Quantcast WoWInterface: SVN - UrbanAchiever - Rev 162 - /trunk/Main.lua

WoWInterface SVN UrbanAchiever

[/] [trunk/] [Main.lua] - Rev 162

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--SKINNER ADD
--categoryStatusBar15165
--categoryStatusBar15117

local DBG = false
UrbanAchiever = LibStub("AceAddon-3.0"):NewAddon("UrbanAchiever", "AceConsole-3.0", "AceEvent-3.0", "AceHook-3.0")
local self = UrbanAchiever
-------------------------------------------------------------
--Locals
-------------------------------------------------------------
--bindings
BINDING_HEADER_URBANACHIEVER = "Urban Achiever"

local MAX_ACHIEVEMENTS = 13930 --last 13931
local menuTypes = {"PLAYER", "PARTY", "RAID_PLAYER"}
local playerFaction = UnitFactionGroup("player") == "Alliance" and 1 or 2

local moneyValues = {
        ["G"] = 10000,
        ["S"] = 100,
        ["C"] = 1,
}

local hiddenAchievements = {
        "<Hidden>",
        "<DND>",
        "(DNT)",
        "(KMS)",
        "Hidden Tracking",
        "(Hidden Character Achievement)"
}



self.categories = {
        ["achievements"] = {},
        ["statistics"] = {},
        ["guild"] = {},
}

self.masterList = {}
self.seriesList = {}
self.expandList = {}

self.isAchList = {}     --Used to see if id's are achievements or statistics or guild
self.isGuildList = {}   --Used to see if id's are achievements or statistics or guild

self.achieveList = {}

self.currentTab = "achievements"
self.currentCat = -1
self.currentAch = 0
self.currentSort = "completed d"

self.displayTable = {}

self.catOffset = 0
self.achOffset = 0
self.criteriaOffset = 0

self.isComparing = false
self.comparisonUnit = ""
self.comparisonFaction = ""

self.moneyFormats = {   --[1] = color, [2] = texture
        gold =   {"|cffffd700%i|r", "%i|TInterface\\MoneyFrame\\UI-GoldIcon:14:14:2:0|t"},
        silver = {"|cffc7c7cf%i|r", "%i|TInterface\\MoneyFrame\\UI-SilverIcon:14:14:2:0|t"},
        copper = {"|cffeda55f%i|r", "%i|TInterface\\MoneyFrame\\UI-CopperIcon:14:14:2:0|t"},
}

self.sortFuncs = {
        ["name d"] = function(a, b)
                local _
                _,a = GetAchievementInfo(a)
                _,b = GetAchievementInfo(b)
                return a < b
        end,

        ["name a"] = function(a, b)
                local _, a1, b1
                _,a1 = GetAchievementInfo(a)
                _,b1 = GetAchievementInfo(b)
                assert(a1, "a "..a)
                assert(b1, "b "..b)
                return a1 > b1
        end,

        ["points d"] = function(a, b)
                local _, a, b
                if self.isAchList[GetAchievementCategory(a)] or self.isGuildList[GetAchievementCategory(a)] then
                        _,_,a = GetAchievementInfo(a)
                else
                        a = GetStatistic(a)
                end
                if self.isAchList[GetAchievementCategory(b)] or self.isGuildList[GetAchievementCategory(b)] then
                        _,_,b = GetAchievementInfo(b)
                else
                        b = GetStatistic(b)
                end
                return a < b
        end,

        ["points a"] = function(a, b)
                local _, a, b
                if self.isAchList[GetAchievementCategory(a)] or self.isGuildList[GetAchievementCategory(a)] then
                        _,_,a = GetAchievementInfo(a)
                else
                        a = GetStatistic(a)
                end
                if self.isAchList[GetAchievementCategory(b)] or self.isGuildList[GetAchievementCategory(b)] then
                        _,_,b = GetAchievementInfo(b)
                else
                        b = GetStatistic(b)
                end
                return a > b
        end,

        ["completed d"] = function(a, b)
                local _,_,_,_,a1,a2,a3 = GetAchievementInfo(a)
                a1, a2, a3 = a1 or 0, a2 or 0, a3 or 0
                local _,_,_,_,b1,b2,b3 = GetAchievementInfo(b)
                b1, b2, b3 = b1 or 0, b2 or 0, b3 or 0
                if a3 ~= b3 then return a3 < b3 end     --Years first
                if a1 ~= b1 then return a1 < b1 end     --Then Months
                if a2 ~= b2 then return a2 < b2 end     --Finally Days
                return false            --They're exactly the same, return false
        end,

        ["completed a"] = function(a, b)
                local _,_,_,_,a1,a2,a3 = GetAchievementInfo(a)
                a1, a2, a3 = a1 or 0, a2 or 0, a3 or 0
                local _,_,_,_,b1,b2,b3 = GetAchievementInfo(b)
                b1, b2, b3 = b1 or 0, b2 or 0, b3 or 0
                if a3 ~= b3 then return a3 > b3 end     --Years first
                if a1 ~= b1 then return a1 > b1 end     --Then Months
                if a2 ~= b2 then return a2 > b2 end     --Finally Days
                return false            --They're exactly the same, return false
        end,

        ["compare d"] = function(a, b)
                if not self.isComparing then return false end
                --They're both achievements, go by date
                if (self.isAchList[GetAchievementCategory(a)] and self.isAchList[GetAchievementCategory(b)]) or (self.isGuildList[GetAchievementCategory(a)] and self.isGuildList[GetAchievementCategory(b)]) then
                        local _,a1,a2,a3 = GetAchievementComparisonInfo(a,1)
                        a1, a2, a3 = a1 or 0, a2 or 0, a3 or 0
                        local _,b1,b2,b3 = GetAchievementComparisonInfo(b,1)
                        b1, b2, b3 = b1 or 0, b2 or 0, b3 or 0
                        if a3 ~= b3 then return a3 < b3 end     --Years first
                        if a1 ~= b1 then return a1 < b1 end     --Then Months
                        if a2 ~= b2 then return a2 < b2 end     --Finally Days
                        return false            --They're exactly the same, return false
                else
                        if self.isAchList[GetAchievementCategory(a)] or self.isGuildList[GetAchievementCategory(a)] then
                                local _,a1, a2, a3 = GetAchievementComparisonInfo(a,1)
                                a = (a1 or "") .. "/" .. (a2 or "") .. "/" .. (a3 or "")
                        else
                                a = GetStatistic(a)
                        end

                        if self.isAchList[GetAchievementCategory(b)] or self.isGuildList[GetAchievementCategory(b)] then
                                local _,b1, b2, b3 = GetAchievementComparisonInfo(b,1)
                                b = (b1 or "") .. "/" .. (b2 or "") .. "/" .. (b3 or "")
                        else
                                b = GetStatistic(b)
                        end

                        return a < b
                end
        end,

        ["compare a"] = function(a, b)
                if not self.isComparing then return false end

                if (self.isAchList[GetAchievementCategory(a)] and self.isAchList[GetAchievementCategory(b)]) or (self.isGuildList[GetAchievementCategory(a)] and self.isGuildList[GetAchievementCategory(b)])  then
                        local _,a1,a2,a3 = GetAchievementComparisonInfo(a,1)
                        a1, a2, a3 = a1 or 0, a2 or 0, a3 or 0
                        local _,b1,b2,b3 = GetAchievementComparisonInfo(b,1)
                        b1, b2, b3 = b1 or 0, b2 or 0, b3 or 0
                        if a3 ~= b3 then return a3 > b3 end     --Years first
                        if a1 ~= b1 then return a1 > b1 end     --Then Months
                        if a2 ~= b2 then return a2 > b2 end     --Finally Days
                        return false            --They're exactly the same, return false
                end

                if self.isAchList[GetAchievementCategory(a)] or self.isGuildList[GetAchievementCategory(a)] then
                        local _,a1, a2, a3 = GetAchievementComparisonInfo(a,1)
                        a = (a1 or "") .. "/" .. (a2 or "") .. "/" .. (a3 or "")
                else
                        a = GetStatistic(a)
                end

                if self.isAchList[GetAchievementCategory(b)] or self.isGuildList[GetAchievementCategory(b)] then
                        local _,b1, b2, b3 = GetAchievementComparisonInfo(b,1)
                        b = (b1 or "") .. "/" .. (b2 or "") .. "/" .. (b3 or "")
                else
                        b = GetStatistic(b)
                end

                return a > b
        end
}

self.timers = {}

SLASH_URBANACHIEVER1 = "/urbanachiever"
SLASH_URBANACHIEVER2 = "/ua"
SlashCmdList["URBANACHIEVER"] = function(msg)
        if msg == "show" then
                self:ToggleFrame()
        else
                InterfaceOptionsFrame_OpenToCategory("Urban Achiever")
        end
end

--Saved Variable
UASVPC = {
        ["tracker"] = {
                ["x"] = UIParent:GetWidth()/2,
                ["y"] = UIParent:GetHeight()/2,
                ["scale"] = 1,
                ["list"] = {
                        [1] = 0,
                        [2] = 0,
                        [3] = 0,
                        [4] = 0,
                        [5] = 0,
                },
        },
        ["statCriteria"] = true,
        ["moneyAsColor"] = false,
        ["trackTimed"] = true,
}
-------------------------------------------------------------
--Local functions
-------------------------------------------------------------
local function debug(...)
        if DBG then print(...) end
        return
end

local GANC = GetAchievementNumCriteria
local function GetAchievementNumCriteria(...)
        return GANC(...) or 0
end
-------------------------------------------------------------
--Startup Stuff
-------------------------------------------------------------
function self:Initialize(event, name)
        self:UnregisterEvent("ADDON_LOADED")
        debug("Initializing")
        self:PopulateMasterList()

        self:PopulateCategories("achievements")
        self:PopulateCategories("statistics")
        self:PopulateCategories("guild")

        --self:PopulateAchievements("achievements")
        --self:PopulateAchievements("statistics")

        self:SetupFrames()

        UrbanAchiever:CreateOptions()
        self:PopulateAchieveList()
end

UrbanAchiever.hiddenAchievemen = {}

function self:PrintHidden()
        for k,v in pairs(UrbanAchiever.hiddenAchievemen) do
                print('["'..k..'"]   = 3,   --'.. v)
        end
end

function self:checkHidden(id)
        return true
        --[[local _, name, _, _, _, _, _, description = GetAchievementInfo(id)
        for k,v in pairs(hiddenAchievements) do 
                local hidden = string.find(name, v)
                if hidden ~= nil then
                        table.insert(UrbanAchiever.hiddenAchievemen, id, name)
                        return false
                end
                hidden = string.find(description, v)
                if hidden ~= nil then
                        table.insert(UrbanAchiever.hiddenAchievemen, id, name)
                        return false
                end
        end
        return true]]
end

function self:PopulateAchieveList()
        for id = 1, MAX_ACHIEVEMENTS do
                local category = GetAchievementCategory(id)
                if category and category ~= nil then
                        local _, _, _, completed = GetAchievementInfo(id)
                        if not (UrbanAchiever.factionAchs[tostring(id)] and UrbanAchiever.factionAchs[tostring(id)] ~= playerFaction) and self:checkHidden(id) then
                                if(type(self.achieveList[category]) == "table") then
                                        table.insert(self.achieveList[category], id, completed)
                                else
                                        self.achieveList[category] = {[id] = completed}
                                end
                        end
                end
        end
end

function self:OnEnable()
        self:RegisterEvent("ADDON_LOADED", "Initialize")
        self:RegisterEvent("ACHIEVEMENT_EARNED", function(self1,arg1)
                self:SetDisplayAchievement()
                local searchString = self:GetSearchString(arg1)
                self.masterList[arg1] = {
                        ["searchString"] = searchString:lower(),
                }
                RemoveTrackedAchievement(arg1)
        end)
        self:RegisterEvent("CRITERIA_UPDATE", function()
                self:RefreshCriteriaButtons()
        end)

        self:RegisterEvent("INSPECT_ACHIEVEMENT_READY", function()
                if self.isComparing then
                        self:ComparisonUpdate()
                        self:RefreshAchievementButtons(false)
                        self.frame:Show()
                end
        end)

        --I loooooove that this event gets called for any achievement, not just when you're tracking it.
        --I loooove it too because it's wireldy return 0 at idAchievement for 5.4 cooking daily...
        self:RegisterEvent("TRACKED_ACHIEVEMENT_UPDATE", function(event, ...)
                local idAchievement, criteriaID, elapsed, duration = ...
                if idAchievement == 0 or idAchievement == "0" or not elapsed or not duration or not UASVPC.trackTimed then return end

                if elapsed < duration then
                        AddTrackedAchievement(idAchievement)
                elseif IsTrackedAchievement(idAchievement) and elapsed >= duration then
                        RemoveTrackedAchievement(idAchievement)
                end
        end)

