WoWInterface SVN UrbanAchiever

Compare Revisions

  • This comparison shows the changes necessary to convert path
    /trunk
    from Rev 54 to Rev 55
    Reverse comparison

Rev 54 → Rev 55

Main.lua
343,8 → 343,6
local dir = "d"
if self.currentSort == sortStr .. " d" then
dir = "a"
--elseif self.currentSort == sortStr .. " a" then
-- dir = "d"
end
sortStr = sortStr .. " " .. dir
self:RefreshAchievementButtons(sortStr)
383,9 → 381,7
end
end
 
--self.currentTab = "search"
self.currentCat = -2
--self:RefreshCategoryButtons()
self:RefreshAchievementButtons("name a")
end
 
413,7 → 409,6
local sMin, sMax = self.frame[scrollbar]:GetMinMaxValues()
self[offset] = math.min(sMax, math.max(sMin, self[offset] + (arg1 * -1)))
self.frame[scrollbar]:SetValue(self[offset])
--self:RefreshCriteriaButtons()
end
 
function self:ToggleFrame()
478,6 → 473,7
 
compMin = gold .. (gold:len() > 0 and silver:len() > 0 and fSpace or "") ..
silver .. (silver:len() > 0 and copper:len() > 0 and fSpace or "") .. copper
if compMin == "" then compMin = format(self.moneyFormats.copper[fIndex], 0) end
compMax = format(self.moneyFormats.gold[fIndex], compMax:sub(1, compMax:len() - 4))
 
return compMin, compMax
1130,12 → 1126,7
button.text:SetTextColor(1,1,1)
button.text:SetText(text)
 
button:SetScript("OnClick", function()
self:SortDisplayTable(sortStr)
--self.currentSort = sortStr
--self:RefreshAchievementButtons(true)
--self:Print(self.currentSort)
end)
button:SetScript("OnClick", function() self:SortDisplayTable(sortStr) end)
 
return button
end
1273,10 → 1264,8
for i=1, MAX_ACHIEVEMENTS do
searchString = self:GetSearchString(i)
if searchString then
--Add all the info to the master list
self.masterList[i] = {
["searchString"] = searchString:lower(),
-- ["isAchievement"] = true,
}
 
if not GetNextAchievement(i) then
1290,77 → 1279,6
end
end
end
 
--Setting the achievement categories
--Go through the categories
--[[
catList = GetCategoryList()
for _, catId in next, catList do
for i=1, GetCategoryNumAchievements(catId) do
nextId = GetAchievementInfo(catId, i)
while nextId do --We want the highest up achievement in the series
if GetNextAchievement(nextId) then
nextId = GetNextAchievement(nextId)
else
break --Infinite loops are bad, mkay?
end
end
 
if not self.seriesList[catId] then
self.seriesList[catId] = {}
end
 
tempTable[nextId] = true --Use a temporary table to prevent duplicates from showing up in the final table
--self:SetChainCategory(id, catId)
end
for id,_ in next, tempTable do
tinsert(self.seriesList[catId], id)
end
tempTable = {}
end
]]--
--Set the statitistics to not achievements
--[[
catList = GetStatisticsCategoryList()
for _, catId in next, catList do
for i=1, GetCategoryNumAchievements(catId) do
id = GetAchievementInfo(catId, i)
self.masterList[id].isAchievement = false
end
end
]]--
 
--Go through and add all the Feat of Strength achievements
--[[
for id, v in next, self.masterList do
_,_,points, completed = GetAchievementInfo(id)
if (v.isAchievement) and (points == 0) and (not completed) then --Achievement + and no points = Feat of Strength
tinsert(self.seriesList[81], id) --Completed ones are already in there.
end
end
]]--
--[[
--Now we create the achievement list by category
--Only adding the last achievement in each series
for id, v in next, self.masterList do
nextId = id
while nextId do
if self.masterList[nextId].next then --if there is a next in the series
nextId = self.masterList[nextId].next --move to it and try again
else
break --Infinite loops are bad, mkay?
end
end
if not self.seriesList[v.category] then
self.seriesList[v.category] = {}
end
tinsert(self.seriesList[v.category], nextId)
v.category = nil --We dont need categories in the masterList anymore
end
]]--
--so now self.seriesList can be called by category and you get all the top level achievements in it
--then through calling self.masterList[id].previous, we can get the children achievement
--these lists work for both achievements and statistics, though statistics are populated and displayed differently
end
 
function self:PopulateCategories(tab)
1491,8 → 1409,6
if id == nil then id = self.currentAch end
if not self.masterList[id] then return end
 
--self.frame:Show()
 
self.currentAch = id
 
--Update the category list
1515,7 → 1431,6
 
if self.isAchList[GetAchievementCategory(id)] == false then
--Statistic
--self.frame.display:Hide()
self.frame.display.icon:Hide()
self.frame.display.icon:SetWidth(1)
self.frame.display.shield:Hide()
1530,10 → 1445,8
self.frame.display.criteriaButtons[a].icon:Hide()
end
 
