCalendarDayHeaderTemplate">
<Anchors>
<Anchor point="LEFT" relativeTo="$parentDayHeader6" relativePoint="RIGHT">
<Offset>
<AbsDimension x="2" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay11" inherits="GLEventCalendarDayButtonTemplate" id="11">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDayHeader1" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay12" inherits="GLEventCalendarDayButtonTemplate" id="12">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDayHeader2" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay13" inherits="GLEventCalendarDayButtonTemplate" id="13">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDayHeader3" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay14" inherits="GLEventCalendarDayButtonTemplate" id="14">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDayHeader4" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay15" inherits="GLEventCalendarDayButtonTemplate" id="15">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDayHeader5" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay16" inherits="GLEventCalendarDayButtonTemplate" id="16">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDayHeader6" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay17" inherits="GLEventCalendarDayButtonTemplate" id="17">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDayHeader7" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay21" inherits="GLEventCalendarDayButtonTemplate" id="21">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay11" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay22" inherits="GLEventCalendarDayButtonTemplate" id="22">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay12" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay23" inherits="GLEventCalendarDayButtonTemplate" id="23">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay13" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay24" inherits="GLEventCalendarDayButtonTemplate" id="24">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay14" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay25" inherits="GLEventCalendarDayButtonTemplate" id="25">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay15" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay26" inherits="GLEventCalendarDayButtonTemplate" id="26">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay16" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay27" inherits="GLEventCalendarDayButtonTemplate" id="27">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay17" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay31" inherits="GLEventCalendarDayButtonTemplate" id="31">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay21" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay32" inherits="GLEventCalendarDayButtonTemplate" id="32">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay22" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay33" inherits="GLEventCalendarDayButtonTemplate" id="33">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay23" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay34" inherits="GLEventCalendarDayButtonTemplate" id="34">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay24" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay35" inherits="GLEventCalendarDayButtonTemplate" id="35">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay25" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay36" inherits="GLEventCalendarDayButtonTemplate" id="36">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay26" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay37" inherits="GLEventCalendarDayButtonTemplate" id="37">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay27" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay41" inherits="GLEventCalendarDayButtonTemplate" id="41">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay31" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay42" inherits="GLEventCalendarDayButtonTemplate" id="42">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay32" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay43" inherits="GLEventCalendarDayButtonTemplate" id="43">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay33" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay44" inherits="GLEventCalendarDayButtonTemplate" id="44">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay34" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay45" inherits="GLEventCalendarDayButtonTemplate" id="45">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay35" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay46" inherits="GLEventCalendarDayButtonTemplate" id="46">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay36" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay47" inherits="GLEventCalendarDayButtonTemplate" id="47">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay37" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay51" inherits="GLEventCalendarDayButtonTemplate" id="51">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay41" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay52" inherits="GLEventCalendarDayButtonTemplate" id="52">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay42" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay53" inherits="GLEventCalendarDayButtonTemplate" id="53">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay43" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay54" inherits="GLEventCalendarDayButtonTemplate" id="54">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay44" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay55" inherits="GLEventCalendarDayButtonTemplate" id="55">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay45" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay56" inherits="GLEventCalendarDayButtonTemplate" id="56">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay46" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay57" inherits="GLEventCalendarDayButtonTemplate" id="57">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay47" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay61" inherits="GLEventCalendarDayButtonTemplate" id="61">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay51" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay62" inherits="GLEventCalendarDayButtonTemplate" id="62">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay52" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay63" inherits="GLEventCalendarDayButtonTemplate" id="63">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay53" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay64" inherits="GLEventCalendarDayButtonTemplate" id="64">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay54" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay65" inherits="GLEventCalendarDayButtonTemplate" id="65">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay55" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay66" inherits="GLEventCalendarDayButtonTemplate" id="66">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay56" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="$parentDay67" inherits="GLEventCalendarDayButtonTemplate" id="57">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentDay57" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
</Frames>
<Scripts>
<OnMouseUp>
if ( self.isMoving ) then
self:StopMovingOrSizing();
self.isMoving = false;
end
</OnMouseUp>
<OnMouseDown>
if ( ( ( not self.isLocked ) or ( self.isLocked == 0 ) ) and ( arg1 == "LeftButton" ) ) then
self:StartMoving();
self.isMoving = true;
end
</OnMouseDown>
<OnHide>
if ( self.isMoving ) then
self:StopMovingOrSizing();
self.isMoving = false;
end
</OnHide>
</Scripts>
</Frame>
<Frame name="GLCalendarFrame" hidden="true" parent="UIParent" movable="true" enableMouse="true">
<Size>
<AbsDimension x="322" y="220" />
</Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset x="100" y="-104" />
</Anchor>
</Anchors>
<Backdrop name="$parentBackdrop" bgFile="Interface\TutorialFrame\TutorialFrameBackground" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="3" right="5" top="3" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Layers>
<Layer level="BACKGROUND">
<FontString name="GLCalendarTitle" inherits="GameFontNormal">
<Anchors>
<Anchor point="TOP" relativePoint="TOP">
<Offset>
<AbsDimension x="0" y="-6" />
</Offset>
</Anchor>
</Anchors>
</FontString>
</Layer>
<Layer level="OVERLAY">
<FontString name="GLCalendarGuaranteedWinner" inherits="GameFontNormal">
<Size>
<AbsDimension x="110" y="31" />
</Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset x="31" y="-183" />
</Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<Frames>
<Frame name="GLCalendarHourBorderFrame" inherits="OptionFrameBoxTemplate">
<Size>
<AbsDimension x="134" y="44" />
</Size>
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parent" relativePoint="TOPLEFT">
<Offset>
<AbsDimension x="6" y="-22" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnLoad>
self:SetBackdropColor(1,1,1,0)
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLCalendarHourDropDown" inherits="UIDropDownMenuTemplate" enableMouse="true">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarHourBorderFrame" relativePoint="TOPLEFT">
<Offset>
<AbsDimension x="-10" y="-7" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnShow>
GL_CalendarHourDropDown_OnShow();
</OnShow>
<OnLoad>
GL_CalendarHourDropDown_OnShow();
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLCalendarMinuteDropDown" inherits="UIDropDownMenuTemplate" enableMouse="true">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarHourDropDown" relativePoint="TOPRIGHT">
<Offset>
<AbsDimension x="-34" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnShow>
GL_CalendarMinuteDropDown_OnShow();
</OnShow>
<OnLoad>
GL_CalendarMinuteDropDown_OnShow();
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLCalendarTextBorderFrame" inherits="OptionFrameBoxTemplate">
<Size>
<AbsDimension x="134" y="126" />
</Size>
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarHourBorderFrame" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
<Layers>
<Layer level="OVERLAY">
<FontString name="GLCalendarHelp" inherits="GameFontNormalSmall">
<Scripts>
<OnLoad>
self:SetTextColor(0.4,0.8,1.0);
</OnLoad>
</Scripts>
<Size>
<AbsDimension x="116" y="130" />
</Size>
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarTextBorderFrame" relativePoint="TOPLEFT">
<Offset>
<AbsDimension x="8" y="8" />
</Offset>
</Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<Scripts>
<OnLoad>
self:SetBackdropColor(1,1,1,0)
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLCalendarDateBorderFrame" inherits="OptionFrameBoxTemplate">
<Size>
<AbsDimension x="176" y="170" />
</Size>
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarHourBorderFrame" relativePoint="TOPRIGHT">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnLoad>
self:SetBackdropColor(1,1,1,0)
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLCalendarMonthDropDown" inherits="UIDropDownMenuTemplate" enableMouse="true">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDateBorderFrame" relativePoint="TOPLEFT">
<Offset>
<AbsDimension x="-10" y="-7" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnShow>
GL_CalendarMonthDropDown_OnShow();
</OnShow>
<OnLoad>
GL_CalendarMonthDropDown_OnShow();
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLCalendarYearDropDown" inherits="UIDropDownMenuTemplate" enableMouse="true">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarMonthDropDown" relativePoint="TOPRIGHT">
<Offset>
<AbsDimension x="-34" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnShow>
GL_CalendarYearDropDown_OnShow();
</OnShow>
<OnLoad>
GL_CalendarYearDropDown_OnShow();
</OnLoad>
</Scripts>
</Frame>
<Button name="GLCalendarDayHeader1" inherits="GLCalendarDayHeaderTemplate">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarMonthDropDown" relativePoint="TOPLEFT">
<Offset>
<AbsDimension x="37" y="-30" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDayHeader2" inherits="GLCalendarDayHeaderTemplate">
<Anchors>
<Anchor point="LEFT" relativeTo="GLCalendarDayHeader1" relativePoint="RIGHT">
<Offset>
<AbsDimension x="2" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDayHeader3" inherits="GLCalendarDayHeaderTemplate">
<Anchors>
<Anchor point="LEFT" relativeTo="GLCalendarDayHeader2" relativePoint="RIGHT">
<Offset>
<AbsDimension x="2" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDayHeader4" inherits="GLCalendarDayHeaderTemplate">
<Anchors>
<Anchor point="LEFT" relativeTo="GLCalendarDayHeader3" relativePoint="RIGHT">
<Offset>
<AbsDimension x="2" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDayHeader5" inherits="GLCalendarDayHeaderTemplate">
<Anchors>
<Anchor point="LEFT" relativeTo="GLCalendarDayHeader4" relativePoint="RIGHT">
<Offset>
<AbsDimension x="2" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDayHeader6" inherits="GLCalendarDayHeaderTemplate">
<Anchors>
<Anchor point="LEFT" relativeTo="GLCalendarDayHeader5" relativePoint="RIGHT">
<Offset>
<AbsDimension x="2" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDayHeader7" inherits="GLCalendarDayHeaderTemplate">
<Anchors>
<Anchor point="LEFT" relativeTo="GLCalendarDayHeader6" relativePoint="RIGHT">
<Offset>
<AbsDimension x="2" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay11" inherits="GLCalendarDayButtonTemplate" id="11">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDayHeader1" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay12" inherits="GLCalendarDayButtonTemplate" id="12">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDayHeader2" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay13" inherits="GLCalendarDayButtonTemplate" id="13">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDayHeader3" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay14" inherits="GLCalendarDayButtonTemplate" id="14">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDayHeader4" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay15" inherits="GLCalendarDayButtonTemplate" id="15">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDayHeader5" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay16" inherits="GLCalendarDayButtonTemplate" id="16">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDayHeader6" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay17" inherits="GLCalendarDayButtonTemplate" id="17">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDayHeader7" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay21" inherits="GLCalendarDayButtonTemplate" id="21">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay11" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay22" inherits="GLCalendarDayButtonTemplate" id="22">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay12" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay23" inherits="GLCalendarDayButtonTemplate" id="23">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay13" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay24" inherits="GLCalendarDayButtonTemplate" id="24">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay14" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay25" inherits="GLCalendarDayButtonTemplate" id="25">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay15" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay26" inherits="GLCalendarDayButtonTemplate" id="26">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay16" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay27" inherits="GLCalendarDayButtonTemplate" id="27">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay17" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay31" inherits="GLCalendarDayButtonTemplate" id="31">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay21" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay32" inherits="GLCalendarDayButtonTemplate" id="32">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay22" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay33" inherits="GLCalendarDayButtonTemplate" id="33">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay23" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay34" inherits="GLCalendarDayButtonTemplate" id="34">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay24" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay35" inherits="GLCalendarDayButtonTemplate" id="35">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay25" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay36" inherits="GLCalendarDayButtonTemplate" id="36">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay26" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay37" inherits="GLCalendarDayButtonTemplate" id="37">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay27" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay41" inherits="GLCalendarDayButtonTemplate" id="41">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay31" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay42" inherits="GLCalendarDayButtonTemplate" id="42">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay32" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay43" inherits="GLCalendarDayButtonTemplate" id="43">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay33" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay44" inherits="GLCalendarDayButtonTemplate" id="44">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay34" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay45" inherits="GLCalendarDayButtonTemplate" id="45">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay35" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay46" inherits="GLCalendarDayButtonTemplate" id="46">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay36" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay47" inherits="GLCalendarDayButtonTemplate" id="47">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay37" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay51" inherits="GLCalendarDayButtonTemplate" id="51">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay41" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay52" inherits="GLCalendarDayButtonTemplate" id="52">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay42" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay53" inherits="GLCalendarDayButtonTemplate" id="53">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay43" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay54" inherits="GLCalendarDayButtonTemplate" id="54">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay44" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay55" inherits="GLCalendarDayButtonTemplate" id="55">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay45" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay56" inherits="GLCalendarDayButtonTemplate" id="56">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay46" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay57" inherits="GLCalendarDayButtonTemplate" id="57">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay47" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay61" inherits="GLCalendarDayButtonTemplate" id="61">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay51" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay62" inherits="GLCalendarDayButtonTemplate" id="62">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay52" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay63" inherits="GLCalendarDayButtonTemplate" id="63">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay53" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay64" inherits="GLCalendarDayButtonTemplate" id="64">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay54" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay65" inherits="GLCalendarDayButtonTemplate" id="65">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay55" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay66" inherits="GLCalendarDayButtonTemplate" id="66">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay56" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarDay67" inherits="GLCalendarDayButtonTemplate" id="57">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLCalendarDay57" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="-2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLCalendarCloseButton" inherits="UIPanelCloseButton">
<Anchors>
<Anchor point="TOPRIGHT">
<Offset>
<AbsDimension x="1" y="2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<CheckButton name="GLGuarantee" inherits="UICheckButtonTemplate" text="">
<Anchors>
<Anchor point="TOPLEFT">
<Offset x="4" y="-182" />
</Anchor>
</Anchors>
</CheckButton>
</Frames>
<Scripts>
<OnMouseUp>
if ( self.isMoving ) then
self:StopMovingOrSizing();
self.isMoving = false;
end
</OnMouseUp>
<OnMouseDown>
if ( ( ( not self.isLocked ) or ( self.isLocked == 0 ) ) and ( arg1 == "LeftButton" ) ) then
self:StartMoving();
self.isMoving = true;
end
</OnMouseDown>
<OnHide>
if ( self.isMoving ) then
self:StopMovingOrSizing();
self.isMoving = false;
end
</OnHide>
<OnShow>
GL_Calendar_OnShow();
</OnShow>
<OnLoad>
self:RegisterForDrag("LeftButton");
GL_InitCalendarText();
</OnLoad>
<OnDragStart>
self:StartMoving();
</OnDragStart>
<OnDragStop>
self:StopMovingOrSizing();
</OnDragStop>
</Scripts>
</Frame>
</Ui>
\ No newline at end of file
Locales/ruRU.lua New file
0,0 → 1,11
local L = LibStub("AceLocale-3.0"):NewLocale("Glottery", "ruRU", false);
if not L then return end
 
GL_DATE_FORMAT = "%a %d %b %H:%M";
GL_HOUR_FORMAT = "%I:%M %p";
GL_DATE_CONVERT = {};
GL_NA_FORMAT = "N/A";
 
GLCalendar_Month = {"??????","???????","????","??????","???","????","????","??????","????????","???????","??????","???????"};
 
--@localization(locale="ruRU", format="lua_additive_table", handle-unlocalized="english")@
\ No newline at end of file
Locales/esES.lua New file
0,0 → 1,11
local L = LibStub("AceLocale-3.0"):NewLocale("Glottery", "esES", false);
if not L then return end
 
GL_DATE_FORMAT = "%a %d %b %H:%M";
GL_HOUR_FORMAT = "%I:%M %p";
GL_DATE_CONVERT = {};
GL_NA_FORMAT = "N/A";
 
GLCalendar_Month = {"Enero","Febrero","Marzo","Abril","Mayo","Junio","Julio","Agosto","Septiembre","Octubre","Noviembre","Diciembre"};
 
--@localization(locale="esES", format="lua_additive_table", handle-unlocalized="english")@
\ No newline at end of file
Locales/frFR.lua New file
0,0 → 1,11
local L = LibStub("AceLocale-3.0"):NewLocale("Glottery", "frFR", false);
if not L then return end
 
GL_DATE_FORMAT = "%a %d %b %H:%M";
GL_HOUR_FORMAT = "%I:%M %p";
GL_DATE_CONVERT = {};
GL_NA_FORMAT = "N/A";
 
GLCalendar_Month = {"Janvier","Février","Mars","Avril","Mai","Juin","Juillet","Août","Septembre","Octobre","Novembre","Décembre"};
 
--@localization(locale="frFR", format="lua_additive_table", handle-unlocalized="english")@
\ No newline at end of file
Locales/Locales.xml New file
0,0 → 1,10
<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">
<Include file="enUS.lua"/>
<Include file="deDE.lua"/>
<Include file="frFR.lua"/>
<Include file="esES.lua"/>
<Include file="ruRU.lua"/>
</Ui>
\ No newline at end of file
Locales/deDE.lua New file
0,0 → 1,13
 
local L = LibStub("AceLocale-3.0"):NewLocale("Glottery", "deDE", false);
if not L then return end
 
GL_DATE_FORMAT = "%a %d %b %H:%M";
GL_HOUR_FORMAT = "%I:%M %p";
GL_DATE_CONVERT = {};
GL_NA_FORMAT = "N/A";
 
GLCalendar_Month = {"Januar","Februar","März","April","Mai","Juni","Juli","August","September","Oktober","November","Dezember"};
 
 
--@localization(locale="deDE", format="lua_additive_table", handle-unlocalized="english")@
\ No newline at end of file
Locales/enUS.lua New file
0,0 → 1,12
--localization file for english/United States
local L = LibStub("AceLocale-3.0"):NewLocale("Glottery", "enUS", true);
if not L then return end
 
GL_DATE_FORMAT = "%a %d %b %H:%M";
GL_HOUR_FORMAT = "%I:%M %p";
GL_DATE_CONVERT = {};
GL_NA_FORMAT = "N/A";
 
GLCalendar_Month = {"January","February","March","April","May","June","July","August","September","October","November","December"};
 
--@localization(locale="enUS", format="lua_additive_table", handle-unlocalized="english")@
GLotteryCalendar.lua New file
0,0 → 1,292
--[[
Guild Event Manager by Kiki of European Cho'gall (Alliance)
Calendar module - By Kiki
]]
 
--------------- Local variables ---------------
local GL_CALENDAR_CBFunc = nil;
local GL_CALENDAR_UserData = nil;
 
local L = LibStub("AceLocale-3.0"):GetLocale("Glottery")
 
--------------- Internal functions ---------------
 
function GL_InitCalendarText()
GLCalendarDayHeader1:SetText(L["TEXT_CALENDAR_SUNDAY"])
GLCalendarDayHeader2:SetText(L["TEXT_CALENDAR_MONDAY"])
GLCalendarDayHeader3:SetText(L["TEXT_CALENDAR_TUESDAY"])
GLCalendarDayHeader4:SetText(L["TEXT_CALENDAR_WEDNESDAY"])
GLCalendarDayHeader5:SetText(L["TEXT_CALENDAR_THURSDAY"])
GLCalendarDayHeader6:SetText(L["TEXT_CALENDAR_FRIDAY"])
GLCalendarDayHeader7:SetText(L["TEXT_CALENDAR_SATURDAY"])
GLCalendarTitle:SetText(L["TEXT_CALENDAR_HEADER"])
GLCalendarGuaranteedWinner:SetText(L["TEXT_CALENDAR_GUARANTEED"])
GLCalendarHelp:SetText(L["TEXT_CALENDAR_HELP"])
end
 
 
 
function GL_EventCalendar_DrawDays(parent,tim,ShowReset)
local today = date("*t");
 
-- Clear all days
for i=1,6 do
for j=1,7 do
getglobal(parent:GetName().."Day"..i..j.."Text"):SetText("");
getglobal(parent:GetName().."Day"..i..j.."Texture"):SetTexture("");
getglobal(parent:GetName().."Day"..i..j):Hide();
end
end
 
-- Compute starting month day
local tab = date("*t",tim);
local day = 1;
local line = 1;
local row = 1;
local current_month = tab.month;
tab.hour = 12;
tab.min = 1;
tab.sec = 1;
tim = time(tab);
local start_tim = tim - ((tab.day-1) * 60*60*24); -- Rewind (tab.day - 1) days
tab = date("*t",start_tim);
 
-- Display all valid days
while tab.month == current_month
do
if(tab.wday < row) -- Changed line
then
line = line + 1;
end
row = tab.wday;
getglobal(parent:GetName().."Day"..line..row.."Text"):SetText(day);
getglobal(parent:GetName().."Day"..line..row):Show();
getglobal(parent:GetName().."Day"..line..row).time = start_tim;
if(today.year == tab.year and today.yday == tab.yday)
then
getglobal(parent:GetName().."Day"..line..row.."Text"):SetTextColor(0,1.0,0);
else
getglobal(parent:GetName().."Day"..line..row.."Text"):SetTextColor(0.4,0.8,1.0);
end
day = day + 1;
start_tim = start_tim + 60*60*24; -- Increment day
tab = date("*t",start_tim);
end
end
 
local function GL_Calendar_DrawDays(tim)
local today = date("*t");
 
-- Clear all days
for i=1,6 do
for j=1,7 do
getglobal("GLCalendarDay"..i..j):SetText("");
getglobal("GLCalendarDay"..i..j):Hide();
end
end
 
-- Compute starting month day
local tab = date("*t",tim);
local day = 1;
local line = 1;
local row = 1;
local current_month = tab.month;
tab.hour = 12;
tab.min = 1;
tab.sec = 1;
tim = time(tab);
local start_tim = tim - ((tab.day-1) * 60*60*24); -- Rewind (tab.day - 1) days
tab = date("*t",start_tim);
 
-- Display all valid days
while tab.month == current_month
do
if(tab.wday < row) -- Changed line
then
line = line + 1;
end
row = tab.wday;
getglobal("GLCalendarDay"..line..row):SetText(day);
getglobal("GLCalendarDay"..line..row):Show();
getglobal("GLCalendarDay"..line..row).time = start_tim;
if(today.year == tab.year and today.yday == tab.yday)
then
getglobal("GLCalendarDay"..line..row.."Text"):SetTextColor(0.1,0.8,0.1);
else
getglobal("GLCalendarDay"..line..row.."Text"):SetTextColor(0.4,0.8,1.0);
end
day = day + 1;
start_tim = start_tim + 60*60*24; -- Increment day
tab = date("*t",start_tim);
end
end
 
 
--------------- From XML functions ---------------
 
 
function GL_Calendar_OnClick(self)
local tab = date("*t",self.time);
tab.hour = getglobal("GLCalendarHourDropDown").hour;
tab.min = getglobal("GLCalendarMinuteDropDown").min;
tab.sec = 0;
if(GL_CALENDAR_CBFunc)
then
GL_CALENDAR_CBFunc(time(tab),GL_CALENDAR_UserData);
end
if (GLGuarantee:GetChecked() == 1) then
GL_Data.GuaranteedWinner=GLGuarantee:GetChecked();
else
GL_Data.GuaranteedWinner=0;
end
 
GLCalendarFrame:Hide();
end
 
function GL_Calendar_OnShow()
GL_Calendar_DrawDays(time());
end
 
function GL_CalendarMonthDropDown_OnShow()
local tab = date("*t");
getglobal("GLCalendarMonthDropDown").month = tab.month;
UIDropDownMenu_Initialize(GLCalendarMonthDropDown, GL_CalendarMonthDropDown_Init);
UIDropDownMenu_SetText(GLCalendarMonthDropDown,GLCalendar_Month[tab.month]);
UIDropDownMenu_SetWidth(GLCalendarMonthDropDown,70);
end
 
function GL_CalendarMonthDropDown_OnClick(self)
local tab = date("*t");
getglobal("GLCalendarMonthDropDown").month = self.value;
tab.day = 1;
tab.month = getglobal("GLCalendarMonthDropDown").month;
tab.year = getglobal("GLCalendarYearDropDown").year;
GL_Calendar_DrawDays(time(tab));
UIDropDownMenu_SetText(GLCalendarMonthDropDown,GLCalendar_Month[self.value] );
end
 
function GL_CalendarMonthDropDown_Init()
for i,month in pairs(GLCalendar_Month) do
local info = { };
info.text = month;
info.value = i;
info.func = GL_CalendarMonthDropDown_OnClick;
UIDropDownMenu_AddButton(info);
end
end
--
function GL_CalendarYearDropDown_OnShow()
local tab = date("*t");
getglobal("GLCalendarYearDropDown").year = tab.year;
UIDropDownMenu_Initialize(GLCalendarYearDropDown, GL_CalendarYearDropDown_Init);
UIDropDownMenu_SetText(GLCalendarYearDropDown,tab.year);
UIDropDownMenu_SetWidth(GLCalendarYearDropDown,58);
end
 
function GL_CalendarYearDropDown_OnClick(self)
local tab = date("*t");
getglobal("GLCalendarYearDropDown").year = self.value;
tab.day = 1;
tab.month = getglobal("GLCalendarMonthDropDown").month;
tab.year = getglobal("GLCalendarYearDropDown").year;
GL_Calendar_DrawDays(time(tab));
UIDropDownMenu_SetText(GLCalendarYearDropDown,self.value);
end
 
function GL_CalendarYearDropDown_Init()
for i=2008,2015 do
local info = { };
info.text = i;
info.value = i;
info.func = GL_CalendarYearDropDown_OnClick;
UIDropDownMenu_AddButton(info);
end
end
--
function GL_CalendarHourDropDown_OnShow()
getglobal("GLCalendarHourDropDown").hour = 20;
UIDropDownMenu_Initialize(GLCalendarHourDropDown, GL_CalendarHourDropDown_Init);
UIDropDownMenu_SetText(GLCalendarHourDropDown,"20h");
UIDropDownMenu_SetWidth(GLCalendarHourDropDown,48);
end
 
function GL_CalendarHourDropDown_OnClick(self)
getglobal("GLCalendarHourDropDown").hour = self.value;
if(self.value < 10)
then
UIDropDownMenu_SetText(GLCalendarHourDropDown,"0"..self.value.."h");
else
UIDropDownMenu_SetText(GLCalendarHourDropDown,self.value.."h");
end
end
 
function GL_CalendarHourDropDown_Init()
for i=0,23 do
local info = { };
if(i < 10)
then
info.text = "0"..i.."h";
else
info.text = i.."h";
end
info.value = i;
info.func = GL_CalendarHourDropDown_OnClick;
UIDropDownMenu_AddButton(info);
end
end
--
function GL_CalendarMinuteDropDown_OnShow()
getglobal("GLCalendarMinuteDropDown").min = 0;
UIDropDownMenu_Initialize(GLCalendarMinuteDropDown, GL_CalendarMinuteDropDown_Init);
UIDropDownMenu_SetText(GLCalendarMinuteDropDown,"00");
UIDropDownMenu_SetWidth(GLCalendarMinuteDropDown,40);
end
 
function GL_CalendarMinuteDropDown_OnClick(self)
getglobal("GLCalendarMinuteDropDown").min = self.value;
if(self.value < 10)
then
UIDropDownMenu_SetText(GLCalendarMinuteDropDown,"0"..self.value);
else
UIDropDownMenu_SetText(GLCalendarMinuteDropDown,self.value);
end
end
 
function GL_CalendarMinuteDropDown_Init()
for i=0,45,15 do
local info = { };
if(i < 10)
then
info.text = "0"..i;
else
info.text = i;
end
info.value = i;
info.func = GL_CalendarMinuteDropDown_OnClick;
UIDropDownMenu_AddButton(info);
end
end
 
 
--------------- GUI Exported functions ---------------
 
--[[
function GLCalendar_PickupDate :
Opens the calendar
CBFunc : Function -- The CB function : void (*func)(sel_date,user_data) -- Called with the selected date (hour/minute undefined)
user_data : any -- User data returned in the callback
--
Returns false if Calendar is already open, True otherwise
]]
function GL_Calendar_PickupDate(CBFunc,user_data)
if(GLCalendarFrame:IsVisible())
then
return false;
end
GL_CALENDAR_CBFunc = CBFunc;
GL_CALENDAR_UserData = user_data;
GLCalendarFrame:Show();
return true;
end
 