        --Use a different button so InspectAchievements() doesnt get called.  Easier hooking.
        UnitPopupButtons["UA_ACHIEVEMENTS"] = { text = COMPARE_ACHIEVEMENTS, dist = 1 };
        --Replace their Achievement Button with mine.
        for j = 1, #menuTypes do
                local t = menuTypes[j]
                for i = 1, #UnitPopupMenus[t] do
                        if UnitPopupMenus[t][i] == "ACHIEVEMENTS" then
                                UnitPopupMenus[t][i] = "UA_ACHIEVEMENTS"
                                break
                        end
                end
        end

        SlashCmdList["ACHIEVEMENTUI"] = function(msg)
                self:ToggleFrame()
        end

        self:HookAlertFrames()
        self:HookMicroMenu()
        self:HookWatchFrame()

        self:SecureHook("UnitPopup_ShowMenu")
end

function self:OnDisable()
        self:UnregisterEvent("ADDON_LOADED")
        self:UnregisterEvent("ACHIEVEMENT_EARNED")
        self:UnregisterEvent("CRITERIA_UPDATE")

        --Go back to the original button.
        for j = 1, #menuTypes do
                local t = menuTypes[j]
                for i = 1, #UnitPopupMenus[t] do
                        if UnitPopupMenus[t][i] == "UA_ACHIEVEMENTS" then
                                UnitPopupMenus[t][i] = "ACHIEVEMENTS"
                                break
                        end
                end
        end
end
-------------------------------------------------------------
--Hooking Stuff
-------------------------------------------------------------
function self:UnitPopup_ShowMenu(dropdownMenu, which, unit, name, userData, ...)
        for i=1, UIDROPDOWNMENU_MAXBUTTONS do
                local button = _G["DropDownList"..UIDROPDOWNMENU_MENU_LEVEL.."Button"..i];
                if button.value == "UA_ACHIEVEMENTS" then
                        button.func = function()
                                self:SetComparisonUnit(unit)
                        end
                end
        end
end

function self:HookAlertFrames()
        if not AchievementFrame then
                AchievementFrame_LoadUI()
        end

        CreateFrame("Button", "AchievementAlertFrame1", UIParent, "AchievementAlertFrameTemplate")
        AchievementAlertFrame1:SetPoint("BOTTOM", UIParent, "BOTTOM", 0, 128)
        CreateFrame("Button", "AchievementAlertFrame2", UIParent, "AchievementAlertFrameTemplate")
        AchievementAlertFrame2:SetPoint("BOTTOM", AchievementAlertFrame1, "TOP", 0, -10)

        AchievementAlertFrame1:SetScript("OnClick", function(button)
                local id = button.id
                self.frame:Show()
                self:SetDisplayAchievement(id, true)
                self:SetCategory(id)
        end)

        AchievementAlertFrame2:SetScript("OnClick", function(button)
                local id = button.id
                self.frame:Show()
                self:SetDisplayAchievement(id, true)
                self:SetCategory(id)
        end)
end

function self:HookMicroMenu()
        AchievementMicroButton:SetScript("OnClick", function()
                self:ToggleFrame()
        end)

        AchievementMicroButton:SetScript("OnEnter", function(frame)
                frame.tooltipText = MicroButtonTooltipText(ACHIEVEMENT_BUTTON, "URBANACHIEVER_TOGGLE")
                GameTooltip_AddNewbieTip(frame, frame.tooltipText, 1.0, 1.0, 1.0, NEWBIE_TOOLTIP_ACHIEVEMENT);
        end)
end

function self:HookWatchFrame()
        local oldWatchFrameLinkButtonTemplate_OnLeftClick = WatchFrameLinkButtonTemplate_OnLeftClick

        WatchFrameLinkButtonTemplate_OnLeftClick = function(this)
                CloseDropDownMenus()
                if ( this.type == "QUEST" ) then
                        if IsModifiedClick("SELFCAST") then
                                RemoveQuestWatch(GetQuestIndexForWatch(this.index))
                                WatchFrame_Update()
                        else
                                QuestLog_SetSelection(GetQuestIndexForWatch(this.index))
                        end
                elseif ( this.type == "ACHIEVEMENT" ) then
                        if IsModifiedClick("SELFCAST") then
                                RemoveTrackedAchievement(this.index)
                        else
                                if not self.frame:IsShown() then
                                        self.frame:Show()
                                end
                                self:SetDisplayAchievement(this.index, true)
                        end
                end
        end
end
-------------------------------------------------------------
--Utilities
-------------------------------------------------------------
function self:InsertIntoChat(id)
        --Taken from Historian, thanks Ixchael!
        if (GetCurrentKeyBoardFocus() == nil) then
                return;
        end;

        if not GetCurrentKeyBoardFocus():IsVisible() then
                GetCurrentKeyBoardFocus():Show();
        end;

        GetCurrentKeyBoardFocus():Insert(GetAchievementLink(id));
end

function self:SortDisplayTable(sortStr)
        local dir = "d"
        if self.currentSort == sortStr .. " d" then
                dir = "a"
        end
        sortStr = sortStr .. " " .. dir
        self:RefreshAchievementButtons(sortStr)
        self.currentSort = sortStr
end

function preserveSort(t, f)     --table.sort sucks!
        local temp
        for a = 1, #t, 1 do
                for b = #t, a + 1, -1 do
                        if f(t[b-1], t[b]) then
                                temp = t[b-1]
                                t[b-1] = t[b]
                                t[b] = temp
                        end
                end
        end
end

function self:Search(searchStr)
        if searchStr == "" then return end --no point in returning everything
        searchStr = searchStr:lower()
        local searchTable = {strsplit(" ", searchStr)}
        local result = true
        self.displayTable = {}
        
        if type(searchStr) == "number" and self.masterList[searchStr] ~= nil then
                tinsert(self.displayTable, searchStr)
        else
                for a = 1, MAX_ACHIEVEMENTS do
                        if self.masterList[a] then
                                result = true
                                for _, v in next, searchTable do
                                        if not self.masterList[a].searchString:find(v) then result = false break end
                                end
                                if result then
                                        tinsert(self.displayTable, a)
                                end
                        end
                end
        end
        
        self.currentCat = -2
        self:RefreshAchievementButtons("name a")
end

function self:GetSearchString(id)
        if not type(id) == "number" then return end
        local retok, id, name, points, completed, month, day, year, description, _,_, reward = pcall (GetAchievementInfo,id)
        if not retok or not id then return nil end
        if not id then return nil end
        if completed then
                if year < 10 then
                        year = "0" .. year;
                end
                if (GetLocale() == "frFR" or GetLocale() == "ruRU") then
                        completed = day .. "/" .. month .. "/" .. year;
                else
                        if (GetLocale() == "deDE") then
                                completed = day .. "." .. month .. "." .. year;
                        else
                                completed = month .. "/" .. day .. "/" .. year;
                        end
                end
        else
                completed = "";
        end
        --searchString will be used as a basis of the searching, instead of looping through all the sub-arrays
        local searchStr = name .. "; " .. points .. "; " .. completed  .. "; " .. description .. "; " .. reward .. "; "

        --Add the criteria info
        for a=1, GetAchievementNumCriteria(id) do
                local _, criteriaName = pcall(GetAchievementCriteriaInfo, id, a)
                searchStr = searchStr .. (criteriaName or "") .. "; "
        end
        --Add all the info to the master list
        return searchStr:lower()
end

function UrbanAchiever_CatButtonScroll(self1, arg1)
        --arg1 = 1 for up, -1 for down
        if IsShiftKeyDown() then arg1 = arg1 * 5 end    --Shift = longer scroll
        local sMin, sMax = self.frame.catScroll:GetMinMaxValues()
        self.catOffset = math.min(sMax, math.max(sMin, self.catOffset+ (arg1 * -1)))
        self.frame.catScroll:SetValue(self.catOffset)
end

function UrbanAchiever_AchButtonScroll(self1, arg1)
        --arg1 = 1 for up, -1 for down
        if IsShiftKeyDown() then arg1 = arg1 * 5 end    --Shift = longer scroll
        local sMin, sMax = self.frame.achScroll:GetMinMaxValues()
        self.achOffset = math.min(sMax, math.max(sMin, self.achOffset+ (arg1 * -1)))
        self.frame.achScroll:SetValue(self.achOffset)
end

function UrbanAchiever_CriteriaButtonScroll(self1, arg1)
        --arg1 = 1 for up, -1 for down
        if IsShiftKeyDown() then arg1 = arg1 * 5 end    --Shift = longer scroll
        local sMin, sMax = self.frame.criteriaScroll:GetMinMaxValues()
        self.criteriaOffset = math.min(sMax, math.max(sMin, self.criteriaOffset+ (arg1 * -1)))
        self.frame.criteriaScroll:SetValue(self.criteriaOffset)
end

function self:ToggleFrame()
        if self.frame == nil then self:Initialize("","") end
        if self.frame == nil then return end
        if self.frame:IsShown() then
                self.frame:Hide()
        else
                self.frame:Show()
        end
end

function self:SetCategory(id)
        if id == nil then id = self.currentAch end
        if not self.masterList[id] then return end

        local category = GetAchievementCategory(id)
        if self.isAchList[category] then
                self.currentTab = "achievements"
        else
                if self.isGuildList[category] then
                        self.currentTab = "guild"
                else
                        self.currentTab = "statistics"
                end
        end

        self.currentCat = category
        local _, catParent = GetCategoryInfo(category)
        if catParent ~= -1 then --It's a child category, expand the parent
                for k, v in next, self.categories[self.currentTab] do
                        if v.id == catParent then
                                v.collapsed = false
                                break
                        end
                end
        end
        self:RefreshCategoryButtons()
        self:RefreshAchievementButtons(nil, id)
end

function self:FormatMoney(compMin, compMax)
        local fIndex = UASVPC.moneyAsColor and 1 or 2
        local fSpace = UASVPC.moneyAsColor and "." or " "
        --compMin =  1368980
        --compMax = 10000000
        compMin = tostring(compMin)
        compMax = tostring(compMax)
        local length = compMin:len()
        local gold, silver, copper = "","",""
        if length <= 2 then             --      1-2
                copper = compMin
        elseif length <= 4 then --      3-4
                silver = compMin:sub(1, length - 2)
                copper = compMin:sub(length-1)
        else                                    --      5+
                gold =   compMin:sub(1, length-4)
                silver = compMin:sub(length-3, length-2)
                copper = compMin:sub(length-1)
        end
        gold   = tonumber(gold)   or 0
        silver = tonumber(silver) or 0
        copper = tonumber(copper) or 0

        if gold >   0 then gold   = format(self.moneyFormats.gold[fIndex],   gold)       else gold   = "" end
        if silver > 0 then silver = format(self.moneyFormats.silver[fIndex], silver) else silver = "" end
        if copper > 0 then copper = format(self.moneyFormats.copper[fIndex], copper) else copper = "" end

        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
end

function self:StrToMoney(str)
        str = tostring(str)
        if not str:find("|T") then return str end
        local result = 0
        for num, value in str:gmatch("(%d+)|T.-UI%-(.)") do
                result = result + (num * moneyValues[value])
        end
        return tostring(result)
end

function self:FormatString(str)
        if not str:find("|T") then return str end
        local cur, max
        local t = {string.split("/", str)}
        if t[2] then    --There is a max string
                cur, max = self:FormatMoney(self:StrToMoney(t[1]), self:StrToMoney(t[2]))
                return cur .. " / " .. max
        else                    --No max string, fake one and ignore it.
                cur = self:FormatMoney(self:StrToMoney(t[1]), 10000)
                return cur
        end
end
-------------------------------------------------------------
--Frame Stuff
-------------------------------------------------------------

function self:HideCategorySum()
        self.categoryFrame:Hide()
end
function self:ShowCategorySum()
        self.categoryFrame:Show()
end
function self:HideCategorySumGuild()
        self.categoryFrameGuilde:Hide()
end
function self:ShowCategorySumGuild()
        self.categoryFrameGuilde:Show()
end

function self:SetupFrames()
        if self.frame then self.frame:Show() return end
        --Start with the frame and backdrop
        self.frame = CreateFrame("Frame", "UrbanAchieverFrame", UIParent)
        self.frame:SetBackdrop({
                edgeFile = "Interface\\DialogFrame\\UI-DialogBox-Border", tile = true, tileSize = 32, edgeSize = 32,
                insets = {left = 11, right = 12, top = 12, bottom = 11}
        })
        self.frame.backdrop = self.frame:CreateTexture("$parentBG", "BACKGROUND")
        self.frame.backdrop:SetPoint("TOPLEFT", 6, -6)
        self.frame.backdrop:SetPoint("BOTTOMRIGHT", -6, 6)
        self.frame.backdrop:SetTexture("Interface\\AchievementFrame\\UI-Achievement-StatsBackground")