--self.frame.display.criteriaButtons[1]:Show()
self.frame.display.reward:SetText("|cffffffff" .. self:FormatString(GetStatistic(id)))
if self.isComparing then
--self.frame.display.criteriaButtons[2]:Show()
self.frame.display.compareDate:Show()
self.frame.display.compareDate:SetText("|cffffffff" .. self.comparisonUnitName .. ": " .. self:FormatString(GetComparisonStatistic(id)))
self.frame.display.reward:SetText("|cffffffff" .. UnitName("player") .. ": " .. self:FormatString(GetStatistic(id)))
1589,8 → 1502,6
function self:RefreshCriteriaButtons()
if not self.frame:IsShown() then return end
local criteriaName, criteriaType, criteriaCompleted, criteriaQuantity, criteriaReqQuantity,_ ,criteriaFlags, criteriaAssetID, icon, quantityStr
--local c = self.masterList[self.currentAch] or {}
--c = c.criteria or {}
local buttonNum = 1
local str = ""
local offset = 1
1623,7 → 1534,6
str = str .. criteriaName -- .. "= " .. criteriaQuantity .. " (" .. criteriaAssetID .. ")"
 
if self.isComparing and not compDone and UASVPC.statCriteria then
--compDone = GetAchievementComparisonInfo(self.currentAch,1)
compCriteriaText,comparisonComplete = GetCriteriaComparisonInfo(self.currentAch, a, 1)
 
self.frame.display.criteriaButtons[buttonNum].comparison:Show()
1649,7 → 1559,6
offset = 1
self.frame.display.criteriaButtons[buttonNum]:Hide()
str = ""
--self.frame.display.criteriaButtons[buttonNum]:Hide()
 
self.frame.display.bar:Show()
self.frame.display.bar:SetMinMaxValues(0,criteriaReqQuantity)
1663,19 → 1572,14
if self.isComparing and compCriteriaText then
self.frame.display.compareBar:Show()
self.frame.display.compareBar:SetMinMaxValues(0, criteriaReqQuantity)
if compDone then --This should never trigger, I think.
self.frame.display.compareBar:SetValue(criteriaReqQuantity)
self.frame.display.compareBar.text:SetText(criteriaReqQuantity .. " / " .. criteriaReqQuantity)
else
local _,_,min, max = string.find(compCriteriaText, "(%d+)/(%d+)")
self.frame.display.compareBar:SetValue(min)
--If theres money textures in the string, we're gonna need to format it.
if quantityStr:find("|T") then
min, criteriaReqQuantity = self:FormatMoney(min, criteriaReqQuantity)
end
self.frame.display.compareBar.text:SetText(min .. " / " .. criteriaReqQuantity)
self.frame.display.compareBar.nameText:SetText(self.comparisonUnitName .. ":")
local _,_,min, max = string.find(compCriteriaText, "(%d+)/(%d+)")
self.frame.display.compareBar:SetValue(min)
--If theres money textures in the string, we're gonna need to format it.
if quantityStr:find("|T") then
min, criteriaReqQuantity = self:FormatMoney(min, criteriaReqQuantity)
end
self.frame.display.compareBar.text:SetText(min .. " / " .. criteriaReqQuantity)
self.frame.display.compareBar.nameText:SetText(self.comparisonUnitName .. ":")
 
end
--If theres a progress bar, theres no other achievements
1974,17 → 1878,12
end
 
self.tracker = CreateFrame("Frame", "UrbanAchieverTrackerFrame", UIParent)
--self.tracker:EnableMouse(true)
self.tracker:SetMovable(true)
self.tracker:SetClampedToScreen(true)
self.tracker:SetWidth(200)
self.tracker:SetHeight(200)
self.tracker:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", UASVPC.tracker.x, UASVPC.tracker.y)
 
--local background = self.tracker:CreateTexture()
--background:SetTexture(0,0,0,0.25)
--background:SetAllPoints(self.tracker)
 
--Create Tracker Header/Drag Frame
self.tracker.header = CreateFrame("Button", "UrbanAchieverTrackerFrame", self.tracker)
self.tracker.header:SetBackdrop({
2085,7 → 1984,6
frame.criteria:SetWidth(200)
frame.criteria:SetJustifyH("LEFT")
frame.criteria:SetJustifyV("TOP")
--frame.criteria:SetPoint("BOTTOMRIGHT")
 
frame.bar = CreateFrame("StatusBar", "$parentBar", frame, "AchievementProgressBarTemplate")
frame.bar.text:SetFontObject("GameFontHighlight")
2134,7 → 2032,6
height = height + 20
else
str = str .. " - " .. cName .. "\n"
--height = height + 14
end
end
end
Options.lua
131,7 → 131,7
 
local iconBody = panel:CreateFontString(nil, "ARTWORK", "GameFontNormal")
iconBody:SetJustifyH("LEFT")
iconBody:SetWidth(380)
iconBody:SetWidth(370)
iconBody:SetTextColor(1,1,1)
iconBody:SetText("- There's a reward for completing this achievement.\n" ..
"- This achievement is currently being tracked.\n" ..
UrbanAchiever.toc
2,7 → 2,7
## Title: Urban Achiever
## Author: Syzgyn
## Notes: Improved Achievement Frame
## Version 0.7.1.wowi:revision
## Version 0.8.wowi:revision
## SavedVariables: UASV
## SavedVariablesPerCharacter: UASVPC