-- /script GLCalendar_PickupDate(nil)
GLotteryData.lua New file
0,0 → 1,270
GL_Data = {};
GL_DataInitialized=false;
 
local L = LibStub("AceLocale-3.0"):GetLocale("Glottery");
 
function GL_DataInitialize()
if GL_Data == nil then
GL_Data={};
end
if GL_Data.LotteryInfo == nil then GL_Data.LotteryInfo = {}; end
if GL_Data.NextLotteryTicket== nil then GL_Data.NextLotteryTicket=0; end
if GL_Data.StartGold== nil then GL_Data.StartGold=0; end
if GL_Data.LotteryTicketSerie== nil then GL_Data.LotteryTicketSerie=1000; end
if GL_Data.MaxLotteryTickets== nil then GL_Data.MaxLotteryTickets=20; end
if GL_Data.LotteryTicketPrice== nil then GL_Data.LotteryTicketPrice=10000; end
if GL_Data.LotteryDate== nil then GL_Data.LotteryDate=0; end
 
if GL_Data.RaffleInfo == nil then GL_Data.RaffleInfo = {}; end
if GL_Data.NextRaffleTicket== nil then GL_Data.NextRaffleTicket=0; end
if GL_Data.RaffleTicketSerie== nil then GL_Data.RaffleTicketSerie=1000; end
if GL_Data.MaxRaffleTickets== nil then GL_Data.MaxRaffleTickets=20; end
if GL_Data.RaffleDate== nil then GL_Data.RaffleDate=0; end
if GL_Data.RaffleTicketPrice== nil then GL_Data.RaffleTicketPrice=10000; end
 
if GL_Data.SecondPrize== nil then GL_Data.SecondPrize=20; end
if GL_Data.GuildCut== nil then GL_Data.GuildCut=0; end
if GL_Data.LotteryName== nil then GL_Data.LotteryName=L["UI_TITLE_LOTTERY"]; end
if GL_Data.RaffleName== nil then GL_Data.RaffleName=L["UI_TITLE_RAFFLE"]; end
 
if GL_Data.RaffleItemOne== nil then GL_Data.RaffleItemOne='0'; end
if GL_Data.RaffleItemTwo== nil then GL_Data.RaffleItemTwo='0'; end
if GL_Data.RaffleItemThree== nil then GL_Data.RaffleItemThree='0'; end
if GL_Data.MultipleWinners~= nil then GL_Data.MultipleWinners=nil; end
if GL_Data.MultiWinners== nil then GL_Data.MultiWinners=1; end
 
if GL_Data.GuaranteedWinner== nil then GL_Data.GuaranteedWinner=0; end
if GL_Data.Raffle== nil then GL_Data.Raffle=1; end
GL_DataInitialized=true;
end
 
function GuildLottery:DataClear(raffle)
if raffle==1 then
if GuildLottery:DataCount(raffle)>0 then
GL_Data.RaffleTicketSerie=GL_Data.RaffleTicketSerie+1000;
if GL_Data.RaffleTicketSerie>9000 then
GL_Data.RaffleTicketSerie=1000;
end
end
GL_Data.NextRaffleTicket=GL_Data.RaffleTicketSerie;
local i,amount;
amount=GuildLottery:DataCount(raffle);
for i=1,amount,1 do
GuildLottery:DataRemove(1, raffle);
end
else
if GuildLottery:DataCount(raffle)>0 then
GL_Data.LotteryTicketSerie=GL_Data.LotteryTicketSerie+1000;
if GL_Data.LotteryTicketSerie>9000 then
GL_Data.LotteryTicketSerie=1000;
end
end
GL_Data.NextLotteryTicket=GL_Data.LotteryTicketSerie;
local i,amount;
amount=GuildLottery:DataCount(raffle);
for i=1,amount,1 do
GuildLottery:DataRemove(1, raffle);
end
end
GuildLottery:UpdateScreen();
GuildLottery:UpdateUserButtons();
end
 
function GuildLottery:DataValid( idx, raffle )
if GL_DataInitialized==false then
GL_DataInitialize();
end
 
if GL_Data then
if raffle==1 and GL_Data.RaffleInfo then
if idx==nil then
return true;
else
if GL_Data.RaffleInfo[idx] then
return true;
end
end
elseif raffle==0 and GL_Data.LotteryInfo then
if idx==nil then
return true;
else
if GL_Data.LotteryInfo[idx] then
return true;
end
end
else
return false;
end
end
return false;
end
 
function GuildLottery:DataGetUserIdx ( user, raffle )
local i;
for i=1, GuildLottery:DataCount(raffle), 1 do
if raffle==1 then
if GL_Data.RaffleInfo[i].User == user then
return i;
end
else
if GL_Data.LotteryInfo[i].User == user then
return i;
end
 
end
end
return 0;
end
 
function GuildLottery:DataGetTicketIdx ( ticketnumber, raffle )
local i,j;
for i=1, GuildLottery:DataCount(raffle), 1 do
local Tickets=GuildLottery:DataGetTickets(i, raffle);
for j=1, GuildLottery:DataGetTicketCount(i, raffle), 1 do
if Tickets[j]==ticketnumber then
return i;
end
end
end
return 0;
end
 
function GuildLottery:DataGetNotified( idx, raffle )
if GuildLottery:DataValid(idx, raffle) then
if raffle==1 then
return GL_Data.RaffleInfo[idx].Notified;
else
return GL_Data.LotteryInfo[idx].Notified;
end
end
return 0;
end
 
 
function GuildLottery:DataSetNotified( idx, value, raffle )
if GuildLottery:DataValid(idx, raffle) then
if raffle==1 then
GL_Data.RaffleInfo[idx].Notified = value;
else
GL_Data.LotteryInfo[idx].Notified = value;
end
end
end
 
function GuildLottery:DataGetUser( idx, raffle )
if GuildLottery:DataValid(idx, raffle) then
if raffle==1 then
return GL_Data.RaffleInfo[idx].User;
else
return GL_Data.LotteryInfo[idx].User;
end
end
return "";
end
 
function GuildLottery:DataSetUser(idx, value)
if GuildLottery:DataValid(idx, GL_Data.Raffle) then
if GL_Data.Raffle==GL_RAFFLE then
GL_Data.RaffleInfo[idx].User = value;
else
GL_Data.LotteryInfo[idx].User = value;
end
end
end
 
function GuildLottery:DataGetTickets( idx, raffle )
if GuildLottery:DataValid(idx, raffle) then
if raffle==1 then
return GL_Data.RaffleInfo[idx].Tickets;
else
return GL_Data.LotteryInfo[idx].Tickets;
end
end
return nil;
end
 
function GuildLottery:DataGetTicketCount( idx, raffle )
if GuildLottery:DataValid(idx, raffle) then
if raffle==GL_RAFFLE then
return table.getn(GL_Data.RaffleInfo[idx].Tickets);
else
return table.getn(GL_Data.LotteryInfo[idx].Tickets);
end
end
return 0;
end
 
function GuildLottery:DataGetTotalTicketCount(raffle)
local i,count;
count=0;
for i=1, GuildLottery:DataCount(raffle), 1 do
count=count+GuildLottery:DataGetTicketCount(i, raffle);
end
return count;
end
 
function GuildLottery:DataSetTickets( idx, value )
if GuildLottery:DataValid(idx, GL_Data.Raffle) then
if GL_Data.Raffle==GL_RAFFLE then
GL_Data.RaffleInfo[idx].Tickets = value;
else
GL_Data.LotteryInfo[idx].Tickets = value;
end
end
end
 
function GuildLottery:DataAddTickets( idx, value )
if GuildLottery:DataValid(idx, GL_Data.Raffle) then
local i=0;
for i=1, table.getn(value), 1 do
if GL_Data.Raffle==GL_RAFFLE then
table.insert(GL_Data.RaffleInfo[idx].Tickets,value[i]);
else
table.insert(GL_Data.LotteryInfo[idx].Tickets,value[i]);
end
end
end
end
 
function GuildLottery:DataCount(raffle)
if GuildLottery:DataValid(nil, raffle) then
if raffle==1 then
return table.getn(GL_Data.RaffleInfo);
else
return table.getn(GL_Data.LotteryInfo);
end
end
return 0;
end
 
function GuildLottery:DataInsert( idx, info )
 
if GuildLottery:DataValid(nil, GL_Data.Raffle) then
if idx>=GuildLottery:DataCount(GL_Data.Raffle)+1 then
if GL_Data.Raffle==GL_RAFFLE then
table.insert(GL_Data.RaffleInfo, info);
else
table.insert(GL_Data.LotteryInfo, info);
end
else
if GL_Data.Raffle==GL_RAFFLE then
table.insert(GL_Data.RaffleInfo, idx, info);
else
table.insert(GL_Data.LotteryInfo, idx, info);
end
end
end
end
 
 
function GuildLottery:DataRemove( idx, raffle )
local i;
if GuildLottery:DataValid(idx, raffle) then
if raffle==GL_RAFFLE then
table.remove(GL_Data.RaffleInfo, idx);
else
table.remove(GL_Data.LotteryInfo, idx);
end
end
end
 