        self.frame:SetWidth(632)
        self.frame:SetHeight(535)
        self.frame:SetPoint("CENTER")
        self.frame:SetFrameStrata("DIALOG")
        self.frame:EnableMouse(true)
        self.frame:SetMovable(true)

        self.frame:SetScript("OnMouseDown",function(self1,arg1)
                if ( arg1 == "LeftButton" ) then
                        self.frame:StartMoving()
                end
        end)
        self.frame:SetScript("OnMouseUp",function(self1,arg1)
                if ( arg1 == "LeftButton" ) then
                        self.frame:StopMovingOrSizing()
                end
        end)

        self.categoryFrame = CreateFrame("Frame", "UrbanAchieverFrame", self.frame)
        self.categoryFrame:SetBackdrop({
                edgeFile = "Interface\\DialogFrame\\UI-DialogBox-Border", tile = true, tileSize = 32, edgeSize = 32,
                insets = {left = 11, right = 12, top = 12, bottom = 11}
        })
        self.categoryFrame.backdrop = self.categoryFrame:CreateTexture("$parentBG", "BACKGROUND")
        self.categoryFrame.backdrop:SetPoint("TOPLEFT", 6, -6)
        self.categoryFrame.backdrop:SetPoint("BOTTOMRIGHT", -6, 6)
        self.categoryFrame.backdrop:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment")
        self.categoryFrame.backdrop:SetTexCoord(0,.5,0,1)
        self.categoryFrame:SetWidth(260)
        self.categoryFrame:SetHeight(470)
        self.categoryFrame:SetPoint("LEFT", self.frame, "RIGHT", -12, 0)

        self.categoryFrameGuilde = CreateFrame("Frame", "UrbanAchieverFrame", self.frame)
        self.categoryFrameGuilde:SetBackdrop({
                edgeFile = "Interface\\DialogFrame\\UI-DialogBox-Border", tile = true, tileSize = 32, edgeSize = 32,
                insets = {left = 11, right = 12, top = 12, bottom = 11}
        })
        self.categoryFrameGuilde.backdrop = self.categoryFrameGuilde:CreateTexture("$parentBG", "BACKGROUND")
        self.categoryFrameGuilde.backdrop:SetPoint("TOPLEFT", 6, -6)
        self.categoryFrameGuilde.backdrop:SetPoint("BOTTOMRIGHT", -6, 6)
        self.categoryFrameGuilde.backdrop:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment")
        self.categoryFrameGuilde.backdrop:SetTexCoord(0,.5,0,1)
        self.categoryFrameGuilde:SetWidth(260)
        self.categoryFrameGuilde:SetHeight(240)
        self.categoryFrameGuilde:SetPoint("LEFT", self.frame, "RIGHT", -12, 0)

        --Initialize arrays
        self.frame.catButtons = {}
        self.frame.achButtons = {}
        self.frame.tabButtons = {}
        self.frame.achSort = {}

        --Header
        local header = self.frame:CreateTexture("$parentHeader", "ARTWORK")
        header:SetTexture("Interface\\DialogFrame\\UI-DialogBox-Header")
        header:SetWidth(256)
        header:SetHeight(64)
        header:SetPoint("TOP")

        --Points Display Shield
        local shield = self.frame:CreateTexture("$parentPointShield", "ARTWORK")
        shield:SetTexture("Interface\\AchievementFrame\\UI-Achievement-TinyShield")
        shield:SetWidth(20)
        shield:SetHeight(20)
        shield:SetPoint("TOP", 76, -14)
        shield:SetTexCoord(0, 0.6, 0, 0.6)

        --Header Text
        local headerText = self.frame:CreateFontString("$parentHeaderText", "ARTWORK", "GameFontNormal")
        headerText:SetText("Urban Achiever")
        headerText:SetPoint("CENTER", header, 0, 12)

        --Points Text
        self.pointsText = self.frame:CreateFontString("$parentPointText", "ARTWORK", "GameFontNormal")
        self.pointsText:SetPoint("LEFT", shield, "RIGHT", 0, 2)

        --Comparison parent frame
        self.comparison = CreateFrame("Frame", nil, self.frame)

        --Comparison Points Text
        self.compPointsText = self.comparison:CreateFontString("$parentCompPointText", "ARTWORK", "GameFontNormal")
        self.compPointsText:SetText("12345")
        self.compPointsText:SetPoint("TOPRIGHT", self.frame, "TOP", -67, -14)

        --Comparison Points Display Shield
        self.compShield = self.comparison:CreateTexture("$parentCompPointShield", "ARTWORK")
        self.compShield:SetTexture("Interface\\AchievementFrame\\UI-Achievement-TinyShield")
        self.compShield:SetWidth(20)
        self.compShield:SetHeight(20)
        self.compShield:SetPoint("RIGHT", self.compPointsText, "LEFT", 0, -2)
        self.compShield:SetTexCoord(0, 0.6, 0, 0.6)

        --Comparison Header Text
        self.compHeaderText = self.comparison:CreateFontString("$parentCompHeaderText", "ARTWORK", "GameFontNormal")
        self.compHeaderText:SetText(UAComparing .. " [Name here]")
        self.compHeaderText:SetPoint("RIGHT", self.compShield, "LEFT", -5, 2)

        --Category Frame
        self.frame.category = CreateFrame("Frame", "$parentCategoryFrame", self.frame)
        self.frame.category:SetWidth(190)
        self.frame.category:SetHeight(470)
        self.frame.category:SetBackdrop({
                edgeFile = "Interface\\DialogFrame\\UI-DialogBox-Border", tile = true, tileSize = 32, edgeSize = 32,
                insets = {left = 11, right = 12, top = 12, bottom = 11}
        })
        self.frame.category.backdrop = self.frame.category:CreateTexture("$parentBG", "BACKGROUND")
        self.frame.category.backdrop:SetPoint("TOPLEFT", 6, -6)
        self.frame.category.backdrop:SetPoint("BOTTOMRIGHT", -6, 6)
        self.frame.category.backdrop:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment")
        self.frame.category.backdrop:SetTexCoord(0,.5,0,1)
        self.frame.category:SetPoint("RIGHT", self.frame, "LEFT", 12, 0)

        --Tab Buttons
        self.frame.tabButtons[1] = self:CreateTab("$parentTab1", self.frame, UAAchievement, "achievements")
        self.frame.tabButtons[1]:SetPoint("TOPLEFT", self.frame, "BOTTOMLEFT", 20, 6)

        self.frame.tabButtons[2] = self:CreateTab("$parentTab1", self.frame, UAStatistic, "statistics")
        self.frame.tabButtons[2]:SetPoint("TOPLEFT", self.frame.tabButtons[1], "TOPRIGHT", 5, 0)

        self.frame.tabButtons[3] = self:CreateTab("$parentTab1", self.frame, UAGuild, "guild")
        self.frame.tabButtons[3]:SetPoint("TOPLEFT", self.frame.tabButtons[2], "TOPRIGHT", 5, 0)

        --Category Buttons
        self.frame.catButtons[1] = self:CreateCategoryButton("$parentCatButton1", self.frame.category)
        self.frame.catButtons[1]:SetPoint("TOPLEFT", self.frame.category, 17, -17)
        for i=2, 21 do
                self.frame.catButtons[i] = self:CreateCategoryButton("$parentCatButton"..i, self.frame.category)
                self.frame.catButtons[i]:SetPoint("TOPLEFT", self.frame.catButtons[i-1], "BOTTOMLEFT", 0, -5)
        end

        --Achievement Buttons
        self.frame.achButtons[1] = self:CreateAchievementButton("$parentAchButton1", self.frame, 1)
        self.frame.achButtons[1]:SetPoint("TOPLEFT", 12, -90)
        self.frame.achButtons[1]:SetScript("OnEnter", function(self)
                if UrbanAchiever.currentTab == "guild" then
                        GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
                        UrbanAchiever:CheckGuildMembersTooltip(self);
                        GameTooltip:Show();
                else
                        if UrbanAchiever.currentTab == "achievements" then
                                GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
                                UrbanAchiever:CheckCharOwnerTooltip(self);
                                GameTooltip:Show();
                        end
                end
        end)
        self.frame.achButtons[1]:SetScript("OnLeave", function(self)
                GameTooltip:Hide();
                guildMemberRequestFrame = nil;
        end)
        for i=2, 27 do
                self.frame.achButtons[i] = self:CreateAchievementButton("$parentAchButton" .. i, self.frame)
                self.frame.achButtons[i]:SetPoint("TOPLEFT", self.frame.achButtons[i-1], "BOTTOMLEFT")
                self.frame.achButtons[i]:SetScript("OnEnter", function(self)
                        if UrbanAchiever.currentTab == "guild" then
                                GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
                                UrbanAchiever:CheckGuildMembersTooltip(self);
                                GameTooltip:Show();
                        else
                                if UrbanAchiever.currentTab == "achievements" then
                                        GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
                                        UrbanAchiever:CheckCharOwnerTooltip(self);
                                        GameTooltip:Show();
                                end
                        end
                end)
                self.frame.achButtons[i]:SetScript("OnLeave", function(self)
                        GameTooltip:Hide();
                        guildMemberRequestFrame = nil;
                end)
        end

        --Achievement Sort Buttons
        self.frame.achSort.name = self:CreateAchievementSortButton("$parentSortNameButton", 190, self.frame, UASORT_Name, "name")
        self.frame.achSort.name:SetPoint("BOTTOMLEFT", self.frame.achButtons[1], "TOPLEFT", 10, 1)

        self.frame.achSort.points = self:CreateAchievementSortButton("$parentSortPointsButton", 36, self.frame, UASORT_Points, "points")
        self.frame.achSort.points:SetPoint("LEFT", self.frame.achSort.name, "RIGHT", 1, 0)

        self.frame.achSort.completed = self:CreateAchievementSortButton("$parentSortCompletedButton", 62, self.frame, UASORT_Date, "completed")
        self.frame.achSort.completed:SetPoint("LEFT", self.frame.achSort.points, "RIGHT", 1, 0)

        self.frame.achSort.comparison = self:CreateAchievementSortButton("$parentSortComparisonButton", 70, self.frame, UASORT_Compare, "compare")
        self.frame.achSort.comparison:SetPoint("LEFT", self.frame.achSort.completed, "RIGHT", 1, 0)
        self.frame.achSort.comparison:Hide()

        --Close Button
        self.frame.close = CreateFrame("Button", "$parentCloseButton", self.frame, "UIPanelCloseButton")
        self.frame.close:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", -4, -5)

        --Category Toggle Button
        self.frame.catToggle = CreateFrame("Button", "$parentCategoryToggleButton", self.frame)
        self.frame.catToggle:SetNormalTexture("Interface\\Buttons\\UI-SpellbookIcon-PrevPage-Up")
        self.frame.catToggle:SetPushedTexture("Interface\\Buttons\\UI-SpellbookIcon-PrevPage-Down")
        self.frame.catToggle:SetHighlightTexture("Interface\\Buttons\\ButtonHilight-Round", "ADD")
        self.frame.catToggle:SetWidth(32)
        self.frame.catToggle:SetHeight(32)
        self.frame.catToggle:SetPoint("BOTTOMLEFT", self.frame.achButtons[1], "TOPLEFT", 5, 21)
        self.frame.catToggle:SetScript("OnClick", function()
                if self.frame.category:IsShown() then
                        self.frame.category:Hide()
                else
                        self.frame.category:Show()
                end
        end)

        --Search Editbox
        self.frame.editbox = self:CreateEditbox(self.frame)
        self.frame.editbox:SetWidth(200)
        self.frame.editbox:SetPoint("TOPLEFT", self.frame.catToggle, "TOPRIGHT", 10, 0)

        --Achievements Earned Progress Bar

        self.frame.summaryBar = CreateFrame("StatusBar", "$parentBar", self.frame, "AchievementFrameSummaryCategoryTemplate")
        self.frame.summaryBar:SetPoint("LEFT", self.frame.editbox, "RIGHT", 10, -5)
        self.frame.summaryBar:SetScript("OnShow", function(self)
                if self:GetID() ~= nil then
                        local totalAchievements, totalCompleted
                        local titleCategory = GetCategoryInfo(self:GetID())
                        if UrbanAchiever.isComparing or self:GetID() == -1 then
                                if self:GetID() ~= -1 then
                                        totalAchievements, totalCompleted = GetCategoryNumAchievements(self:GetID());
                                else
                                        local inGuild
                                        if UrbanAchiever.currentTab == "guild" then
                                                inGuild = true
                                        else
                                                inGuild = false
                                        end
                                        titleCategory = UAAchievEarned
                                        totalAchievements, totalCompleted = GetNumCompletedAchievements(inGuild);
                                end
                        else
                                totalAchievements, totalCompleted = AchievementFrame_GetCategoryTotalNumAchievements(self:GetID(), true);
                        end
                        self.text:SetText(string.format("%d/%d", totalCompleted, totalAchievements));
                        self:SetMinMaxValues(0, totalAchievements);
                        self:SetValue(totalCompleted);
                        self:RegisterEvent("ACHIEVEMENT_EARNED");
                        self.name:SetText(titleCategory)
                end
        end)
        self.frame.summaryBar:SetScript("OnHide", function(self)
                AchievementFrameSummaryCategory_OnHide(self)
        end)
        self.frame.summaryBar:SetWidth(200)
        self.frame.summaryBar:SetHeight(21)
        self.frame.summaryBar.text:ClearAllPoints()
        self.frame.summaryBar.text:SetPoint("RIGHT", -5, 0)
        self.frame.summaryBar.text:SetJustifyH("RIGHT")
        self.frame.summaryBar.name = self.frame.summaryBar:CreateFontString("$parentName", "OVERLAY", "GameFontHighlightSmall")
        self.frame.summaryBar.name:SetPoint("LEFT", 5, 0)
        self.frame.summaryBar.name:SetJustifyH("LEFT")
        self.frame.summaryBar.name:SetWidth(300)

        --Create Each Category Progress Bar
        local lastFrame
        local idxCat = 0
        for i,id in ipairs(GetCategoryList()) do
                local tittleCat, parentCatID = GetCategoryInfo(id)
                --15234 = Héritage
                --81 = Tours de force
                if ( parentCatID == -1 ) and id ~= 15234 and id ~= 81 then
                        idxCat, lastFrame = self:createCategoryStatusBar(id, idxCat, lastFrame, tittleCat, self.categoryFrame)
                end
        end

        local lastFrame
        local idxCat = 0
        for i,id in ipairs(GetGuildCategoryList()) do
                local tittleCat, parentCatID = GetCategoryInfo(id)
                --15093 = Tours de force de guilde
                if (parentCatID == -1 or parentCatID == 15076) and id ~= 15093 then
                        idxCat, lastFrame = self:createCategoryStatusBar(id, idxCat, lastFrame, tittleCat, self.categoryFrameGuilde)
                end
        end


        --Achievements Earned Comparison Progress Bar
        self.frame.comparisonSummaryBar = CreateFrame("StatusBar", "$parentComparisonBar", self.frame, "AchievementFrameSummaryCategoryTemplate")
        self.frame.comparisonSummaryBar:SetPoint("LEFT", self.frame.summaryBar, "RIGHT", 10, 0)
        self.frame.comparisonSummaryBar:SetScript("OnShow", function(self)
                if self:GetID() ~= nil then
                        if UrbanAchiever.isComparing then
                                local totalAchievements, totalCompleted
                                if self:GetID() ~= -1 then
                                        totalAchievements = GetCategoryNumAchievements(self:GetID());
                                        totalCompleted = GetComparisonCategoryNumAchievements(self:GetID())
                                else
                                        local inGuild
                                        if UrbanAchiever.currentTab == "guild" then
                                                inGuild = true
                                        else
                                                inGuild = false
                                        end
                                        totalAchievements, totalCompleted = GetNumComparisonCompletedAchievements(inGuild)
                                end
                                self.text:SetText(string.format("%d/%d", totalCompleted, totalAchievements));
                                self:SetMinMaxValues(0, totalAchievements);
                                self:SetValue(totalCompleted);
                                self:RegisterEvent("ACHIEVEMENT_EARNED");
                        end
                end
        end)
        self.frame.comparisonSummaryBar:SetScript("OnHide", function(self)
                AchievementFrameSummaryCategory_OnHide(self)
        end)
        self.frame.comparisonSummaryBar:SetWidth(200)
        self.frame.comparisonSummaryBar:SetHeight(21)
        self.frame.comparisonSummaryBar.text:ClearAllPoints()
        self.frame.comparisonSummaryBar.text:SetPoint("RIGHT", -5, 0)
        self.frame.comparisonSummaryBar.text:SetJustifyH("RIGHT")
        self.frame.comparisonSummaryBar.name = self.frame.comparisonSummaryBar:CreateFontString("$parentName", "OVERLAY", "GameFontHighlightSmall")
        self.frame.comparisonSummaryBar.name:SetPoint("LEFT", 5, 0)
        self.frame.comparisonSummaryBar.name:SetJustifyH("LEFT")
        self.frame.comparisonSummaryBar.name:SetWidth(300)
        self.frame.comparisonSummaryBar:Hide()

        --Category Scroll Bar
        self.frame.catScroll = CreateFrame("Slider", "$parentCatSlider", self.frame.category, "UIPanelScrollBarTemplate")
        self.frame.catScroll:SetPoint("TOPLEFT", self.frame.catButtons[2], "TOPRIGHT")
        self.frame.catScroll:SetPoint("BOTTOMLEFT", self.frame.catButtons[#self.frame.catButtons - 1], "BOTTOMRIGHT")
        self.frame.catScroll:SetWidth(16)
        self.frame.catScroll:SetMinMaxValues(0,0)
        self.frame.catScroll:SetValueStep(1)
        self.frame.catScroll:SetScript("OnValueChanged", UrbanAchiever_OnCatScroll)
        self.frame.catScroll:SetValue(1)

        --Achievement Button Scroll Bar
        self.frame.achScroll = CreateFrame("Slider", "$parentAchSlider", self.frame, "UIPanelScrollBarTemplate")
        self.frame.achScroll:SetPoint("TOPLEFT", self.frame.achButtons[2], "TOPRIGHT")
        self.frame.achScroll:SetPoint("BOTTOMLEFT", self.frame.achButtons[#self.frame.achButtons - 1], "BOTTOMRIGHT")
        self.frame.achScroll:SetWidth(16)
        self.frame.achScroll:SetMinMaxValues(0,0)
        self.frame.achScroll:SetValueStep(1)
        self.frame.achScroll:SetScript("OnValueChanged",UrbanAchiever_OnAchScroll)
        self.frame.achScroll:SetValue(1)

        --Achievement Display Frame
        self.frame.display = CreateFrame("Frame", "$parentDisplayFrame", self.frame)
        self.frame.display.backdrop = self.frame.display:CreateTexture("$parentBG", "BACKGROUND")
        self.frame.display.backdrop:SetPoint("TOPLEFT")
        self.frame.display.backdrop:SetPoint("BOTTOMRIGHT")
        self.frame.display:SetWidth(290)
        self.frame.display:SetHeight(500)
        self.frame.display:SetPoint("TOPRIGHT", -13, -75) -- , self.frame.achButtons[1], "TOPRIGHT", 19, 0)
        self.frame.display:Hide()

        --Display Icon
        self.frame.display.icon = self.frame.display:CreateTexture(nil, "ARTWORK")
        self.frame.display.icon:SetWidth(64)
        self.frame.display.icon:SetHeight(64)
        self.frame.display.icon:SetPoint("TOPLEFT")
        --self.frame.display.icon:SetHighlightTexture("Interface\\Buttons\\ButtonHilight-Square", "ADD")
        --self.frame.display.icon:SetScript("OnClick", function()
        --      self:InsertIntoChat(self.currentAch)
        --end)

        --Display Name
        self.frame.display.name = self.frame.display:CreateFontString("$parentName", "ARTWORK", "AchievementPointsFont")
        self.frame.display.name:SetPoint("TOPLEFT", self.frame.display.icon, "TOPRIGHT", 5, 0)
        --self.frame.display.name:SetPoint("TOPRIGHT", -15,-15)
        self.frame.display.name:SetWidth(220)
        self.frame.display.name:SetHeight(70)
        self.frame.display.name:SetJustifyH("CENTER")
        self.frame.display.name:SetJustifyV("TOP")

        --Display Shield Icon
        self.frame.display.shield = self.frame.display:CreateTexture("$parentShield", "ARTWORK")
        self.frame.display.shield:SetPoint("TOPLEFT", self.frame.display.icon, "BOTTOMLEFT", 0, -5)
        self.frame.display.shield:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Shields")
        self.frame.display.shield:SetTexCoord(0, 0.5, 0.5, 1);
        self.frame.display.shield:SetWidth(64)
        self.frame.display.shield:SetHeight(64)

        --Display Points
        self.frame.display.points = self.frame.display:CreateFontString("$parentPoints", "ARTWORK", "AchievementPointsFont")
        self.frame.display.points:SetPoint("CENTER", self.frame.display.shield, "CENTER", 0, 3)

        --Display Description
        self.frame.display.desc = self.frame.display:CreateFontString("$parentDescription", "ARTWORK", "GameFontNormal")
        self.frame.display.desc:SetPoint("TOPLEFT", self.frame.display.shield, "TOPRIGHT", 5, 0)
        --self.frame.display.desc:SetPoint("BOTTOMRIGHT", self.frame.display, "TOPRIGHT", -15,-109)
        self.frame.display.desc:SetWidth(220)
        self.frame.display.desc:SetHeight(65)
        self.frame.display.desc:SetTextColor(1,1,1)

        --Display Reward
        self.frame.display.reward = self.frame.display:CreateFontString("$parentReward", "ARTWORK", "GameFontNormal")
        self.frame.display.reward:SetWidth(270)
        self.frame.display.reward:SetPoint("TOP", self.frame.display, "TOP", 0, -127)
        self.frame.display.reward:SetTextColor(1,1,1)

        --Display completed
        self.frame.display.completed = self.frame.display:CreateFontString("$parentReward", "ARTWORK", "GameFontNormal")
        self.frame.display.completed:SetPoint("TOP", self.frame.display, "TOP", 0, -60)
        self.frame.display.completed:SetTextColor(0,1,0)

        --Display repCriteria
        self.frame.display.repCriteria = self.frame.display:CreateFontString("$parentReward", "ARTWORK", "GameFontNormal")
        self.frame.display.repCriteria:SetPoint("BOTTOM", self.frame.display, "TOP", 0, 3)

        --Display Compare Completed
        self.frame.display.compareDate = self.frame.display:CreateFontString("$parentReward", "ARTWORK", "GameFontNormal")
        self.frame.display.compareDate:SetPoint("TOP", self.frame.display.reward, "BOTTOM", 0, -1)
        self.frame.display.compareDate:SetTextColor(0,1,0)
        self.frame.display.compareDate:SetText("Tomate " .. UACompleted .. ": 12/12/12")
        self.frame.display.compareDate:Hide()

        --Display Bar
        self.frame.display.bar = CreateFrame("StatusBar", "$parentBar", self.frame.display, "AchievementProgressBarTemplate")
        --self.frame.display.bar.text:SetFontObject("GameFontHighlight")
        self.frame.display.bar.text:SetWidth(200)
        self.frame.display.bar:SetPoint("CENTER", self.frame.display, 0, 60)

        --Display Comparison Bar
        self.frame.display.compareBar = CreateFrame("StatusBar", "$parentCompareBar", self.frame.display, "AchievementProgressBarTemplate")
        --self.frame.display.compareBar.text:SetFontObject("GameFontHighlight")
        self.frame.display.compareBar.text:SetWidth(200)
        self.frame.display.compareBar:ClearAllPoints()
        self.frame.display.compareBar:SetPoint("TOP", self.frame.display.bar, "BOTTOM", 0, -25)

        --Display Comparison Bar Name Text
        self.frame.display.compareBar.nameText = self.frame.display.compareBar:CreateFontString("$parentNameText", "ARTWORK", "GameFontNormal")
        self.frame.display.compareBar.nameText:SetTextColor(1,1,1)
        self.frame.display.compareBar.nameText:SetPoint("BOTTOM", self.frame.display.compareBar, "TOP", 0, 5)

        self.frame.display.criteriaButtons = {}

        --Criteria Buttons
        self.frame.display.criteriaButtons[1] = self:CreateCriteriaButton("$parentCriteriaButton1", self.frame.display)
        self.frame.display.criteriaButtons[1]:SetPoint("TOPLEFT", 0, -160)
        self.frame.display.criteriaButtons[1]:SetScript("OnEnter", function(self)
                if ( self.date ) then
                        GameTooltip:SetOwner(self, "ANCHOR_RIGHT",-50,0);
                        GameTooltip:AddLine(self.date, 1, 1, 1);
                        UrbanAchiever:CheckGuildMembersTooltip(self);
                        UrbanAchiever:CheckCharOwnerTooltip(self);
                        GameTooltip:Show();
                end
        end)
        self.frame.display.criteriaButtons[1]:SetScript("OnLeave", function(self)
                GameTooltip:Hide();
                guildMemberRequestFrame = nil;
        end)
        for i=2, 18 do
                self.frame.display.criteriaButtons[i] = self:CreateCriteriaButton("$parentCriteriaButton" .. i, self.frame.display)
                self.frame.display.criteriaButtons[i]:SetPoint("TOPLEFT", self.frame.display.criteriaButtons[i-1], "BOTTOMLEFT")
                self.frame.display.criteriaButtons[i]:SetScript("OnEnter", function(self)
                        if ( self.date ) then
                                GameTooltip:SetOwner(self, "ANCHOR_RIGHT",-50,0);
                                GameTooltip:AddLine(self.date, 1, 1, 1);
                                UrbanAchiever:CheckGuildMembersTooltip(self);
                                UrbanAchiever:CheckCharOwnerTooltip(self);
                                GameTooltip:Show();
                        end
                end)
                self.frame.display.criteriaButtons[i]:SetScript("OnLeave", function(self)
                        GameTooltip:Hide();
                        guildMemberRequestFrame = nil;
                end)
        end