.pkgmeta New file
0,0 → 1,14
ignore:
- .pkgmeta
 
externals:
Libs/AceLocale-3.0:
url: svn://svn.wowace.com/wow/ace3/mainline/trunk/AceLocale-3.0
Libs/AceAddon-3.0:
url: svn://svn.wowace.com/wow/ace3/mainline/trunk/AceAddon-3.0
Libs/AceConsole-3.0:
url: svn://svn.wowace.com/wow/ace3/mainline/trunk/AceConsole-3.0
Libs/AceEvent-3.0:
url: svn://svn.wowace.com/wow/ace3/mainline/trunk/AceEvent-3.0
Libs/AceTimer-3.0:
url: svn://svn.wowace.com/wow/ace3/mainline/trunk/AceTimer-3.0
\ No newline at end of file
GLottery.xml New file
0,0 → 1,2491
<Ui xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xsi:schemaLocation="http://www.blizzard.com/wow/ui/ ..\FrameXML\UI.xsd" xmlns="http://www.blizzard.com/wow/ui/">
<Script file="GLotteryData.lua" />
<CheckButton name="GLCheckButtonTemplate" virtual="true">
<Size>
<AbsDimension x="20" y="20" />
</Size>
<NormalTexture file="Interface\Buttons\UI-CheckBox-Up" />
<PushedTexture file="Interface\Buttons\UI-CheckBox-Down" />
<HighlightTexture file="Interface\Buttons\UI-CheckBox-Highlight" alphaMode="ADD" />
<CheckedTexture file="Interface\Buttons\UI-CheckBox-Check" />
<DisabledCheckedTexture file="Interface\Buttons\UI-CheckBox-Check-Disabled" />
</CheckButton>
<Frame name="GLMoneyInputFrameTemplate" virtual="true">
<Size>
<AbsDimension x="176" y="18" />
</Size>
<Frames>
<EditBox name="$parentGold" letters="5" numeric="true" autoFocus="false">
<Size>
<AbsDimension x="50" y="20" />
</Size>
<Anchors>
<Anchor point="TOPLEFT" />
</Anchors>
<Layers>
<Layer level="BACKGROUND">
<Texture name="$parentLeft" file="Interface\Common\Common-Input-Border">
<Size>
<AbsDimension x="8" y="20" />
</Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="-5" y="0" />
</Offset>
</Anchor>
</Anchors>
<TexCoords left="0" right="0.0625" top="0" bottom="0.625" />
</Texture>
<Texture name="$parentRight" file="Interface\Common\Common-Input-Border">
<Size>
<AbsDimension x="8" y="20" />
</Size>
<Anchors>
<Anchor point="RIGHT">
<Offset>
<AbsDimension x="-10" y="0" />
</Offset>
</Anchor>
</Anchors>
<TexCoords left="0.9375" right="1" top="0" bottom="0.625" />
</Texture>
<Texture name="$parentMiddle" file="Interface\Common\Common-Input-Border">
<Size>
<AbsDimension x="10" y="20" />
</Size>
<Anchors>
<Anchor point="LEFT" relativeTo="$parentLeft" relativePoint="RIGHT" />
<Anchor point="RIGHT" relativeTo="$parentRight" relativePoint="LEFT" />
</Anchors>
<TexCoords left="0.0625" right="0.9375" top="0" bottom="0.625" />
</Texture>
<Texture file="Interface\MoneyFrame\UI-MoneyIcons">
<Size>
<AbsDimension x="13" y="13" />
</Size>
<Anchors>
<Anchor point="LEFT" relativePoint="RIGHT">
<Offset>
<AbsDimension x="-8" y="0" />
</Offset>
</Anchor>
</Anchors>
<TexCoords left="0" right="0.25" top="0" bottom="1" />
</Texture>
</Layer>
</Layers>
<Scripts>
<OnTabPressed>
if ( IsShiftKeyDown() and self:GetParent().previousFocus ) then
self:GetParent().previousFocus:SetFocus();
else
getglobal(self:GetParent():GetName().."Silver"):SetFocus();
end
</OnTabPressed>
<OnEnterPressed>
getglobal(self:GetParent():GetName().."Silver"):SetFocus();
</OnEnterPressed>
<OnEscapePressed>
self:ClearFocus();
</OnEscapePressed>
<OnTextChanged>
MoneyInputFrame_OnTextChanged(self,self:GetParent());
</OnTextChanged>
<OnEditFocusLost>
self:HighlightText(0, 0);
</OnEditFocusLost>
<OnEditFocusGained>
self:HighlightText();
</OnEditFocusGained>
</Scripts>
<FontString inherits="ChatFontNormal" />
</EditBox>
<EditBox name="$parentSilver" letters="2" numeric="true" autoFocus="false">
<Size>
<AbsDimension x="30" y="20" />
</Size>
<Anchors>
<Anchor point="LEFT" relativeTo="$parentGold" relativePoint="RIGHT">
<Offset>
<AbsDimension x="16" y="0" />
</Offset>
</Anchor>
</Anchors>
<Layers>
<Layer level="BACKGROUND">
<Texture name="$parentLeft" file="Interface\Common\Common-Input-Border">
<Size>
<AbsDimension x="8" y="20" />
</Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="-5" y="0" />
</Offset>
</Anchor>
</Anchors>
<TexCoords left="0" right="0.0625" top="0" bottom="0.625" />
</Texture>
<Texture name="$parentRight" file="Interface\Common\Common-Input-Border">
<Size>
<AbsDimension x="8" y="20" />
</Size>
<Anchors>
<Anchor point="RIGHT">
<Offset>
<AbsDimension x="-10" y="0" />
</Offset>
</Anchor>
</Anchors>
<TexCoords left="0.9375" right="1" top="0" bottom="0.625" />
</Texture>
<Texture name="$parentMiddle" file="Interface\Common\Common-Input-Border">
<Size>
<AbsDimension x="10" y="20" />
</Size>
<Anchors>
<Anchor point="LEFT" relativeTo="$parentLeft" relativePoint="RIGHT" />
<Anchor point="RIGHT" relativeTo="$parentRight" relativePoint="LEFT" />
</Anchors>
<TexCoords left="0.0625" right="0.9375" top="0" bottom="0.625" />
</Texture>
<Texture file="Interface\MoneyFrame\UI-MoneyIcons">
<Size>
<AbsDimension x="13" y="13" />
</Size>
<Anchors>
<Anchor point="LEFT" relativePoint="RIGHT">
<Offset>
<AbsDimension x="-8" y="0" />
</Offset>
</Anchor>
</Anchors>
<TexCoords left="0.25" right="0.5" top="0" bottom="1" />
</Texture>
</Layer>
</Layers>
<Scripts>
<OnTabPressed>
if ( IsShiftKeyDown() ) then
getglobal(self:GetParent():GetName().."Gold"):SetFocus();
else
if ( self:GetParent().nextFocus ) then
self:GetParent().nextFocus:SetFocus();
else
self:ClearFocus();
end
end
</OnTabPressed>
<OnEnterPressed>
if ( self:GetParent().nextFocus ) then
self:GetParent().nextFocus:SetFocus();
else
self:ClearFocus();
end
</OnEnterPressed>
<OnEscapePressed>
self:ClearFocus();
</OnEscapePressed>
<OnTextChanged>
MoneyInputFrame_OnTextChanged(self,self:GetParent());
</OnTextChanged>
<OnEditFocusLost>
self:HighlightText(0, 0);
</OnEditFocusLost>
<OnEditFocusGained>
self:HighlightText();
</OnEditFocusGained>
</Scripts>
<FontString inherits="ChatFontNormal" />
</EditBox>
<EditBox name="$parentCopper" hidden="true" letters="2" numeric="true" autoFocus="false">
<Size>
<AbsDimension x="30" y="20" />
</Size>
<Anchors>
<Anchor point="LEFT" relativeTo="$parentSilver" relativePoint="RIGHT">
<Offset>
<AbsDimension x="16" y="0" />
</Offset>
</Anchor>
</Anchors>
<Layers>
<Layer level="BACKGROUND">
<Texture name="$parentLeft" file="Interface\Common\Common-Input-Border">
<Size>
<AbsDimension x="8" y="20" />
</Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="-5" y="0" />
</Offset>
</Anchor>
</Anchors>
<TexCoords left="0" right="0.0625" top="0" bottom="0.625" />
</Texture>
<Texture name="$parentRight" file="Interface\Common\Common-Input-Border">
<Size>
<AbsDimension x="8" y="20" />
</Size>
<Anchors>
<Anchor point="RIGHT">
<Offset>
<AbsDimension x="-10" y="0" />
</Offset>
</Anchor>
</Anchors>
<TexCoords left="0.9375" right="1" top="0" bottom="0.625" />
</Texture>
<Texture name="$parentMiddle" file="Interface\Common\Common-Input-Border">
<Size>
<AbsDimension x="10" y="20" />
</Size>
<Anchors>
<Anchor point="LEFT" relativeTo="$parentLeft" relativePoint="RIGHT" />
<Anchor point="RIGHT" relativeTo="$parentRight" relativePoint="LEFT" />
</Anchors>
<TexCoords left="0.0625" right="0.9375" top="0" bottom="0.625" />
</Texture>
<Texture file="Interface\MoneyFrame\UI-MoneyIcons">
<Size>
<AbsDimension x="13" y="13" />
</Size>
<Anchors>
<Anchor point="LEFT" relativePoint="RIGHT">
<Offset>
<AbsDimension x="-8" y="0" />
</Offset>
</Anchor>
</Anchors>
<TexCoords left="0.5" right="0.75" top="0" bottom="1" />
</Texture>
</Layer>
</Layers>
<Scripts>
<OnTabPressed>
if ( IsShiftKeyDown() ) then
getglobal(self:GetParent():GetName().."Silver"):SetFocus();
else
if ( self:GetParent().nextFocus ) then
self:GetParent().nextFocus:SetFocus();
else
self:ClearFocus();
end
end
</OnTabPressed>
<OnEnterPressed>
if ( self:GetParent().nextFocus ) then
self:GetParent().nextFocus:SetFocus();
else
self:ClearFocus();
end
</OnEnterPressed>
<OnEscapePressed>
self:ClearFocus();
</OnEscapePressed>
<OnTextChanged>
MoneyInputFrame_OnTextChanged(self,self:GetParent());
</OnTextChanged>
<OnEditFocusLost>
self:HighlightText(0, 0);
</OnEditFocusLost>
<OnEditFocusGained>
self:HighlightText();
</OnEditFocusGained>
</Scripts>
<FontString inherits="ChatFontNormal" />
</EditBox>
</Frames>
</Frame>
<Button name="GLUserButtonTemplate" virtual="true">
<Size>
<AbsDimension x="260" y="16" />
</Size>
<Layers>
<Layer level="BACKGROUND">
<FontString name="$parentTag" inherits="GameFontNormal" justifyH="RIGHT">
<Size>
<AbsDimension x="0" y="16" />
</Size>
<Anchors>
<Anchor point="LEFT">
<Offset>
<AbsDimension x="20" y="0" />
</Offset>
</Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<Scripts>
<OnClick>
GuildLottery:User_OnClick(self, button)
</OnClick>
<OnLoad>
GuildLottery:User_OnLoad(self)
</OnLoad>
<OnEnter>
getglobal(self:GetName().."Tag"):SetTextColor((self.r or 0)+0.3, (self.g or 0)+0.3, (self.b or 0)+0.3);
</OnEnter>
<OnLeave>
if (self:GetID() ~= (g_MenuItemSelected - FauxScrollFrame_GetOffset(GLUsersScrollFrame))) then
getglobal(self:GetName().."Tag"):SetTextColor(self.r, self.g, self.b);
end
GameTooltip:Hide();
</OnLeave>
</Scripts>
<ButtonText name="$parentNormalText" nonspacewrap="true">
<Size>
<AbsDimension x="0" y="10" />
</Size>
<Anchors>
<Anchor point="LEFT">
<Offset>
<AbsDimension x="20" y="0" />
</Offset>
</Anchor>
</Anchors>
</ButtonText>
<NormalFont justifyH="LEFT" inherits="GameFontNormal" />
<HighlightFont justifyH="LEFT" inherits="GameFontHighlight" />
<DisabledFont justifyH="LEFT" inherits="GameFontHighlight" />
</Button>
<Frame name="GLUserCmdList" inherits="UIDropDownMenuTemplate">
<Scripts>
<OnLoad>
GL_UserCmdList_OnLoad()
</OnLoad>
</Scripts>
</Frame>
<Button name="GLMinimapButton" hidden="true" parent="Minimap" toplevel="true" frameStrata="DIALOG">
<Size>
<AbsDimension x="36" y="36" />
</Size>
<Layers>
<Layer>
<Texture name="$parentTexture" file="Interface\Icons\Spell_Nature_TimeStop">
<Size>
<AbsDimension x="22" y="22" />
</Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="6" y="-5" />
</Offset>
</Anchor>
</Anchors>
</Texture>
</Layer>
<Layer level="OVERLAY">
<FontString name="$parentText" inherits="GameFontHighlight">
<Size>
<AbsDimension x="16" y="14" />
</Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="8" y="-8" />
</Offset>
</Anchor>
</Anchors>
</FontString>
<Texture file="Interface\Minimap\MiniMap-TrackingBorder">
<Size>
<AbsDimension x="57" y="57" />
</Size>
<Anchors>
<Anchor point="TOPLEFT" />
</Anchors>
</Texture>
</Layer>
</Layers>
<Scripts>
<OnLoad>
self:RegisterForClicks("LeftButtonDown", "RightButtonDown");
</OnLoad>
<OnClick>
if (arg1 == "LeftButton") then
GuildLottery:Toggle();
else
GuildLottery:Toggle();
end
</OnClick>
<OnEnter>
GameTooltip:SetOwner(self, "ANCHOR_LEFT");
GameTooltip:ClearLines();
GameTooltip:SetText("Guild Lottery");
GameTooltip:Show();
</OnEnter>
<OnLeave>
GameTooltip:Hide();
</OnLeave>
</Scripts>
<HighlightTexture file="Interface\Minimap\UI-Minimap-ZoomButton-Highlight" alphaMode="ADD" />
</Button>
<Frame name="GLNewUserFrame" hidden="true" parent="UIParent" toplevel="true" movable="true" frameStrata="DIALOG" enableMouse="true">
<Size>
<AbsDimension x="300" y="125" />
</Size>
<Anchors>
<Anchor point="CENTER">
<Offset x="0" y="0" />
</Anchor>
</Anchors>
<Backdrop name="GLNewUserFrameBackdrop" bgFile="Interface\TutorialFrame\TutorialFrameBackground" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="3" right="5" top="3" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Layers>
<Layer>
<FontString name="GLNewUserFramePlayerName" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLNewUserFrame">
<Offset>
<AbsDimension x="10" y="-11" />
</Offset>
</Anchor>
</Anchors>
</FontString>
<FontString name="GLNewUserFrameNumTickets" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLNewUserFrame">
<Offset>
<AbsDimension x="80" y="-67" />
</Offset>
</Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<Frames>
<Button name="GLNewUserFrameCloseButton" inherits="UIPanelCloseButton">
<Anchors>
<Anchor point="TOPRIGHT" relativeTo="GLNewUserFrame">
<Offset>
<AbsDimension x="2" y="2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLNewUserCancelButton" inherits="UIPanelButtonTemplate">
<Size>
<AbsDimension x="100" y="21" />
</Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="80" y="-95" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnClick>
GuildLottery:NewUserCancel_Click();
</OnClick>
</Scripts>
</Button>
<Button name="GLNewUserOKButton" inherits="UIPanelButtonTemplate">
<Size>
<AbsDimension x="100" y="21" />
</Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="190" y="-95" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnClick>
GuildLottery:NewUserOK_Click();
</OnClick>
</Scripts>
</Button>
<Frame name="GLNewUserNameBackground">
<Size>
<AbsDimension x="260" y="32" />
</Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="11" y="-25" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Scripts>
<OnLoad>
self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b);
self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
</OnLoad>
</Scripts>
</Frame>
<EditBox name="GLNewUserNameEditBox" letters="40" autoFocus="false">
<FontString inherits="ChatFontNormal" />
<Size>
<AbsDimension x="260" y="30" />
</Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="15" y="-26" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnTabPressed>
GLNewUserTicketsEditBox:SetFocus();
</OnTabPressed>
<OnChar>
GuildLottery:NewUserNameAutocomplete(self)
</OnChar>
<OnEnterPressed>
self:ClearFocus();
GuildLottery:NewUserOnEnterPressed();
</OnEnterPressed>
<OnEscapePressed>
self:ClearFocus();
GuildLottery:NewUserOnEscapePressed();
</OnEscapePressed>
</Scripts>
<FontString inherits="ChatFontNormal" />
</EditBox>
<Frame name="GLNewUserTicketsBackground">
<Size>
<AbsDimension x="60" y="32" />
</Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="211" y="-57" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Scripts>
<OnLoad>
self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b);
self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
</OnLoad>
</Scripts>
</Frame>
<EditBox name="GLNewUserTicketsEditBox" letters="40" autoFocus="false">
<Size>
<AbsDimension x="60" y="30" />
</Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="215" y="-58" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnTabPressed>
GLNewUserNameEditBox:SetFocus();
</OnTabPressed>
<OnEnterPressed>
self:ClearFocus();
GuildLottery:NewUserOnEnterPressed();
</OnEnterPressed>
<OnEscapePressed>
self:ClearFocus();
GuildLottery:NewUserOnEscapePressed();
</OnEscapePressed>
</Scripts>
<FontString inherits="ChatFontNormal" />
</EditBox>
</Frames>
<Scripts>
<OnMouseUp>
if ( self.isMoving ) then
self:StopMovingOrSizing();
self.isMoving = false;
end
</OnMouseUp>
<OnMouseDown>
if ( ( ( not self.isLocked ) or ( self.isLocked == 0 ) ) and ( arg1 == "LeftButton" ) ) then
self:StartMoving();
self.isMoving = true;
end
</OnMouseDown>
<OnHide>
if ( self.isMoving ) then
self:StopMovingOrSizing();
self.isMoving = false;
end
</OnHide>
<OnLoad>
self:RegisterForDrag("LeftButton");
</OnLoad>
<OnDragStart>
self:StartMoving();
</OnDragStart>
<OnDragStop>
self:StopMovingOrSizing();
</OnDragStop>
</Scripts>
</Frame>
<Frame name="GLQuestionFrame" hidden="true" parent="UIParent" toplevel="true" movable="true" frameStrata="DIALOG" enableMouse="true">
<Size>
<AbsDimension x="300" y="200" />
</Size>
<Anchors>
<Anchor point="CENTER">
<Offset x="0" y="0" />
</Anchor>
</Anchors>
<Backdrop name="$parentBackdrop" bgFile="Interface\TutorialFrame\TutorialFrameBackground" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="3" right="5" top="3" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Frames>
<Button name="$parentCloseButton" inherits="UIPanelCloseButton">
<Anchors>
<Anchor point="TOPRIGHT" relativeTo="GLQuestionFrame">
<Offset>
<AbsDimension x="2" y="2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLQuestionNoButton" inherits="UIPanelButtonTemplate">
<Size>
<AbsDimension x="100" y="21" />
</Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="80" y="-170" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnClick>
GuildLottery:QuestionNo_Click()
</OnClick>
</Scripts>
</Button>
<Button name="GLQuestionYesButton" inherits="UIPanelButtonTemplate">
<Size>
<AbsDimension x="100" y="21" />
</Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="190" y="-170" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnClick>
GuildLottery:QuestionYes_Click()
</OnClick>
</Scripts>
</Button>
<EditBox name="GLQuestionEditBox" multiLine="true" autoFocus="false">
<Size>
<AbsDimension x="260" y="60" />
</Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="11" y="-16" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnEscapePressed>
self:ClearFocus();
</OnEscapePressed>
</Scripts>
<FontString inherits="ChatFontNormal" />
</EditBox>
</Frames>
<Scripts>
<OnLoad>
GLQuestionEditBox:EnableMouse(0);
self:RegisterForDrag("LeftButton");
</OnLoad>
<OnMouseUp>
if ( self.isMoving ) then
self:StopMovingOrSizing();
self.isMoving = false;
end
</OnMouseUp>
<OnMouseDown>
if ( ( ( not self.isLocked ) or ( self.isLocked == 0 ) ) and ( arg1 == "LeftButton" ) ) then
self:StartMoving();
self.isMoving = true;
end
</OnMouseDown>
<OnHide>
if ( self.isMoving ) then
self:StopMovingOrSizing();
self.isMoving = false;
end
</OnHide>
<OnDragStart>
self:StartMoving();
</OnDragStart>
<OnDragStop>
self:StopMovingOrSizing();
</OnDragStop>
</Scripts>
</Frame>
<Frame name="GLControlFrame" hidden="true" parent="UIParent" toplevel="true" movable="true" frameStrata="DIALOG" enableMouse="true">
<Size>
<AbsDimension x="512" y="490" />
</Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset x="318" y="-62" />
</Anchor>
</Anchors>
<Backdrop name="$parentBackdrop" bgFile="Interface\TutorialFrame\TutorialFrameBackground" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="3" right="5" top="3" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Layers>
<Layer>
<Texture name="GLTitleTexture" file="Interface\DialogFrame\UI-DialogBox-Header">
<Size>
<AbsDimension x="300" y="59" />
</Size>
<Anchors>
<Anchor point="TOP" relativeTo="GLControlFrame">
<Offset x="0" y="15" />
</Anchor>
</Anchors>
</Texture>
<FontString name="GLTitleText" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOP" relativeTo="GLTitleTexture">
<Offset>
<AbsDimension x="0" y="-12" />
</Offset>
</Anchor>
</Anchors>
</FontString>
<FontString name="GLControlVersion" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="BOTTOMRIGHT" point="BOTTOMRIGHT" relativeTo="GLControlFrame">
<Offset>
<AbsDimension x="-15" y="10" />
</Offset>
</Anchor>
</Anchors>
<Color r="0.6" g="0.8" b="1" />
</FontString>
</Layer>
</Layers>
<Frames>
<Button name="$parentCloseButton" inherits="UIPanelCloseButton">
<Anchors>
<Anchor point="TOPRIGHT" relativeTo="GLControlFrame">
<Offset>
<AbsDimension x="2" y="2" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Frame name="GLOptionsFrame" hidden="true">
<Size>
<AbsDimension x="502" y="480" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLControlFrame">
<Offset>
<AbsDimension x="5" y="-5" />
</Offset>
</Anchor>
</Anchors>
<Layers>
</Layers>
<Frames>
<CheckButton name="GLTooltipCheckBox" inherits="GLCheckButtonTemplate">
<Anchors>
<Anchor point="TOP">
<Offset>
<AbsDimension x="-55" y="-30" />
</Offset>
</Anchor>
</Anchors>
<Layers>
<Layer>
<FontString name="GLTooltipText" inherits="GameFontNormalSmall">
<Anchors>
<Anchor point="LEFT" relativePoint="RIGHT">
<Offset>
<AbsDimension x="5" y="1" />
</Offset>
</Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<Scripts>
<OnClick>
if self:GetChecked() then
PlaySound("igMainMenuOptionCheckBoxOn");
else
PlaySound("igMainMenuOptionCheckBoxOff");
end
GuildLottery:TooltipCheckBox_OnClick();
</OnClick>
</Scripts>
</CheckButton>
<CheckButton name="GLCheckBoxLotteryAnnouncement" inherits="GLCheckButtonTemplate">
<Anchors>
<Anchor point="TOP">
<Offset>
<AbsDimension x="-55" y="-60" />
</Offset>
</Anchor>
</Anchors>
<Layers>
<Layer>
<FontString name="GLCheckBoxLotteryLabel" inherits="GameFontNormalSmall">
<Anchors>
<Anchor point="LEFT" relativePoint="RIGHT">
<Offset>
<AbsDimension x="5" y="1" />
</Offset>
</Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<Scripts>
<OnClick>
if self:GetChecked() then
PlaySound("igMainMenuOptionCheckBoxOn");
else
PlaySound("igMainMenuOptionCheckBoxOff");
end
GuildLottery:LotteryAnnouncement_OnClick();
</OnClick>
</Scripts>
</CheckButton>
<CheckButton name="GLCheckBoxWinnerAnnouncement" inherits="GLCheckButtonTemplate">
<Anchors>
<Anchor point="TOP">
<Offset>
<AbsDimension x="-55" y="-90" />
</Offset>
</Anchor>
</Anchors>
<Layers>
<Layer>
<FontString name="GLCheckBoxWinnerAnnouncementLabel" inherits="GameFontNormalSmall">
<Anchors>
<Anchor point="LEFT" relativePoint="RIGHT">
<Offset>
<AbsDimension x="5" y="1" />
</Offset>
</Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<Scripts>
<OnClick>
if self:GetChecked() then
PlaySound("igMainMenuOptionCheckBoxOn");
else
PlaySound("igMainMenuOptionCheckBoxOff");
end
GuildLottery:WinnerAnnouncement_OnClick();
</OnClick>
</Scripts>
</CheckButton>
<CheckButton name="GLMinimapCheckBox" inherits="GLCheckButtonTemplate">
<Anchors>
<Anchor point="TOP">
<Offset>
<AbsDimension x="-55" y="-120" />
</Offset>
</Anchor>
</Anchors>
<Layers>
<Layer>
<FontString name="GLMinimapLabel" inherits="GameFontNormalSmall">
<Anchors>
<Anchor point="LEFT" relativePoint="RIGHT">
<Offset>
<AbsDimension x="5" y="1" />
</Offset>
</Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<Scripts>
<OnClick>
if self:GetChecked() then
PlaySound("igMainMenuOptionCheckBoxOn");
else
PlaySound("igMainMenuOptionCheckBoxOff");
end
GuildLottery:MinimapCheckBox_OnClick();
</OnClick>
</Scripts>
</CheckButton>
<CheckButton name="GLInvalidItemsCheckBox" inherits="GLCheckButtonTemplate">
<Anchors>
<Anchor point="TOP">
<Offset>
<AbsDimension x="-55" y="-150" />
</Offset>
</Anchor>
</Anchors>
<Layers>
<Layer>
<FontString name="GLInvalidItemsLabel" inherits="GameFontNormalSmall">
<Anchors>
<Anchor point="LEFT" relativePoint="RIGHT">
<Offset>
<AbsDimension x="5" y="1" />
</Offset>
</Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<Scripts>
<OnClick>
if self:GetChecked() then
PlaySound("igMainMenuOptionCheckBoxOn");
else
PlaySound("igMainMenuOptionCheckBoxOff");
end
GuildLottery:InvalidItemsCheckBox_OnClick();
</OnClick>
</Scripts>
</CheckButton>
<Button name="GLChannelDropDownMenuButton" inherits="UIDropDownMenuTemplate">
<Size>
<AbsDimension x="20" y="16" />
</Size>
<Anchors>
<Anchor point="TOP">
<Offset>
<AbsDimension x="30" y="-180" />
</Offset>
</Anchor>
</Anchors>
<Layers>
<Layer>
<FontString name="GLChannelDropDownLabel" inherits="GameFontNormalSmall">
<Anchors>
<Anchor point="LEFT" relativePoint="LEFT">
<Offset>
<AbsDimension x="-35" y="1" />
</Offset>
</Anchor>
</Anchors>
</FontString>
</Layer>
</Layers>
<Scripts>
<OnLoad>
UIDropDownMenu_Initialize(self, GL_ChannelDropDownMenu_OnLoad)
</OnLoad>
</Scripts>
</Button>
<Slider name="GLArcSliderButtonPos" inherits="OptionsSliderTemplate">
<Size>
<AbsDimension x="180" y="16" />
</Size>
<Anchors>
<Anchor point="BOTTOM">
<Offset>
<AbsDimension x="0" y="50" />
</Offset>
</Anchor>
</Anchors>
<HitRectInsets>
<AbsInset xsi:nil="true" />
</HitRectInsets>
<Scripts>
<OnLoad>
getglobal(self:GetName().."Text"):SetText("Change icon position");
getglobal(self:GetName().."High"):SetText();
getglobal(self:GetName().."Low"):SetText();
GLArcSliderButtonPos:SetMinMaxValues(0,360);
GLArcSliderButtonPos:SetValueStep(1);
</OnLoad>
<OnValueChanged>
GL_Settings.MinimapArcOffset = GLArcSliderButtonPos:GetValue();
GuildLottery:MinimapButton_Update();
</OnValueChanged>
</Scripts>
</Slider>
<Slider name="GLRadiusSliderButtonPos" inherits="OptionsSliderTemplate">
<Size>
<AbsDimension x="180" y="16" />
</Size>
<Anchors>
<Anchor point="TOP" relativeTo="GLArcSliderButtonPos" relativePoint="TOP">
<Offset>
<AbsDimension x="0" y="30" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnLoad>
getglobal(self:GetName().."Text"):SetText("Change icon distance");
getglobal(self:GetName().."High"):SetText();
getglobal(self:GetName().."Low"):SetText();
GLRadiusSliderButtonPos:SetMinMaxValues(80,300);
GLRadiusSliderButtonPos:SetValueStep(1);
</OnLoad>
<OnValueChanged>
GL_Settings.MinimapRadiusOffset = GLRadiusSliderButtonPos:GetValue();
GuildLottery:MinimapButton_Update();
</OnValueChanged>
</Scripts>
</Slider>
<Slider name="GLIconSliderButtonPos" inherits="OptionsSliderTemplate">
<Size>
<AbsDimension x="180" y="16" />
</Size>
<Anchors>
<Anchor point="TOP" relativeTo="GLRadiusSliderButtonPos" relativePoint="TOP">
<Offset>
<AbsDimension x="0" y="30" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnLoad>
getglobal(self:GetName().."Text"):SetText("Change icon picture");
getglobal(self:GetName().."High"):SetText();
getglobal(self:GetName().."Low"):SetText();
GLIconSliderButtonPos:SetValueStep(1);
GLIconSliderButtonPos:SetMinMaxValues(1,table.getn(GL_Icons));
</OnLoad>
<OnValueChanged>
GL_Settings.MinimapTextureId = GLIconSliderButtonPos:GetValue();
GuildLottery:MinimapButton_Update();
</OnValueChanged>
</Scripts>
</Slider>
</Frames>
</Frame>
<Frame name="GLNonOptionsFrame">
<Size>
<AbsDimension x="502" y="480" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLControlFrame">
<Offset>
<AbsDimension x="5" y="-5" />
</Offset>
</Anchor>
</Anchors>
<Layers>
<Layer>
<FontString name="GLLabelUsers" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLControlFrame">
<Offset>
<AbsDimension x="21" y="-250" />
</Offset>
</Anchor>
</Anchors>
</FontString>
<FontString name="GLLabelTickets" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLControlFrame">
<Offset>
<AbsDimension x="211" y="-250" />
</Offset>
</Anchor>
</Anchors>
</FontString>
<FontString name="GLLabelTicketOptions" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLControlFrame">
<Offset>
<AbsDimension x="20" y="-440" />
</Offset>
</Anchor>
</Anchors>
<Color r="1" g="1" b="0.2" a="0.6" />
</FontString>
</Layer>
</Layers>
<Frames>
<Frame name="GLRaffleSettingAreaBackground">
<Size>
<AbsDimension x="340" y="200" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLControlFrame">
<Offset>
<AbsDimension x="150" y="-40" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Layers>
<Layer>
<FontString name="GLLabelRaffleDate" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLRaffleSettingAreaBackground">
<Offset>
<AbsDimension x="15" y="-10" />
</Offset>
</Anchor>
</Anchors>
<Color r="0.6" g="0.8" b="1" />
</FontString>
<FontString name="GLLabelRaffleName" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLLabelRaffleDate">
<Offset>
<AbsDimension x="140" y="0" />
</Offset>
</Anchor>
</Anchors>
<Color r="0.6" g="0.8" b="1" />
</FontString>
<FontString name="GLLabelMaxRaffleTickets" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLLabelRaffleDate">
<Offset>
<AbsDimension x="0" y="-50" />
</Offset>
</Anchor>
</Anchors>
<Color r="0.6" g="0.8" b="1" />
</FontString>
<FontString name="GLLabelRaffleItemOneTickets" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLLabelMaxRaffleTickets">
<Offset>
<AbsDimension x="0" y="-50" />
</Offset>
</Anchor>
</Anchors>
<Color r="0.6" g="0.8" b="1" />
</FontString>
<FontString name="GLLabelRaffleItemTwoTickets" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLLabelRaffleItemOneTickets">
<Offset>
<AbsDimension x="0" y="-25" />
</Offset>
</Anchor>
</Anchors>
<Color r="0.6" g="0.8" b="1" />
</FontString>
<FontString name="GLLabelRaffleItemThreeTickets" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLLabelRaffleItemTwoTickets">
<Offset>
<AbsDimension x="0" y="-25" />
</Offset>
</Anchor>
</Anchors>
<Color r="0.6" g="0.8" b="1" />
</FontString>
<FontString name="GLLabelRaffleTicketPrice" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLLabelRaffleName">
<Offset>
<AbsDimension x="0" y="-50" />
</Offset>
</Anchor>
</Anchors>
<Color r="0.6" g="0.8" b="1" />
</FontString>
</Layer>
</Layers>
<Scripts>
<OnLoad>
self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b);
self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLSettingAreaBackground">
<Size>
<AbsDimension x="340" y="200" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLControlFrame">
<Offset>
<AbsDimension x="150" y="-40" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Layers>
<Layer>
<FontString name="GLLabelLotteryDate" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLSettingAreaBackground">
<Offset>
<AbsDimension x="15" y="-10" />
</Offset>
</Anchor>
</Anchors>
<Color r="0.6" g="0.8" b="1" />
</FontString>
<FontString name="GLLabelLotteryName" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLLabelLotteryDate">
<Offset>
<AbsDimension x="140" y="0" />
</Offset>
</Anchor>
</Anchors>
<Color r="0.6" g="0.8" b="1" />
</FontString>
<FontString name="GLLabelStartGold" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLLabelLotteryDate">
<Offset>
<AbsDimension x="0" y="-50" />
</Offset>
</Anchor>
</Anchors>
<Color r="0.6" g="0.8" b="1" />
</FontString>
<FontString name="GLLabelMaxTickets" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLLabelStartGold">
<Offset>
<AbsDimension x="0" y="-40" />
</Offset>
</Anchor>
</Anchors>
<Color r="0.6" g="0.8" b="1" />
</FontString>
<FontString name="GLLabelSecondPrize" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLLabelMaxTickets">
<Offset>
<AbsDimension x="0" y="-40" />
</Offset>
</Anchor>
</Anchors>
<Color r="0.6" g="0.8" b="1" />
</FontString>
<FontString name="GLLabelJackpot" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLLabelLotteryName">
<Offset>
<AbsDimension x="0" y="-50" />
</Offset>
</Anchor>
</Anchors>
<Color r="0.6" g="0.8" b="1" />
</FontString>
<FontString name="GLLabelTicketPrice" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLLabelJackpot">
<Offset>
<AbsDimension x="0" y="-40" />
</Offset>
</Anchor>
</Anchors>
<Color r="0.6" g="0.8" b="1" />
</FontString>
<FontString name="GLLabelGuildCut" inherits="GameFontNormal">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLLabelTicketPrice">
<Offset>
<AbsDimension x="0" y="-40" />
</Offset>
</Anchor>
</Anchors>
<Color r="0.6" g="0.8" b="1" />
</FontString>
</Layer>
</Layers>
<Scripts>
<OnLoad>
self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b);
self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLMaxTicketsBackground" parent="GLSettingAreaBackground">
<Size>
<AbsDimension x="60" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLLabelMaxTickets">
<Offset>
<AbsDimension x="0" y="-15" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Scripts>
<OnLoad>
self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b);
self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLMaxRaffleTicketsBackground" parent="GLRaffleSettingAreaBackground">
<Size>
<AbsDimension x="60" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLLabelMaxRaffleTickets">
<Offset>
<AbsDimension x="0" y="-15" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Scripts>
<OnLoad>
self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b);
self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLSecondPrizeBackground" parent="GLSettingAreaBackground">
<Size>
<AbsDimension x="60" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLLabelSecondPrize">
<Offset>
<AbsDimension x="0" y="-15" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Scripts>
<OnLoad>
self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b);
self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLGuildCutBackground" parent="GLSettingAreaBackground">
<Size>
<AbsDimension x="60" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLLabelGuildCut">
<Offset>
<AbsDimension x="0" y="-15" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Scripts>
<OnLoad>
self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b);
self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLLotteryDateBackground" parent="GLSettingAreaBackground">
<Size>
<AbsDimension x="130" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLLabelLotteryDate">
<Offset>
<AbsDimension x="0" y="-16" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Scripts>
<OnLoad>
self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b);
self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLRaffleDateBackground" parent="GLRaffleSettingAreaBackground">
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLControlFrame">
<Offset>
<AbsDimension x="150" y="-40" />
</Offset>
</Anchor>
<Size>
<AbsDimension x="130" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLLabelRaffleDate">
<Offset>
<AbsDimension x="0" y="-16" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Scripts>
<OnLoad>
self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b);
self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLRaffleItemOneBackground" parent="GLRaffleSettingAreaBackground">
<Size>
<AbsDimension x="130" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLLabelRaffleItemOneTickets">
<Offset>
<AbsDimension x="90" y="3" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Scripts>
<OnLoad>
self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b);
self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLRaffleItemTwoBackground" parent="GLRaffleSettingAreaBackground">
<Size>
<AbsDimension x="130" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLLabelRaffleItemTwoTickets">
<Offset>
<AbsDimension x="90" y="3" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Scripts>
<OnLoad>
self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b);
self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLRaffleItemThreeBackground" parent="GLRaffleSettingAreaBackground">
<Size>
<AbsDimension x="130" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLLabelRaffleItemThreeTickets">
<Offset>
<AbsDimension x="90" y="3" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Scripts>
<OnLoad>
self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b);
self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLLotteryNameBackground" parent="GLSettingAreaBackground">
<Size>
<AbsDimension x="130" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLLabelLotteryName">
<Offset>
<AbsDimension x="0" y="-16" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Scripts>
<OnLoad>
self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b);
self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLRaffleNameBackground" parent="GLRaffleSettingAreaBackground">
<Size>
<AbsDimension x="130" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLLabelRaffleName">
<Offset>
<AbsDimension x="0" y="-16" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Scripts>
<OnLoad>
self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b);
self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLStartGoldFrame" inherits="GLMoneyInputFrameTemplate" parent="GLSettingAreaBackground">
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLLabelStartGold">
<Offset>
<AbsDimension x="5" y="-15" />
</Offset>
</Anchor>
</Anchors>
</Frame>
<EditBox name="GLMaxRaffleTicketsEditBox" parent="GLRaffleSettingAreaBackground" letters="3" numeric="true" autoFocus="false">
<Size>
<AbsDimension x="60" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLMaxRaffleTicketsBackground">
<Offset>
<AbsDimension x="4" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnEditFocusGained>
self:SetTextColor(1,1,0);
self:HighlightText();
</OnEditFocusGained>
<OnEscapePressed>
GuildLottery:MaxRaffleTicketsOnEscapePressed(self);
</OnEscapePressed>
<OnEditFocusLost>
GuildLottery:MaxRaffleTicketsOnEnterPressed(self);
self:SetTextColor(1,1,1);
</OnEditFocusLost>
<OnEnterPressed>
GuildLottery:MaxRaffleTicketsOnEnterPressed(self);
self:ClearFocus();
self:SetTextColor(1,1,1);
</OnEnterPressed>
</Scripts>
<FontString inherits="ChatFontNormal" />
</EditBox>
<EditBox name="GLMaxTicketsEditBox" parent="GLSettingAreaBackground" letters="3" numeric="true" autoFocus="false">
<Size>
<AbsDimension x="60" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLMaxTicketsBackground">
<Offset>
<AbsDimension x="4" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnEditFocusGained>
self:SetTextColor(1,1,0)
self:HighlightText()
</OnEditFocusGained>
<OnEditFocusLost>
GuildLottery:MaxTicketsOnEnterPressed(self)
self:SetTextColor(1,1,1);
</OnEditFocusLost>
<OnEnterPressed>
GuildLottery:MaxTicketsOnEnterPressed(self)
</OnEnterPressed>
<OnEscapePressed>
GuildLottery:MaxTicketsOnEscapePressed(self)
</OnEscapePressed>
</Scripts>
<FontString inherits="ChatFontNormal" />
</EditBox>
<EditBox name="GLRaffleItemOneEditBox" parent="GLRaffleSettingAreaBackground" autoFocus="false">
<Size>
<AbsDimension x="117" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLRaffleItemOneBackground">
<Offset>
<AbsDimension x="4" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnEditFocusGained>
self:SetTextColor(1,1,0);
self:HighlightText();
</OnEditFocusGained>
<OnEditFocusLost>
self:HighlightText(0,0);
self:SetTextColor(1,1,1);
</OnEditFocusLost>
<OnEnterPressed>
GuildLottery:RaffleItemOne_OnEnterPressed(self);
</OnEnterPressed>
<OnEscapePressed>
GuildLottery:RaffleItemOne_OnEscapePressed(self);
</OnEscapePressed>
<OnTextChanged>
GuildLottery:RaffleItemOne_OnTextChanged(self);
</OnTextChanged>
</Scripts>
<FontString inherits="ChatFontNormal" />
</EditBox>
<EditBox name="GLRaffleItemTwoEditBox" parent="GLRaffleSettingAreaBackground" autoFocus="false">
<Size>
<AbsDimension x="117" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLRaffleItemTwoBackground">
<Offset>
<AbsDimension x="4" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnEditFocusGained>
self:SetTextColor(1,1,0);
self:HighlightText();
</OnEditFocusGained>
<OnEditFocusLost>
self:HighlightText(0,0);
self:SetTextColor(1,1,1);
</OnEditFocusLost>
<OnEnterPressed>
GuildLottery:RaffleItemTwo_OnEnterPressed(self);
</OnEnterPressed>
<OnEscapePressed>
GuildLottery:RaffleItemTwo_OnEscapePressed(self);
</OnEscapePressed>
<OnTextChanged>
GuildLottery:RaffleItemTwo_OnTextChanged(self);
</OnTextChanged>
</Scripts>
<FontString inherits="ChatFontNormal" />
</EditBox>
<EditBox name="GLRaffleItemThreeEditBox" parent="GLRaffleSettingAreaBackground" autoFocus="false">
<Size>
<AbsDimension x="117" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLRaffleItemThreeBackground">
<Offset>
<AbsDimension x="4" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnEditFocusGained>
self:SetTextColor(1,1,0);
self:HighlightText();
</OnEditFocusGained>
<OnEditFocusLost>
self:HighlightText(0,0);
self:SetTextColor(1,1,1);
</OnEditFocusLost>
<OnEnterPressed>
GuildLottery:RaffleItemThree_OnEnterPressed(self);
</OnEnterPressed>
<OnEscapePressed>
GuildLottery:RaffleItemThree_OnEscapePressed(self);
</OnEscapePressed>
<OnTextChanged>
GuildLottery:RaffleItemThree_OnTextChanged(self);
</OnTextChanged>
</Scripts>
<FontString inherits="ChatFontNormal" />
</EditBox>
<Button name="GLRaffleItemOneButton" inherits="UIPanelButtonTemplate" hidden="true">
<Size>
<AbsDimension x="75" y="17" />
</Size>
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLRaffleItemOneBackground">
<Offset>
<AbsDimension x="135" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnClick>
GuildLottery:RaffleItemOneButton_OnClick(self);
</OnClick>
</Scripts>
</Button>
<Button name="GLRaffleItemTwoButton" inherits="UIPanelButtonTemplate" hidden="true">
<Size>
<AbsDimension x="75" y="17" />
</Size>
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLRaffleItemTwoBackground">
<Offset>
<AbsDimension x="135" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnClick>
GuildLottery:RaffleItemTwoButton_OnClick(self);
</OnClick>
</Scripts>
</Button>
<Button name="GLRaffleItemThreeButton" inherits="UIPanelButtonTemplate" hidden="true">
<Size>
<AbsDimension x="75" y="17" />
</Size>
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLRaffleItemThreeBackground">
<Offset>
<AbsDimension x="135" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnClick>
GuildLottery:RaffleItemThreeButton_OnClick(self);
</OnClick>
</Scripts>
</Button>
<EditBox name="GLSecondPrizeEditBox" parent="GLSettingAreaBackground" letters="3" numeric="true" autoFocus="false">
<Size>
<AbsDimension x="60" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLSecondPrizeBackground">
<Offset>
<AbsDimension x="4" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnEditFocusGained>
self:SetTextColor(1,1,0)
self:HighlightText()
</OnEditFocusGained>
<OnEditFocusLost>
GuildLottery:SecondPrizeOnEnterPressed(self)
self:SetTextColor(1,1,1)
</OnEditFocusLost>
<OnEnterPressed>
self:ClearFocus()
GuildLottery:SecondPrizeOnEnterPressed(self)
self:SetTextColor(1,1,1)
</OnEnterPressed>
<OnEscapePressed>
GuildLottery:SecondPrizeOnEscapePressed(self)
</OnEscapePressed>
</Scripts>
<FontString inherits="ChatFontNormal" />
</EditBox>
<EditBox name="GLGuildCutEditBox" parent="GLSettingAreaBackground" letters="3" numeric="true" autoFocus="false">
<Size>
<AbsDimension x="60" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLGuildCutBackground">
<Offset>
<AbsDimension x="4" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnEditFocusGained>
self:SetTextColor(1,1,0)
self:HighlightText()
</OnEditFocusGained>
<OnEditFocusLost>
GuildLottery:GuildCut_OnEnterPressed(self)
self:SetTextColor(1,1,1)
</OnEditFocusLost>
<OnEnterPressed>
GuildLottery:GuildCut_OnEnterPressed(self)
</OnEnterPressed>
<OnEscapePressed>
GuildLottery:GuildCut_OnEscapePressed(self)
</OnEscapePressed>
</Scripts>
<FontString inherits="ChatFontNormal" />
</EditBox>
<Frame name="GLLotteryTicketPriceFrame" inherits="GLMoneyInputFrameTemplate" parent="GLSettingAreaBackground">
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLLabelTicketPrice">
<Offset>
<AbsDimension x="5" y="-15" />
</Offset>
</Anchor>
</Anchors>
</Frame>
<Frame name="GLRaffleTicketPriceFrame" inherits="GLMoneyInputFrameTemplate" parent="GLRaffleSettingAreaBackground">
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLLabelRaffleTicketPrice">
<Offset>
<AbsDimension x="5" y="-15" />
</Offset>
</Anchor>
</Anchors>
</Frame>
<EditBox name="GLLotteryDateEditBox" parent="GLSettingAreaBackground" letters="50" autoFocus="false">
<Size>
<AbsDimension x="160" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLLotteryDateBackground">
<Offset>
<AbsDimension x="4" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnLoad>
self:EnableMouse(0);
</OnLoad>
</Scripts>
<FontString inherits="ChatFontNormal" />
</EditBox>
<EditBox name="GLRafflePrizeOneEditBox" parent="GLSettingAreaBackground" letters="50" autoFocus="false">
<Size>
<AbsDimension x="160" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLLotteryDateBackground">
<Offset>
<AbsDimension x="4" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnLoad>
self:EnableMouse(0);
</OnLoad>
</Scripts>
<FontString inherits="ChatFontNormal" />
</EditBox>
<EditBox name="GLLotteryNameEditBox" parent="GLSettingAreaBackground" letters="25" autoFocus="false">
<Size>
<AbsDimension x="130" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLLotteryNameBackground">
<Offset>
<AbsDimension x="4" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnEditFocusGained>
self:SetTextColor(1,1,0)
self:HighlightText()
</OnEditFocusGained>
<OnEditFocusLost>
GuildLottery:LotteryName_OnEnterPressed(self)
self:SetTextColor(1,1,1)
</OnEditFocusLost>
<OnEnterPressed>
GuildLottery:LotteryName_OnEnterPressed(self)
</OnEnterPressed>
<OnEscapePressed>
GuildLottery:LotteryName_OnEscapePressed(self)
</OnEscapePressed>
</Scripts>
<FontString inherits="ChatFontNormal" />
</EditBox>
<EditBox name="GLRaffleDateEditBox" parent="GLRaffleSettingAreaBackground" letters="50" autoFocus="false">
<Size>
<AbsDimension x="160" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLRaffleDateBackground">
<Offset>
<AbsDimension x="4" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnLoad>
self:EnableMouse(0);
</OnLoad>
</Scripts>
<FontString inherits="ChatFontNormal" />
</EditBox>
<EditBox name="GLRaffleNameEditBox" parent="GLRaffleSettingAreaBackground" letters="25" autoFocus="false">
<Size>
<AbsDimension x="130" y="20" />
</Size>
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLRaffleNameBackground">
<Offset>
<AbsDimension x="4" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnEditFocusGained>
self:SetTextColor(1,1,0);
self:HighlightText();
</OnEditFocusGained>
<OnEditFocusLost>
GuildLottery:RaffleName_OnEnterPressed(self);
self:SetTextColor(1,1,1);
</OnEditFocusLost>
<OnEnterPressed>
GuildLottery:RaffleName_OnEnterPressed(self);
</OnEnterPressed>
<OnEscapePressed>
GuildLottery:RaffleName_OnEscapePressed(self);
</OnEscapePressed>
</Scripts>
<FontString inherits="ChatFontNormal" />
</EditBox>
<Frame name="GLJackPotFrame" inherits="GLMoneyInputFrameTemplate" parent="GLSettingAreaBackground">
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLLabelJackpot">
<Offset>
<AbsDimension x="5" y="-15" />
</Offset>
</Anchor>
</Anchors>
</Frame>
<Frame name="GLUsersBackground">
<Size>
<AbsDimension x="130" y="170" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLLabelUsers">
<Offset>
<AbsDimension x="0" y="-20" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Scripts>
<OnLoad>
self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b);
self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
</OnLoad>
</Scripts>
</Frame>
<Frame name="GLUsersSliderBackground">
<Size>
<AbsDimension x="28" y="170" />
</Size>
<Anchors>
<Anchor relativeFrom="TOPRIGHT" point="TOPLEFT" relativeTo="GLUsersBackground">
<Offset>
<AbsDimension x="130" y="0" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Scripts>
<OnLoad>
self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b);
self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
</OnLoad>
</Scripts>
</Frame>
<ScrollFrame name="GLUsersScrollFrame" inherits="FauxScrollFrameTemplate">
<Size>
<AbsDimension x="150" y="160" />
</Size>
<Anchors>
<Anchor point="TOPRIGHT" relativeTo="GLUsersSliderBackground" relativePoint="TOPLEFT">
<Offset>
<AbsDimension x="0" y="-5" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnVerticalScroll>
FauxScrollFrame_OnVerticalScroll(self, offset, GL_MENUBUTTONSIZEY, GL_UpdateUserButtons);
</OnVerticalScroll>
</Scripts>
</ScrollFrame>
<Frame name="GLTicketsTextBackground">
<Size>
<AbsDimension x="276" y="170" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLLabelTickets">
<Offset>
<AbsDimension x="0" y="-20" />
</Offset>
</Anchor>
</Anchors>
<Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
<BackgroundInsets>
<AbsInset left="5" right="5" top="5" bottom="5" />
</BackgroundInsets>
<TileSize>
<AbsValue val="16" />
</TileSize>
<EdgeSize>
<AbsValue val="16" />
</EdgeSize>
</Backdrop>
<Frames>
<ScrollFrame name="GLTicketsFrameScrollFrame" inherits="UIPanelScrollFrameTemplate">
<Size>
<AbsDimension x="246" y="158" />
</Size>
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLTicketsTextBackground">
<Offset>
<AbsDimension x="5" y="-6" />
</Offset>
</Anchor>
</Anchors>
<ScrollChild>
<EditBox name="GLTicketsEditBox" letters="500" multiLine="true" autoFocus="false">
<Size>
<AbsDimension x="240" y="158" />
</Size>
<Scripts>
<OnTextChanged>
local scrollBar = getglobal(self:GetParent():GetName().."ScrollBar")
self:GetParent():UpdateScrollChildRect();
local min;
local max;
min, max = scrollBar:GetMinMaxValues();
if ( max &gt; 0 and (self.max ~= max) ) then
self.max = max;
scrollBar:SetValue(max);
end
</OnTextChanged>
</Scripts>
<FontString inherits="ChatFontNormal" font="Fonts\ARIALN.TTF">
<FontHeight>
<AbsValue val="14" />
</FontHeight>
<Color r="1" g="1" b="1" />
<Shadow>
<Offset>
<AbsDimension x="1" y="-1" />
</Offset>
<Color r="0" g="0" b="0" />
</Shadow>
</FontString>
</EditBox>
</ScrollChild>
</ScrollFrame>
</Frames>
<Scripts>
<OnLoad>
self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b);
self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
</OnLoad>
<OnShow>
--GL_UpdateGuildInfo();
</OnShow>
</Scripts>
</Frame>
<Button name="GLNewLotteryButton" inherits="UIPanelButtonTemplate">
<Size>
<AbsDimension x="120" y="21" />
</Size>
<Anchors>
<Anchor point="TOPLEFT">
<Offset>
<AbsDimension x="20" y="-40" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnClick>
GuildLottery:NewLotteryClick();
</OnClick>
</Scripts>
</Button>
<Button name="GLStartRollButton" inherits="UIPanelButtonTemplate">
<Size>
<AbsDimension x="120" y="21" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLNewLotteryButton">
<Offset>
<AbsDimension x="0" y="-21" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnClick>
GuildLottery:StartRollClick();
</OnClick>
</Scripts>
</Button>
<Button name="GLSpamButton" inherits="UIPanelButtonTemplate">
<Size>
<AbsDimension x="120" y="21" />
</Size>
<Anchors>
<Anchor relativeFrom="BOTTOMLEFT" point="TOPLEFT" relativeTo="GLStartRollButton">
<Offset>
<AbsDimension x="0" y="-21" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnClick>
GuildLottery:SpamClick(nil);
</OnClick>
</Scripts>
</Button>
<Button name="GLUserButton1" inherits="GLUserButtonTemplate" id="1">
<Anchors>
<Anchor relativeFrom="TOPLEFT" point="TOPLEFT" relativeTo="GLUsersBackground">
<Offset>
<AbsDimension x="1" y="-1" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLUserButton2" inherits="GLUserButtonTemplate" id="2">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLUserButton1" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLUserButton3" inherits="GLUserButtonTemplate" id="3">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLUserButton2" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLUserButton4" inherits="GLUserButtonTemplate" id="4">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLUserButton3" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLUserButton5" inherits="GLUserButtonTemplate" id="5">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLUserButton4" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLUserButton6" inherits="GLUserButtonTemplate" id="6">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLUserButton5" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLUserButton7" inherits="GLUserButtonTemplate" id="7">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLUserButton6" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLUserButton8" inherits="GLUserButtonTemplate" id="8">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLUserButton7" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLUserButton9" inherits="GLUserButtonTemplate" id="9">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLUserButton8" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
<Button name="GLUserButton10" inherits="GLUserButtonTemplate" id="10">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="GLUserButton9" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="0" y="0" />
</Offset>
</Anchor>
</Anchors>
</Button>
</Frames>
</Frame> -- non option frame
<Button name="$parentTab1" inherits="CharacterFrameTabButtonTemplate" id="1" text="Lottery">
<Anchors>
<Anchor point="CENTER" relativePoint="BOTTOMLEFT">
<Offset>
<AbsDimension x="60" y="-12" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnClick>
GuildLottery:ToggleClick(0)
</OnClick>
</Scripts>
</Button>
<Button name="$parentTab2" inherits="CharacterFrameTabButtonTemplate" id="2" text="Raffle">
<Anchors>
<Anchor point="LEFT" relativeTo="$parentTab1" relativePoint="RIGHT">
<Offset>
<AbsDimension x="-16" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnClick>
GuildLottery:ToggleClick(1)
</OnClick>
</Scripts>
</Button>
<Button name="$parentTab3" inherits="CharacterFrameTabButtonTemplate" id="3" text="Options">
<Anchors>
<Anchor point="LEFT" relativeTo="$parentTab2" relativePoint="RIGHT">
<Offset>
<AbsDimension x="-16" y="0" />
</Offset>
</Anchor>
</Anchors>
<Scripts>
<OnClick>
GuildLottery:ToggleClick(2)
</OnClick>
</Scripts>
</Button>
</Frames>
<Scripts>
<OnLoad>
GuildLottery:OnGlobalLoad(self);
self.elapsed = 0;
PanelTemplates_SetNumTabs(GLControlFrame, 3);
PanelTemplates_SetTab(GLControlFrame, 1);
self:RegisterForDrag("LeftButton");
</OnLoad>
<OnMouseUp>
if ( self.isMoving ) then
self:StopMovingOrSizing();
self.isMoving = false;
end
</OnMouseUp>
<OnMouseDown>
if ( ( ( not self.isLocked ) or ( self.isLocked == 0 ) ) and ( arg1 == "LeftButton" ) ) then
self:StartMoving();
self.isMoving = true;
end
</OnMouseDown>
<OnHide>
if ( self.isMoving ) then
self:StopMovingOrSizing();
self.isMoving = false;
end
</OnHide>
<OnDragStart>
self:StartMoving();
</OnDragStart>
<OnDragStop>
self:StopMovingOrSizing();
</OnDragStop>
</Scripts>
</Frame>
</Ui>
\ No newline at end of file
GLottery.lua New file
0,0 → 1,2474
GL = {}
GL.Me = ""
GL.Command = "Lottery"
GL.Command2 = "Lotterie"
GL.Command3 = "Raffle"
GL.WhisperHistory = {}
GL.WinningTicket=0
GL.WinningRaffleTicket1=0
GL.WinningRaffleTicket2=0
GL.WinningRaffleTicket3=0
GL.RaffleItem1='-1'
GL.RaffleItem2='-1'
GL.RaffleItem3='-1'
GL.WinningEvent=-1
 
GL.WinningPercentage=100
GL.SendingWhisper=false
 
GL.CommandQueue = {}
GL.SpamQueue = {}
 
GL.OnOpenEvent = nil
GL.OnPendingEvent = nil
GL.OnOpenEventData = nil
GL.OnPendingEventData = nil
 
GL_Settings = {}
GL_Settings.MinimapRadiusOffset = 80
GL_Settings.MinimapArcOffset = 343
GL_Settings.MinimapTexture = "Spell_Nature_RavenForm"
GL_Settings.MinimapTextureId = 1
GL_Settings.ShowMinimap = 1
GL_Settings.UseLotteryAnnouncement = 1
GL_Settings.UseWinnerAnnouncement = 1
GL_Settings.Tooltips = 1
GL_Settings.GuaranteedWinner = 0
GL_Settings.AllowInvalidItems = 0
GL_Settings.Channel = 1
 
GL_Settings.Debuglevel = 0
 
GuildLottery = LibStub("AceAddon-3.0"):NewAddon("Guild Lottery", "AceConsole-3.0", "AceEvent-3.0", "AceTimer-3.0")
 
local L = LibStub("AceLocale-3.0"):GetLocale("Glottery")
 
GL_GCHAT = "<<Guild Lottery>> "
 