        --Display Scroll Bar
        self.frame.criteriaScroll = CreateFrame("Slider", "$parentSlider", self.frame.display, "UIPanelScrollBarTemplate")
        self.frame.criteriaScroll:SetPoint("TOPLEFT", self.frame.display.criteriaButtons[2], "TOPRIGHT", 1,0)
        self.frame.criteriaScroll:SetPoint("BOTTOMLEFT", self.frame.display.criteriaButtons[#self.frame.display.criteriaButtons - 1], "BOTTOMRIGHT", 1,0)
        self.frame.criteriaScroll:SetWidth(16)
        self.frame.criteriaScroll:SetMinMaxValues(0,0)
        self.frame.criteriaScroll:SetValueStep(1)
        self.frame.criteriaScroll:SetScript("OnValueChanged", UrbanAchiever_OnCriteriaScroll)
        self.frame.criteriaScroll:SetValue(1)
        self.frame.criteriaScroll:Show()

        self.frame.display.criteria = self.frame.display:CreateFontString("$parentCriteria", "ARTWORK", "GameFontNormal")
        self.frame.display.criteria:SetPoint("TOPLEFT", 0, -135)
        self.frame.display.criteria:SetJustifyH("LEFT")
        self.frame.display.criteria:SetJustifyV("TOP")

        tinsert(UISpecialFrames,self.frame:GetName())
        self.frame:SetScript("OnShow", function()
                self:UpdateFunction()

                if self.masterList[self.currentAch] then
                        self:SetDisplayAchievement(self.currentAch)
                end
                PlaySound(13832);--ACHIEVEMENT_MENU_OPEN
        end)
        self.frame:SetScript("OnHide", function()
                PlaySound(13833);--ACHIEVEMENT_MENU_CLOSE
                self.isComparing = false
        end)

        self:UpdateFunction()

        self.frame:Hide()
end

function self:createCategoryStatusBar(id, idxCat, lastFrame, tittleCat, parent)
        idxCat = idxCat + 1
        local categoryFrame = CreateFrame("StatusBar","categoryStatusBar"..id, parent, "AchievementFrameSummaryCategoryTemplate")
        if idxCat == 1 then
                lastFrame = "categoryStatusBar"..id
                categoryFrame:SetPoint("TOP", parent, "TOP", 0, -30)
        else
                categoryFrame:SetPoint("TOP", lastFrame, "BOTTOM", 0, -12)
                lastFrame = "categoryStatusBar"..id
        end
        categoryFrame:SetID(id)
        categoryFrame:SetScript("OnShow", function(self)
                if self:GetID() ~= nil then
                        AchievementFrameSummaryCategory_OnShow (self)
                end
        end)
        categoryFrame:SetScript("OnHide", function(self)
                AchievementFrameSummaryCategory_OnHide(self)
        end)
        local button = loadstring("return categoryStatusBar" .. id .. "Button")()
        button:SetScript("OnClick", function(self)
                local id = self:GetParent():GetID();
                UrbanAchiever.currentCat = id
                for _,v in next, UrbanAchiever.categories[UrbanAchiever.currentTab] do
                        if v.id == id then
                                v.collapsed = not v.collapsed
                                break
                        end
                end
                UrbanAchiever.achOffset = 0
                UrbanAchiever:RefreshCategoryButtons()
                UrbanAchiever:RefreshAchievementButtons()
        end)
        categoryFrame:SetWidth(200)
        categoryFrame:SetHeight(21)
        categoryFrame.text:ClearAllPoints()
        categoryFrame.text:SetPoint("RIGHT", -5, 0)
        categoryFrame.text:SetJustifyH("RIGHT")
        categoryFrame.name = categoryFrame:CreateFontString("$parentName", "OVERLAY", "GameFontHighlightSmall")
        categoryFrame.name:SetPoint("LEFT", 5, 0)
        categoryFrame.name:SetJustifyH("LEFT")
        categoryFrame.name:SetWidth(200)
        categoryFrame.name:SetText(tittleCat)
        --categoryFrame:Hide()

        return idxCat, lastFrame
end

function self:CheckGuildMembersTooltip(requestFrame)
        if ( self.currentTab == "guild" ) then
                local achievementId = requestFrame.id;
                if achievementId == nil then
                        achievementId = requestFrame:GetID();
                end
                local _, achievementName, points, achievementCompleted, month, day, year, description, flags, iconpath = GetAchievementInfo(achievementId);
                -- check if achievement has names, only if completed
                if ( achievementCompleted and bit.band(flags, ACHIEVEMENT_FLAGS_SHOW_GUILD_MEMBERS) == ACHIEVEMENT_FLAGS_SHOW_GUILD_MEMBERS ) then
                        local numMembers = GetGuildAchievementNumMembers(achievementId);
                        if ( numMembers == 0 ) then
                                -- we may not have the members from the server yet
                                guildMemberRequestFrame = requestFrame;
                                GetGuildAchievementMembers(achievementId);
                        else
                                -- add a line break if the tooltip shows completed date (meta tooltip)
                                if ( GameTooltip:NumLines() > 0 ) then
                                        GameTooltip:AddLine(" ");
                                end
                                GameTooltip:AddLine(GUILD_ACHIEVEMENT_EARNED_BY, 1, 1, 1);
                                local leftMemberName;
                                for i = 1, numMembers do
                                        if ( leftMemberName ) then
                                                GameTooltip:AddDoubleLine(leftMemberName, GetGuildAchievementMemberInfo(achievementId, i));
                                                leftMemberName = nil;
                                        else
                                                leftMemberName = GetGuildAchievementMemberInfo(achievementId, i);
                                        end
                                end
                                -- check for leftover name
                                if ( leftMemberName ) then
                                        GameTooltip:AddLine(leftMemberName);
                                end
                        end
                        -- otherwise check if criteria has names
                elseif ( flags ~= nil ) then
                        if ( bit.band(flags, ACHIEVEMENT_FLAGS_SHOW_CRITERIA_MEMBERS) == ACHIEVEMENT_FLAGS_SHOW_CRITERIA_MEMBERS ) then
                                local numCriteria = GetAchievementNumCriteria(achievementId);
                                local firstName = true;
                                for i = 1, numCriteria do
                                        local criteriaString, _, completed, _, _, charName = GetAchievementCriteriaInfo(achievementId, i);
                                        if ( completed and charName ) then
                                                if ( firstName ) then
                                                        if ( achievementCompleted ) then
                                                                GameTooltip:AddLine(GUILD_ACHIEVEMENT_EARNED_BY, 1, 1, 1);
                                                        else
                                                                GameTooltip:AddLine(INCOMPLETE, 1, 1, 1);
                                                        end
                                                        firstName = false;
                                                end
                                                GameTooltip:AddDoubleLine(criteriaString, charName, 0, 1, 0);
                                        end
                                end
                        end
                end
        end
end

function self:CheckCharOwnerTooltip(requestFrame)
        if ( self.currentTab == "achievements" ) then
                local accountWide = false
                local achievementId = requestFrame.id;
                if achievementId == nil then
                        achievementId = requestFrame:GetID();
                end
                local _, _, _, achievementCompleted, _, _, _, _, flags, _, _, isGuild, wasEarnedByMe, earnedBy = GetAchievementInfo(achievementId);
                if isGuild then
                        return;
                end
                if flags ~= nil  then
                        if ( bit.band(flags, ACHIEVEMENT_FLAGS_ACCOUNT) == ACHIEVEMENT_FLAGS_ACCOUNT ) then
                                accountWide = true
                        end
                end
                if accountWide then
                        if achievementCompleted then
                                GameTooltip:AddLine(ACCOUNT_WIDE_ACHIEVEMENT_COMPLETED);
                        else
                                GameTooltip:AddLine(ACCOUNT_WIDE_ACHIEVEMENT);
                        end
                        return;
                end
                if earnedBy then
                        GameTooltip:AddLine(format(ACHIEVEMENT_EARNED_BY,earnedBy));
                        local me = UnitName("player")
                        if ( not wasEarnedByMe ) then
                                GameTooltip:AddLine(format(ACHIEVEMENT_NOT_COMPLETED_BY, me));
                        elseif ( me ~= earnedBy ) then
                                GameTooltip:AddLine(format(ACHIEVEMENT_COMPLETED_BY, me));
                        end
                        return;
                end
        end
end

function self:CreateCategoryButton(name, parent)
        local button = CreateFrame("Button", name, parent)
        button:EnableMouseWheel(true)
        button:SetWidth(160)
        button:SetHeight(16)

        button.offset = CreateFrame("Frame","$parentOffset", button)
        button.offset:SetPoint("TOPLEFT")
        button.offset:SetWidth(1)
        button.offset:SetHeight(16)

        button.text = button:CreateFontString("$parentText", "BORDER", "GameFontNormal")
        button.text:SetJustifyH("LEFT")
        button.text:SetFont(GameFontNormal:GetFont(), 12)
        button.text:SetPoint("LEFT", button.offset, "RIGHT", 7, 0)
        button.text:SetPoint("RIGHT")
        --button.text:SetWidth(150)
        --button.text:SetTextColor(1,1,1)

        button.bg = button:CreateTexture(nil, "BACKGROUND")
        --button.bg:SetTexture("Interface\\AuctionFrame\\UI-AuctionFrame-FilterBg")
        button.bg:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Category-Background")
        button.bg:SetTexCoord(0.025, 0.64, 0.1, 0.75)
        button.bg:SetPoint("TOPLEFT", button.offset, "TOPRIGHT")
        --button.bg:SetPoint("BOTTOMRIGHT")
        button.bg:SetWidth(150)
        button.bg:SetHeight(16)

        local highlightTexture = button:CreateTexture()
        highlightTexture:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Category-Highlight")
        highlightTexture:SetTexCoord(0.02, 0.65, 0, 0.91)
        highlightTexture:SetPoint("TOPLEFT", button.bg, -1, 0)
        highlightTexture:SetPoint("BOTTOMRIGHT", button.bg, 1, -2)

        --button:SetHighlightTexture("Interface\\FriendsFrame\\UI-FriendsFrame-HighlightBar", "ADD")
        button:SetHighlightTexture(highlightTexture, "ADD")

        button:SetScript("OnClick", function()
                local id = button:GetID()
                self.currentCat = id
                for _,v in next, self.categories[self.currentTab] do
                        if v.id == id then
                                v.collapsed = not v.collapsed
                                break
                        end
                end
                self.achOffset = 0
                self:RefreshCategoryButtons()
                self:RefreshAchievementButtons()
        end)
        button:SetScript("OnMouseWheel",UrbanAchiever_CatButtonScroll)

        return button
end

function self:CreateAchievementButton(name, parent)
        local button = CreateFrame("Button", name, parent)
        button:EnableMouseWheel(true)
        button:SetWidth(300)
        button:SetHeight(16)

        button.expand = button:CreateFontString("$parentExpand", "BORDER", "GameFontNormal")
        button.expand:SetText("+")
        button.expand:SetWidth(10)
        button.expand:SetHeight(10)
        button.expand:SetPoint("TOPLEFT")

        button.offset = CreateFrame("Frame", nil, button)
        button.offset:SetWidth(10)
        button.offset:SetHeight(1)
        button.offset:SetPoint("TOPLEFT", 9, 0)

        button.bgframe = CreateFrame("Frame", nil, button)
        button.bgframe:SetWidth(300)
        button.bgframe:SetHeight(16)
        button.bgframe:SetPoint("TOPLEFT")

        button.background = button:CreateTexture("$parentBackground", "BACKGROUND")
        button.background:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Stat-Buttons")
        button.background:SetAlpha(0.5)

        button.background:SetPoint("TOPLEFT", button.offset, "TOPRIGHT")
        button.background:SetPoint("BOTTOMRIGHT", button.bgframe)

        button.name = button:CreateFontString("$parentNameText","BORDER", "GameFontNormal")
        button.name:SetPoint("TOPLEFT", button.background)
        button.name:SetWidth(190)
        button.name:SetHeight(16)
        button.name:SetJustifyH("LEFT")
        button.name:SetJustifyV("TOP")
        button.name:SetTextColor(1,1,1)

        button.points = button:CreateFontString("$parentPointsText","BORDER", "GameFontNormal")
        button.points:SetPoint("LEFT", button.name, "RIGHT", 2, 0)
        button.points:SetWidth(36)
        button.points:SetHeight(16)
        button.points:SetJustifyH("CENTER")
        button.points:SetJustifyV("TOP")
        button.points:SetTextColor(1,1,1)