GL_Icons = {
"Spell_Nature_RavenForm","Ability_Hunter_AspectOfTheMonkey","Ability_Mount_JungleTiger","Ability_Mount_WhiteTiger","Ability_Mount_PinkTiger","Spell_Nature_ProtectionformNature","Ability_Hunter_RunningShot","Ability_EyesOfTheOwl","Ability_Whirlwind",
"Shadow_RagingScream","Spell_Fire_FireArmor","Shadow_SacrificialShield","Shadow_DemonBreath","Shadow_EvilEye","Shadow_Twilight","Shadow_DetectLesserInvisibility","Shadow_PsychicScream","Shadow_AntiShadow","Shadow_ShadowPact","Shadow_DetectInvisibility","Shadow_GatherShadows",
"Shadow_DetectInvisibility","Shadow_Shadowform","Shadow_AntiShadow","Shadow_DeadofNight","Spell_Holy_WordFortitude","Spell_Holy_PrayerOfFortitude","Spell_Holy_PowerWordShield","Spell_Holy_Renew","Shadow_ShadowWordDominate","Spell_Holy_InnerFire","Spell_Frost_WindWalkOn","Shadow_Requiem","Spell_Magic_LesserInvisibility",
"Shadow_Raisedead","Shadow_UnsummonBuilding","Spell_Magic_LesserInvisibilty","Spell_Holy_PowerInfusion","Spell_Holy_GreaterHeal","Spell_Lightning_LightningBolt01","Spell_Holy_Excorcism","Spell_Holy_Restoration","Spell_Holy_HolyProtection","Spell_Holy_Heal","Spell_Holy_BlessingOfAgility","Spell_Holy_ArcaneIntellect",
"Spell_Holy_MagicalSentry","Spell_Frost_FrostArmor02","Shadow_DetectLesserInvisibility","Spell_Fire_FireArmor","Spell_Frost_Frost","Spell_Ice_Lament","Spell_Frost_FrostWard","Spell_MageArmor","Shadow_ManaBurn","Spell_Nature_EnchantArmor","Spell_Fire_SealOfFire","Spell_Arcane_TeleportOrgrimmar",
"Shadow_RagingScream","Shadow_SoulGem","Spell_Nature_AbolishMagic","Spell_Holy_FlashHeal","Spell_Nature_Regeneration","Spell_Nature_Rejuvenation","Spell_Nature_NaturesBlessing","Spell_Nature_Thorns","Spell_Nature_Ravenform","Spell_Nature_SpiritWolf","Spell_Nature_StoneSkinTotem","Spell_Nature_Swiftness",
"Spell_Nature_P","Spell_Nature_ResistNature","Spell_Nature_LightningShield","Racial_Troll_Berserk","Spell_Nature_LightningShield","Spell_Magic_MageArmor","Spell_MiscFood","Ability_Mount_BlackDireWolf","Ability_Mount_WhiteDireWolf","Ability_Mount_Kodo_01","Ability_Mount_Kodo_03","Ability_Mount_Raptor",
"Ability_Mount_Undeadhorse","Ability_Mount_Dreadsteed","Ability_Rogue_Sprint","Ability_Druid_CatForm","Ability_Ambush","Ability_Mount_JungleTiger","Ability_Druid_Dash","Ability_Warrior_DefensiveStance","Ability_TrueShot","Spell_INV_Jewelry_Talisman_07","Spell_INV_Potion_44","Spell_INV_Potion_58",
"Spell_INV_Potion_65","Spell_INV_Potion_92","Spell_INV_Potion_93","Spell_INV_Drink_07","Spell_INV_Drink_18","Spell_INV_Misc_Fork&Knive","Spell_Nature_TimeStop","Spell_Holy_DivineIntervention","Ability_Warrior_InnerRage","Spell_Holy_HealingAura","Spell_Holy_RighteousnessAura","Spell_Holy_HolySmite","Ability_ThunderBolt",
"Spell_Holy_SealOfWrath","Spell_Holy_FistOfJustice","Spell_Holy_SealOfWisdom","Spell_Holy_SealOfSalvation","Spell_Holy_PrayerOfHealing02","Spell_Holy_SealOfValor","Spell_Holy_SealOfProtection","Spell_Holy_GreaterBlessingofKings","Spell_Holy_GreaterBlessingofWisdom","Spell_Holy_GreaterBlessingofSalvation",
"Spell_Holy_GreaterBlessingofLight","Ability_Warrior_BattleShout","Shadow_Teleport","Ability_Hunter_BeastTraining","Ability_Hunter_MendPet","Ability_Druid_Dash","Ability_Druid_SupriseAttack","Shadow_ImpPhaseShift","Shadow_LifeDrain","Shadow_AntiShadow",
"Spell_Magic_LesserInvisibility","Shadow_GatherShadows","Spell_Holy_DevotionAura","Spell_Holy_AuraOfLight","Spell_Holy_MindSooth","Shadow_SealOfKings","Spell_Holy_MindVision","Spell_Frost_WizardMark","Spell_Fire_SealOfFire","Shadow_BloodBoil","Shadow_AuraOfDarkness","Spell_Frost_Stun",
"Ability_Hunter_SniperShot","Ability_Rogue_Trip","Ability_Hunter_Quickshot","Ability_Hunter_CriticalShot","Ability_Hunter_AimedShot","Ability_GolemStormBolt","Ability_GolemStormBolt","Spell_Frost_ChainsOfIce","Spell_Frost_FreezingBreath","Spell_Fire_FlameShock","Spell_Fire_SelfDestruct","Spell_Holy_Dizzy","Spell_Nature_Polymorph",
"Spell_Frost_FrostBolt02","Spell_Frost_FrostNova","Spell_Frost_FrostArmor","Spell_Fire_SoulBurn","Shadow_AbominationExplosion","Spell_Fire_Immolation","Shadow_Requiem","Shadow_LifeDrain02","Shadow_Haunting","Shadow_SiphonMana","Shadow_CurseOfSargeras","Shadow_CurseOfMannoroth","Shadow_CurseOfAchimonde",
"Shadow_ChillTouch","Shadow_AuraOfDarkness","Shadow_CurseOfTounges","Shadow_UnholyStrength","Shadow_GrimWard","Shadow_ShadowBolt","Shadow_Possession","Shadow_EnslaveDemon","Shadow_MindSteal *","Shadow_LifeDrain","Shadow_MindRot","Shadow_DeathScream","Shadow_DeathCoil","Ability_Gouge","Spell_Nature_ThunderClap","Shadow_DeathScream",
"Ability_ShockWave","Spell_Frost_Stun","Spell_Frost_Stun","Spell_Frost_Stun","Ability_Warrior_WarCry","Ability_GolemThunderClap","Ability_Warrior_Sunder","Spell_Holy_AshesToAshes","Shadow_PsychicScream","Spell_Nature_Slow","Ability_Druid_Disembowel","Spell_Nature_StarFall","Spell_Nature_FaerieFire","Spell_Nature_Sleep","Spell_Nature_InsectSwarm",
"Ability_Gouge","Ability_Rogue_Garrote","Shadow_MindSteal *","Ability_Rogue_Rupture","Ability_CheapShot","Ability_Sap","Ability_Warrior_Riposte","Shadow_LifeDrain","Ability_Rogue_KidneyShot","Spell_Frost_FrostShock","Shadow_DeathScream","Shadow_ShadowWordPain","Shadow_BlackPlague","Shadow_AbonimationExplosion","Shadow_CurseOfSargeras",
"Fire_FlameBolt","Fire_Fireball02","Frost_Stun","Frost_ChainsOfIce","Nature_StrangleVines","Nature_Starfall","Spell_Holy_SearingLight","Ability_BackStab","Ability_ShockWave","Ability_Vanish","Ability_Warrior_SavageBlow","Misc_Bandage_08"
}
 
 
-- MenuItem related
GL_MENUBUTTONSIZEY = 16
g_MenuItemSelected = 0
--
 
-- Raffle Constants
GL_LOTTERY = 0
GL_RAFFLE = 1
--
 
-- Channel Constants
GL_CHANNEL_GUILD = 1
GL_CHANNEL_RAID = 2
 
--
local GL_ANSWER_YES = L["UI_YES"]
local GL_ANSWER_NO = L["UI_NO"]
 
local Orig_ChatFrame_OnEvent=nil
local Orig_ChatEdit_InsertLink=nil
 
GL_VERSION_TEXT = GetAddOnMetadata("Glottery", "Version")
 
local RED = "|cffff0000"
local GREEN = "|cff00ff00"
local BLUE = "|cff0000ff"
local MAGENTA = "|cffff00ff"
local YELLOW = "|cffffff00"
local CYAN = "|cff00ffff"
local WHITE = "|cffffffff"
 
function GuildLottery:Color( color, text )
if color==nil then color=WHITE; end
local coloredtext=color..text.."|r"
return coloredtext
end
 
function GuildLottery:SlashHandler(msg)
local argv = {}
for arg in string.gmatch(string.lower(msg), '[%a%d%-%.]+') do
table.insert(argv, arg)
end
if argv[1] == "toggle" then
GuildLottery:Toggle(0)
elseif argv[1] == "spam" then
if argv[2] == "raffle" then
GuildLottery:SpamClick(GL_RAFFLE)
elseif argv[2] == "lottery" then
GuildLottery:SpamClick(GL_LOTTERY)
else
GuildLottery:Error(L["ERR_UNKNOWNCMD"])
end
-- elseif argv[1] == "sell" then
 
elseif argv[1] == "roll" then
GuildLottery:StartRollClick()
else
if argv[1]==nil then
GuildLottery:Help()
else
GuildLottery:Error(L["ERR_UNKNOWNCMD"])
end
end
end
 
function GuildLottery:Error( txt )
GuildLottery:Print(GuildLottery:Color(RED,txt))
end
 
function GuildLottery:OnInitialize()
-- Code that you want to run when the addon is first loaded goes here.
 
GuildLottery:RegisterChatCommand("glottery", "SlashHandler")
GuildLottery:RegisterChatCommand("glot", "SlashHandler")
 
GLTooltipCheckBox:SetChecked(GL_Settings.Tooltips)
GLInvalidItemsCheckBox:SetChecked(GL_Settings.AllowInvalidItems)
 
GLCheckBoxLotteryAnnouncement:SetChecked(GL_Settings.UseLotteryAnnouncement)
GLCheckBoxWinnerAnnouncement:SetChecked(GL_Settings.UseWinnerAnnouncement)
 
GLTitleText:SetText(L["UI_TITLE_LOTTERY"])
 
 
GuildLottery:MinimapButton_Update()
GL_DataInitialize()
 
if GL_Settings.Debuglevel == nil then
GL_Settings.Debuglevel=0
end
 
 
GuildLottery:InitUIText()
 
GuildLottery:UpdateScreen()
GuildLottery:UpdateUserButtons()
 
 
MoneyInputFrame_SetOnValueChangedFunc(GLStartGoldFrame,function() GuildLottery:OnMoneyChanged(GLStartGoldFrame) end)
MoneyInputFrame_SetOnValueChangedFunc(GLLotteryTicketPriceFrame, function() GuildLottery:OnMoneyChanged(GLLotteryTicketPriceFrame) end)
MoneyInputFrame_SetOnValueChangedFunc(GLRaffleTicketPriceFrame, function() GuildLottery:OnMoneyChanged(GLRaffleTicketPriceFrame) end)
 
GLJackPotFrameGold:SetTextColor(0.5,0.5,0.5)
GLJackPotFrameSilver:SetTextColor(0.5,0.5,0.5)
GLJackPotFrameGold:EnableMouse(0)
GLJackPotFrameSilver:EnableMouse(0)
 
GuildLottery:Print("Initialized")
 
end
 
function GuildLottery:Help()
GL_printf(GuildLottery:Color(GREEN,L["UI_TITLE_LOTTERY"].." "..L["HLP"]))
GL_printf(GuildLottery:Color(GREEN,"----------------------------------"))
GL_printf("/glot "..GuildLottery:Color(YELLOW,"toggle").." - "..L["HLP_TOGGLE"])
GL_printf("/glot "..GuildLottery:Color(YELLOW,"spam [lottery | raffle]").." - "..L["HLP_SPAM"])
GL_printf("/glot "..GuildLottery:Color(YELLOW,"roll [lottery | raffle]").." - "..L["HLP_ROLL"])
end
 
--[[
local GL_EventDelta=0
function GuildLottery:OnGlobalUpdate(delta)
if #GL.CommandQueue > 0 then
GL_RunCommand()
end
end
--]]
function GuildLottery:string( string )
if string==nil then
string="nil"
end
return string
end
 
--
-- Event Handlers
--
 
function GuildLottery:CHAT_EVENT_HANDLER(eventName, arg1, arg2)
GL_debug("GLottery: event "..eventName)
local text=strupper(arg1)
 
if string.find(text,"^"..GL.Command.."$") or string.find(text,"^"..GL.Command2.."$")then
GuildLottery:SendInfo(arg2, 0)
end
if string.find(text,"^"..GL.Command3.."$") then
GuildLottery:SendInfo(arg2, 1)
end
 
if string.find(text,"^"..GL.Command.." %d+$") then
local ticketno=string.gsub(text,"^"..GL.Command.." (%d+)$","%1")
GuildLottery:SendTicketOwnerOf(arg2,ticketno)
end
if string.find(text,"^"..GL.Command2.." %d+$") then
local ticketno=string.gsub(text,"^"..GL.Command2.." (%d+)$","%1")
GuildLottery:SendTicketOwnerOf(arg2,ticketno)
end
if string.find(text,"^"..GL.Command.." HELP$") then
GuildLottery:SendHelp(arg2)
end
if string.find(text,"^"..GL.Command2.." HELP$") then
GuildLottery:SendHelp(arg2)
end
end
 
function GuildLottery:CALENDAR_OPEN_EVENT()
if (GL.OnOpenEvent~=nil) then
local func = GL.OnOpenEvent
GL.OnOpenEvent = nil
func()
end
end
 
function GuildLottery:CALENDAR_ACTION_PENDING()
if (GL.OnPendingEvent~=nil) then
if GL.PendingEventToSkip~= nil then
if (GL.PendingEventToSkip==0) then
local func = GL.OnPendingEvent
GL.OnPendingEvent=nil
func()
else
GL.PendingEventToSkip=GL.PendingEventToSkip-1
end
else
local func = GL.OnPendingEvent
GL.OnPendingEvent=nil
func()
end
end
end
 
function GuildLottery:GUILD_ROSTER_UPDATE()
-- check if ppl came online who need to be notified still
GuildLottery:CheckNotifications()
end
 
Orig_ChatEdit_InsertLink = ChatEdit_InsertLink
 
function ChatEdit_InsertLink(text)
if text and GLRaffleItemOneEditBox:HasFocus() then
GLRaffleItemOneEditBox:SetText(text)
GLRaffleItemOneEditBox:SetCursorPosition(0)
return true
elseif text and GLRaffleItemTwoEditBox:HasFocus() then
GLRaffleItemTwoEditBox:SetText(text)
GLRaffleItemTwoEditBox:SetCursorPosition(0)
return true
elseif text and GLRaffleItemThreeEditBox:HasFocus() then
GLRaffleItemThreeEditBox:SetText(text)
GLRaffleItemThreeEditBox:SetCursorPosition(0)
return true
else
Orig_ChatEdit_InsertLink(text)
end
end
 
Orig_ChatFrame_OnEvent = ChatFrame_OnEvent
function GL_ChatFrame_OnEvent(self, event, ...)
local arg1, arg2 = ...
if event=="CHAT_MSG_WHISPER_INFORM" then
if GuildLottery:IsGLWhisper(arg1,arg2) then
return
end
end
if event=="CHAT_MSG_WHISPER" then
local whisp=string.upper(arg1)
if string.find(whisp,"^"..GL.Command.." %w+$") or string.find(whisp,"^"..GL.Command.."$") then
return
end
if string.find(whisp,"^"..GL.Command2.." %w+$") or string.find(whisp,"^"..GL.Command2.."$") then
return
end
end
if event=="CHAT_MSG_SYSTEM" then
local errmsg=string.gsub(ERR_CHAT_PLAYER_NOT_FOUND_S,"%%s","(%%w+)")
if string.match(arg1,errmsg) then
local player = string.gsub(arg1,errmsg,"%1")
 
if GuildLottery:DataGetUserIdx(player, GL_LOTTERY)>0 then -- player has lottery tickets, so this message was for us
GuildLottery:DataSetNotified( GuildLottery:DataGetUserIdx(player, 0), 0, 0 ) -- remember that we could not send message
return
end
if GuildLottery:DataGetUserIdx(player, GL_RAFFLE)>0 then -- player has raffle tickets, so this message was for us
GuildLottery:DataSetNotified( GuildLottery:DataGetUserIdx(player, 1), 0, 1 ) -- remember that we could not send message
return
end
end
end
Orig_ChatFrame_OnEvent(self, event, ...)
end
ChatFrame_OnEvent = GL_ChatFrame_OnEvent
 
function GuildLottery:OptionsOnShow()
GLRadiusSliderButtonPos:SetValue(GL_Settings.MinimapRadiusOffset)
GLArcSliderButtonPos:SetValue(GL_Settings.MinimapArcOffset)
GLIconSliderButtonPos:SetValue(GL_Settings.MinimapTextureId)
GL_ChannelDropDownMenu_OnLoad()
end
 
function GuildLottery:IsGLWhisper( text, to )
if #GL.WhisperHistory > 0 then
for n=#GL.WhisperHistory, 1, -1 do
hist = GL.WhisperHistory[n]
if (GetTime() - hist.time > 10) then
table.remove(GL.WhisperHistory,n)
end
end
end
if #GL.WhisperHistory > 0 then
for n=1, #GL.WhisperHistory, 1 do
hist = GL.WhisperHistory[n]
if hist.to==to and hist.text==text then
return true
end
end
end
end
 
function GuildLottery:InitUIText()
 
if GL_Data.Raffle==GL_RAFFLE then
PanelTemplates_SetTab(GLControlFrame, 2)
 
GLSettingAreaBackground:Hide()
GLRaffleSettingAreaBackground:Show()
 
GLNewLotteryButton:SetText(L["UI_NEWRAFFLE"])
else
PanelTemplates_SetTab(GLControlFrame, 1)
 
GLSettingAreaBackground:Show()
GLRaffleSettingAreaBackground:Hide()
 
GLNewLotteryButton:SetText(L["UI_NEWLOTTERY"])
end
 
GLNewUserFramePlayerName:SetText(L["UI_TYPEPLAYERNAME"])
GLNewUserFrameNumTickets:SetText(L["UI_NUMTICKETS"])
GLNewUserCancelButton:SetText(L["UI_CANCEL"])
GLNewUserOKButton:SetText(L["UI_ACCEPT"])
 
GLQuestionNoButton:SetText(L["UI_NO"])
GLQuestionYesButton:SetText(L["UI_YES"])
 
GLTooltipText:SetText(L["UI_OPTION_TOOLTIP"])
GLMinimapLabel:SetText(L["UI_OPTION_MINIMAP"])
GLInvalidItemsLabel:SetText(L["UI_OPTION_INVALIDITEMS"])
GLCheckBoxLotteryLabel:SetText(L["UI_OPTION_LOTEVT"])
GLCheckBoxWinnerAnnouncementLabel:SetText(L["UI_OPTION_WINEVT"])
GLChannelDropDownLabel:SetText(L["UI_OPTION_CHANNEL"])
 
GLLabelUsers:SetText(L["UI_PLAYERS"])
GLLabelTickets:SetText(L["UI_TICKETS"])
GLLabelTicketOptions:SetText(L["UI_INFO_OPTIONS"])
GLLabelRaffleDate:SetText(L["UI_RAFFLEDATE"])
GLLabelRaffleName:SetText(L["UI_RAFFLENAME"])
GLLabelMaxRaffleTickets:SetText(L["UI_MAXTICKETS"])
GLLabelRaffleItemOneTickets:SetText(L["UI_RAFFLEITEMONE"])
GLLabelRaffleItemTwoTickets:SetText(L["UI_RAFFLEITEMTWO"])
GLLabelRaffleItemThreeTickets:SetText(L["UI_RAFFLEITEMTHREE"])
GLLabelRaffleTicketPrice:SetText(L["UI_TICKETPRICE"])
 
GLLabelLotteryDate:SetText(L["UI_LOTTERYDATE"])
GLLabelLotteryName:SetText(L["UI_LOTTERYNAME"])
GLLabelStartGold:SetText(L["UI_STARTGOLD"])
GLLabelMaxTickets:SetText(L["UI_MAXTICKETS"])
GLLabelSecondPrize:SetText(L["UI_SECONDPRIZE"])
GLLabelJackpot:SetText(L["UI_JACKPOT"])
GLLabelTicketPrice:SetText(L["UI_TICKETPRICE"])
GLLabelGuildCut:SetText(L["UI_GUILDCUT"])
 
GLRaffleItemOneButton:SetText(L["UI_OKAY"])
GLRaffleItemTwoButton:SetText(L["UI_OKAY"])
GLRaffleItemThreeButton:SetText(L["UI_OKAY"])
 
GLStartRollButton:SetText(L["UI_STARTROLLING"])
 
 
if GL_Settings.Channel == GL_CHANNEL_GUILD then
GLSpamButton:SetText(L["UI_SPAMGUILD"])
else
GLSpamButton:SetText(L["UI_SPAMRAID"])
end
 
GLControlVersion:SetText(GL_VERSION_TEXT)
end
 
function GuildLottery:OnMoneyChanged(obj)
local somethingchanged=false
value = MoneyInputFrame_GetCopper(GLStartGoldFrame)
if value ~= GL_Data.StartGold then
GL_Data.StartGold = value
somethingchanged=true
end
 
value = MoneyInputFrame_GetCopper(GLLotteryTicketPriceFrame)
if value ~= GL_Data.LotteryTicketPrice then
GL_Data.LotteryTicketPrice = value
somethingchanged=true
end
 
value = MoneyInputFrame_GetCopper(GLRaffleTicketPriceFrame)
if value ~= GL_Data.RaffleTicketPrice then
GL_Data.RaffleTicketPrice = value
somethingchanged=true
end
 
if somethingchanged then
GuildLottery:UpdateScreen()
end
end
 
function GuildLottery:OnGlobalLoad(self)
GL.Me = UnitName("player")
GL.Command = strupper(GL.Command)
GL.Command2 = strupper(GL.Command2)
GL.Command3 = strupper(GL.Command3)
GuildLottery:RegisterEvent("CHAT_MSG_GUILD", "CHAT_EVENT_HANDLER")
GuildLottery:RegisterEvent("CHAT_MSG_WHISPER", "CHAT_EVENT_HANDLER")
GuildLottery:RegisterEvent("CALENDAR_OPEN_EVENT")
GuildLottery:RegisterEvent("CALENDAR_ACTION_PENDING")
GuildLottery:RegisterEvent("GUILD_ROSTER_UPDATE")
 
GuildLottery:Print(GL_VERSION_TEXT.." loaded")
 
-- minimap button
--GuildLottery:MinimapButton_Update()
 
if ButtonHole then
ButtonHole.application.RegisterMod({id="GLOTTERY", name="Guild Lottery",tooltip="Guild Lottery", buttonFrame="GLMinimapButton", updateFunction="GuildLottery:MinimapButton_Update"})
end
-- end minimap
tinsert(UISpecialFrames, "GLControlFrame")
end
 
 
function GuildLottery:Toggle(page)
GuildLottery:MinimapButton_Update()
GuildLottery:UpdateScreen()
GuildLottery:UpdateUserButtons()
 
if (GLControlFrame:IsVisible()) then
GLControlFrame:Hide()
else
GLRaffleItemOneButton:Hide()
GLRaffleItemTwoButton:Hide()
GLRaffleItemThreeButton:Hide()
 
GLControlFrame:Show()
end
 
end
 
function GuildLottery:User_OnLoad(self)
self:RegisterForClicks("LeftButtonDown", "RightButtonDown")
end
 
function GuildLottery:User_OnClick(self, button)
local id = self:GetID()
local offset = FauxScrollFrame_GetOffset(GLUsersScrollFrame)
local idx = id+offset
HideDropDownMenu(1)
 
GLTicketsEditBox:ClearFocus()
 
g_MenuItemSelected = idx
if button=="RightButton" then
ToggleDropDownMenu(1,nil,GLUserCmdList,"cursor")
end
GuildLottery:UpdateScreen()
GuildLottery:UpdateUserButtons()
end
 
function GL_UserCmdList_OnLoad()
HideDropDownMenu(1)
GLUserCmdList.initialize = GL_UserCmdList_Initialize
GLUserCmdList.displayMode = "MENU"
GLUserCmdList.name = "Titre"
end
 
function GL_UserCmdList_Initialize()
local IsUser=false
if GuildLottery:DataValid(g_MenuItemSelected, GL_Data.Raffle) then
IsUser=true
end
 
info = { }
info.text = L["UI_LOTTERYCOMMANDS"]
info.isTitle = true
info.notCheckable = 1
UIDropDownMenu_AddButton(info,1)
 
if (IsUser) then
info = { }
info.text = L["UI_ADDTICKETS"]
info.notCheckable = 1
info.value = selectAdminItem
info.func = GL_UserCmdList_AddTickets_OnClick
UIDropDownMenu_AddButton(info,1)
end
 
info = { }
info.text = L["UI_ADDPLAYER"]
info.notCheckable = 1
info.value = selectAdminItem
info.func = GL_UserCmdList_AddUser_OnClick
UIDropDownMenu_AddButton(info,1)
 
info = { }
info.text = L["UI_CANCEL"]
info.notCheckable = 1
info.func = GL_UserCmdList_Cancel_OnClick
UIDropDownMenu_AddButton(info,1)
end
 
function GL_UserCmdList_AddTickets_OnClick()
GLNewUserTicketsEditBox:SetText("1")
GLNewUserNameEditBox:SetText(GuildLottery:DataGetUser(g_MenuItemSelected, GL_Data.Raffle))
GLNewUserFrame:Show()
GLNewUserTicketsEditBox:SetFocus()
GLNewUserTicketsEditBox:HighlightText()
end
 
function GL_UserCmdList_AddUser_OnClick()
GLNewUserTicketsEditBox:SetText("1")
GLNewUserNameEditBox:SetText("")
GLNewUserFrame:Show()
GLNewUserNameEditBox:SetFocus()
end
 
function GL_UserCmdList_Cancel_OnClick()
HideDropDownMenu(1)
end
 
function GuildLottery:FormatPrice ( price )
if price==nil then price =0 end
local c= price % 100
local s= (math.floor(price/100)) % 100
local g= math.floor(price/10000)
local text=g..L["UI_GOLD"]
if s>0 then text=text.." "..s..L["UI_SILVER"]; end
if c>0 then text=text.." "..c..L["UI_COPPER"]; end
return text
end
 
function GuildLottery:FormatTicket( tickets )
if tickets==nil then
return
end
local i,count
local text=""
count=0
for i=1, table.getn(tickets), 1 do
text=text..tickets[i]
count=count+1
if count==5 then
text=text.."\n"
count=0
else
text=text.." "
end
end
return text
end
 
function GuildLottery:FormatDate( datestamp )
local text=date(GL_DATE_FORMAT,datestamp)
return text
end
 
function GuildLottery:ExtractDate( datestamp )
local year, month, day, hour, minute = tonumber(date("%Y",datestamp)),tonumber(date("%m",datestamp)),tonumber(date("%d",datestamp)),tonumber(date("%H",datestamp)),tonumber(date("%M",datestamp))
return year, month, day, hour, minute
end
 
function GuildLottery:CalculateJackpot()
return GL_Data.StartGold+GuildLottery:DataGetTotalTicketCount(0)*GL_Data.LotteryTicketPrice
end
 
function GuildLottery:UpdateScreen()
local IsUser=false
local idx=g_MenuItemSelected
if (GuildLottery:DataValid(idx, GL_Data.Raffle)) then
IsUser=true
end
 
if (GL_Data.LotteryDate and GL_Data.LotteryDate~=0) then
GLLotteryDateEditBox:SetText(GuildLottery:FormatDate(GL_Data.LotteryDate))
end
-- Raffle
if (GL_Data.RaffleDate and GL_Data.RaffleDate~=0) then
GLRaffleDateEditBox:SetText(GuildLottery:FormatDate(GL_Data.RaffleDate))
end
if (GL_Data.RaffleDate and GL_Data.RaffleDate~=0) then
GLRaffleDateEditBox:SetText(GuildLottery:FormatDate(GL_Data.RaffleDate))
end
-- Raffle End
GLLotteryDateEditBox:SetTextColor(0.5,0.5,0.5)
GLLotteryNameEditBox:SetText(GL_Data.LotteryName)
GLRaffleNameEditBox:SetText(GL_Data.RaffleName)
MoneyInputFrame_ResetMoney(GLJackPotFrame)
MoneyInputFrame_SetCopper(GLJackPotFrame,GuildLottery:CalculateJackpot())
MoneyInputFrame_ResetMoney(GLStartGoldFrame)
MoneyInputFrame_SetCopper(GLStartGoldFrame,GL_Data.StartGold)
GLMaxTicketsEditBox:SetText(GL_Data.MaxLotteryTickets)
GLMaxRaffleTicketsEditBox:SetText(GL_Data.MaxRaffleTickets)
GLSecondPrizeEditBox:SetText(GL_Data.SecondPrize)
GLGuildCutEditBox:SetText(GL_Data.GuildCut)
MoneyInputFrame_ResetMoney(GLLotteryTicketPriceFrame)
MoneyInputFrame_SetCopper(GLLotteryTicketPriceFrame, GL_Data.LotteryTicketPrice)
MoneyInputFrame_SetCopper(GLRaffleTicketPriceFrame, GL_Data.RaffleTicketPrice)
 
GLTicketsEditBox:SetTextColor(1,1,1)
GLTicketsEditBox:EnableMouse(0)
 
 
if (GL_Data.RaffleItemOne~='0') then
local itemName, itemLink = GetItemInfo(GL_Data.RaffleItemOne)
if (itemLink) then
GLRaffleItemOneEditBox:SetText(itemLink)
GLRaffleItemOneEditBox:SetCursorPosition(0)
 
end
GLRaffleItemOneButton:Hide()
end
 
if (GL_Data.RaffleItemTwo~='0') then
local itemName, itemLink = GetItemInfo(GL_Data.RaffleItemTwo)
if (itemLink) then
GLRaffleItemTwoEditBox:SetText(itemLink)
GLRaffleItemTwoEditBox:SetCursorPosition(0)
end
GLRaffleItemTwoButton:Hide()
end
if (GL_Data.RaffleItemThree~='0') then
local itemName, itemLink = GetItemInfo(GL_Data.RaffleItemThree)
if (itemLink) then
GLRaffleItemThreeEditBox:SetText(itemLink)
GLRaffleItemThreeEditBox:SetCursorPosition(0)
end
GLRaffleItemThreeButton:Hide()
end
 
if (GuildLottery:DataGetTotalTicketCount(GL_Data.Raffle)>0) then
GLStartRollButton:Enable()
else
GLStartRollButton:Disable()
end
 
if ( IsUser ) then
local TicketText=GuildLottery:FormatTicket(GuildLottery:DataGetTickets(idx, GL_Data.Raffle))
GLTicketsEditBox:SetText(TicketText)
else
GLTicketsEditBox:SetText("")
end
end
 
function GL_UpdateUserButtons()
GuildLottery:UpdateUserButtons()
end
 
function GuildLottery:UpdateUserButtons()
GL_debug("GuildLottery:UpdateUserButtons")
local size=GuildLottery:DataCount(GL_Data.Raffle)
FauxScrollFrame_Update(GLUsersScrollFrame, size, 10, GL_MENUBUTTONSIZEY)
local offset=FauxScrollFrame_GetOffset(GLUsersScrollFrame)
local i = 1
local button, normaltext, highlight
for i=1, 10, 1 do
button = getglobal("GLUserButton"..i)
buttonText = getglobal("GLUserButton"..i.."Tag")
idx = i+offset
if (GuildLottery:DataValid(idx, GL_Data.Raffle)) then
buttonText:SetText(GuildLottery:DataGetUser(idx, GL_Data.Raffle).." ("..GuildLottery:DataGetTicketCount(idx, GL_Data.Raffle)..")")
if (GuildLottery:DataGetNotified(idx, GL_Data.Raffle)==0) then
button.r = 0.9
button.g = 0.4
button.b = 0.1
else
button.r = 0.3
button.g = 0.5
button.b = 0.9
end
if ( g_MenuItemSelected and g_MenuItemSelected == idx ) then
button.r=button.r+0.3
button.g=button.g+0.3
button.b=button.b+0.3
end
buttonText:SetTextColor(button.r, button.g, button.b)
button:Show()
else
button:Show()
buttonText:SetText("")
end
end
GuildLottery:RaffleItemOne_OnEscapePressed(GLRaffleItemOneEditBox)
GuildLottery:RaffleItemTwo_OnEscapePressed(GLRaffleItemTwoEditBox)
GuildLottery:RaffleItemThree_OnEscapePressed(GLRaffleItemThreeEditBox)
 
end
 
--||||||||||||||||||||||||||||------ Minimap button ------||||||||||||||||||||||||||||--
 
function GuildLottery:MinimapButton_Update()
if(GL_Settings.ShowMinimap==1) then
GLMinimapCheckBox:SetChecked(1)
local radius = GL_Settings.MinimapRadiusOffset
local arc = GL_Settings.MinimapArcOffset
 
GLMinimapButton:Show()
GLMinimapButtonText:SetText("")
GLMinimapButtonText:SetTextColor(1.0,0.1,0.1)
 
GLMinimapButton:SetPoint( "TOPLEFT", "Minimap", "TOPLEFT",55 - ( ( radius ) * cos( arc ) ),( ( radius ) * sin( arc ) ) - 55)
GL_Settings.MinimapTexture = GL_Icons[GL_Settings.MinimapTextureId]
if (GL_Settings.MinimapTexture==nil) then
GL_Settings.MinimapTexture=GL_Icons[1]
end
GLMinimapButtonTexture:SetTexture("Interface\\Icons\\"..GL_Settings.MinimapTexture)
GLMinimapButtonTexture:SetAlpha(1.0)
else
GLMinimapCheckBox:SetChecked(0)
GLMinimapButton:Hide()
end
end
 
function GuildLottery:QuestionYes_Click()
if GL_Question_Callback~=nil then
GL_Question_Callback(GL_ANSWER_YES)
end
GL_Question_Callback=nil
GLQuestionFrame:Hide()
end
 
function GuildLottery:QuestionNo_Click()
if GL_Question_Callback~=nil then
GL_Question_Callback(GL_ANSWER_NO)
end
GL_Question_Callback=nil
GLQuestionFrame:Hide()
end
 
function GuildLottery:AskQuestion(text,callback)
GL_ANSWER_NO = L["UI_NO"]
GL_ANSWER_YES = L["UI_YES"]
GL_Question_Callback=callback
GLQuestionEditBox:SetText(text)
GLQuestionFrame:Show()
end
 
function GuildLottery:BuyTickets( amount )
local i,ticket
local newTickets={}
if GL_Data.Raffle==GL_RAFFLE then
if GL_Data.NextRaffleTicket==0 then
GL_Data.NextRaffleTicket=GL_Data.RaffleTicketSerie
end
for i=1, amount, 1 do
ticket=GL_Data.NextRaffleTicket
table.insert(newTickets,ticket)
GL_Data.NextRaffleTicket=ticket+1
end
else
if GL_Data.NextLotteryTicket==0 then
GL_Data.NextLotteryTicket=GL_Data.LotteryTicketSerie
end
for i=1, amount, 1 do
ticket=GL_Data.NextLotteryTicket
table.insert(newTickets,ticket)
if (GL_Data.GuaranteedWinner == 1) then
GL_Data.NextLotteryTicket=ticket+1
else
GL_Data.NextLotteryTicket=ticket+2
end
end
end
return newTickets
end
 
--||||||||||||||||||||||||||||------ NewUserFrame Button Clicks -----||||||||||||||||||||||||||||--
function GuildLottery:NewUserCancel_Click()
GLNewUserFrame:Hide()
end
 
 
function GuildLottery:NewUserOK_Click()
local User=GLNewUserNameEditBox:GetText()
local numtickets = tonumber(GLNewUserTicketsEditBox:GetText())
local i, name
local found = 0
 
--[[
for i=1, GetNumGuildMembers(true) do
name = GetGuildRosterInfo(i)
if string.find(name,"^"..User.."$") then
found = 1
end
end
 
if found < 1 then
GL_printf(GuildLottery:Color(GREEN,"GuildLottery: ").. GuildLottery:Color(RED, L["ERR_NOTINGUILD"]))
GLNewUserFrame:Hide()
GuildLottery:UpdateScreen()
GuildLottery:UpdateUserButtons()
return
end
--]]
 
local alreadysold = 0
if GuildLottery:DataGetUserIdx(User, GL_Data.Raffle)>0 then
alreadysold = GuildLottery:DataGetTicketCount(GuildLottery:DataGetUserIdx(User, GL_Data.Raffle), GL_Data.Raffle)
end
 
if GL_Data.Raffle==GL_RAFFLE then
if (numtickets+alreadysold>GL_Data.MaxRaffleTickets) then
GL_printf( GuildLottery:Color(GREEN,"GuildRaffle: ")..GuildLottery:Color(RED,L["ERR_EXCEEDTICKET"].." "..GL_Data.MaxRaffleTickets-alreadysold..L["ERR_EXCEEDTICKET2"])..GuildLottery:Color(CYAN,User))
return
end
else
if (numtickets+alreadysold>GL_Data.MaxLotteryTickets) then
GL_printf( GuildLottery:Color(GREEN,"GuildLottery: ")..GuildLottery:Color(RED,L["ERR_EXCEEDTICKET"].." "..GL_Data.MaxLotteryTickets-alreadysold..L["ERR_EXCEEDTICKET2"])..GuildLottery:Color(CYAN,User))
return
end
end
 
local Tickets=GuildLottery:BuyTickets(numtickets)
local idx=GuildLottery:DataGetUserIdx(User, GL_Data.Raffle)
 
if (idx and idx>0) then
GuildLottery:DataAddTickets(idx, Tickets)
GuildLottery:SendInfo(User, GL_Data.Raffle)
else
if GL_Data.Raffle == 0 then
LotteryInfo={}
LotteryInfo.User=User
LotteryInfo.Tickets=Tickets
LotteryInfo.Notified=1
GuildLottery:InsertData( LotteryInfo )
else
RaffleInfo={}
RaffleInfo.User=User
RaffleInfo.Tickets=Tickets
RaffleInfo.Notified=1
GuildLottery:InsertData( RaffleInfo )
end
GuildLottery:SendInfo(User, GL_Data.Raffle)
end
GLNewUserFrame:Hide()
GuildLottery:UpdateScreen()
GuildLottery:UpdateUserButtons()
end
 
function GuildLottery:NewUserNameAutocomplete(self)
local text = self:GetText()
local textlen = strlen(text)
local numFriends, name
 
 
-- No match, check your guild list
numFriends = GetNumGuildMembers(true) -- true to include offline members
if ( numFriends > 0 ) then
for i=1, numFriends do
name = GetGuildRosterInfo(i)
if ( strfind(strupper(name), strupper(text), 1, 1) == 1 ) then
self:SetText(name)
self:HighlightText(textlen, -1)
return
end
end
end
end
 
function GuildLottery:NewUserOnEscapePressed()
GuildLottery:NewUserCancel_Click()
end
 
function GuildLottery:NewUserOnEnterPressed()
if GLNewUserNameEditBox:GetText() ~= "" then
GuildLottery:NewUserOK_Click()
end
end
 
function GuildLottery:InsertData( info)
local Position
 
if (info~=nil and info.User ~= nil) then
Position=GuildLottery:DataCount(GL_Data.Raffle)+1
GuildLottery:DataInsert(Position,info)
g_MenuItemSelected = Position
GuildLottery:UpdateScreen()
GuildLottery:UpdateUserButtons()
end
end
 
--||||||||||||||||||||||||||||------ ControlFrame Button Clicks -----||||||||||||||||||||||||||||--
 
function GuildLottery:NewLotteryClick()
if GuildLottery:DataGetTotalTicketCount(GL_Data.Raffle) > 0 then
GuildLottery:AskQuestion( L["MSG_NEWLOT"]..GuildLottery:Color(YELLOW,L["MSG_NEWLOTCONFIRM"]),GL_NewLotteryAnswerCallback)
else
-- GL.WinningTicket=0
-- GL.WinningRaffleTicket1=0
-- GL.WinningRaffleTicket2=0
-- GL.WinningRaffleTicket3=0
-- GL.RaffleItem1='-1'
-- GL.RaffleItem2='-1'
-- GL.RaffleItem3='-1'
-- GL.WinningEvent=-1
GuildLottery:RemoveAnnouncement()
GL_Calendar_PickupDate(GL_NewLotteryCallback)
if GL_Data.Raffle == GL_LOTTERY then
GLCalendarGuaranteedWinner:SetText(L["TEXT_CALENDAR_GUARANTEED"])
GLGuarantee:SetChecked(GL_Data.GuaranteedWinner)
else
GLCalendarGuaranteedWinner:SetText(L["TEXT_CALENDAR_MULTIPLE"])
GLGuarantee:SetChecked(GL_Data.MultiWinners)
end
end
end
 
 
function GL_NewLotteryAnswerCallback( answer )
if answer==GL_ANSWER_YES then
GL.WinningTicket=0
GL.WinningRaffleTicket1=0
GL.WinningRaffleTicket2=0
GL.WinningRaffleTicket3=0
GL.RaffleItem1='-1'
GL.RaffleItem2='-1'
GL.RaffleItem3='-1'
GL.WinningEvent=-1
GuildLottery:RemoveAnnouncement()
 
GL_Calendar_PickupDate(GL_NewLotteryCallback)
if GL_Data.Raffle == GL_LOTTERY then
GLCalendarGuaranteedWinner:SetText(L["TEXT_CALENDAR_GUARANTEED"])
GLGuarantee:SetChecked(GL_Data.GuaranteedWinner)
else
GLCalendarGuaranteedWinner:SetText(L["TEXT_CALENDAR_MULTIPLE"])
GLGuarantee:SetChecked(GL_Data.MultiWinners)
end
end
end
 
function GL_NewLotteryCallback(datetime)
if GL_Data.Raffle == 0 then
GL_Data.LotteryDate=datetime
else
GL_Data.RaffleDate=datetime
end
GuildLottery:DataClear(GL_Data.Raffle)
GuildLottery:UpdateUserButtons()
GuildLottery:UpdateScreen()
GuildLottery:CreateAnnouncement()
end
 
local GLRollState=0
function GuildLottery:StartRollClick()
 
if GLRollState > 0 then
GuildLottery:Error(L["ERR_ROLLING"])
return
end
 
if GL_Settings.Channel == GL_CHANNEL_RAID then
local members = GetNumRaidMembers()
 
if members == 0 then
GuildLottery:Error(L["ERR_NOTINRAID"])
return
end
end
 
 
if GuildLottery:DataGetTotalTicketCount(GL_Data.Raffle) > 0 then
if (GL_Data.Raffle == GL_LOTTERY) then
GuildLottery:ScheduleTimer("Rolling_Lottery", 10)
else
if (GuildLottery:DataGetTotalTicketCount(1) < GuildLottery:GetNumPrizes()) and (GL_Data.MultiWinners==1) then
 
GuildLottery:Error(L["ERR_NOTENOUGHTICKETS"])
return
 
elseif (GuildLottery:FixPrizes() == 1) then
GL.RaffleItem1 = GL_Data.RaffleItemOne
GL.RaffleItem2 = GL_Data.RaffleItemTwo
GL.RaffleItem3 = GL_Data.RaffleItemThree
GuildLottery:ScheduleTimer("Rolling_Raffle", 10)
else
GuildLottery:Error(L["ERR_PRIZES"])
return
end
end
else
GuildLottery:Error(L["ERR_NOTICKETS"])
end
GuildLottery:RemoveAnnouncement()
GLRollState=1
GuildLottery:Chat(GuildLottery:Parse(L["ROLL_START"]))
end
 
function GuildLottery:GetNumPrizes()
numPrizes = 0
if (GL_Data.RaffleItemOne~='0') then numPrizes=1; end
if (GL_Data.RaffleItemTwo~='0') then numPrizes = numPrizes+1; end
if (GL_Data.RaffleItemThree~='0') then numPrizes = numPrizes+1; end
return numPrizes
end
 
function GuildLottery:FixPrizes()
 
if (GL_Data.RaffleItemOne=='0') and (GL_Data.RaffleItemTwo=='0') and (GL_Data.RaffleItemThree=='0') then
return 0
end
 
if (GL_Data.RaffleItemOne=='0') then
if (GL_Data.RaffleItemTwo~='0') then
GL_Data.RaffleItemOne=GL_Data.RaffleItemTwo
GL_Data.RaffleItemTwo='0'
GLRaffleItemOneEditBox:SetText(GL_Data.RaffleItemOne)
GLRaffleItemTwoEditBox:SetText('')
elseif (GL_Data.RaffleItemThree~='0') then
GL_Data.RaffleItemOne=GL_Data.RaffleItemThree
GL_Data.RaffleItemThree='0'
GLRaffleItemOneEditBox:SetText(GL_Data.RaffleItemOne)
GLRaffleItemThreeEditBox:SetText('')
return 1
end
 
if (GL_Data.RaffleItemTwo=='0') then
if (GL_Data.RaffleItemThree~='0') then
GL_Data.RaffleItemTwo=GL_Data.RaffleItemThree
GL_Data.RaffleItemThree='0'
GLRaffleItemTwoEditBox:SetText(GL_Data.RaffleItemTwo)
GLRaffleItemThreeEditBox:SetText('')
end
end
end
return 1
end
 
function GuildLottery:ToggleClick(num)
 
if(GLCalendarFrame:IsVisible()) then
return
end
 
PanelTemplates_SetTab(GLControlFrame, num+1)
 
if num == 0 or num == 1 then
GLNonOptionsFrame:Show()
GLOptionsFrame:Hide()
else
GLNonOptionsFrame:Hide()
GLOptionsFrame:Show()
GLRadiusSliderButtonPos:SetValue(GL_Settings.MinimapRadiusOffset)
GLArcSliderButtonPos:SetValue(GL_Settings.MinimapArcOffset)
GLIconSliderButtonPos:SetValue(GL_Settings.MinimapTextureId)
GL_ChannelDropDownMenu_OnLoad()
return
end
 
if num ~= GL_Data.Raffle then
if GL_Data.Raffle==GL_RAFFLE then
GL_Data.Raffle=GL_LOTTERY
 
GLSettingAreaBackground:Show()
GLRaffleSettingAreaBackground:Hide()
 
GLNewLotteryButton:SetText(L["UI_NEWLOTTERY"])
else
GL_Data.Raffle=GL_RAFFLE
 
GLSettingAreaBackground:Hide()
GLRaffleSettingAreaBackground:Show()
 
 
GLNewLotteryButton:SetText(L["UI_NEWRAFFLE"])
end
GuildLottery:UpdateScreen()
GuildLottery:UpdateUserButtons()
end
end
 
local GLWinAmount=0
local GLWinnerName=""
local GLRaffleWinnerName1=""
local GLRaffleWinnerName2=""
local GLRaffleWinnerName3=""
local GLWinPlayer=0
local GLWinGuild=0
local GLWinningTicket=0
local GLWinningPercentage=0
local GLNewLotteryStart=0
local GLFirstNumber=0
local GLLastNumber=0
local GLNumberOfTickets=0
 
-- RollState1 = (announce 10 seconds to roll)
function GuildLottery:Rolling_Lottery()
local number
 
if (GL_Data.GuaranteedWinner == 1) then
number = 1
else
number = 2
end
 
if GLRollState==1 then
GuildLottery:Chat(GuildLottery:Parse(L["ROLL_TENSECS"]))
GLRollState=2
GuildLottery:ScheduleTimer("Rolling_Lottery",10)
 
elseif GLRollState==2 then
GLNumberOfTickets=GuildLottery:DataGetTotalTicketCount(GL_LOTTERY)
GLFirstNumber=GL_Data.LotteryTicketSerie
GLLastNumber=GL_Data.NextLotteryTicket-number
GuildLottery:Chat(GuildLottery:Parse(L["ROLL_TEXT1"])) -- "Rolling for the Jackpot "..GuildLottery:FormatPrice(GuildLottery:CalculateJackpot()));
GuildLottery:Chat(GuildLottery:Parse(L["ROLL_TEXT2"],GLNumberOfTickets,GLFirstNumber,GLLastNumber))
GLRollState=3
GuildLottery:ScheduleTimer("Rolling_Lottery",5)
 
elseif GLRollState==3 then
GLWinningTicket=math.random(GL_Data.LotteryTicketSerie,GL_Data.NextLotteryTicket-number)
local idx=GuildLottery:DataGetTicketIdx(GLWinningTicket, GL_LOTTERY)
GuildLottery:Chat(GuildLottery:Parse(L["ROLL_TEXT3"],GLWinningTicket))
if (idx==0) then
GuildLottery:Chat(GuildLottery:Parse(L["ROLL_TEXT4LOSE"]))
-- No winner
if GL_Data.SecondPrize>0 then
GLRollState=4
else
GLRollState=10
end
else
GuildLottery:Chat(GuildLottery:Parse(L["ROLL_TEXT4WIN"]))
GLWinningPercentage=100
GLRollState=10
end
GuildLottery:ScheduleTimer("Rolling_Lottery",5)
elseif GLRollState==4 then
-- Rolling for SecondPrize
GLWinningTicket=math.random(GL_Data.LotteryTicketSerie,GL_Data.NextLotteryTicket-number)
GuildLottery:Chat(GuildLottery:Parse(L["ROLL_TEXT5"],GLWinningTicket))
local idx=GuildLottery:DataGetTicketIdx(GLWinningTicket, GL_LOTTERY)
if (idx==0) then
GuildLottery:Chat(GuildLottery:Parse(L["ROLL_TEXT6LOSE"]))
GLWinningTicket=0
GLRollState=10
else
GuildLottery:Chat(GuildLottery:Parse(L["ROLL_TEXT6WIN"]))
GLWinningPercentage=GL_Data.SecondPrize
GLRollState=10
end
GuildLottery:ScheduleTimer("Rolling_Lottery",5)
elseif GLRollState==10 then
GLWinAmount=0
GLWinnerName=""
if GLWinningTicket>0 then
GLWinnerName = GuildLottery:GetUserByTicket(GLWinningTicket, GL_LOTTERY)
GLWinAmount = (GLWinningPercentage * GuildLottery:CalculateJackpot()) / 100
GuildLottery:Chat(GuildLottery:Parse(L["ROLL_TEXT7"],GLWinnerName,GLWinningPercentage))
if GL_Data.GuildCut > 0 then
GLWinPlayer = math.floor(((100-GL_Data.GuildCut)*GLWinAmount)/100)
GLWinGuild = math.floor(((GL_Data.GuildCut)*GLWinAmount)/100)
GuildLottery:Chat(GuildLottery:Parse(L["ROLL_TEXT8GUILD"],GuildLottery:FormatPrice( GLWinPlayer),GLWinnerName,GuildLottery:FormatPrice(GLWinGuild)))
-- TODO: Fix the "You have to pay out, messages, it's not localized! :(
GL_printf(GuildLottery:Color(GREEN,"GuildLottery:")..GuildLottery:Color(WHITE," You have to pay out: ")..GuildLottery:Color(YELLOW,GuildLottery:FormatPrice(GLWinPlayer))..GuildLottery:Color(WHITE," to: ")..GuildLottery:Color(CYAN,GLWinnerName))
GL_printf(GuildLottery:Color(GREEN,"GuildLottery:")..GuildLottery:Color(WHITE," You have to pay out: ")..GuildLottery:Color(YELLOW,GuildLottery:FormatPrice(GLWinGuild))..GuildLottery:Color(WHITE," to the guild"))
else
GLWinPlayer = GLWinAmount
GuildLottery:Chat(GuildLottery:Parse(L["ROLL_TEXT8NORMAL"],GuildLottery:FormatPrice( GLWinPlayer)))
GL_printf(GuildLottery:Color(GREEN,"GuildLottery:")..GuildLottery:Color(WHITE," You have to pay out: ")..GuildLottery:Color(YELLOW,GuildLottery:FormatPrice(GLWinPlayer))..GuildLottery:Color(WHITE," to: ")..GuildLottery:Color(CYAN,GLWinnerName))
end
end
GLRollState=11
GuildLottery:ScheduleTimer("Rolling_Lottery",5)
elseif GLRollState==11 then
GLNewLotteryStart=0
GLNewLotteryStart = GuildLottery:CalculateJackpot()-GLWinAmount
if GLNewLotteryStart>0 then
GuildLottery:Chat(GuildLottery:Parse(L["ROLL_NEXT"],GuildLottery:FormatPrice(GLNewLotteryStart)))
end
GL_Data.StartGold = GLNewLotteryStart
if GL_Data.Raffle==GL_RAFFLE then
GuildLottery:ToggleClick()
end
if (GL_Settings.UseWinnerAnnouncement == 1) then
GL.WinningEvent=0
GuildLottery:AskQuestion(GuildLottery:Color(YELLOW,L["MSG_CREATEWINNEREVT"]),GL_CreateWinnerCallback)
else
GuildLottery:DataClear(GL_LOTTERY)
GL_printf(GuildLottery:Color(GREEN,"GuildLottery: ")..GuildLottery:Color(WHITE,L["MSG_CHOOSENEXT"]))
GuildLottery:NewLotteryClick()
end
GLRollState=0
 
end
end
 
function GuildLottery:Rolling_Raffle()
local number;
 
number = 1;
 
if GLRollState==1 then -- Rolling in 10 seconds
GLWinningRaffleTicket1='-1'
GLWinningRaffleTicket2='-1'
GLWinningRaffleTicket3='-1'
 
GLRaffleWinnerName1=""
GLRaffleWinnerName2=""
GLRaffleWinnerName3=""
 
GuildLottery:Chat(GuildLottery:Parse(L["ROLL_TENSECS"]))
GLRollState=2
GuildLottery:ScheduleTimer("Rolling_Raffle", 10)
 
elseif GLRollState==2 then
GLNumberOfTickets=GuildLottery:DataGetTotalTicketCount(GL_RAFFLE)
GLFirstNumber=GL_Data.RaffleTicketSerie
GLLastNumber=GL_Data.NextRaffleTicket-1
GuildLottery:Chat(GuildLottery:Parse(L["ROLL_TEXT2"],GLNumberOfTickets,GLFirstNumber,GLLastNumber))
 
if GL.RaffleItem2 =='0' and GL.RaffleItem3 =='0' then
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_ROLL_TEXT3"])) -- "Rolling for the Prizes " (Multiple winners)
elseif GL.RaffleItem2 ~='0' and GL.RaffleItem3 =='0' then
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_ROLL_TEXT2"])) -- "Rolling for the Prizes " (Multiple winners)
else
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_ROLL_TEXT1"])) -- "Rolling for the Prizes " (Multiple winners)
end
 
if (GL_Data.MultiWinners==1) then
GLRollState=3
else
GLRollState=4
end
 
GuildLottery:ScheduleTimer("Rolling_Raffle", 5)
 
elseif GLRollState==3 then -- Multiple winners
GLWinningRaffleTicket1=math.random(GL_Data.RaffleTicketSerie,GL_Data.NextRaffleTicket-number)
if GL.RaffleItem2~='0' then
GLWinningRaffleTicket2=math.random(GL_Data.RaffleTicketSerie,GL_Data.NextRaffleTicket-number)
else
GLWinningRaffleTicket2='-1'
end
if GL.RaffleItem3~='0' then
GLWinningRaffleTicket3=math.random(GL_Data.RaffleTicketSerie,GL_Data.NextRaffleTicket-number)
else
GLWinningRaffleTicket3='-1'
end
 
while (GLWinningRaffleTicket2==GLWinningRaffleTicket1) do
GLWinningRaffleTicket2=math.random(GL_Data.RaffleTicketSerie,GL_Data.NextRaffleTicket-number)
end
if GLWinningRaffleTicket3~='-1' then
while (GLWinningRaffleTicket3==GLWinningRaffleTicket2) or (GLWinningRaffleTicket3==GLWinningRaffleTicket1) do
GLWinningRaffleTicket3=math.random(GL_Data.RaffleTicketSerie,GL_Data.NextRaffleTicket-number)
end
end
if (GLWinningRaffleTicket3=='-1' and GLWinningRaffleTicket2=='-1') then
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT5"],GLWinningRaffleTicket1))
elseif (GLWinningRaffleTicket3=='-1' and GLWinningRaffleTicket2~='-1') then
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT4"],GLWinningRaffleTicket1,GLWinningRaffleTicket2))
else
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT3"],GLWinningRaffleTicket1,GLWinningRaffleTicket2,GLWinningRaffleTicket3))
end
 
GLRollState=10
 
GuildLottery:ScheduleTimer("Rolling_Raffle", 5)
elseif GLRollState==4 then
-- Single Winner
GLWinningRaffleTicket1=math.random(GL_Data.RaffleTicketSerie,GL_Data.NextRaffleTicket-number)
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_S_ROLL_TEXT3"],GLWinningRaffleTicket1))
local idx=GuildLottery:DataGetTicketIdx(GLWinningRaffleTicket1, GL_RAFFLE)
GLRollState=10
 
GuildLottery:ScheduleTimer("Rolling_Raffle", 5)
 
elseif GLRollState==10 then
 
 
GLRaffleWinnerName1 = GuildLottery:GetUserByTicket(GLWinningRaffleTicket1, GL_RAFFLE)
 
if (GL_Data.MultiWinners==1) then
if (GLWinningRaffleTicket2~='-1') then
GLRaffleWinnerName2 = GuildLottery:GetUserByTicket(GLWinningRaffleTicket2, GL_RAFFLE)
end
if (GLWinningRaffleTicket3~='-1') then
GLRaffleWinnerName3 = GuildLottery:GetUserByTicket(GLWinningRaffleTicket3, GL_RAFFLE)
end
 
if (GLWinningRaffleTicket3=='-1' and GLWinningRaffleTicket2=='-1') then
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT9"],GLRaffleWinnerName1,GL.RaffleItem1))
elseif (GLWinningRaffleTicket3=='-1' and GLWinningRaffleTicket2~='-1') then
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT8"],GLRaffleWinnerName1,GL.RaffleItem1,GLRaffleWinnerName2,GL.RaffleItem2))
else
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT9"],GLRaffleWinnerName1,GL.RaffleItem1))
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT9"],GLRaffleWinnerName2,GL.RaffleItem2))
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT9"],GLRaffleWinnerName3,GL.RaffleItem3))
end
else
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT10"], GLRaffleWinnerName1))
if (GLRaffleItem3=='-1' and GLRaffleItem2=='-1') then
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT11"],GL.RaffleItem1))
elseif (GLWinningRaffleTicket3=='-1' and GLWinningRaffleTicket2~='-1') then
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT11"], GL.RaffleItem1))
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT11"], GL.RaffleItem2))
else
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT11"], GL.RaffleItem1))
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT11"], GL.RaffleItem2))
GuildLottery:Chat(GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT11"], GL.RaffleItem3))
end
 
end
 
GLRollState=11
GuildLottery:ScheduleTimer("Rolling_Raffle", 5)
elseif GLRollState==11 then
 
if GL_Data.Raffle==GL_LOTTERY then
GuildLottery:ToggleClick()
end
if (GL_Settings.UseWinnerAnnouncement == 1) then
GL.WinningEvent=1;
GuildLottery:AskQuestion(GuildLottery:Color(YELLOW,L["MSG_CREATEWINNEREVT"]),GL_CreateWinnerCallback)
else
GuildLottery:DataClear(GL_RAFFLE)
GL_printf(GuildLottery:Color(GREEN,"GuildLottery: ")..GuildLottery:Color(WHITE,L["MSG_CHOOSENEXT"]))
GuildLottery:NewLotteryClick()
end
GLRollState=0
end
end
 
function GL_CreateWinnerCallback(answer)
if answer==GL_ANSWER_YES then
GuildLottery:CreateWinnerAnnouncement()
end
end
 
function GuildLottery:MaxRaffleTicketsOnEscapePressed(self)
GLMaxRaffleTicketsEditBox:SetText(GL_Data.MaxRaffleTickets)
self:ClearFocus()
self:SetTextColor(1,1,1)
GuildLottery:UpdateScreen()
 
end
 
function GuildLottery:MaxRaffleTicketsOnEnterPressed(self)
GL_Data.MaxRaffleTickets=GLMaxRaffleTicketsEditBox:GetNumber()
self:ClearFocus()
self:SetTextColor(1,1,1)
GuildLottery:UpdateScreen()
end
 
function GuildLottery:MaxTicketsOnEscapePressed(self)
GLMaxTicketsEditBox:SetText(GL_Data.MaxLotteryTickets)
self:ClearFocus()
self:SetTextColor(1,1,1)
GuildLottery:UpdateScreen()
end
 
function GuildLottery:MaxTicketsOnEnterPressed(self)
GL_Data.MaxLotteryTickets=GLMaxTicketsEditBox:GetNumber()
self:ClearFocus()
self:SetTextColor(1,1,1)
GuildLottery:UpdateScreen()
end
 
function GuildLottery:SecondPrizeOnEscapePressed(self)
GLSecondPrizeEditBox:SetText(GL_Data.SecondPrize)
self:ClearFocus()
self:SetTextColor(1,1,1)
GuildLottery:UpdateScreen()
end
 
function GuildLottery:SecondPrizeOnEnterPressed(self)
local num=GLSecondPrizeEditBox:GetNumber()
if num~=nil then
if num>100 then
num=100;
end
if num<0 then
num=0;
end
GL_Data.SecondPrize=num
end
 
self:ClearFocus()
self:SetTextColor(1,1,1)
GuildLottery:UpdateScreen()
end
 
 
function GL_TicketPriceOnEscapePressed()
GuildLottery:UpdateScreen()
end
 
function GL_TicketPriceOnEnterPressed()
GL_Data.TicketPrice = GLTicketPriceEditBox:GetNumber()
GuildLottery:UpdateScreen()
end
 
function GL_StartGoldOnEscapePressed()
GuildLottery:UpdateScreen()
end
 
function GL_StartGoldOnEnterPressed()
local value=GLStartGoldEditBox:GetNumber()
if value then
GL_Data.StartGold=value
else
GL_Data.StartGold=0
end
GuildLottery:UpdateScreen()
end
 
 
-- Raffle
function GuildLottery:RaffleItemOne_OnTextChanged(self)
if (GLRaffleItemOneEditBox:GetText()=='' and GL_Data.RaffleItemOne=='0') then
return
end
 
if (GLRaffleItemOneEditBox:GetText() ~= GL_Data.RaffleItemOne) then
GLRaffleItemOneButton:Show()
end
end
 
function GuildLottery:RaffleItemOne_OnEnterPressed(self)
GuildLottery:RaffleItemOneButton_OnClick(GLRaffleItemOneButton)
end
 
function GuildLottery:RaffleItemOne_OnEscapePressed(self)
if (GL_Data.RaffleItemOne~='0') then
GLRaffleItemOneEditBox:SetText(GL_Data.RaffleItemOne)
else
GLRaffleItemOneEditBox:SetText('')
end
 
GLRaffleItemOneEditBox:SetCursorPosition(0)
GLRaffleItemOneEditBox:ClearFocus()
GLRaffleItemOneButton:Hide()
end
 
function GuildLottery:RaffleItemOneButton_OnClick(self)
local text = GLRaffleItemOneEditBox:GetText()
local itemName, itemLink = GetItemInfo(text)
 
if (GLRaffleItemOneEditBox:GetText() == '') then
GL_Data.RaffleItemOne='0'
GLRaffleItemOneEditBox:ClearFocus()
GLRaffleItemOneButton:Hide()
return;
end
 
if (itemLink == nil and GL_Settings.AllowInvalidItems == 1) then
itemLink = "["..text.."]"
end
 
if (itemLink) then
GLRaffleItemOneEditBox:SetText(itemLink)
GL_Data.RaffleItemOne=itemLink
GLRaffleItemOneEditBox:ClearFocus()
else
GL_printf(GuildLottery:Color(GREEN,"GuildLottery: ").. GuildLottery:Color(RED, L["ERR_INVALIDITEM"]))
if (GL_Data.RaffleItemOne~='0') then
GLRaffleItemOneEditBox:SetText(GL_Data.RaffleItemOne)
else
GLRaffleItemOneEditBox:SetText('')
end
 
GLRaffleItemOneEditBox:ClearFocus()
end
 
GLRaffleItemOneEditBox:SetCursorPosition(0)
GLRaffleItemOneButton:Hide()
end
 
--
 
function GuildLottery:RaffleItemTwo_OnTextChanged(self)
if (GLRaffleItemTwoEditBox:GetText()=='' and GL_Data.RaffleItemTwo=='0') then
return;
end
 
if (GLRaffleItemTwoEditBox:GetText() ~= GL_Data.RaffleItemTwo) then
GLRaffleItemTwoButton:Show()
end
end
 
function GuildLottery:RaffleItemTwo_OnEnterPressed(self)
GuildLottery:RaffleItemTwoButton_OnClick(Button2)
end
 
function GuildLottery:RaffleItemTwo_OnEscapePressed(self)
if (GL_Data.RaffleItemTwo~='0') then
GLRaffleItemTwoEditBox:SetText(GL_Data.RaffleItemTwo)
else
GLRaffleItemTwoEditBox:SetText('')
end
 