        button.completed = button:CreateFontString("$parentCompletedText","BORDER", "GameFontNormal")
        button.completed:SetPoint("LEFT", button.points, "RIGHT", 2, 0)
        button.completed:SetWidth(62)
        button.completed:SetHeight(16)
        button.completed:SetJustifyH("CENTER")
        button.completed:SetJustifyV("TOP")
        button.completed:SetTextColor(1,1,1)

        button.stat = button:CreateFontString("$parentStatText","BORDER", "GameFontNormal")
        button.stat:SetPoint("LEFT", button.name, "RIGHT", 2, 0)
        --button.stat:SetPoint("TOPRIGHT", button.background, "TOPRIGHT")
        button.stat:SetJustifyH("LEFT")
        button.stat:SetJustifyV("TOP")
        button.stat:SetTextColor(1,1,1)

        button.comparison = CreateFrame("Frame", "$parentComparison", button)
        button.comparison:SetPoint("RIGHT")
        button.comparison:SetWidth(70)
        button.comparison:SetHeight(16)
        button.comparison:Hide()
        button.comparison:SetFrameLevel(button.comparison:GetFrameLevel() - 1)

        button.comparison.background = button.comparison:CreateTexture("$parentBackground", "BACKGROUND")
        button.comparison.background:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment-Horizontal")
        button.comparison.background:SetAlpha(0.5)
        button.comparison.background:SetAllPoints(button.comparison)

        button.compare = button.comparison:CreateFontString("$parentText", "BORDER", "GameFontNormal")
        button.compare:SetPoint("LEFT", button.comparison, 5, 0)
        button.compare:SetPoint("RIGHT", button.comparison)
        button.compare:SetTextColor(1,1,1)

        button.comparison:SetScript("OnShow", function()
                if self.isComparing then
                        button:SetWidth(370)
                        self.frame:SetWidth(702)
                end
        end)

        button.comparison:SetScript("OnHide", function()
                if not self.isComparing then
                        button:SetWidth(300)
                        self.frame:SetWidth(632)
                end
        end)

        local highlightTexture = button:CreateTexture()
        highlightTexture:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Stat-Buttons")
        highlightTexture:SetTexCoord(0, 1, 0.56, 0.73)
        highlightTexture:SetPoint("TOPLEFT", button.background)
        highlightTexture:SetPoint("BOTTOMRIGHT", button)

        button:SetHighlightTexture(highlightTexture, "ADD")

        button:SetScript("OnClick", function()
                local id = button:GetID()
                if self.masterList[id] then
                        SetFocusedAchievement(id)
                        if GetCurrentKeyBoardFocus() ~= nil and IsModifiedClick("CHATLINK") then
                                self:InsertIntoChat(id)
                        elseif IsShiftKeyDown() then
                                if IsTrackedAchievement(id) then
                                        RemoveTrackedAchievement(id)
                                else
                                        local retok, _, _, _, completed = pcall (GetAchievementInfo,id)
                                        if not retok or not id then return nil end
                                        if completed == true then
                                                DEFAULT_CHAT_FRAME:AddMessage(UAAchievementDone);
                                        else
                                                AddTrackedAchievement(id)
                                        end
                                end
                                self:RefreshAchievementButtons(false)
                        else
                                self.currentAch = id
                                if GetPreviousAchievement(id) and (not GetNextAchievement(id)) then
                                        self.expandList[id] = not self.expandList[id]
                                end

                                self:RefreshAchievementButtons(false)
                                self:SetDisplayAchievement(id)
                        end
                end
        end)
        button:SetScript("OnMouseWheel", UrbanAchiever_AchButtonScroll)

        return button
end

function self:CreateCriteriaButton(name, parent)
        local button = CreateFrame("Button", name, parent)
        button:EnableMouseWheel(true)
        button:SetWidth(273)
        button:SetHeight(16)

        --Offset used to move text when an icon is present
        button.offset = CreateFrame("Frame", nil, button)
        button.offset:SetWidth(1)
        button.offset:SetHeight(16)
        button.offset:SetPoint("LEFT")

        button.text = button:CreateFontString("$parentText", "BORDER", "GameFontHighlight")
        button.text:SetPoint("LEFT", button.offset, "RIGHT")
        button.text:SetPoint("RIGHT", button)
        button.text:SetJustifyH("LEFT")
        button.text:SetTextColor(1,1,1)

        button.icon = button:CreateTexture(nil, "ARTWORK")
        button.icon:SetWidth(16)
        button.icon:SetHeight(16)
        button.icon:SetPoint("RIGHT", button.text, "LEFT")

        button.comparison = button:CreateTexture(nil, "ARTWORK")
        button.comparison:SetWidth(16)
        button.comparison:SetHeight(16)
        button.comparison:SetPoint("LEFT", button.offset)

        local highlightTexture = button:CreateTexture()
        highlightTexture:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Stat-Buttons")
        highlightTexture:SetTexCoord(0, 1, 0.56, 0.73)

        button:SetHighlightTexture("Interface\\FriendsFrame\\UI-FriendsFrame-HighlightBar", "ADD")

        button:SetScript("OnMouseWheel", UrbanAchiever_CriteriaButtonScroll)

        button:SetScript("OnClick", function()
                local id = button:GetID()
                if button.icon:IsShown() then
                        self:SetDisplayAchievement(id)
                end
        end)

        return button
end

function self:CreateAchievementSortButton(name, width, parent, text, sortStr)
        local button = CreateFrame("Button", name, parent)
        button:SetHeight(16)
        button:SetWidth(width)
        button:SetNormalTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment-Horizontal-Desaturated")
        button:SetHighlightTexture("Interface/FriendsFrame/UI-FriendsFrame-HighlightBar", "ADD")

        button.text = button:CreateFontString("$parentText", "ARTWORK", "GameFontNormal")
        button.text:SetPoint("CENTER", 0, 2)
        button.text:SetTextColor(1,1,1)
        button.text:SetText(text)

        button:SetScript("OnClick", function() self:SortDisplayTable(sortStr) end)

        return button
end

function self:CreateTab(name, parent, text, tab)
        local button = CreateFrame("Button", name, parent)
        button:SetHeight(30)
        button:SetWidth(100)

        button:SetHighlightTexture("Interface\\PaperDollInfoFrame\\UI-Character-Tab-Highlight", "ADD")

        button:SetBackdrop({
                edgeFile = "Interface\\DialogFrame\\UI-DialogBox-Border", tile = true, edgeSize = 16,
                insets = {left = -5, right = -5, top = -5, bottom = -5}
        })
        button.backdrop = button:CreateTexture("$parentBG", "BACKGROUND")
        button.backdrop:SetPoint("TOPLEFT", 2, -2)
        button.backdrop:SetPoint("BOTTOMRIGHT", -2, 2)
        button.backdrop:SetTexture(0,0,0,1)

        button.text = button:CreateFontString("$parentText", "ARTWORK", "GameFontNormal")
        button.text:SetPoint("CENTER")
        button.text:SetTextColor(1,1,1)
        button.text:SetText(text)

        button:SetScript("OnClick", function()
                self.currentTab = tab
                self:RefreshCategoryButtons()
        end)

        return button
end

function self:CreateEditbox(parent)
        --Shamelessly yoinked from MSBT. Much <3
        -- Create container frame.
        local editbox = CreateFrame("Frame", nil, parent)
        editbox:SetHeight(32)

        -- Create editbox frame.
        local editboxFrame = CreateFrame("Editbox", nil, editbox)
        editboxFrame:SetHeight(20)
        editboxFrame:SetPoint("BOTTOMLEFT", editbox, "BOTTOMLEFT", 5, 0)
        editboxFrame:SetPoint("BOTTOMRIGHT")
        editboxFrame:SetAutoFocus(false)
        editboxFrame:SetFontObject(ChatFontNormal)
        editboxFrame:SetScript("OnEscapePressed",       function() editboxFrame:ClearFocus() end)
        editboxFrame:SetScript("OnEditFocusLost",       function() editboxFrame:HighlightText(0, 0) end)
        editboxFrame:SetScript("OnEditFocusGained",     function() editboxFrame:HighlightText() end)
        editboxFrame:SetScript("OnEnterPressed",        function() self:Search(editboxFrame:GetText()) editboxFrame:ClearFocus() end)

        -- Left border.
        local left = editboxFrame:CreateTexture(nil, "BACKGROUND")
        left:SetTexture("Interface\\Common\\Common-Input-Border")
        left:SetWidth(8)
        left:SetHeight(22)
        left:SetPoint("LEFT", editboxFrame, "LEFT", -5, 0)
        left:SetTexCoord(0, 0.0625, 0, 0.625)

        -- Right border.
        local right = editboxFrame:CreateTexture(nil, "BACKGROUND")
        right:SetTexture("Interface\\Common\\Common-Input-Border")
        right:SetWidth(8)
        right:SetHeight(22)
        right:SetPoint("RIGHT")
        right:SetTexCoord(0.9375, 1, 0, 0.625)

        -- Middle border.
        local middle = editboxFrame:CreateTexture(nil, "BACKGROUND")
        middle:SetTexture("Interface\\Common\\Common-Input-Border")
        middle:SetWidth(10)
        middle:SetHeight(22)
        middle:SetPoint("LEFT", left, "RIGHT", 0, 0)
        middle:SetPoint("RIGHT", right, "LEFT", 0, 0)
        middle:SetTexCoord(0.0625, 0.9375, 0, 0.625)


        -- Label.
        local label = editbox:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
        label:SetPoint("TOPLEFT")
        label:SetPoint("TOPRIGHT")
        label:SetJustifyH("LEFT")

        return editbox
end

-------------------------------------------------------------
--Scroll Stuff
-------------------------------------------------------------
function UrbanAchiever_OnCatScroll(self1)
        self.catOffset = self1:GetValue()
        self:RefreshCategoryButtons()
end

function UrbanAchiever_OnAchScroll(self1)
        self.achOffset = self1:GetValue()
        self:RefreshAchievementButtons(false)
end

function UrbanAchiever_OnCriteriaScroll(self1)
        self.criteriaOffset = self1:GetValue()
        self:RefreshCriteriaButtons()
end

-------------------------------------------------------------
--Core Stuff
-------------------------------------------------------------
function self:UpdateFunction()
        if (not self.frame) or (not self.frame:IsShown()) then return end
        self:RefreshCategoryButtons()
        self:RefreshAchievementButtons(false)
        self:ComparisonUpdate()
end

function self:PopulateMasterList()
        local id, name, points, completed, month, day, year, description, icon, reward, searchString
        local criteriaName
        local catList, numAchievements, nextId
        local tempTable = {}
        local category

        --Get Every achievement
        for i=1, MAX_ACHIEVEMENTS do
                searchString = self:GetSearchString(i)
                
                if searchString and hidden == nil then
                        self.masterList[i] = {
                                ["searchString"] = searchString:lower(),
                        }

                        if not GetNextAchievement(i) then
                                --If this isnt in the middle of a chain, add it to the category listing
                                if self:checkHidden(i) then
                                        category = GetAchievementCategory(i)
                                        if not self.seriesList[category] then
                                                self.seriesList[category] = {}
                                        end

                                        tinsert(self.seriesList[category], i)
                                end
                        end
                end
        end
end

function self:PopulateCategories(tab)
        local list, name, parent
        local isAch = false
        local isGuild = false
        --Populate the list from API
        if tab == "achievements" then
                list = GetCategoryList()
                isAch = true
        else
                if tab == "guild" then
                        list = GetGuildCategoryList()
                        isGuild = true
                else
                        list = GetStatisticsCategoryList()
                end
        end

        --Insert summary Category
        tinsert(self.categories[tab], {
                ["id"] = "-1",
                ["name"] = UASummary,
                ["collapsed"] = true,
                ["children"] = {}
        })

        --Add top level Categories
        for _,id in next, list do
                name, parent = GetCategoryInfo(id)
                self.isAchList[id] = isAch
                self.isGuildList[id] = isGuild
                if parent == 15076 then
                        parent = -1
                end
                if parent == -1 then
                        tinsert(self.categories[tab], {
                                ["id"] = id,
                                ["name"] = name,
                                ["collapsed"] = true,
                                ["children"] = {}
                        })
                end
        end