GLRaffleItemTwoEditBox:SetCursorPosition(0)
GLRaffleItemTwoEditBox:ClearFocus()
GLRaffleItemTwoButton:Hide()
end
 
function GuildLottery:RaffleItemTwoButton_OnClick(self)
local text = GLRaffleItemTwoEditBox:GetText()
local itemName, itemLink = GetItemInfo(text)
 
if (GLRaffleItemTwoEditBox:GetText() == '') then
GL_Data.RaffleItemTwo='0'
GLRaffleItemTwoEditBox:ClearFocus()
GLRaffleItemTwoButton:Hide()
return
end
 
if (itemLink == nil and GL_Settings.AllowInvalidItems == 1) then
itemLink = "["..text.."]"
end
 
if (itemLink) then
GLRaffleItemTwoEditBox:SetText(itemLink)
GL_Data.RaffleItemTwo=itemLink
GLRaffleItemTwoEditBox:ClearFocus()
else
GL_printf(GuildLottery:Color(GREEN,"GuildLottery: ").. GuildLottery:Color(RED, L["ERR_INVALIDITEM"]))
if (GL_Data.RaffleItemTwo~='0') then
GLRaffleItemTwoEditBox:SetText(GL_Data.RaffleItemTwo)
else
GLRaffleItemTwoEditBox:SetText('')
end
 
GLRaffleItemTwoEditBox:ClearFocus()
end
 
GLRaffleItemTwoEditBox:SetCursorPosition(0)
GLRaffleItemTwoButton:Hide()
end
 
--
 
function GuildLottery:RaffleItemThree_OnTextChanged(self)
if (GLRaffleItemThreeEditBox:GetText()=='' and GL_Data.RaffleItemThree=='0') then
return
end
 
if (GLRaffleItemThreeEditBox:GetText() ~= GL_Data.RaffleItemThree) then
GLRaffleItemThreeButton:Show()
end
end
 
function GuildLottery:RaffleItemThree_OnEnterPressed(self)
GuildLottery:RaffleItemThreeButton_OnClick(Button2)
end
 
function GuildLottery:RaffleItemThree_OnEscapePressed(self)
if (GL_Data.RaffleItemThree~='0') then
GLRaffleItemThreeEditBox:SetText(GL_Data.RaffleItemThree)
else
GLRaffleItemThreeEditBox:SetText('')
end
 
GLRaffleItemThreeEditBox:SetCursorPosition(0)
GLRaffleItemThreeEditBox:ClearFocus()
GLRaffleItemThreeButton:Hide()
end
 
function GuildLottery:RaffleItemThreeButton_OnClick(self)
local text = GLRaffleItemThreeEditBox:GetText()
local itemName, itemLink = GetItemInfo(text)
 
if (GLRaffleItemThreeEditBox:GetText() == '') then
GL_Data.RaffleItemThree='0'
GLRaffleItemThreeEditBox:ClearFocus()
GLRaffleItemThreeButton:Hide()
return;
end
 
if (itemLink == nil and GL_Settings.AllowInvalidItems == 1) then
itemLink = "["..text.."]"
end
 
if (itemLink) then
GLRaffleItemThreeEditBox:SetText(itemLink)
GL_Data.RaffleItemThree=itemLink
GLRaffleItemThreeEditBox:ClearFocus()
else
GL_printf(GuildLottery:Color(GREEN,"GuildLottery: ").. GuildLottery:Color(RED, L["ERR_INVALIDITEM"]))
if (GL_Data.RaffleItemThree~='0') then
GLRaffleItemThreeEditBox:SetText(GL_Data.RaffleItemThree)
else
GLRaffleItemThreeEditBox:SetText('')
end
 
GLRaffleItemThreeEditBox:ClearFocus()
end
 
GLRaffleItemThreeEditBox:SetCursorPosition(0)
GLRaffleItemThreeButton:Hide();
end
 
function GuildLottery:ShowToolTip(self, title, message)
GameTooltip:SetOwner(self, "ANCHOR_CURSOR")
GameTooltip:SetText(title) -- This sets the top line of text, in gold.
GameTooltip:AddLine(message, 1, 1, 1)
GameTooltip:Show()
end
 
function GL_printf(text)
if DEFAULT_CHAT_FRAME then
DEFAULT_CHAT_FRAME:AddMessage(text)
else
message(text)
end
end
-- TODO replace this with ace3 print message
function GL_debug(text)
if GL_Settings.Debuglevel>0 then
GL_printf(text)
end
end
 
local GLRegistered=-1
function GuildLottery:SendWhisperLine(to, text )
table.insert(GL.WhisperHistory, { to=to, text=text, time=GetTime() })
if to == GL.Me then
GL_printf( GuildLottery:Color(GREEN,text))
else
SendChatMessage( text, "WHISPER", nil, to )
end
end
 
function GuildLottery:GetUserByTicket( ticketno, raffle )
local idx=GuildLottery:DataGetTicketIdx(tonumber(ticketno), raffle)
local Name=GuildLottery:DataGetUser(idx, raffle)
return Name
end
 
function GuildLottery:SendTicketOwnerOf( user, ticketno, raffle )
local Name=GuildLottery:GetUserByTicket( ticketno, raffle )
GuildLottery:SendWhisperLine(user, "GuildLottery:")
if Name==nil or Name=="" then
GuildLottery:SendWhisperLine(user, GuildLottery:Parse(L["TICKETINFO_NOTSOLD"],ticketno)) -- "Ticket number "..ticketno.." is not sold.")
else
GuildLottery:SendWhisperLine(user, GuildLottery:Parse(L["TICKETINFO_SOLD"],ticketno,Name)) --"Ticket number "..ticketno.." is sold to: "..Name)
end
end
 
function GuildLottery:SendWhisperByKey ( key, lines, player)
local line = 1
-- local text = GuildLottery:TextParse( getglobal(L[key..line]), player )
local text = GuildLottery:TextParse( L[key..line], player )
while ((text ~= nil and #text >0) and (line <= lines) ) do
for i=1, #text do
if text[i] ~= "" then
GuildLottery:SendWhisperLine(player, text[i])
end
end
line=line+1
if (line <= lines) then
text = GuildLottery:TextParse( L[key..line], player)
end
end
end
 
function GuildLottery:SendHelp( player )
 
-- General - part
local key = "INFO_HELP_LINE"
GuildLottery:SendWhisperByKey( key, 7, player)
 
-- OddEven or guaranteed winner - part
local key="INFO_HELP_ODDEVEN_LINE";
if (GL_Data.GuaranteedWinner == 1) then key = "INFO_HELP_GUARANTEED_LINE"; end
GuildLottery:SendWhisperByKey( key, 1, player)
 
-- Second prize - part
key = "INFO_HELP_NOSECONDPRIZE_LINE"
if GL_Data.SecondPrize > 0 then
key = "INFO_HELP_SECONDPRIZE_LINE"
GuildLottery:SendWhisperByKey( key, 3, player)
else
GuildLottery:SendWhisperByKey( key, 1, player)
end
 
-- Guild cut - part
key = "INFO_HELP_NOGUILDCUT_LINE";
if GL_Data.GuildCut > 0 then key = "INFO_HELP_GUILDCUT_LINE"; end
GuildLottery:SendWhisperByKey( key, 1, player);
 
end
 
CF_MessageEventHandler_Orig = CF_MessageEventHandler;
function GL_CF_MessageEventHandler(self, event, ...)
if event == "CHAT_MSG_WHISPER_INFORM" then
local msg = arg1;
local user = arg2;
if GuildLottery:IsGLWhisper( msg, user ) then
return;
end
end
return CF_MessageEventHandler_Orig(self, event, ...)
end
CF_MessageEventHandler = GL_CF_MessageEventHandler
 
function GuildLottery:SendRaffleInfo( player, raffle )
GuildLottery:SendInfo( player, 1 )
GuildLottery:RemoveSpam("Raffle", player)
end
 
function GuildLottery:SendLotteryInfo( player, raffle )
GuildLottery:SendInfo( player, 0 )
GuildLottery:RemoveSpam("Lottery", player)
end
 
function GuildLottery:SendInfo( player, raffle )
GL_printf(GuildLottery:Color(GREEN,"GuildLottery ")..GuildLottery:Color(WHITE,GuildLottery:Parse(L["MSG_SENDINFO"]))..GuildLottery:Color(CYAN,player))
local idx =GuildLottery:DataGetUserIdx( player, raffle )
-- assume he is online, so set the notification done
GuildLottery:DataSetNotified(idx,1, raffle)
GuildLottery:UpdateUserButtons()
if raffle == 0 then
GuildLottery:SendWhisperByKey( "LOTTERYINFO_TO_USER_ONE_LINE", 3, player)
if (GuildLottery:DataGetTicketCount(idx, raffle) > 0) then
GuildLottery:SendWhisperByKey( "LOTTERYINFO_TO_USER_HAS_TICKETS_LINE", 3, player)
end
GuildLottery:SendWhisperByKey( "LOTTERYINFO_TO_USER_TWO_LINE", 3, player)
else
GuildLottery:SendWhisperByKey( "RAFFLEINFO_TO_USER_ONE_LINE", 3, player)
if (GuildLottery:DataGetTicketCount(idx, raffle) > 0) then
GuildLottery:SendWhisperByKey( "RAFFLEINFO_TO_USER_HAS_TICKETS_LINE", 3, player)
end
GuildLottery:SendWhisperByKey( "RAFFLEINFO_TO_USER_TWO_LINE", 3, player)
end
end
 
 
function GuildLottery:SpamClick(raffle)
local line=1
 
if GL_Settings.Channel == GL_CHANNEL_RAID then
local members = GetNumRaidMembers()
 
if members == 0 then
GuildLottery:Error(L["ERR_NOTINRAID"])
return
end
end
 
if (raffle == nil) then
raffle = GL_Data.Raffle
end
 
 
if raffle==GL_LOTTERY then
if (GL_Data.GuaranteedWinner == 1) then
GuildLottery:Chat(L["UI_GUARANTEEDWINNER"])
end
 
local spamtext = GuildLottery:TextParse( L["INFO_LOTTERYSPAM_LINE"..line] )
count = 1
while (spamtext ~= nil and #spamtext>0 and line <= 3 ) do
for i=1, #spamtext do
if spamtext[i] ~= "" then
GuildLottery:Chat( spamtext[i] )
end
end
line=line+1
if (line <= 3) then
spamtext = GuildLottery:TextParse( L["INFO_LOTTERYSPAM_LINE"..line] )
end
end
else
local spamtext = GuildLottery:TextParse( L["INFO_RAFFLESPAM_LINE"..line] )
while (spamtext ~= nil and #spamtext>0 and line <= 7 ) do
for i=1, #spamtext do
if spamtext[i] ~= "" then
GuildLottery:Chat( spamtext[i] )
end
end
line=line+1
if (line <= 7) then
spamtext = GuildLottery:TextParse( L["INFO_RAFFLESPAM_LINE"..line] )
end
end
end
end
 
function GuildLottery:Chat(text)
local chatchan
if GL_Settings.Channel == GL_CHANNEL_RAID then
chatchan = "RAID"
else
chatchan = "GUILD"
end
 
if GL_Data.Raffle==GL_LOTTERY then
SendChatMessage( "<<"..GL_Data.LotteryName..">> "..text, chatchan, nil, nil )
else
SendChatMessage( "<<"..GL_Data.RaffleName..">> "..text, chatchan, nil, nil )
end
end
 
 
function GuildLottery:AnnouncementText(raffle)
local text=""
 
if (raffle==0) then
text=text..GL_Data.LotteryName.."\n"
if (GL_Data.GuaranteedWinner == 1) then
text=text..L["UI_GUARANTEEDWINNER"].."\n"
end
 
text=text..L["UI_LOTTERYDATE"]..": "..GuildLottery:FormatDate(GL_Data.LotteryDate).."\n"
text=text..L["UI_STARTGOLD"]..": "..GuildLottery:FormatPrice(GL_Data.StartGold).."\n"
text=text..L["UI_TICKETPRICE"]..": "..GuildLottery:FormatPrice(GL_Data.LotteryTicketPrice).."\n"
text=text..L["UI_MAXTICKETS"]..": "..GL_Data.MaxLotteryTickets.."\n"
if (GL_Data.GuaranteedWinner == 0) then
if GL_Data.SecondPrize ~= nil and GL_Data.SecondPrize > 0 then
text=text..L["UI_SECONDPRIZE"]..": "..GL_Data.SecondPrize.."%\n"
end
end
if GL_Data.GuildCut ~= nil and GL_Data.GuildCut > 0 then
text=text..L["UI_GUILDCUT"]..": "..GL_Data.GuildCut.."%\n"
end
text=text.."\n"..L["UI_OWNER"]..": "..GL.Me.."\n"
return text
else
local prizes = ""
GuildLottery:FixPrizes()
if (GL_Data.RaffleItemOne~="" and GL_Data.RaffleItemOne~='0') then prizes = prizes..GetItemInfo(GL_Data.RaffleItemOne); end
if (GL_Data.RaffleItemTwo~="" and GL_Data.RaffleItemTwo~='0') then prizes = prizes..", "..GetItemInfo(GL_Data.RaffleItemTwo); end
if (GL_Data.RaffleItemThree~="" and GL_Data.RaffleItemThree~='0') then prizes = prizes..", "..GetItemInfo(GL_Data.RaffleItemThree); end
 
text=text..GL_Data.RaffleName.."\n"
text=text..L["UI_RAFFLEDATE"]..": "..GuildLottery:FormatDate(GL_Data.RaffleDate).."\n"
text=text..L["UI_TICKETPRICE"]..": "..GuildLottery:FormatPrice(GL_Data.RaffleTicketPrice).."\n"
text=text..L["UI_MAXTICKETS"]..": "..GL_Data.MaxRaffleTickets.."\n"
text=text..L["UI_PRIZES"]..prizes.."\n"
text=text.."\n"..L["UI_OWNER"]..": "..GL.Me.."\n"
return text
end
end
 
 
 
 
function GuildLottery:WinnerAnnouncementText(raffle)
local text=""
local itemName1 =""
local itemName2 =""
local itemName3 =""
 
if raffle == 1 then
text=text..GL_Data.RaffleName.."\n"
text=text..GuildLottery:Parse(L["ROLL_TEXT2"],GLNumberOfTickets,GLFirstNumber,GLLastNumber).."\n"
if (GLWinningRaffleTicket3=='-1' and GLWinningRaffleTicket2=='-1') then
text=text..GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT5"],GLWinningRaffleTicket1).."\n"
itemName1 = GetItemInfo(GL.RaffleItem1)
if itemName1 == nil then
itemName1 = string.sub(GL.RaffleItem1, 2, -2)
end
text=text..GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT9"],GLRaffleWinnerName1,itemName1)
elseif (GLWinningRaffleTicket3=='-1' and GLWinningRaffleTicket2~='-1') then
text=text..GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT4"],GLWinningRaffleTicket1,GLWinningRaffleTicket2).."\n"
itemName1 = GetItemInfo(GL.RaffleItem1)
itemName2 = GetItemInfo(GL.RaffleItem2)
if itemName1 == nil then
itemName1 = string.sub(GL.RaffleItem1, 2, -2)
end
if itemName2 == nil then
itemName2 = string.sub(GL.RaffleItem2, 2, -2)
end
text=text..GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT9"],GLRaffleWinnerName1,itemName1).."\n"
text=text..GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT9"],GLRaffleWinnerName2,itemName2)
else
text=text..GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT3"],GLWinningRaffleTicket1,GLWinningRaffleTicket2,GLWinningRaffleTicket3).."\n"
itemName1 = GetItemInfo(GL.RaffleItem1)
itemName2 = GetItemInfo(GL.RaffleItem2)
itemName3 = GetItemInfo(GL.RaffleItem3)
if itemName1 == nil then
itemName1 = string.sub(GL.RaffleItem1, 2, -2)
end
if itemName2 == nil then
itemName2 = string.sub(GL.RaffleItem2, 2, -2)
end
if itemName3 == nil then
itemName3 = string.sub(GL.RaffleItem3, 2, -2)
end
text=text..GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT9"],GLRaffleWinnerName1,itemName1).."\n"
text=text..GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT9"],GLRaffleWinnerName2,itemName2).."\n"
text=text..GuildLottery:Parse(L["RAFFLE_M_ROLL_TEXT9"],GLRaffleWinnerName3,itemName3)
end
return text
else
text=text..GL_Data.LotteryName.."\n"
text=text..GuildLottery:Parse(L["ROLL_TEXT2"],GLNumberOfTickets,GLFirstNumber,GLLastNumber).."\n"
text=text..GuildLottery:Parse(L["ROLL_TEXT3"],GLWinningTicket).."\n"
if GLWinnerName=="" then
text=text..GuildLottery:Parse(L["ROLL_TEXT4LOSE"]).."\n"
else
text=text..GuildLottery:Parse(L["ROLL_TEXT7"],GLWinnerName,GLWinningPercentage).."\n"
end
if GLWinGuild>0 then
text=text..GuildLottery:Parse(L["ROLL_TEXT8GUILD"],GuildLottery:FormatPrice(GLWinPlayer),GLWinnerName,GuildLottery:FormatPrice(GLWinGuild)).."\n"
else
text=text..GuildLottery:Parse(L["ROLL_TEXT8NORMAL"],GuildLottery:FormatPrice(GLWinPlayer)).."\n"
end
if GLNewLotteryStart>0 then
text=text..GuildLottery:Parse(L["ROLL_NEXT"],GuildLottery:FormatPrice(GLNewLotteryStart)).."\n"
end
return text
end
 
end
 
 
function GuildLottery:CreateWinnerAnnouncement()
if GL_Settings.UseWinnerAnnouncement==1 then
if (CalendarCanAddEvent()) then
 
local _, month, day, year = CalendarGetDate()
local hour, minute = GetGameTime()
local winnerText = GuildLottery:WinnerAnnouncementText(GL.WinningEvent)
minute=minute+1
CalendarCloseEvent()
CalendarNewGuildAnnouncement()
CalendarEventSetDate(month,day,year)
if GL.WinningEvent==1 then
CalendarEventSetTitle(L["MSG_RESULT"]..GL_Data.RaffleName)
else
CalendarEventSetTitle(L["MSG_RESULT"]..GL_Data.LotteryName)
end
CalendarEventSetDescription(winnerText)
CalendarEventSetTime(hour,minute)
CalendarEventSetType(5)
CalendarAddEvent()
else
GuildLottery:Error(L["ERR_NOANNOUNCE"])
end
end
GuildLottery:DataClear(GL.WinningEvent)
GuildLottery:ScheduleTimer(GL_printf, 5, GuildLottery:Color(GREEN,"GuildLottery: ")..GuildLottery:Color(WHITE,L["MSG_CHOOSENEXT"]))
GuildLottery:ScheduleTimer("NewLotteryClick", 5)
end
 
 
function GuildLottery:CreateAnnouncement()
if GL_Settings.UseLotteryAnnouncement==1 then
if (CalendarCanAddEvent()) then
local year, month, day, hour, minute
CalendarCloseEvent()
 
if GL_Data.Raffle == 1 then
year, month, day, hour, minute = GuildLottery:ExtractDate( GL_Data.RaffleDate)
GL_Data.AnnouncementTitle = GL_Data.RaffleName
else
year, month, day, hour, minute = GuildLottery:ExtractDate( GL_Data.LotteryDate)
GL_Data.AnnouncementTitle = GL_Data.LotteryName
end
 
 
CalendarNewGuildAnnouncement()
CalendarEventSetDate(month,day,year)
CalendarEventSetTitle(GL_Data.AnnouncementTitle)
CalendarEventSetDescription(GuildLottery:AnnouncementText(GL_Data.Raffle))
CalendarEventSetTime(hour,minute)
CalendarEventSetType(5)
CalendarAddEvent()
 
else
GuildLottery:Error(L["ERR_NOANNOUNCE"])
end
end
end
 
function GuildLottery:CalendarFindEvent( title, year, month, day )
local monthOffset=0
local my,mm
for i=0, 17 do
mm,my = CalendarGetMonth(i)
if ((mm==month) and (my==year)) then
monthOffset=i
end
end
local numevents=CalendarGetNumDayEvents(monthOffset,day)
for eventIndex=1, numevents do
local t = CalendarGetDayEvent(monthOffset, day, eventIndex)
if t==title then
return monthOffset, day, eventIndex
end
end
return nil,nil,nil
end
 
function GuildLottery:RemoveAnnouncement()
if (GL_Settings.UseLotteryAnnouncement==1) then
local year, month, day
 
if GL_Data.Raffle == 1 then
GL_Data.AnnouncementTitle = GL_Data.RaffleName
else
GL_Data.AnnouncementTitle = GL_Data.LotteryName
end
 
if GL_Data.AnnouncementTitle ~= nil and GL_Data.AnnouncementTitle ~= "" then
if GL_Data.Raffle == 1 then
year, month, day = GuildLottery:ExtractDate( GL_Data.RaffleDate)
else
year, month, day = GuildLottery:ExtractDate( GL_Data.LotteryDate)
end
 
local mo,d,ei = GuildLottery:CalendarFindEvent( GL_Data.AnnouncementTitle, year, month, day )
 
if (mo ~= nil ) then
GL_Data.AnnouncementTitle=""
CalendarContextEventRemove(mo, d, ei)
else
-- GuildLottery:Error(L["ERR_REMOVEANNOUNCE"])
end
end
end
end
 
function GuildLottery:Issecure()
if issecure()~=nil then
GL_printf("Environment is secure")
else
GL_printf("Environment is NOT secure")
end
end
 
 
function GuildLottery:LotteryName_OnEnterPressed(self)
GL_Data.LotteryName=GLLotteryNameEditBox:GetText()
self:ClearFocus()
self:SetTextColor(1,1,1)
GuildLottery:UpdateScreen()
 
end
 
function GuildLottery:LotteryName_OnEscapePressed(self)
GLLotteryNameEditBox:SetText(GL_Data.LotteryName)
self:ClearFocus()
self:SetTextColor(1,1,1)
GuildLottery:UpdateScreen()
end
 
function GuildLottery:RaffleName_OnEnterPressed(self)
GL_Data.RaffleName=GLRaffleNameEditBox:GetText()
self:ClearFocus()
GuildLottery:UpdateScreen()
 
end
 
function GuildLottery:RaffleName_OnEscapePressed(self)
GLRaffleNameEditBox:SetText(GL_Data.RaffleName)
self:ClearFocus()
GuildLottery:UpdateScreen()
end
 
function GuildLottery:GuildCut_OnEnterPressed(self)
local num=GLGuildCutEditBox:GetNumber()
if num~=nil then
if num>100 then
num=100
end
if num<0 then
num=0
end
GL_Data.GuildCut=num
end
self:ClearFocus()
self:SetTextColor(1,1,1)
GuildLottery:UpdateScreen()
end
 
function GuildLottery:GuildCut_OnEscapePressed(self)
GLGuildCutEditBox:SetText(GL_Data.GuildCut)
self:ClearFocus()
self:SetTextColor(1,1,1)
GuildLottery:UpdateScreen()
end
 
function GuildLottery:Parse(text, ... )
local txt="";
local tab = GuildLottery:TextParse(text,nil,...)
if type(tab)=="table" then
if #tab>0 then
txt=tab[1]
end
end
return txt
end
 
function GuildLottery:TextParse( text, player, ...)
local parsed={}
if text==nil then return nil; end
local p1,p2,p3,p4,p5,p6,p7,p8,p9,p10=...
local prizes=""
if GL_Data.RaffleItemOne~='0' then prizes=prizes..GL_Data.RaffleItemOne; end
if GL_Data.RaffleItemTwo~='0' then prizes=prizes.." "..GL_Data.RaffleItemTwo; end
if GL_Data.RaffleItemThree~='0' then prizes=prizes.." "..GL_Data.RaffleItemThree; end
 
text = string.gsub(text,"%%lotteryowner%%", GL.Me)
text = string.gsub(text,"%%me%%", GL.Me)
text = string.gsub(text,"%%lotteryname%%", GL_Data.LotteryName )
text = string.gsub(text,"%%lotterydate%%", GuildLottery:FormatDate(GL_Data.LotteryDate))
text = string.gsub(text,"%%jackpot%%", GuildLottery:FormatPrice(GuildLottery:CalculateJackpot()) )
text = string.gsub(text,"%%startgold%%", GuildLottery:FormatPrice(GL_Data.StartGold) )
text = string.gsub(text,"%%maxlotterytickets%%", GL_Data.MaxLotteryTickets)
text = string.gsub(text,"%%lotteryticketprice%%", GuildLottery:FormatPrice(GL_Data.LotteryTicketPrice))
text = string.gsub(text,"%%secondprize%%", GL_Data.SecondPrize)
text = string.gsub(text,"%%guildcut%%", GL_Data.GuildCut)
 
text = string.gsub(text,"%%raffleowner%%", GL.Me)
text = string.gsub(text,"%%rafflename%%", GL_Data.RaffleName )
text = string.gsub(text,"%%raffledate%%", GuildLottery:FormatDate(GL_Data.RaffleDate))
text = string.gsub(text,"%%maxraffletickets%%", GL_Data.MaxRaffleTickets)
text = string.gsub(text,"%%raffleticketprice%%", GuildLottery:FormatPrice(GL_Data.RaffleTicketPrice))
 
if string.match(text,"%%prize1%%") then
if (GL_Data.RaffleItemOne ~= "" and GL_Data.RaffleItemOne~='0') then
text = string.gsub(text,"%%prize1%%", GL_Data.RaffleItemOne)
else
text = ""
end
end
 
if string.match(text,"%%prize2%%") then
if (GL_Data.RaffleItemTwo ~= "" and GL_Data.RaffleItemTwo~='0') then
text = string.gsub(text,"%%prize2%%", GL_Data.RaffleItemTwo)
else
text = ""
end
end
 
if string.match(text,"%%prize3%%") then
if (GL_Data.RaffleItemThree ~= "" and GL_Data.RaffleItemThree~='0') then
text = string.gsub(text,"%%prize3%%", GL_Data.RaffleItemThree)
else
text = ""
end
end
 
text = string.gsub(text,"%%prizes%%", prizes)
 
if (p1) then
text = string.gsub(text,"%%1%%", p1)
end
if (p2) then
text = string.gsub(text,"%%2%%", p2)
end
if (p3) then
text = string.gsub(text,"%%3%%", p3)
end
if (p4) then
text = string.gsub(text,"%%4%%", p4)
end
if (p5) then
text = string.gsub(text,"%%5%%", p5)
end
if (p6) then
text = string.gsub(text,"%%6%%", p6)
end
if (p7) then
text = string.gsub(text,"%%7%%", p7)
end
if (p8) then
text = string.gsub(text,"%%8%%", p8)
end
if (p9) then
text = string.gsub(text,"%%9%%", p9)
end
 
if string.match(text,"%%availablelotterytickets%%") then
if player ~= nil and player ~= "" then
local idx=GuildLottery:DataGetUserIdx( player, GL_LOTTERY )
if idx>=0 then
local availcount = GL_Data.MaxLotteryTickets - GuildLottery:DataGetTicketCount(idx, GL_LOTTERY)
text = string.gsub(text,"%%availablelotterytickets%%", availcount)
else
text = string.gsub(text,"%%availablelotterytickets%%", GL_Data.MaxLotteryTickets)
end
else
text = nil
end
end
if string.match(text,"%%availableraffletickets%%") then
if player ~= nil and player ~= "" then
local idx=GuildLottery:DataGetUserIdx( player, GL_RAFFLE )
if idx>=0 then
local availcount = GL_Data.MaxRaffleTickets - GuildLottery:DataGetTicketCount(idx, GL_RAFFLE)
text = string.gsub(text,"%%availableraffletickets%%", availcount)
else
text = string.gsub(text,"%%availableraffletickets%%", GL_Data.MaxLotteryTickets)
end
else
text = nil
end
end
if string.match(text,"%%playername%%") then
if player ~= nil and player ~= "" then
text = string.gsub(text,"%%playername%%",player)
else
text=nil
end
end
 
if text~=nil and string.match(text,"%%soldlotterytickets%%") then
text=nil
if player ~= nil and player ~= "" then
local idx=GuildLottery:DataGetUserIdx( player, GL_LOTTERY )
local tickets=GuildLottery:DataGetTickets(idx, GL_LOTTERY)
local i,count
local tickettext=""
count=0
if (GuildLottery:DataGetTicketCount(idx, GL_LOTTERY) > 0) then
for i=1, GuildLottery:DataGetTicketCount(idx, GL_LOTTERY), 1 do
tickettext=tickettext..tickets[i].." "
 
count=count+1
if count==5 then
table.insert(parsed,tickettext)
count=0
tickettext=""
end
end
if tickettext~="" then
table.insert(parsed,tickettext)
end
else
table.insert(parsed,"No Tickets Bought")
end
 
end
end
if text~=nil and string.match(text,"%%soldraffletickets%%") then
text=nil
if player ~= nil and player ~= "" then
local idx=GuildLottery:DataGetUserIdx( player, GL_RAFFLE )
local tickets=GuildLottery:DataGetTickets(idx, GL_RAFFLE)
local i,count
local tickettext=""
count=0
if (GuildLottery:DataGetTicketCount(idx, GL_RAFFLE) > 0) then
for i=1, GuildLottery:DataGetTicketCount(idx, GL_RAFFLE), 1 do
tickettext=tickettext..tickets[i].." "
count=count+1
if count==5 then
table.insert(parsed,tickettext)
count=0
tickettext=""
end
end
if tickettext~="" then
table.insert(parsed,tickettext)
end
else
table.insert(parsed,"No Tickets Bought")
end
 
end
end
if text ~= nil then
table.insert(parsed,text)
end
return parsed
end
 
function GuildLottery:AddSpam(spamType, ...)
arg1 = ...
table.insert(GL.SpamQueue, {spam=spamType, person=arg1 })
end
 
local spamCmd={}
function GuildLottery:SpamExist(spamType, ... )
local arg1 = ...
for i=1, #GL.SpamQueue do
spamCmd = GL.SpamQueue[i]
 
if (spamCmd.spam == spamType) and (spamCmd.person==arg1) then
return true
end
end
end
 
function GuildLottery:RemoveSpam( spamType, ...)
local arg1 = ...
for i=1, #GL.SpamQueue do
spamCmd = GL.SpamQueue[i]
 
if (spamCmd.spam == spamType) and (spamCmd.person==arg1) then
table.remove(GL.SpamQueue,i)
end
 
end
 
end
 
 
function GuildLottery:TooltipCheckBox_OnClick()
local checked = GLTooltipCheckBox:GetChecked()
GL_Settings.Tooltips = checked or 0
end
 
function GuildLottery:InvalidItemsCheckBox_OnClick()
local checked = GLInvalidItemsCheckBox:GetChecked()
GL_Settings.AllowInvalidItems = checked or 0
end
 
function GuildLottery:MinimapCheckBox_OnClick()
local checked = GLMinimapCheckBox:GetChecked()
GL_Settings.ShowMinimap = checked or 0
GuildLottery:MinimapButton_Update()
end
 
function GuildLottery:LotteryAnnouncement_OnClick()
local checked = GLCheckBoxLotteryAnnouncement:GetChecked()
GL_Settings.UseLotteryAnnouncement = checked or 0
end
 
function GuildLottery:WinnerAnnouncement_OnClick()
local checked = GLCheckBoxWinnerAnnouncement:GetChecked()
GL_Settings.UseWinnerAnnouncement = checked or 0
end
 
function GuildLottery:CheckNotifications()
local index=1;
local name,_,_,_,_,_,_,_, online= GetGuildRosterInfo(index)
local idx
while (name) do
idx = GuildLottery:DataGetUserIdx(name, 0) -- lottery
if (idx>0) then
-- this user have tickets
-- is he notified ??
if (GuildLottery:DataGetNotified(idx, 0)==0 and online~=nil) then
-- he was not, schedule a notification in 50 seconds ( gives time to the player if he just was logging on )
if (GuildLottery:SpamExist("Raffle", name ) == false ) then
-- he was not, schedule a notification in 50 seconds ( gives time to the player if he just was logging on )
GuildLottery:AddSpam("Raffle", name )
GuildLottery:ScheduleTimer("SendRaffleInfo", 15, name)
end
end
end
idx = GuildLottery:DataGetUserIdx(name, 1) -- raffle
if (idx>0) then
-- this user have tickets
-- is he notified ??
if (GuildLottery:DataGetNotified(idx, 1)==0 and online~=nil) then
if (GuildLottery:SpamExist("Lottery", name ) == false ) then
-- he was not, schedule a notification in 50 seconds ( gives time to the player if he just was logging on )
GuildLottery:AddSpam("Lottery", name )
GuildLottery:ScheduleTimer("SendLotteryInfo", 15, name)
end
end
end
index=index+1
name,_,_,_,_,_,_,_, online= GetGuildRosterInfo(index)
end
end
 
local GLChannelInfo = {};
local loading = 1
 
function GL_ChannelDropDownMenu_OnLoad()
 