        --Add child Categories
        for _,childId in next, list do
                local childName, childParent = GetCategoryInfo(childId)
                for parentKey, parentCat in next, self.categories[tab] do
                        if childParent == parentCat.id then
                                tinsert(parentCat.children,{
                                        ["id"] = childId,
                                        ["name"] = childName
                                })
                        end
                end
        end
end

function self:SetAchievementButton(button, id, offset)
        local retok, id, name, points, completed, month, day, year, description, flags,icon, reward = pcall(GetAchievementInfo,id)
        if not retok then return nil end

        if completed then
                if year < 10 then
                        year = "0" .. year;
                end
                if (GetLocale() == "frFR" or GetLocale() == "ruRU") then
                        completed = day .. "/" .. month .. "/" .. year;
                else
                        if (GetLocale() == "deDE") then
                                completed = day .. "." .. month .. "." .. year;
                        else
                                completed = month .. "/" .. day .. "/" .. year;
                        end
                end
        else
                completed = "";
        end
        if not offset then offset = 1 end

        self.frame.achButtons[button]:SetWidth(300)
        self.frame.achButtons[button].name:SetText(name)
        self.frame.achButtons[button].completed:SetText(completed)
        self.frame.achButtons[button]:SetID(id)
        self.frame.achButtons[button].expand:Hide()
        self.frame.achButtons[button].compare:SetText("")
        self.frame.achButtons[button].comparison:Hide()

        self.frame.achButtons[button].background:SetVertexColor(1, 1, 1)
        if flags ~= nil  then
                if ( bit.band(flags, ACHIEVEMENT_FLAGS_ACCOUNT) == ACHIEVEMENT_FLAGS_ACCOUNT ) then
                        self.frame.achButtons[button].background:SetVertexColor(.4, .4, 1)
                end
        end


        self.frame.achButtons[button].background:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment-Horizontal")
        self.frame.achButtons[button].comparison.background:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment-Horizontal")

        if self.isAchList[GetAchievementCategory(id)] == false and self.isGuildList[GetAchievementCategory(id)] == false then
                --Its a statistic, no date, no points
                self.frame.achButtons[button].stat:SetText(self:FormatString(GetStatistic(id)))
                self.frame.achButtons[button].points:SetText("")

                if self.isComparing then
                        self.frame.achButtons[button].comparison:Show()
                        self.frame.achButtons[button].compare:SetText(self:FormatString(GetComparisonStatistic(id)))
                end
        else
                self.frame.achButtons[button].points:SetText(points)
                self.frame.achButtons[button].stat:SetText("")

                if completed == "" then
                        self.frame.achButtons[button].background:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment-Horizontal-Desaturated")
                end

                if IsTrackedAchievement(id) then
                        self.frame.achButtons[button].expand:SetTextColor(0,1,0)
                        self.frame.achButtons[button].expand:SetText("T")
                        self.frame.achButtons[button].expand:Show()
                elseif reward ~= "" then        --Theres a reward, it takes precidence
                        self.frame.achButtons[button].expand:SetTextColor(1,0,0)
                        self.frame.achButtons[button].expand:SetText("!")
                        self.frame.achButtons[button].expand:Show()
                elseif self.currentCat > 0 then --If we're searching or at the summary, we dont want to see the + or -
                        self.frame.achButtons[button].expand:SetTextColor(1,1,1)
                        if GetPreviousAchievement(id) and (not GetNextAchievement(id)) then     --There's a sub achievement
                                self.frame.achButtons[button].expand:Show()
                                if self.expandList[id] then
                                        self.frame.achButtons[button].expand:SetText("-")
                                else
                                        self.frame.achButtons[button].expand:SetText("+")
                                end
                        end
                end

                if self.isComparing then
                        self.frame.achButtons[button].comparison:Show()
                        local compDone, compM, compD, compY = GetAchievementComparisonInfo(id, 1)

                        if compDone then
                                self.frame.achButtons[button].compare:SetText(string.format("%d/%d/0%d", compM, compD, compY))
                        else
                                self.frame.achButtons[button].comparison.background:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment-Horizontal-Desaturated")
                        end
                end
        end

        if self.currentAch == id then
                self.frame.achButtons[button]:LockHighlight()
        else
                self.frame.achButtons[button]:UnlockHighlight()
        end

        self.frame.achButtons[button].offset:SetWidth(offset)
        self.frame.achButtons[button]:Show()
end

function self:SetDisplayAchievement(id, forceCat)
        if id == nil then id = self.currentAch end
        if not self.masterList[id] then return end

        self.currentAch = id

        --Update the category list
        --On second thought, I dont want it doing this.
        --On third thought, I only want to do it if we're coming from the summary frame.
        if self.currentCat == -1 or forceCat then
                self:SetCategory(self.currentAch)
        end

        --Update this achievement
        self.masterList[id].searchString = self:GetSearchString(id)

        local retok, id, name, points, completed, month, day, year, description, _,icon, reward = pcall (GetAchievementInfo,id)

        self.frame.display:Show()
        self.frame.display.icon:SetTexture(icon)
        self.frame.display.name:SetText(name)
        self.frame.display.desc:SetText(description)
        self.frame.display.compareDate:Hide()

        if self.isAchList[GetAchievementCategory(id)] == false and self.isGuildList[GetAchievementCategory(id)] == false then
                --Statistic
                self.frame.display.icon:Hide()
                self.frame.display.icon:SetWidth(1)
                self.frame.display.shield:Hide()
                self.frame.display.reward:SetText("")
                self.frame.display.points:SetText("")
                self.frame.display.desc:SetText("")
                self.frame.display.name:SetJustifyH("MIDDLE")
                self.frame.display.name:SetWidth(280)

                for a = 1, #self.frame.display.criteriaButtons do
                        self.frame.display.criteriaButtons[a]:Hide()
                        self.frame.display.criteriaButtons[a].icon:Hide()
                end

                self.frame.display.reward:SetText("|cffffffff" .. self:FormatString(GetStatistic(id)))
                if self.isComparing then
                        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)))
                end
                if UASVPC.statCriteria then
                        self:RefreshCriteriaButtons()
                else
                        for i=1, #self.frame.display.criteriaButtons do
                                self.frame.display.criteriaButtons[i]:Hide()
                                self.frame.criteriaScroll:Hide()
                        end
                end
        else
                --Achievement
                self.frame.display.icon:Show()
                self.frame.display.icon:SetWidth(64)
                self.frame.display.shield:Show()
                self.frame.display.name:SetJustifyH("LEFT")
                self.frame.display.name:SetWidth(220)
                if completed then
                        if year < 10 then
                                year = "0" .. year;
                        end
                        if (GetLocale() == "frFR" or GetLocale() == "ruRU") then
                                completed = day .. "/" .. month .. "/" .. year;
                        else
                                if (GetLocale() == "deDE") then
                                        completed = day .. "." .. month .. "." .. year;
                                else
                                        completed = month .. "/" .. day .. "/" .. year;
                                end
                        end
                else
                        completed = "";
                end

                if points == 0 then
                        self.frame.display.shield:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Shields-NoPoints")
                        self.frame.display.points:SetText("")
                else
                        self.frame.display.points:SetText(points)
                        self.frame.display.shield:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Shields")
                end


                if self.currentTab == "guild" then
                        local requiresRep, hasRep, repLevel = GetAchievementGuildRep(self.currentAch);
                        if ( requiresRep ) then
                                local gender = UnitSex("player");
                                local factionStandingtext = GetText("FACTION_STANDING_LABEL"..repLevel, gender);
                                self.frame.display.repCriteria:SetFormattedText(ACHIEVEMENT_REQUIRES_GUILD_REPUTATION, factionStandingtext);
                                if ( hasRep ) then
                                        self.frame.display.repCriteria:SetTextColor(0, 1, 0);
                                else
                                        self.frame.display.repCriteria:SetTextColor(1, 0, 0);
                                end
                                self.frame.display.repCriteria:Show();
                        else
                                self.frame.display.repCriteria:Hide();
                        end
                else
                        self.frame.display.repCriteria:Hide();
                end

                if completed == "" then
                        self.frame.display.shield:SetTexCoord(.5, 1, 0, .5)
                        self.frame.display.points:SetVertexColor(.65, .65, .65)
                        self.frame.display.reward:SetText(reward)
                        self.frame.display.completed:SetText("")
                else
                        self.frame.display.shield:SetTexCoord(0 , .5, 0, .5)
                        self.frame.display.points:SetVertexColor(1, 1, 1)
                        self.frame.display.reward:SetText(reward)
                        self.frame.display.completed:SetText(UACompleted .. ": " .. completed)
                end

                if self.isComparing then
                        local compDone, m, d, y = GetAchievementComparisonInfo(id,1)
                        if compDone then
                                self.frame.display.compareDate:Show()
                                self.frame.display.compareDate:SetText(string.format("%s " .. UACompleted .. ":" .." %d/%d/0%d", self.comparisonUnitName, m or -1, d or -1, y or -1))
                        end
                end
                self:RefreshCriteriaButtons()
        end
end
-------------------------------------------------------------
--Refresh Stuff
-------------------------------------------------------------
function self:RefreshCriteriaButtons()
        if self.frame == nil then self:Initialize("","") end
        if self.frame == nil then return end
        if not self.frame:IsShown() then return end
        local id, month, day, year, criteriaName, criteriaType, criteriaCompleted, criteriaQuantity, criteriaReqQuantity, _ ,criteriaFlags, criteriaAssetID, icon, quantityStr, charName
        local buttonNum = 1
        local str = ""
        local offset = 1
        local compDone, comparisonComplete, compCriteriaText

        if self.isComparing then
                compDone = GetAchievementComparisonInfo(self.currentAch,1)
        end

        local numStatusBar = 0

        self.frame.display.bar:Hide()
        self.frame.display.compareBar:Hide()

        for a = self.criteriaOffset + 1, min(#self.frame.display.criteriaButtons + self.criteriaOffset, GetAchievementNumCriteria(self.currentAch)) do
                self.frame.display.criteriaButtons[buttonNum]:Hide()
                self.frame.display.criteriaButtons[buttonNum].icon:Hide()
                self.frame.display.criteriaButtons[buttonNum].comparison:Hide()
                offset = 1

                criteriaName, criteriaType, criteriaCompleted, criteriaQuantity, criteriaReqQuantity, charName, criteriaFlags, criteriaAssetID, quantityStr =
                GetAchievementCriteriaInfo(self.currentAch, a)
                if criteriaType then    --Some Achievements seem to throw out the wrong number of criteria, causing errors.
                        if criteriaType == CRITERIA_TYPE_ACHIEVEMENT and criteriaAssetID then
                                id, criteriaName, _, criteriaCompleted, month, day, year, _, _, icon = GetAchievementInfo(criteriaAssetID);
                        end

                        if criteriaCompleted then
                                str = "|CFF00FF00"
                        else
                                str = "|CFF808080"
                        end
                        str = str .. criteriaName -- .. "= " .. criteriaQuantity .. " (" .. criteriaAssetID .. ")"
                        if UASVPC.specificCriteria and criteriaReqQuantity > 1 then
                                str = string.format("%s (%d/%d)", str, criteriaQuantity, criteriaReqQuantity)
                        end

                        if criteriaType == CRITERIA_TYPE_ACHIEVEMENT and criteriaAssetID then
                                --Its a meta achievement
                                self.frame.display.criteriaButtons[buttonNum].icon:SetTexture(icon)
                                self.frame.display.criteriaButtons[buttonNum].icon:Show()
                                offset = offset + 16
                                self.frame.display.criteriaButtons[buttonNum]:SetID(criteriaAssetID)
                        end
                        if (bit.band(criteriaFlags, 1) == 1) then
                                --Its a progress bar
                                offset = 1
                                str = ""
                                numStatusBar = numStatusBar+1

                                self.frame.display.bar:ClearAllPoints()
                                self.frame.display.bar:SetPoint("CENTER", self.frame.display, 0, 60)

                                self.frame.display.bar:Show()
                                self.frame.display.bar:SetMinMaxValues(0,criteriaReqQuantity)
                                self.frame.display.bar:SetValue(criteriaQuantity)
                                local cQ, cRQ = criteriaQuantity, criteriaReqQuantity
                                if quantityStr:find("|T") then
                                        cQ, cRQ = self:FormatMoney(criteriaQuantity, criteriaReqQuantity)
                                end
                                self.frame.display.bar.text:SetText(cQ .. " / " .. cRQ)

                                if self.isComparing  and compCriteriaText then
                                        self.frame.display.compareBar:Show()
                                        self.frame.display.compareBar:SetMinMaxValues(0, criteriaReqQuantity)
                                        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
                                --break
                                local buttonNumCurrent
                                local buttonNumEnd = buttonNum+2
                                for buttonNumCurrent=buttonNum, buttonNumEnd, 1 do
                                        self.frame.display.criteriaButtons[buttonNumCurrent].icon:Hide()
                                        self.frame.display.criteriaButtons[buttonNumCurrent].date = nil
                                        self.frame.display.criteriaButtons[buttonNumCurrent].id = nil
                                        self.frame.display.criteriaButtons[buttonNumCurrent].text:SetText('')
                                        self.frame.display.criteriaButtons[buttonNumCurrent].offset:SetWidth(1)
                                end
                        else
                                self.frame.display.criteriaButtons[buttonNum]:Show()
                                if month then
                                        self.frame.display.criteriaButtons[buttonNum].date = string.format(SHORTDATE, day, month, year);
                                else
                                        self.frame.display.criteriaButtons[buttonNum].date = nil;
                                end
                                if id then
                                        self.frame.display.criteriaButtons[buttonNum].id = id;
                                else
                                        self.frame.display.criteriaButtons[buttonNum].id = nil;
                                end
                                self.frame.display.criteriaButtons[buttonNum].text:SetText(str)
                                self.frame.display.criteriaButtons[buttonNum].offset:SetWidth(offset)
                                buttonNum = buttonNum + 1
                        end
                end
        end
        self.frame.criteriaScroll:SetMinMaxValues(0,math.max(GetAchievementNumCriteria(self.currentAch)-#self.frame.display.criteriaButtons, 0))

        if numStatusBar and buttonNum > 1 then
                self.frame.display.compareBar:ClearAllPoints()
                self.frame.display.bar:SetPoint("TOP", self.frame.display.criteriaButtons[buttonNum-1],"BOTTOM", 0, -15)
        end

        if GetAchievementNumCriteria(self.currentAch)-#self.frame.display.criteriaButtons > 0 then
                self.frame.criteriaScroll:Show()
        else
                self.frame.criteriaScroll:Hide()
        end

        for a = GetAchievementNumCriteria(self.currentAch) + 1, #self.frame.display.criteriaButtons do
                self.frame.display.criteriaButtons[a]:Hide()
        end
end

function self:RefreshCategoryButtons()
        local count = 0
        local buttonNum = 1
        for k, v in next, self.categories[self.currentTab] do
                count = count + 1
                if buttonNum <= #self.frame.catButtons and count > self.catOffset then
                        self.frame.catButtons[buttonNum].text:SetText(v.name)
                        self.frame.catButtons[buttonNum].offset:SetWidth(1)
                        self.frame.catButtons[buttonNum]:SetID(v.id)
                        if v.id == self.currentCat then
                                self.frame.catButtons[buttonNum]:LockHighlight()
                        else
                                self.frame.catButtons[buttonNum]:UnlockHighlight()
                        end
                        self.frame.catButtons[buttonNum]:Show()
                        buttonNum = buttonNum + 1
                end

                if v.collapsed == false then
                        for subK, subV in next, v.children do
                                count = count + 1
                                if buttonNum <= #self.frame.catButtons and count > self.catOffset then
                                        self.frame.catButtons[buttonNum].text:SetText(subV.name)
                                        self.frame.catButtons[buttonNum].offset:SetWidth(10)
                                        self.frame.catButtons[buttonNum]:SetID(subV.id)
                                        if subV.id == self.currentCat then
                                                self.frame.catButtons[buttonNum]:LockHighlight()
                                        else
                                                self.frame.catButtons[buttonNum]:UnlockHighlight()
                                        end
                                        self.frame.catButtons[buttonNum]:Show()
                                        buttonNum = buttonNum + 1
                                end
                        end
                end
        end

        self.frame.catScroll:SetMinMaxValues(0,math.max(count-#self.frame.catButtons, 0))
        if count-#self.frame.catButtons > 0 then
                self.frame.catScroll:Show()
        else
                self.frame.catScroll:Hide()
        end

        for i = buttonNum, #self.frame.catButtons do
                self.frame.catButtons[i]:Hide()
        end
        self:RefreshSummaryBar()

        if self.currentTab == "guild" then
                self.pointsText:SetTextColor(0,1,0);
                self.pointsText:SetText(GetTotalAchievementPoints(true));
        else
                self.pointsText:SetTextColor(1,1,1);
                self.pointsText:SetText(GetTotalAchievementPoints());
        end
        self:RefreshSummaryBar()

        --Stuff for tab highlights
        --Not happy with this, but it works till I find some better textures.
        if self.currentTab == "achievements" then
                self.frame.tabButtons[1]:LockHighlight()
                self.frame.tabButtons[2]:UnlockHighlight()
                self.frame.tabButtons[3]:UnlockHighlight()
        else
                if self.currentTab == "guild" then
                        self.frame.tabButtons[1]:UnlockHighlight()
                        self.frame.tabButtons[2]:UnlockHighlight()
                        self.frame.tabButtons[3]:LockHighlight()
                else
                        self.frame.tabButtons[1]:UnlockHighlight()
                        self.frame.tabButtons[2]:LockHighlight()
                        self.frame.tabButtons[3]:UnlockHighlight()
                end
        end
end

function self:RefreshAchievementButtons(sortStr, shownID)
        local count = 0
        local buttonNum = 1
        local prevId
        --sortStr = true        dont change the table, sort it
        --                      false   dont change the table, dont sort it
        --                      nil             reset the table, sort it by name then completed
        if sortStr then
                preserveSort(self.displayTable, self.sortFuncs[sortStr])
        elseif sortStr == nil then
                self.displayTable = {}
                for _, id in next, (self.seriesList[self.currentCat] or {}) do
                        --If we're searching, or comparing with the opposite faction, or its not in the list, or its the right faction, show
                        if self.currentCat == -2 or (self.isComparing and self.comparisonFaction ~= playerFaction) or (not UrbanAchiever.factionAchs[tostring(id)]) or UrbanAchiever.factionAchs[tostring(id)] == playerFaction then
                                tinsert(self.displayTable, id)
                        end
                end
                preserveSort(self.displayTable, self.sortFuncs["name a"])
                preserveSort(self.displayTable, self.sortFuncs["completed d"])
        end

        --Used to move the achievement scroll to show the ID we want.
        if shownID then
                --Make sure we're looking for the top achievement of the series.
                local nextId = GetNextAchievement(shownID)
                if nextId then
                        while nextId do
                                shownID = nextId
                                nextId = GetNextAchievement(nextId)
                        end
                        if GetPreviousAchievement(shownID) and (not GetNextAchievement(shownID)) then
                                self.expandList[shownID] = true
                        end
                end
                for count, id in next, self.displayTable do
                        if id == shownID then
                                if count > #self.frame.achButtons then
                                        self.frame.achScroll:SetValue(count - #self.frame.achButtons)
                                end
                                break
                        end
                end
        end

        for _, id in next, self.displayTable do
                count = count + 1
                if buttonNum <= #self.frame.achButtons and count > self.achOffset then
                        self:SetAchievementButton(buttonNum, id, 1)
                        buttonNum = buttonNum + 1
                end
                prevId = GetPreviousAchievement(id)
                if prevId and (not GetNextAchievement(id)) then
                        if (self.currentCat ~= -2) and (self.expandList[id]) then
                                while prevId do
                                        count = count + 1
                                        if buttonNum <= #self.frame.achButtons and count > self.achOffset then
                                                self:SetAchievementButton(buttonNum, prevId, 10)
                                                buttonNum = buttonNum + 1
                                        end
                                        prevId = GetPreviousAchievement(prevId)
                                end
                        end
                end
        end

        --Start summary category stuff.  We assume all the above stuff has done nothing.
        if self.currentCat == -1 then   --Summary category
                --Incredibly hackish on my part :\
                self.frame.achButtons[buttonNum]:SetWidth(300)
                self.frame.achButtons[buttonNum].name:SetText(UARecentAchiev .. ":")
                self.frame.achButtons[buttonNum].completed:SetText("")
                self.frame.achButtons[buttonNum].compare:SetText("")
                self.frame.achButtons[buttonNum].points:SetText("")
                self.frame.achButtons[buttonNum].stat:SetText("")
                self.frame.achButtons[buttonNum]:SetID(-1)
                self.frame.achButtons[buttonNum].expand:Hide()
                self.frame.achButtons[buttonNum].comparison:Hide()
                self.frame.achButtons[buttonNum].background:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment-Horizontal-Desaturated")
                self.frame.achButtons[buttonNum].comparison.background:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment-Horizontal-Desaturated")
                self.frame.achButtons[buttonNum].offset:SetWidth(1)
                self.frame.achButtons[buttonNum]:UnlockHighlight()
                self.frame.achButtons[buttonNum].background:SetVertexColor(1, 1, 1)
                if self.isComparing then
                        self.frame.achButtons[buttonNum]:SetWidth(370)
                        self.frame.achButtons[buttonNum].comparison:Show()
                end
                self.frame.achButtons[buttonNum]:Show()
                buttonNum = buttonNum + 1

                for k,id in next, {GetLatestCompletedAchievements()} do
                        self:SetAchievementButton(buttonNum, id)
                        buttonNum = buttonNum + 1
                end

                self.frame.achButtons[buttonNum]:Hide()
                buttonNum = buttonNum + 1

                self.frame.achButtons[buttonNum]:SetWidth(300)
                self.frame.achButtons[buttonNum].name:SetText(UARecentGuildAchiev .. ":")
                self.frame.achButtons[buttonNum].completed:SetText("")
                self.frame.achButtons[buttonNum].compare:SetText("")
                self.frame.achButtons[buttonNum].points:SetText("")
                self.frame.achButtons[buttonNum].stat:SetText("")
                self.frame.achButtons[buttonNum]:SetID(-1)
                self.frame.achButtons[buttonNum].expand:Hide()
                self.frame.achButtons[buttonNum].comparison:Hide()
                self.frame.achButtons[buttonNum].background:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment-Horizontal-Desaturated")
                self.frame.achButtons[buttonNum].comparison.background:SetTexture("Interface\\AchievementFrame\\UI-Achievement-Parchment-Horizontal-Desaturated")
                self.frame.achButtons[buttonNum].offset:SetWidth(1)
                self.frame.achButtons[buttonNum]:UnlockHighlight()
                self.frame.achButtons[buttonNum].background:SetVertexColor(1, 1, 1)
                if self.isComparing then
                        self.frame.achButtons[buttonNum]:SetWidth(370)
                        self.frame.achButtons[buttonNum].comparison:Show()
                end
                self.frame.achButtons[buttonNum]:Show()
                buttonNum = buttonNum + 1

                for k,id in next, {GetLatestCompletedAchievements(true)} do
                        self:SetAchievementButton(buttonNum, id)
                        buttonNum = buttonNum + 1
                end

                if self.currentTab == "guild" then
                        self:HideCategorySum()
                        self:ShowCategorySumGuild()
                else
                        self:HideCategorySumGuild()
                        self:ShowCategorySum()
                end
        else
                self:HideCategorySumGuild()
                self:HideCategorySum()
        end
        --End summary category stuff.

        --Scroll bar Stuff
        self.frame.achScroll:SetMinMaxValues(0,math.max(count-#self.frame.achButtons, 0))
        if count-#self.frame.achButtons > 0 then
                self.frame.achScroll:Show()
        else
                self.frame.achScroll:Hide()
        end
        for i = buttonNum, #self.frame.achButtons do
                self.frame.achButtons[i]:Hide()
                self.frame.achButtons[i].offset:SetWidth(1)
        end
end

function self:GetRealCategoryNumAchievements(id)
        local numItems, numCompleted = 0, 0
        if self.achieveList[id] ~= nil then
                for k,v in pairs(self.achieveList[id]) do
                        numItems = numItems+1
                        if v then
                                numCompleted = numCompleted+1
                        end
                end
        end
        return numItems, numCompleted
end

function self:RefreshSummaryBar()
        self.frame.summaryBar:Hide()
        self.frame.summaryBar:SetID(self.currentCat)
        self.frame.summaryBar:Show()

        if self.isComparing then
                self.frame.summaryBar:SetWidth(200)
                self.frame.comparisonSummaryBar:Hide()
                self.frame.comparisonSummaryBar.name:SetText('('..self.comparisonUnitName..')')
                self.frame.comparisonSummaryBar:SetID(self.currentCat)
                self.frame.comparisonSummaryBar:Show()
        else
                self.frame.summaryBar:SetWidth(330)
                self.frame.comparisonSummaryBar:Hide()
        end
end
-------------------------------------------------------------
--Comparison Stuff
-------------------------------------------------------------
function self:ComparisonUpdate()
        if self.isComparing and (self.comparisonUnit ~= "") then
                self.comparison:Show()
                self.frame.achSort.comparison:Show()
                self.compPointsText:SetText(GetComparisonAchievementPoints())
                if UnitExists(self.comparisonUnit) then
                        self.compHeaderText:SetText(string.format(UAComparing .. " %s", self.comparisonUnitName))
                end
        else
                self.comparison:Hide()
                self.frame.achSort.comparison:Hide()
                self.comparisonUnit = ""
        end
        self:RefreshSummaryBar()
end

function self:SetComparisonUnit(unit)
        if not UnitExists(unit) then return end

        self.isComparing = true
        self.comparisonUnit = unit
        self.comparisonUnitName = UnitName(unit)
        self.comparisonFaction = UnitFactionGroup(unit) == "Alliance" and 1 or 2

        ClearAchievementComparisonUnit()
        SetAchievementComparisonUnit(unit)
end

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