GLChannelInfo.text = "Guild";
GLChannelInfo.value = GL_CHANNEL_GUILD;
GLChannelInfo.func = GL_ChannelChanged
-- can also be done as function() FunctionCalledWhenOptionIsClicked() end;
 
-- Add the above information to the options menu as a button.
UIDropDownMenu_AddButton(GLChannelInfo);
 
GLChannelInfo.text = "Raid";
GLChannelInfo.value = GL_CHANNEL_RAID;
GLChannelInfo.func = GL_ChannelChanged
-- can also be done as function() FunctionCalledWhenOptionIsClicked() end;
 
-- Add the above information to the options menu as a button.
UIDropDownMenu_AddButton(GLChannelInfo);
 
UIDropDownMenu_SetWidth(GLChannelDropDownMenuButton, 80);
UIDropDownMenu_SetButtonWidth(GLChannelDropDownMenuButton, 100)
 
-- TODO: This is a bandaid, for now
if GL_Settings.Channel ~= nil then
local channeltext
UIDropDownMenu_SetSelectedID(GLChannelDropDownMenuButton, GL_Settings.Channel)
if GL_Settings.Channel == GL_CHANNEL_RAID then
UIDropDownMenu_SetText(GLChannelDropDownMenuButton,"Raid")
else
UIDropDownMenu_SetText(GLChannelDropDownMenuButton,"Guild")
end
end
end
 
function GL_ChannelChanged(self)
UIDropDownMenu_SetSelectedID(GLChannelDropDownMenuButton, self:GetID())
GL_Settings.Channel = UIDropDownMenu_GetSelectedID(GLChannelDropDownMenuButton)
 
if GL_Settings.Channel == GL_CHANNEL_GUILD then
GLSpamButton:SetText(L["UI_SPAMGUILD"])
else
GLSpamButton:SetText(L["UI_SPAMRAID"])
end
 
end
 
function GuildLottery:Test()
-- GuildLottery:ScheduleTimer("SendRaffleInfo", 5, "Mordsbooty")
GuildLottery:AddSpam("Raffle", "Mordsbooty")
 
if (GuildLottery:SpamExist("Raffle", "Mordsbooty")) then
GuildLottery:Print("Found 1")
else
GuildLottery:Print("Not Found 1")
end
 
GuildLottery:RemoveSpam("Raffle", "Mordsbooty")
 
if (GuildLottery:SpamExist("Raffle", "Mordsbooty")) then
GuildLottery:Print("Found 2")
else
GuildLottery:Print("Not Found 2")
end
 
end
 
 
function GuildLottery:Debugging()
if GL_Settings.Debuglevel > 0 then
GL_Settings.Debuglevel = 0
else
GL_Settings.Debuglevel = 1
end
end
 
 
Libs/AceEvent-3.0/AceEvent-3.0.xml New file
0,0 → 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">
<Script file="AceEvent-3.0.lua"/>
</Ui>
\ No newline at end of file
Libs/AceEvent-3.0/AceEvent-3.0.lua New file
0,0 → 1,126
--- AceEvent-3.0 provides event registration and secure dispatching.
-- All dispatching is done using **CallbackHandler-1.0**. AceEvent is a simple wrapper around
-- CallbackHandler, and dispatches all game events or addon message to the registrees.
--
-- **AceEvent-3.0** can be embeded into your addon, either explicitly by calling AceEvent:Embed(MyAddon) or by
-- specifying it as an embeded library in your AceAddon. All functions will be available on your addon object
-- and can be accessed directly, without having to explicitly call AceEvent itself.\\
-- It is recommended to embed AceEvent, otherwise you'll have to specify a custom `self` on all calls you
-- make into AceEvent.
-- @class file
-- @name AceEvent-3.0
-- @release $Id: AceEvent-3.0.lua 975 2010-10-23 11:26:18Z nevcairiel $
local MAJOR, MINOR = "AceEvent-3.0", 3
local AceEvent = LibStub:NewLibrary(MAJOR, MINOR)
 
if not AceEvent then return end
 
-- Lua APIs
local pairs = pairs
 
local CallbackHandler = LibStub:GetLibrary("CallbackHandler-1.0")
 
AceEvent.frame = AceEvent.frame or CreateFrame("Frame", "AceEvent30Frame") -- our event frame
AceEvent.embeds = AceEvent.embeds or {} -- what objects embed this lib
 
-- APIs and registry for blizzard events, using CallbackHandler lib
if not AceEvent.events then
AceEvent.events = CallbackHandler:New(AceEvent,
"RegisterEvent", "UnregisterEvent", "UnregisterAllEvents")
end
 
function AceEvent.events:OnUsed(target, eventname)
AceEvent.frame:RegisterEvent(eventname)
end
 
function AceEvent.events:OnUnused(target, eventname)
AceEvent.frame:UnregisterEvent(eventname)
end
 
 
-- APIs and registry for IPC messages, using CallbackHandler lib
if not AceEvent.messages then
AceEvent.messages = CallbackHandler:New(AceEvent,
"RegisterMessage", "UnregisterMessage", "UnregisterAllMessages"
)
AceEvent.SendMessage = AceEvent.messages.Fire
end
 
--- embedding and embed handling
local mixins = {
"RegisterEvent", "UnregisterEvent",
"RegisterMessage", "UnregisterMessage",
"SendMessage",
"UnregisterAllEvents", "UnregisterAllMessages",
}
 
--- Register for a Blizzard Event.
-- The callback will be called with the optional `arg` as the first argument (if supplied), and the event name as the second (or first, if no arg was supplied)
-- Any arguments to the event will be passed on after that.
-- @name AceEvent:RegisterEvent
-- @class function
-- @paramsig event[, callback [, arg]]
-- @param event The event to register for
-- @param callback The callback function to call when the event is triggered (funcref or method, defaults to a method with the event name)
-- @param arg An optional argument to pass to the callback function
 
--- Unregister an event.
-- @name AceEvent:UnregisterEvent
-- @class function
-- @paramsig event
-- @param event The event to unregister
 
--- Register for a custom AceEvent-internal message.
-- The callback will be called with the optional `arg` as the first argument (if supplied), and the event name as the second (or first, if no arg was supplied)
-- Any arguments to the event will be passed on after that.
-- @name AceEvent:RegisterMessage
-- @class function
-- @paramsig message[, callback [, arg]]
-- @param message The message to register for
-- @param callback The callback function to call when the message is triggered (funcref or method, defaults to a method with the event name)
-- @param arg An optional argument to pass to the callback function
 
--- Unregister a message
-- @name AceEvent:UnregisterMessage
-- @class function
-- @paramsig message
-- @param message The message to unregister
 
--- Send a message over the AceEvent-3.0 internal message system to other addons registered for this message.
-- @name AceEvent:SendMessage
-- @class function
-- @paramsig message, ...
-- @param message The message to send
-- @param ... Any arguments to the message
 
 
-- Embeds AceEvent into the target object making the functions from the mixins list available on target:..
-- @param target target object to embed AceEvent in
function AceEvent:Embed(target)
for k, v in pairs(mixins) do
target[v] = self[v]
end
self.embeds[target] = true
return target
end
 
-- AceEvent:OnEmbedDisable( target )
-- target (object) - target object that is being disabled
--
-- Unregister all events messages etc when the target disables.
-- this method should be called by the target manually or by an addon framework
function AceEvent:OnEmbedDisable(target)
target:UnregisterAllEvents()
target:UnregisterAllMessages()
end
 
-- Script to fire blizzard events into the event listeners
local events = AceEvent.events
AceEvent.frame:SetScript("OnEvent", function(this, event, ...)
events:Fire(event, ...)
end)
 
--- Finally: upgrade our old embeds
for target, v in pairs(AceEvent.embeds) do
AceEvent:Embed(target)
end
Libs/AceConsole-3.0/AceConsole-3.0.xml New file
0,0 → 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">
<Script file="AceConsole-3.0.lua"/>
</Ui>
\ No newline at end of file
Libs/AceConsole-3.0/AceConsole-3.0.lua New file
0,0 → 1,250
--- **AceConsole-3.0** provides registration facilities for slash commands.
-- You can register slash commands to your custom functions and use the `GetArgs` function to parse them
-- to your addons individual needs.
--
-- **AceConsole-3.0** can be embeded into your addon, either explicitly by calling AceConsole:Embed(MyAddon) or by
-- specifying it as an embeded library in your AceAddon. All functions will be available on your addon object
-- and can be accessed directly, without having to explicitly call AceConsole itself.\\
-- It is recommended to embed AceConsole, otherwise you'll have to specify a custom `self` on all calls you
-- make into AceConsole.
-- @class file
-- @name AceConsole-3.0
-- @release $Id: AceConsole-3.0.lua 878 2009-11-02 18:51:58Z nevcairiel $
local MAJOR,MINOR = "AceConsole-3.0", 7
 
local AceConsole, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
 
if not AceConsole then return end -- No upgrade needed
 
AceConsole.embeds = AceConsole.embeds or {} -- table containing objects AceConsole is embedded in.
AceConsole.commands = AceConsole.commands or {} -- table containing commands registered
AceConsole.weakcommands = AceConsole.weakcommands or {} -- table containing self, command => func references for weak commands that don't persist through enable/disable
 
-- Lua APIs
local tconcat, tostring, select = table.concat, tostring, select
local type, pairs, error = type, pairs, error
local format, strfind, strsub = string.format, string.find, string.sub
local max = math.max
 
-- WoW APIs
local _G = _G
 
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: DEFAULT_CHAT_FRAME, SlashCmdList, hash_SlashCmdList
 
local tmp={}
local function Print(self,frame,...)
local n=0
if self ~= AceConsole then
n=n+1
tmp[n] = "|cff33ff99"..tostring( self ).."|r:"
end
for i=1, select("#", ...) do
n=n+1
tmp[n] = tostring(select(i, ...))
end
frame:AddMessage( tconcat(tmp," ",1,n) )
end
 
--- Print to DEFAULT_CHAT_FRAME or given ChatFrame (anything with an .AddMessage function)
-- @paramsig [chatframe ,] ...
-- @param chatframe Custom ChatFrame to print to (or any frame with an .AddMessage function)
-- @param ... List of any values to be printed
function AceConsole:Print(...)
local frame = ...
if type(frame) == "table" and frame.AddMessage then -- Is first argument something with an .AddMessage member?
return Print(self, frame, select(2,...))
else
return Print(self, DEFAULT_CHAT_FRAME, ...)
end
end
 
 
--- Formatted (using format()) print to DEFAULT_CHAT_FRAME or given ChatFrame (anything with an .AddMessage function)
-- @paramsig [chatframe ,] "format"[, ...]
-- @param chatframe Custom ChatFrame to print to (or any frame with an .AddMessage function)
-- @param format Format string - same syntax as standard Lua format()
-- @param ... Arguments to the format string
function AceConsole:Printf(...)
local frame = ...
if type(frame) == "table" and frame.AddMessage then -- Is first argument something with an .AddMessage member?
return Print(self, frame, format(select(2,...)))
else
return Print(self, DEFAULT_CHAT_FRAME, format(...))
end
end
 
 
 
 
--- Register a simple chat command
-- @param command Chat command to be registered WITHOUT leading "/"
-- @param func Function to call when the slash command is being used (funcref or methodname)
-- @param persist if false, the command will be soft disabled/enabled when aceconsole is used as a mixin (default: true)
function AceConsole:RegisterChatCommand( command, func, persist )
if type(command)~="string" then error([[Usage: AceConsole:RegisterChatCommand( "command", func[, persist ]): 'command' - expected a string]], 2) end
 
if persist==nil then persist=true end -- I'd rather have my addon's "/addon enable" around if the author screws up. Having some extra slash regged when it shouldnt be isn't as destructive. True is a better default. /Mikk
 
local name = "ACECONSOLE_"..command:upper()
 
if type( func ) == "string" then
SlashCmdList[name] = function(input, editBox)
self[func](self, input, editBox)
end
else
SlashCmdList[name] = func
end
_G["SLASH_"..name.."1"] = "/"..command:lower()
AceConsole.commands[command] = name
-- non-persisting commands are registered for enabling disabling
if not persist then
if not AceConsole.weakcommands[self] then AceConsole.weakcommands[self] = {} end
AceConsole.weakcommands[self][command] = func
end
return true
end
 
--- Unregister a chatcommand
-- @param command Chat command to be unregistered WITHOUT leading "/"
function AceConsole:UnregisterChatCommand( command )
local name = AceConsole.commands[command]
if name then
SlashCmdList[name] = nil
_G["SLASH_" .. name .. "1"] = nil
hash_SlashCmdList["/" .. command:upper()] = nil
AceConsole.commands[command] = nil
end
end
 
--- Get an iterator over all Chat Commands registered with AceConsole
-- @return Iterator (pairs) over all commands
function AceConsole:IterateChatCommands() return pairs(AceConsole.commands) end
 
 
local function nils(n, ...)
if n>1 then
return nil, nils(n-1, ...)
elseif n==1 then
return nil, ...
else
return ...
end
end
 
 
--- Retreive one or more space-separated arguments from a string.
-- Treats quoted strings and itemlinks as non-spaced.
-- @param string The raw argument string
-- @param numargs How many arguments to get (default 1)
-- @param startpos Where in the string to start scanning (default 1)
-- @return Returns arg1, arg2, ..., nextposition\\
-- Missing arguments will be returned as nils. 'nextposition' is returned as 1e9 at the end of the string.
function AceConsole:GetArgs(str, numargs, startpos)
numargs = numargs or 1
startpos = max(startpos or 1, 1)
 
local pos=startpos
 
-- find start of new arg
pos = strfind(str, "[^ ]", pos)
if not pos then -- whoops, end of string
return nils(numargs, 1e9)
end
 
if numargs<1 then
return pos
end
 
-- quoted or space separated? find out which pattern to use
local delim_or_pipe
local ch = strsub(str, pos, pos)
if ch=='"' then
pos = pos + 1
delim_or_pipe='([|"])'
elseif ch=="'" then
pos = pos + 1
delim_or_pipe="([|'])"
else
delim_or_pipe="([| ])"
end
 
startpos = pos
 
while true do
-- find delimiter or hyperlink
local ch,_
pos,_,ch = strfind(str, delim_or_pipe, pos)
 
if not pos then break end
 
if ch=="|" then
-- some kind of escape
 
if strsub(str,pos,pos+1)=="|H" then
-- It's a |H....|hhyper link!|h
pos=strfind(str, "|h", pos+2) -- first |h
if not pos then break end
 
pos=strfind(str, "|h", pos+2) -- second |h
if not pos then break end
elseif strsub(str,pos, pos+1) == "|T" then
-- It's a |T....|t texture
pos=strfind(str, "|t", pos+2)
if not pos then break end
end
 
pos=pos+2 -- skip past this escape (last |h if it was a hyperlink)
 
else
-- found delimiter, done with this arg
return strsub(str, startpos, pos-1), AceConsole:GetArgs(str, numargs-1, pos+1)
end
 
end
 
-- search aborted, we hit end of string. return it all as one argument. (yes, even if it's an unterminated quote or hyperlink)
return strsub(str, startpos), nils(numargs-1, 1e9)
end
 
 
--- embedding and embed handling
 
local mixins = {
"Print",
"Printf",
"RegisterChatCommand",
"UnregisterChatCommand",
"GetArgs",
}
 
-- Embeds AceConsole into the target object making the functions from the mixins list available on target:..
-- @param target target object to embed AceBucket in
function AceConsole:Embed( target )
for k, v in pairs( mixins ) do
target[v] = self[v]
end
self.embeds[target] = true
return target
end
 
function AceConsole:OnEmbedEnable( target )
if AceConsole.weakcommands[target] then
for command, func in pairs( AceConsole.weakcommands[target] ) do
target:RegisterChatCommand( command, func, false, true ) -- nonpersisting and silent registry
end
end
end
 
function AceConsole:OnEmbedDisable( target )
if AceConsole.weakcommands[target] then
for command, func in pairs( AceConsole.weakcommands[target] ) do
target:UnregisterChatCommand( command ) -- TODO: this could potentially unregister a command from another application in case of command conflicts. Do we care?
end
end
end
 
for addon in pairs(AceConsole.embeds) do
AceConsole:Embed(addon)
end
Libs/AceAddon-3.0/AceAddon-3.0.xml New file
0,0 → 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">
<Script file="AceAddon-3.0.lua"/>
</Ui>
\ No newline at end of file
Libs/AceAddon-3.0/AceAddon-3.0.lua New file
0,0 → 1,658
--- **AceAddon-3.0** provides a template for creating addon objects.
-- It'll provide you with a set of callback functions that allow you to simplify the loading
-- process of your addon.\\
-- Callbacks provided are:\\
-- * **OnInitialize**, which is called directly after the addon is fully loaded.
-- * **OnEnable** which gets called during the PLAYER_LOGIN event, when most of the data provided by the game is already present.
-- * **OnDisable**, which is only called when your addon is manually being disabled.
-- @usage
-- -- A small (but complete) addon, that doesn't do anything,
-- -- but shows usage of the callbacks.
-- local MyAddon = LibStub("AceAddon-3.0"):NewAddon("MyAddon")
--
-- function MyAddon:OnInitialize()
-- -- do init tasks here, like loading the Saved Variables,
-- -- or setting up slash commands.
-- end
--
-- function MyAddon:OnEnable()
-- -- Do more initialization here, that really enables the use of your addon.
-- -- Register Events, Hook functions, Create Frames, Get information from
-- -- the game that wasn't available in OnInitialize
-- end
--
-- function MyAddon:OnDisable()
-- -- Unhook, Unregister Events, Hide frames that you created.
-- -- You would probably only use an OnDisable if you want to
-- -- build a "standby" mode, or be able to toggle modules on/off.
-- end
-- @class file
-- @name AceAddon-3.0.lua
-- @release $Id: AceAddon-3.0.lua 980 2010-10-27 14:20:11Z nevcairiel $
 
local MAJOR, MINOR = "AceAddon-3.0", 10
local AceAddon, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
 
if not AceAddon then return end -- No Upgrade needed.
 
AceAddon.frame = AceAddon.frame or CreateFrame("Frame", "AceAddon30Frame") -- Our very own frame
AceAddon.addons = AceAddon.addons or {} -- addons in general
AceAddon.statuses = AceAddon.statuses or {} -- statuses of addon.
AceAddon.initializequeue = AceAddon.initializequeue or {} -- addons that are new and not initialized
AceAddon.enablequeue = AceAddon.enablequeue or {} -- addons that are initialized and waiting to be enabled
AceAddon.embeds = AceAddon.embeds or setmetatable({}, {__index = function(tbl, key) tbl[key] = {} return tbl[key] end }) -- contains a list of libraries embedded in an addon
 
-- Lua APIs
local tinsert, tconcat, tremove = table.insert, table.concat, table.remove
local fmt, tostring = string.format, tostring
local select, pairs, next, type, unpack = select, pairs, next, type, unpack
local loadstring, assert, error = loadstring, assert, error
local setmetatable, getmetatable, rawset, rawget = setmetatable, getmetatable, rawset, rawget
 
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: LibStub, IsLoggedIn, geterrorhandler
 
--[[
xpcall safecall implementation
]]
local xpcall = xpcall
 
local function errorhandler(err)
return geterrorhandler()(err)
end
 
local function CreateDispatcher(argCount)
local code = [[
local xpcall, eh = ...
local method, ARGS
local function call() return method(ARGS) end
 
local function dispatch(func, ...)
method = func
if not method then return end
ARGS = ...
return xpcall(call, eh)
end
 
return dispatch
]]
 
local ARGS = {}
for i = 1, argCount do ARGS[i] = "arg"..i end
code = code:gsub("ARGS", tconcat(ARGS, ", "))
return assert(loadstring(code, "safecall Dispatcher["..argCount.."]"))(xpcall, errorhandler)
end
 
local Dispatchers = setmetatable({}, {__index=function(self, argCount)
local dispatcher = CreateDispatcher(argCount)
rawset(self, argCount, dispatcher)
return dispatcher
end})
Dispatchers[0] = function(func)
return xpcall(func, errorhandler)
end
 
local function safecall(func, ...)
-- we check to see if the func is passed is actually a function here and don't error when it isn't
-- this safecall is used for optional functions like OnInitialize OnEnable etc. When they are not
-- present execution should continue without hinderance
if type(func) == "function" then
return Dispatchers[select('#', ...)](func, ...)
end
end
 
-- local functions that will be implemented further down
local Enable, Disable, EnableModule, DisableModule, Embed, NewModule, GetModule, GetName, SetDefaultModuleState, SetDefaultModuleLibraries, SetEnabledState, SetDefaultModulePrototype
 
-- used in the addon metatable
local function addontostring( self ) return self.name end
 
--- Create a new AceAddon-3.0 addon.
-- Any libraries you specified will be embeded, and the addon will be scheduled for
-- its OnInitialize and OnEnable callbacks.
-- The final addon object, with all libraries embeded, will be returned.
-- @paramsig [object ,]name[, lib, ...]
-- @param object Table to use as a base for the addon (optional)
-- @param name Name of the addon object to create
-- @param lib List of libraries to embed into the addon
-- @usage
-- -- Create a simple addon object
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("MyAddon", "AceEvent-3.0")
--
-- -- Create a Addon object based on the table of a frame
-- local MyFrame = CreateFrame("Frame")
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon(MyFrame, "MyAddon", "AceEvent-3.0")
function AceAddon:NewAddon(objectorname, ...)
local object,name
local i=1
if type(objectorname)=="table" then
object=objectorname
name=...
i=2
else
name=objectorname
end
if type(name)~="string" then
error(("Usage: NewAddon([object,] name, [lib, lib, lib, ...]): 'name' - string expected got '%s'."):format(type(name)), 2)
end
if self.addons[name] then
error(("Usage: NewAddon([object,] name, [lib, lib, lib, ...]): 'name' - Addon '%s' already exists."):format(name), 2)
end
 
object = object or {}
object.name = name
 
local addonmeta = {}
local oldmeta = getmetatable(object)
if oldmeta then
for k, v in pairs(oldmeta) do addonmeta[k] = v end
end
addonmeta.__tostring = addontostring
 
setmetatable( object, addonmeta )
self.addons[name] = object
object.modules = {}
object.orderedModules = {}
object.defaultModuleLibraries = {}
Embed( object ) -- embed NewModule, GetModule methods
self:EmbedLibraries(object, select(i,...))
 
-- add to queue of addons to be initialized upon ADDON_LOADED
tinsert(self.initializequeue, object)
return object
end
 
 
--- Get the addon object by its name from the internal AceAddon registry.
-- Throws an error if the addon object cannot be found (except if silent is set).
-- @param name unique name of the addon object
-- @param silent if true, the addon is optional, silently return nil if its not found
-- @usage
-- -- Get the Addon
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
function AceAddon:GetAddon(name, silent)
if not silent and not self.addons[name] then
error(("Usage: GetAddon(name): 'name' - Cannot find an AceAddon '%s'."):format(tostring(name)), 2)
end
return self.addons[name]
end
 
-- - Embed a list of libraries into the specified addon.
-- This function will try to embed all of the listed libraries into the addon
-- and error if a single one fails.
--
-- **Note:** This function is for internal use by :NewAddon/:NewModule
-- @paramsig addon, [lib, ...]
-- @param addon addon object to embed the libs in
-- @param lib List of libraries to embed into the addon
function AceAddon:EmbedLibraries(addon, ...)
for i=1,select("#", ... ) do
local libname = select(i, ...)
self:EmbedLibrary(addon, libname, false, 4)
end
end
 
-- - Embed a library into the addon object.
-- This function will check if the specified library is registered with LibStub
-- and if it has a :Embed function to call. It'll error if any of those conditions
-- fails.
--
-- **Note:** This function is for internal use by :EmbedLibraries
-- @paramsig addon, libname[, silent[, offset]]
-- @param addon addon object to embed the library in
-- @param libname name of the library to embed
-- @param silent marks an embed to fail silently if the library doesn't exist (optional)
-- @param offset will push the error messages back to said offset, defaults to 2 (optional)
function AceAddon:EmbedLibrary(addon, libname, silent, offset)
local lib = LibStub:GetLibrary(libname, true)
if not lib and not silent then
error(("Usage: EmbedLibrary(addon, libname, silent, offset): 'libname' - Cannot find a library instance of %q."):format(tostring(libname)), offset or 2)
elseif lib and type(lib.Embed) == "function" then
lib:Embed(addon)
tinsert(self.embeds[addon], libname)
return true
elseif lib then
error(("Usage: EmbedLibrary(addon, libname, silent, offset): 'libname' - Library '%s' is not Embed capable"):format(libname), offset or 2)
end
end
 
--- Return the specified module from an addon object.
-- Throws an error if the addon object cannot be found (except if silent is set)
-- @name //addon//:GetModule
-- @paramsig name[, silent]
-- @param name unique name of the module
-- @param silent if true, the module is optional, silently return nil if its not found (optional)
-- @usage
-- -- Get the Addon
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- -- Get the Module
-- MyModule = MyAddon:GetModule("MyModule")
function GetModule(self, name, silent)
if not self.modules[name] and not silent then
error(("Usage: GetModule(name, silent): 'name' - Cannot find module '%s'."):format(tostring(name)), 2)
end
return self.modules[name]
end
 
local function IsModuleTrue(self) return true end
 
--- Create a new module for the addon.
-- The new module can have its own embeded libraries and/or use a module prototype to be mixed into the module.\\
-- A module has the same functionality as a real addon, it can have modules of its own, and has the same API as
-- an addon object.
-- @name //addon//:NewModule
-- @paramsig name[, prototype|lib[, lib, ...]]
-- @param name unique name of the module
-- @param prototype object to derive this module from, methods and values from this table will be mixed into the module (optional)
-- @param lib List of libraries to embed into the addon
-- @usage
-- -- Create a module with some embeded libraries
-- MyModule = MyAddon:NewModule("MyModule", "AceEvent-3.0", "AceHook-3.0")
--
-- -- Create a module with a prototype
-- local prototype = { OnEnable = function(self) print("OnEnable called!") end }
-- MyModule = MyAddon:NewModule("MyModule", prototype, "AceEvent-3.0", "AceHook-3.0")
function NewModule(self, name, prototype, ...)
if type(name) ~= "string" then error(("Usage: NewModule(name, [prototype, [lib, lib, lib, ...]): 'name' - string expected got '%s'."):format(type(name)), 2) end
if type(prototype) ~= "string" and type(prototype) ~= "table" and type(prototype) ~= "nil" then error(("Usage: NewModule(name, [prototype, [lib, lib, lib, ...]): 'prototype' - table (prototype), string (lib) or nil expected got '%s'."):format(type(prototype)), 2) end
 
if self.modules[name] then error(("Usage: NewModule(name, [prototype, [lib, lib, lib, ...]): 'name' - Module '%s' already exists."):format(name), 2) end
 
-- modules are basically addons. We treat them as such. They will be added to the initializequeue properly as well.
-- NewModule can only be called after the parent addon is present thus the modules will be initialized after their parent is.
local module = AceAddon:NewAddon(fmt("%s_%s", self.name or tostring(self), name))
 
module.IsModule = IsModuleTrue
module:SetEnabledState(self.defaultModuleState)
module.moduleName = name
 
if type(prototype) == "string" then
AceAddon:EmbedLibraries(module, prototype, ...)
else
AceAddon:EmbedLibraries(module, ...)
end
AceAddon:EmbedLibraries(module, unpack(self.defaultModuleLibraries))
 
if not prototype or type(prototype) == "string" then
prototype = self.defaultModulePrototype or nil
end
 
if type(prototype) == "table" then
local mt = getmetatable(module)
mt.__index = prototype
setmetatable(module, mt) -- More of a Base class type feel.
end
 
safecall(self.OnModuleCreated, self, module) -- Was in Ace2 and I think it could be a cool thing to have handy.
self.modules[name] = module
tinsert(self.orderedModules, module)
 
return module
end
 
--- Returns the real name of the addon or module, without any prefix.
-- @name //addon//:GetName
-- @paramsig
-- @usage
-- print(MyAddon:GetName())
-- -- prints "MyAddon"
function GetName(self)
return self.moduleName or self.name
end
 
--- Enables the Addon, if possible, return true or false depending on success.
-- This internally calls AceAddon:EnableAddon(), thus dispatching a OnEnable callback
-- and enabling all modules of the addon (unless explicitly disabled).\\
-- :Enable() also sets the internal `enableState` variable to true
-- @name //addon//:Enable
-- @paramsig
-- @usage
-- -- Enable MyModule
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- MyModule = MyAddon:GetModule("MyModule")
-- MyModule:Enable()
function Enable(self)
self:SetEnabledState(true)
return AceAddon:EnableAddon(self)
end
 
--- Disables the Addon, if possible, return true or false depending on success.
-- This internally calls AceAddon:DisableAddon(), thus dispatching a OnDisable callback
-- and disabling all modules of the addon.\\
-- :Disable() also sets the internal `enableState` variable to false
-- @name //addon//:Disable
-- @paramsig
-- @usage
-- -- Disable MyAddon
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- MyAddon:Disable()
function Disable(self)
self:SetEnabledState(false)
return AceAddon:DisableAddon(self)
end
 
--- Enables the Module, if possible, return true or false depending on success.
-- Short-hand function that retrieves the module via `:GetModule` and calls `:Enable` on the module object.
-- @name //addon//:EnableModule
-- @paramsig name
-- @usage
-- -- Enable MyModule using :GetModule
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- MyModule = MyAddon:GetModule("MyModule")
-- MyModule:Enable()
--
-- -- Enable MyModule using the short-hand
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- MyAddon:EnableModule("MyModule")
function EnableModule(self, name)
local module = self:GetModule( name )
return module:Enable()
end
 
--- Disables the Module, if possible, return true or false depending on success.
-- Short-hand function that retrieves the module via `:GetModule` and calls `:Disable` on the module object.
-- @name //addon//:DisableModule
-- @paramsig name
-- @usage
-- -- Disable MyModule using :GetModule
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- MyModule = MyAddon:GetModule("MyModule")
-- MyModule:Disable()
--
-- -- Disable MyModule using the short-hand
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- MyAddon:DisableModule("MyModule")
function DisableModule(self, name)
local module = self:GetModule( name )
return module:Disable()
end
 
--- Set the default libraries to be mixed into all modules created by this object.
-- Note that you can only change the default module libraries before any module is created.
-- @name //addon//:SetDefaultModuleLibraries
-- @paramsig lib[, lib, ...]
-- @param lib List of libraries to embed into the addon
-- @usage
-- -- Create the addon object
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("MyAddon")
-- -- Configure default libraries for modules (all modules need AceEvent-3.0)
-- MyAddon:SetDefaultModuleLibraries("AceEvent-3.0")
-- -- Create a module
-- MyModule = MyAddon:NewModule("MyModule")
function SetDefaultModuleLibraries(self, ...)
if next(self.modules) then
error("Usage: SetDefaultModuleLibraries(...): cannot change the module defaults after a module has been registered.", 2)
end
self.defaultModuleLibraries = {...}
end
 
--- Set the default state in which new modules are being created.
-- Note that you can only change the default state before any module is created.
-- @name //addon//:SetDefaultModuleState
-- @paramsig state
-- @param state Default state for new modules, true for enabled, false for disabled
-- @usage
-- -- Create the addon object
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("MyAddon")
-- -- Set the default state to "disabled"
-- MyAddon:SetDefaultModuleState(false)
-- -- Create a module and explicilty enable it
-- MyModule = MyAddon:NewModule("MyModule")
-- MyModule:Enable()
function SetDefaultModuleState(self, state)
if next(self.modules) then
error("Usage: SetDefaultModuleState(state): cannot change the module defaults after a module has been registered.", 2)
end
self.defaultModuleState = state
end
 
--- Set the default prototype to use for new modules on creation.
-- Note that you can only change the default prototype before any module is created.
-- @name //addon//:SetDefaultModulePrototype
-- @paramsig prototype
-- @param prototype Default prototype for the new modules (table)
-- @usage
-- -- Define a prototype
-- local prototype = { OnEnable = function(self) print("OnEnable called!") end }
-- -- Set the default prototype
-- MyAddon:SetDefaultModulePrototype(prototype)
-- -- Create a module and explicitly Enable it
-- MyModule = MyAddon:NewModule("MyModule")
-- MyModule:Enable()
-- -- should print "OnEnable called!" now
-- @see NewModule
function SetDefaultModulePrototype(self, prototype)
if next(self.modules) then
error("Usage: SetDefaultModulePrototype(prototype): cannot change the module defaults after a module has been registered.", 2)
end
if type(prototype) ~= "table" then
error(("Usage: SetDefaultModulePrototype(prototype): 'prototype' - table expected got '%s'."):format(type(prototype)), 2)
end
self.defaultModulePrototype = prototype
end
 
--- Set the state of an addon or module
-- This should only be called before any enabling actually happend, e.g. in/before OnInitialize.
-- @name //addon//:SetEnabledState
-- @paramsig state
-- @param state the state of an addon or module (enabled=true, disabled=false)
function SetEnabledState(self, state)
self.enabledState = state
end
 
 
--- Return an iterator of all modules associated to the addon.
-- @name //addon//:IterateModules
-- @paramsig
-- @usage
-- -- Enable all modules
-- for name, module in MyAddon:IterateModules() do
-- module:Enable()
-- end
local function IterateModules(self) return pairs(self.modules) end
 
-- Returns an iterator of all embeds in the addon
-- @name //addon//:IterateEmbeds
-- @paramsig
local function IterateEmbeds(self) return pairs(AceAddon.embeds[self]) end
 
--- Query the enabledState of an addon.
-- @name //addon//:IsEnabled
-- @paramsig
-- @usage
-- if MyAddon:IsEnabled() then
-- MyAddon:Disable()
-- end
local function IsEnabled(self) return self.enabledState end
local mixins = {
NewModule = NewModule,
GetModule = GetModule,
Enable = Enable,
Disable = Disable,
EnableModule = EnableModule,
DisableModule = DisableModule,
IsEnabled = IsEnabled,
SetDefaultModuleLibraries = SetDefaultModuleLibraries,
SetDefaultModuleState = SetDefaultModuleState,
SetDefaultModulePrototype = SetDefaultModulePrototype,
SetEnabledState = SetEnabledState,
IterateModules = IterateModules,
IterateEmbeds = IterateEmbeds,
GetName = GetName,
}
local function IsModule(self) return false end
local pmixins = {
defaultModuleState = true,
enabledState = true,
IsModule = IsModule,
}
-- Embed( target )
-- target (object) - target object to embed aceaddon in
--
-- this is a local function specifically since it's meant to be only called internally
function Embed(target, skipPMixins)
for k, v in pairs(mixins) do
target[k] = v
end
if not skipPMixins then
for k, v in pairs(pmixins) do
target[k] = target[k] or v
end
end
end
 
 
-- - Initialize the addon after creation.
-- This function is only used internally during the ADDON_LOADED event
-- It will call the **OnInitialize** function on the addon object (if present),
-- and the **OnEmbedInitialize** function on all embeded libraries.
--
-- **Note:** Do not call this function manually, unless you're absolutely sure that you know what you are doing.
-- @param addon addon object to intialize
function AceAddon:InitializeAddon(addon)
safecall(addon.OnInitialize, addon)
 
local embeds = self.embeds[addon]
for i = 1, #embeds do
local lib = LibStub:GetLibrary(embeds[i], true)
if lib then safecall(lib.OnEmbedInitialize, lib, addon) end
end
 
-- we don't call InitializeAddon on modules specifically, this is handled
-- from the event handler and only done _once_
end
 
-- - Enable the addon after creation.
-- Note: This function is only used internally during the PLAYER_LOGIN event, or during ADDON_LOADED,
-- if IsLoggedIn() already returns true at that point, e.g. for LoD Addons.
-- It will call the **OnEnable** function on the addon object (if present),
-- and the **OnEmbedEnable** function on all embeded libraries.\\
-- This function does not toggle the enable state of the addon itself, and will return early if the addon is disabled.
--
-- **Note:** Do not call this function manually, unless you're absolutely sure that you know what you are doing.
-- Use :Enable on the addon itself instead.
-- @param addon addon object to enable
function AceAddon:EnableAddon(addon)
if type(addon) == "string" then addon = AceAddon:GetAddon(addon) end
if self.statuses[addon.name] or not addon.enabledState then return false end
 
-- set the statuses first, before calling the OnEnable. this allows for Disabling of the addon in OnEnable.
self.statuses[addon.name] = true
 
safecall(addon.OnEnable, addon)
 
-- make sure we're still enabled before continueing
if self.statuses[addon.name] then
local embeds = self.embeds[addon]
for i = 1, #embeds do
local lib = LibStub:GetLibrary(embeds[i], true)
if lib then safecall(lib.OnEmbedEnable, lib, addon) end
end
 
-- enable possible modules.
local modules = addon.orderedModules
for i = 1, #modules do
self:EnableAddon(modules[i])
end
end
return self.statuses[addon.name] -- return true if we're disabled
end
 
-- - Disable the addon
-- Note: This function is only used internally.
-- It will call the **OnDisable** function on the addon object (if present),
-- and the **OnEmbedDisable** function on all embeded libraries.\\
-- This function does not toggle the enable state of the addon itself, and will return early if the addon is still enabled.
--
-- **Note:** Do not call this function manually, unless you're absolutely sure that you know what you are doing.
-- Use :Disable on the addon itself instead.
-- @param addon addon object to enable
function AceAddon:DisableAddon(addon)
if type(addon) == "string" then addon = AceAddon:GetAddon(addon) end
if not self.statuses[addon.name] then return false end
 
-- set statuses first before calling OnDisable, this allows for aborting the disable in OnDisable.
self.statuses[addon.name] = false
 
safecall( addon.OnDisable, addon )
 
-- make sure we're still disabling...
if not self.statuses[addon.name] then
local embeds = self.embeds[addon]
for i = 1, #embeds do
local lib = LibStub:GetLibrary(embeds[i], true)
if lib then safecall(lib.OnEmbedDisable, lib, addon) end
end
-- disable possible modules.
local modules = addon.orderedModules
for i = 1, #modules do
self:DisableAddon(modules[i])
end
end
 
return not self.statuses[addon.name] -- return true if we're disabled
end
 
--- Get an iterator over all registered addons.
-- @usage
-- -- Print a list of all installed AceAddon's
-- for name, addon in AceAddon:IterateAddons() do
-- print("Addon: " .. name)
-- end
function AceAddon:IterateAddons() return pairs(self.addons) end
 
--- Get an iterator over the internal status registry.
-- @usage
-- -- Print a list of all enabled addons
-- for name, status in AceAddon:IterateAddonStatus() do
-- if status then
-- print("EnabledAddon: " .. name)
-- end
-- end
function AceAddon:IterateAddonStatus() return pairs(self.statuses) end
 
-- Following Iterators are deprecated, and their addon specific versions should be used
-- e.g. addon:IterateEmbeds() instead of :IterateEmbedsOnAddon(addon)
function AceAddon:IterateEmbedsOnAddon(addon) return pairs(self.embeds[addon]) end
function AceAddon:IterateModulesOfAddon(addon) return pairs(addon.modules) end
 
-- Event Handling
local function onEvent(this, event, arg1)
if event == "ADDON_LOADED" or event == "PLAYER_LOGIN" then
-- if a addon loads another addon, recursion could happen here, so we need to validate the table on every iteration
while(#AceAddon.initializequeue > 0) do
local addon = tremove(AceAddon.initializequeue, 1)
-- this might be an issue with recursion - TODO: validate
if event == "ADDON_LOADED" then addon.baseName = arg1 end
AceAddon:InitializeAddon(addon)
tinsert(AceAddon.enablequeue, addon)
end
 
if IsLoggedIn() then
while(#AceAddon.enablequeue > 0) do
local addon = tremove(AceAddon.enablequeue, 1)
AceAddon:EnableAddon(addon)
end
end
end
end
 
AceAddon.frame:RegisterEvent("ADDON_LOADED")
AceAddon.frame:RegisterEvent("PLAYER_LOGIN")
AceAddon.frame:SetScript("OnEvent", onEvent)
 
-- upgrade embeded
for name, addon in pairs(AceAddon.addons) do
Embed(addon, true)
end
 
-- 2010-10-27 nevcairiel - add new "orderedModules" table
if oldminor and oldminor < 10 then
for name, addon in pairs(AceAddon.addons) do
addon.orderedModules = {}
for module_name, module in pairs(addon.modules) do
tinsert(addon.orderedModules, module)
end
end
end
Libs/LibStub/LibStub.lua New file
0,0 → 1,30
-- LibStub is a simple versioning stub meant for use in Libraries. http://www.wowace.com/wiki/LibStub for more info
-- LibStub is hereby placed in the Public Domain Credits: Kaelten, Cladhaire, ckknight, Mikk, Ammo, Nevcairiel, joshborke
local LIBSTUB_MAJOR, LIBSTUB_MINOR = "LibStub", 2 -- NEVER MAKE THIS AN SVN REVISION! IT NEEDS TO BE USABLE IN ALL REPOS!
local LibStub = _G[LIBSTUB_MAJOR]
 
if not LibStub or LibStub.minor < LIBSTUB_MINOR then
LibStub = LibStub or {libs = {}, minors = {} }
_G[LIBSTUB_MAJOR] = LibStub
LibStub.minor = LIBSTUB_MINOR
 
function LibStub:NewLibrary(major, minor)
assert(type(major) == "string", "Bad argument #2 to `NewLibrary' (string expected)")
minor = assert(tonumber(strmatch(minor, "%d+")), "Minor version must either be a number or contain a number.")
 
local oldminor = self.minors[major]
if oldminor and oldminor >= minor then return nil end
self.minors[major], self.libs[major] = minor, self.libs[major] or {}
return self.libs[major], oldminor
end
 
function LibStub:GetLibrary(major, silent)
if not self.libs[major] and not silent then
error(("Cannot find a library instance of %q."):format(tostring(major)), 2)
end
return self.libs[major], self.minors[major]
end
 
function LibStub:IterateLibraries() return pairs(self.libs) end
setmetatable(LibStub, { __call = LibStub.GetLibrary })
end
Libs/AceLocale-3.0/AceLocale-3.0.xml New file
0,0 → 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">
<Script file="AceLocale-3.0.lua"/>
</Ui>
\ No newline at end of file
Libs/AceLocale-3.0/AceLocale-3.0.lua New file
0,0 → 1,137
--- **AceLocale-3.0** manages localization in addons, allowing for multiple locale to be registered with fallback to the base locale for untranslated strings.
-- @class file
-- @name AceLocale-3.0
-- @release $Id: AceLocale-3.0.lua 1035 2011-07-09 03:20:13Z kaelten $
local MAJOR,MINOR = "AceLocale-3.0", 6
 
local AceLocale, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
 
if not AceLocale then return end -- no upgrade needed
 
-- Lua APIs
local assert, tostring, error = assert, tostring, error
local getmetatable, setmetatable, rawset, rawget = getmetatable, setmetatable, rawset, rawget
 
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: GAME_LOCALE, geterrorhandler
 
local gameLocale = GetLocale()
if gameLocale == "enGB" then
gameLocale = "enUS"
end
 
AceLocale.apps = AceLocale.apps or {} -- array of ["AppName"]=localetableref
AceLocale.appnames = AceLocale.appnames or {} -- array of [localetableref]="AppName"
 
-- This metatable is used on all tables returned from GetLocale
local readmeta = {
__index = function(self, key) -- requesting totally unknown entries: fire off a nonbreaking error and return key
rawset(self, key, key) -- only need to see the warning once, really
geterrorhandler()(MAJOR..": "..tostring(AceLocale.appnames[self])..": Missing entry for '"..tostring(key).."'")
return key
end
}
 
-- This metatable is used on all tables returned from GetLocale if the silent flag is true, it does not issue a warning on unknown keys
local readmetasilent = {
__index = function(self, key) -- requesting totally unknown entries: return key
rawset(self, key, key) -- only need to invoke this function once
return key
end
}
 
-- Remember the locale table being registered right now (it gets set by :NewLocale())
-- NOTE: Do never try to register 2 locale tables at once and mix their definition.
local registering
 
-- local assert false function
local assertfalse = function() assert(false) end
 
-- This metatable proxy is used when registering nondefault locales
local writeproxy = setmetatable({}, {
__newindex = function(self, key, value)
rawset(registering, key, value == true and key or value) -- assigning values: replace 'true' with key string
end,
__index = assertfalse
})
 
-- This metatable proxy is used when registering the default locale.
-- It refuses to overwrite existing values
-- Reason 1: Allows loading locales in any order
-- Reason 2: If 2 modules have the same string, but only the first one to be
-- loaded has a translation for the current locale, the translation
-- doesn't get overwritten.
--
local writedefaultproxy = setmetatable({}, {
__newindex = function(self, key, value)
if not rawget(registering, key) then
rawset(registering, key, value == true and key or value)
end
end,
__index = assertfalse
})
 
--- Register a new locale (or extend an existing one) for the specified application.
-- :NewLocale will return a table you can fill your locale into, or nil if the locale isn't needed for the players
-- game locale.
-- @paramsig application, locale[, isDefault[, silent]]
-- @param application Unique name of addon / module
-- @param locale Name of the locale to register, e.g. "enUS", "deDE", etc.
-- @param isDefault If this is the default locale being registered (your addon is written in this language, generally enUS)
-- @param silent If true, the locale will not issue warnings for missing keys. Must be set on the first locale registered. If set to "raw", nils will be returned for unknown keys (no metatable used).
-- @usage
-- -- enUS.lua
-- local L = LibStub("AceLocale-3.0"):NewLocale("TestLocale", "enUS", true)
-- L["string1"] = true
--
-- -- deDE.lua
-- local L = LibStub("AceLocale-3.0"):NewLocale("TestLocale", "deDE")
-- if not L then return end
-- L["string1"] = "Zeichenkette1"
-- @return Locale Table to add localizations to, or nil if the current locale is not required.
function AceLocale:NewLocale(application, locale, isDefault, silent)
 
-- GAME_LOCALE allows translators to test translations of addons without having that wow client installed
local gameLocale = GAME_LOCALE or gameLocale
 
local app = AceLocale.apps[application]
 
if silent and app and getmetatable(app) ~= readmetasilent then
geterrorhandler()("Usage: NewLocale(application, locale[, isDefault[, silent]]): 'silent' must be specified for the first locale registered")
end
 
if not app then
if silent=="raw" then
app = {}
else
app = setmetatable({}, silent and readmetasilent or readmeta)
end
AceLocale.apps[application] = app
AceLocale.appnames[app] = application
end
 
if locale ~= gameLocale and not isDefault then
return -- nop, we don't need these translations
end
 
registering = app -- remember globally for writeproxy and writedefaultproxy
 
if isDefault then
return writedefaultproxy
end
 
return writeproxy
end
 
--- Returns localizations for the current locale (or default locale if translations are missing).
-- Errors if nothing is registered (spank developer, not just a missing translation)
-- @param application Unique name of addon / module
-- @param silent If true, the locale is optional, silently return nil if it's not found (defaults to false, optional)
-- @return The locale table for the current language.
function AceLocale:GetLocale(application, silent)
if not silent and not AceLocale.apps[application] then
error("Usage: GetLocale(application[, silent]): 'application' - No locales registered for '"..tostring(application).."'", 2)
end
return AceLocale.apps[application]
end
Libs/AceTimer-3.0/AceTimer-3.0.xml New file
0,0 → 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">
<Script file="AceTimer-3.0.lua"/>
</Ui>
\ No newline at end of file
Libs/AceTimer-3.0/AceTimer-3.0.lua New file
0,0 → 1,473
--- **AceTimer-3.0** provides a central facility for registering timers.
-- AceTimer supports one-shot timers and repeating timers. All timers are stored in an efficient
-- data structure that allows easy dispatching and fast rescheduling. Timers can be registered, rescheduled
-- or canceled at any time, even from within a running timer, without conflict or large overhead.\\
-- AceTimer is currently limited to firing timers at a frequency of 0.1s. This constant may change
-- in the future, but for now it seemed like a good compromise in efficiency and accuracy.
--
-- All `:Schedule` functions will return a handle to the current timer, which you will need to store if you
-- need to cancel or reschedule the timer you just registered.
--
-- **AceTimer-3.0** can be embeded into your addon, either explicitly by calling AceTimer:Embed(MyAddon) or by
-- specifying it as an embeded library in your AceAddon. All functions will be available on your addon object
-- and can be accessed directly, without having to explicitly call AceTimer itself.\\
-- It is recommended to embed AceTimer, otherwise you'll have to specify a custom `self` on all calls you
-- make into AceTimer.
-- @class file
-- @name AceTimer-3.0
-- @release $Id: AceTimer-3.0.lua 895 2009-12-06 16:28:55Z nevcairiel $
 
--[[
Basic assumptions:
* In a typical system, we do more re-scheduling per second than there are timer pulses per second
* Regardless of timer implementation, we cannot guarantee timely delivery due to FPS restriction (may be as low as 10)
 
This implementation:
CON: The smallest timer interval is constrained by HZ (currently 1/10s).
PRO: It will still correctly fire any timer slower than HZ over a length of time, e.g. 0.11s interval -> 90 times over 10 seconds
PRO: In lag bursts, the system simly skips missed timer intervals to decrease load
CON: Algorithms depending on a timer firing "N times per minute" will fail
PRO: (Re-)scheduling is O(1) with a VERY small constant. It's a simple linked list insertion in a hash bucket.
CAUTION: The BUCKETS constant constrains how many timers can be efficiently handled. With too many hash collisions, performance will decrease.
 
Major assumptions upheld:
- ALLOWS scheduling multiple timers with the same funcref/method
- ALLOWS scheduling more timers during OnUpdate processing
- ALLOWS unscheduling ANY timer (including the current running one) at any time, including during OnUpdate processing
]]
 
local MAJOR, MINOR = "AceTimer-3.0", 5
local AceTimer, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
 
if not AceTimer then return end -- No upgrade needed
 
AceTimer.hash = AceTimer.hash or {} -- Array of [0..BUCKET-1] = linked list of timers (using .next member)
-- Linked list gets around ACE-88 and ACE-90.
AceTimer.selfs = AceTimer.selfs or {} -- Array of [self]={[handle]=timerobj, [handle2]=timerobj2, ...}
AceTimer.frame = AceTimer.frame or CreateFrame("Frame", "AceTimer30Frame")
 
-- Lua APIs
local assert, error, loadstring = assert, error, loadstring
local setmetatable, rawset, rawget = setmetatable, rawset, rawget
local select, pairs, type, next, tostring = select, pairs, type, next, tostring
local floor, max, min = math.floor, math.max, math.min
local tconcat = table.concat
 
-- WoW APIs
local GetTime = GetTime
 
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: DEFAULT_CHAT_FRAME, geterrorhandler
 
-- Simple ONE-SHOT timer cache. Much more efficient than a full compost for our purposes.
local timerCache = nil
 
--[[
Timers will not be fired more often than HZ-1 times per second.
Keep at intended speed PLUS ONE or we get bitten by floating point rounding errors (n.5 + 0.1 can be n.599999)
If this is ever LOWERED, all existing timers need to be enforced to have a delay >= 1/HZ on lib upgrade.
If this number is ever changed, all entries need to be rehashed on lib upgrade.
]]
local HZ = 11
 
--[[
Prime for good distribution
If this number is ever changed, all entries need to be rehashed on lib upgrade.
]]
local BUCKETS = 131
 
local hash = AceTimer.hash
for i=1,BUCKETS do
hash[i] = hash[i] or false -- make it an integer-indexed array; it's faster than hashes
end
 
--[[
xpcall safecall implementation
]]
local xpcall = xpcall
 
local function errorhandler(err)
return geterrorhandler()(err)
end
 
local function CreateDispatcher(argCount)
local code = [[
local xpcall, eh = ... -- our arguments are received as unnamed values in "..." since we don't have a proper function declaration
local method, ARGS
local function call() return method(ARGS) end
 
local function dispatch(func, ...)
method = func
if not method then return end
ARGS = ...
return xpcall(call, eh)
end
 
return dispatch
]]
 
local ARGS = {}
for i = 1, argCount do ARGS[i] = "arg"..i end
code = code:gsub("ARGS", tconcat(ARGS, ", "))
return assert(loadstring(code, "safecall Dispatcher["..argCount.."]"))(xpcall, errorhandler)
end
 
local Dispatchers = setmetatable({}, {
__index=function(self, argCount)
local dispatcher = CreateDispatcher(argCount)
rawset(self, argCount, dispatcher)
return dispatcher
end
})
Dispatchers[0] = function(func)
return xpcall(func, errorhandler)
end
 
local function safecall(func, ...)
return Dispatchers[select('#', ...)](func, ...)
end
 
local lastint = floor(GetTime() * HZ)
 
-- --------------------------------------------------------------------
-- OnUpdate handler
--
-- traverse buckets, always chasing "now", and fire timers that have expired
 
local function OnUpdate()
local now = GetTime()
local nowint = floor(now * HZ)
 
-- Have we passed into a new hash bucket?
if nowint == lastint then return end
 
local soon = now + 1 -- +1 is safe as long as 1 < HZ < BUCKETS/2
 
-- Pass through each bucket at most once
-- Happens on e.g. instance loads, but COULD happen on high local load situations also
for curint = (max(lastint, nowint - BUCKETS) + 1), nowint do -- loop until we catch up with "now", usually only 1 iteration
local curbucket = (curint % BUCKETS)+1
-- Yank the list of timers out of the bucket and empty it. This allows reinsertion in the currently-processed bucket from callbacks.
local nexttimer = hash[curbucket]
hash[curbucket] = false -- false rather than nil to prevent the array from becoming a hash
 
while nexttimer do
local timer = nexttimer
nexttimer = timer.next
local when = timer.when
 
if when < soon then
-- Call the timer func, either as a method on given object, or a straight function ref
local callback = timer.callback
if type(callback) == "string" then
safecall(timer.object[callback], timer.object, timer.arg)
elseif callback then
safecall(callback, timer.arg)
else
-- probably nilled out by CancelTimer
timer.delay = nil -- don't reschedule it
end
 
local delay = timer.delay -- NOW make a local copy, can't do it earlier in case the timer cancelled itself in the callback
 
if not delay then
-- single-shot timer (or cancelled)
AceTimer.selfs[timer.object][tostring(timer)] = nil
timerCache = timer
else
-- repeating timer
local newtime = when + delay
if newtime < now then -- Keep lag from making us firing a timer unnecessarily. (Note that this still won't catch too-short-delay timers though.)
newtime = now + delay
end
timer.when = newtime
 
-- add next timer execution to the correct bucket
local bucket = (floor(newtime * HZ) % BUCKETS) + 1
timer.next = hash[bucket]
hash[bucket] = timer
end
else -- if when>=soon
-- reinsert (yeah, somewhat expensive, but shouldn't be happening too often either due to hash distribution)
timer.next = hash[curbucket]
hash[curbucket] = timer
end -- if when<soon ... else
end -- while nexttimer do
end -- for curint=lastint,nowint
 
lastint = nowint
end
 
-- ---------------------------------------------------------------------
-- Reg( callback, delay, arg, repeating )
--
-- callback( function or string ) - direct function ref or method name in our object for the callback
-- delay(int) - delay for the timer
-- arg(variant) - any argument to be passed to the callback function
-- repeating(boolean) - repeating timer, or oneshot
--
-- returns the handle of the timer for later processing (canceling etc)
local function Reg(self, callback, delay, arg, repeating)
if type(callback) ~= "string" and type(callback) ~= "function" then
local error_origin = repeating and "ScheduleRepeatingTimer" or "ScheduleTimer"
error(MAJOR..": " .. error_origin .. "(callback, delay, arg): 'callback' - function or method name expected.", 3)
end
if type(callback) == "string" then
if type(self)~="table" then
local error_origin = repeating and "ScheduleRepeatingTimer" or "ScheduleTimer"
error(MAJOR..": " .. error_origin .. "(\"methodName\", delay, arg): 'self' - must be a table.", 3)
end
if type(self[callback]) ~= "function" then
local error_origin = repeating and "ScheduleRepeatingTimer" or "ScheduleTimer"
error(MAJOR..": " .. error_origin .. "(\"methodName\", delay, arg): 'methodName' - method not found on target object.", 3)
end
end
 
if delay < (1 / (HZ - 1)) then
delay = 1 / (HZ - 1)
end
 
-- Create and stuff timer in the correct hash bucket
local now = GetTime()
 
local timer = timerCache or {} -- Get new timer object (from cache if available)
timerCache = nil
 
timer.object = self
timer.callback = callback
timer.delay = (repeating and delay)
timer.arg = arg
timer.when = now + delay
 
local bucket = (floor((now+delay)*HZ) % BUCKETS) + 1
timer.next = hash[bucket]
hash[bucket] = timer
 
-- Insert timer in our self->handle->timer registry
local handle = tostring(timer)
 
local selftimers = AceTimer.selfs[self]
if not selftimers then
selftimers = {}
AceTimer.selfs[self] = selftimers
end
selftimers[handle] = timer
selftimers.__ops = (selftimers.__ops or 0) + 1
 
return handle
end
 
--- Schedule a new one-shot timer.
-- The timer will fire once in `delay` seconds, unless canceled before.
-- @param callback Callback function for the timer pulse (funcref or method name).
-- @param delay Delay for the timer, in seconds.
-- @param arg An optional argument to be passed to the callback function.
-- @usage
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("TimerTest", "AceTimer-3.0")
--
-- function MyAddon:OnEnable()
-- self:ScheduleTimer("TimerFeedback", 5)
-- end
--
-- function MyAddon:TimerFeedback()
-- print("5 seconds passed")
-- end
function AceTimer:ScheduleTimer(callback, delay, arg)
return Reg(self, callback, delay, arg)
end
 
--- Schedule a repeating timer.
-- The timer will fire every `delay` seconds, until canceled.
-- @param callback Callback function for the timer pulse (funcref or method name).
-- @param delay Delay for the timer, in seconds.
-- @param arg An optional argument to be passed to the callback function.
-- @usage
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("TimerTest", "AceTimer-3.0")
--
-- function MyAddon:OnEnable()
-- self.timerCount = 0
-- self.testTimer = self:ScheduleRepeatingTimer("TimerFeedback", 5)
-- end
--
-- function MyAddon:TimerFeedback()
-- self.timerCount = self.timerCount + 1
-- print(("%d seconds passed"):format(5 * self.timerCount))
-- -- run 30 seconds in total
-- if self.timerCount == 6 then
-- self:CancelTimer(self.testTimer)
-- end
-- end
function AceTimer:ScheduleRepeatingTimer(callback, delay, arg)
return Reg(self, callback, delay, arg, true)
end
 
--- Cancels a timer with the given handle, registered by the same addon object as used for `:ScheduleTimer`
-- Both one-shot and repeating timers can be canceled with this function, as long as the `handle` is valid
-- and the timer has not fired yet or was canceled before.
-- @param handle The handle of the timer, as returned by `:ScheduleTimer` or `:ScheduleRepeatingTimer`
-- @param silent If true, no error is raised if the timer handle is invalid (expired or already canceled)
-- @return True if the timer was successfully cancelled.
function AceTimer:CancelTimer(handle, silent)
if not handle then return end -- nil handle -> bail out without erroring
if type(handle) ~= "string" then
error(MAJOR..": CancelTimer(handle): 'handle' - expected a string", 2) -- for now, anyway
end
local selftimers = AceTimer.selfs[self]
local timer = selftimers and selftimers[handle]
if silent then
if timer then
timer.callback = nil -- don't run it again
timer.delay = nil -- if this is the currently-executing one: don't even reschedule
-- The timer object is removed in the OnUpdate loop
end
return not not timer -- might return "true" even if we double-cancel. we'll live.
else
if not timer then
geterrorhandler()(MAJOR..": CancelTimer(handle[, silent]): '"..tostring(handle).."' - no such timer registered")
return false
end
if not timer.callback then
geterrorhandler()(MAJOR..": CancelTimer(handle[, silent]): '"..tostring(handle).."' - timer already cancelled or expired")
return false
end
timer.callback = nil -- don't run it again
timer.delay = nil -- if this is the currently-executing one: don't even reschedule
return true
end
end
 
--- Cancels all timers registered to the current addon object ('self')
function AceTimer:CancelAllTimers()
if not(type(self) == "string" or type(self) == "table") then
error(MAJOR..": CancelAllTimers(): 'self' - must be a string or a table",2)
end
if self == AceTimer then
error(MAJOR..": CancelAllTimers(): supply a meaningful 'self'", 2)
end
 
local selftimers = AceTimer.selfs[self]
if selftimers then
for handle,v in pairs(selftimers) do
if type(v) == "table" then -- avoid __ops, etc
AceTimer.CancelTimer(self, handle, true)
end
end
end
end
 
--- Returns the time left for a timer with the given handle, registered by the current addon object ('self').
-- This function will raise a warning when the handle is invalid, but not stop execution.
-- @param handle The handle of the timer, as returned by `:ScheduleTimer` or `:ScheduleRepeatingTimer`
-- @return The time left on the timer, or false if the handle is invalid.
function AceTimer:TimeLeft(handle)
if not handle then return end
if type(handle) ~= "string" then
error(MAJOR..": TimeLeft(handle): 'handle' - expected a string", 2) -- for now, anyway
end
local selftimers = AceTimer.selfs[self]
local timer = selftimers and selftimers[handle]
if not timer then
geterrorhandler()(MAJOR..": TimeLeft(handle): '"..tostring(handle).."' - no such timer registered")
return false
end
return timer.when - GetTime()
end
 
 
-- ---------------------------------------------------------------------
-- PLAYER_REGEN_ENABLED: Run through our .selfs[] array step by step
-- and clean it out - otherwise the table indices can grow indefinitely
-- if an addon starts and stops a lot of timers. AceBucket does this!
--
-- See ACE-94 and tests/AceTimer-3.0-ACE-94.lua
 
local lastCleaned = nil
 
local function OnEvent(this, event)
if event~="PLAYER_REGEN_ENABLED" then
return
end
 
-- Get the next 'self' to process
local selfs = AceTimer.selfs
local self = next(selfs, lastCleaned)
if not self then
self = next(selfs)
end
lastCleaned = self
if not self then -- should only happen if .selfs[] is empty
return
end
 
-- Time to clean it out?
local list = selfs[self]
if (list.__ops or 0) < 250 then -- 250 slosh indices = ~10KB wasted (max!). For one 'self'.
return
end
 
-- Create a new table and copy all members over
local newlist = {}
local n=0
for k,v in pairs(list) do
newlist[k] = v
n=n+1
end
newlist.__ops = 0 -- Reset operation count
 
-- And since we now have a count of the number of live timers, check that it's reasonable. Emit a warning if not.
if n>BUCKETS then
DEFAULT_CHAT_FRAME:AddMessage(MAJOR..": Warning: The addon/module '"..tostring(self).."' has "..n.." live timers. Surely that's not intended?")
end
 
selfs[self] = newlist
end
 
-- ---------------------------------------------------------------------
-- Embed handling
 
AceTimer.embeds = AceTimer.embeds or {}
 
local mixins = {
"ScheduleTimer", "ScheduleRepeatingTimer",
"CancelTimer", "CancelAllTimers",
"TimeLeft"
}
 
function AceTimer:Embed(target)
AceTimer.embeds[target] = true
for _,v in pairs(mixins) do
target[v] = AceTimer[v]
end
return target
end
 
-- AceTimer:OnEmbedDisable( target )
-- target (object) - target object that AceTimer is embedded in.
--
-- cancel all timers registered for the object
function AceTimer:OnEmbedDisable( target )
target:CancelAllTimers()
end
 
 
for addon in pairs(AceTimer.embeds) do
AceTimer:Embed(addon)
end
 
-- ---------------------------------------------------------------------
-- Debug tools (expose copies of internals to test suites)
AceTimer.debug = AceTimer.debug or {}
AceTimer.debug.HZ = HZ
AceTimer.debug.BUCKETS = BUCKETS
 
-- ---------------------------------------------------------------------
-- Finishing touchups
 
AceTimer.frame:SetScript("OnUpdate", OnUpdate)
AceTimer.frame:SetScript("OnEvent", OnEvent)
AceTimer.frame:RegisterEvent("PLAYER_REGEN_ENABLED")
 
-- In theory, we should hide&show the frame based on there being timers or not.
-- However, this job is fairly expensive, and the chance that there will
-- actually be zero timers running is diminuitive to say the lest.