-- Shopkeeper Main Addon File -- Last Updated July 7, 2014 -- Written July 2014 by Dan Stone (@khaibit) - dankitymao@gmail.com -- Released under terms in license accompanying this file. -- Distribution without license is prohibited! -- Workaround because GetDisplayName() is broken function Shopkeeper.GetAccountName() local acctName = GetDisplayName() if acctName == nil or acctName == "" then -- Hopefully, they're in a guild and we can use GetPlayerGuildMemberIndex if GetNumGuilds() > 0 then acctName = GetGuildMemberInfo(GetGuildId(1), GetPlayerGuildMemberIndex(GetGuildId(1))) -- But if they're in no guilds, we have to use the AccountName CVar, which only works -- if they saved their account name on the login page. Best we can do with patch 1.2.3 -- breaking GetDisplayName(). else acctName = "@" .. GetCVar("AccountName") end end return acctName end -- Translate from the i18n table function Shopkeeper.translate(stringName) local result = Shopkeeper.i18n.localized[stringName] assert(result, ("The id %q was not found in the current locale"):format(stringName)) return result end -- Create a textual representation of a time interval -- (X and Y) or Z in LUA is the equivalent of C-style -- ternary syntax X ? Y : Z so long as Y is not false or nil function Shopkeeper.textTimeSince(theTime, useLowercase) local secsSince = GetTimeStamp() - theTime if secsSince < 60 then return ((useLowercase and zo_strformat(Shopkeeper.translate('timeSecondsAgoLC'), secsSince)) or zo_strformat(Shopkeeper.translate('timeSecondsAgo'), secsSince)) elseif secsSince < 3600 then return ((useLowercase and zo_strformat(Shopkeeper.translate('timeMinutesAgoLC'), math.floor(secsSince / 60.0))) or zo_strformat(Shopkeeper.translate('timeMinutesAgo'), math.floor(secsSince / 60.0))) elseif secsSince < 86400 then return ((useLowercase and zo_strformat(Shopkeeper.translate('timeHoursAgoLC'), math.floor(secsSince / 3600.0))) or zo_strformat(Shopkeeper.translate('timeHoursAgo'), math.floor(secsSince / 3600.0))) else return ((useLowercase and zo_strformat(Shopkeeper.translate('timeDaysAgoLC'), math.floor(secsSince / 86400.0))) or zo_strformat(Shopkeeper.translate('timeDaysAgo'), math.floor(secsSince / 86400.0))) end end -- A utility function to grab all the keys of the sound table -- to populate the options dropdown; we sort it and stick None -- on the top for convenience function Shopkeeper.soundKeys() local keyList = {} local keyIndex = 0 for i = 1, #Shopkeeper.alertSounds do keyIndex = keyIndex + 1 keyList[keyIndex] = Shopkeeper.alertSounds[i].name end return keyList end -- A utility function to find the key associated with a given value in -- the sounds table. Best we can do is a linear search unfortunately, -- but it's a small table. function Shopkeeper.searchSounds(sound) for i, theSound in ipairs(Shopkeeper.alertSounds) do if theSound.sound == sound then return theSound.name end end -- If we hit this point, we didn't find what we were looking for return nil end function Shopkeeper.searchSoundNames(name) for i,theSound in ipairs(Shopkeeper.alertSounds) do if theSound.name == name then return theSound.sound end end end -- Handle the OnMoveStop event for the window function Shopkeeper.OnWindowMoveStop() Shopkeeper.savedVariables.winLeft = ShopkeeperWindow:GetLeft() Shopkeeper.savedVariables.winTop = ShopkeeperWindow:GetTop() end -- Restore the window position from saved vars function Shopkeeper:RestoreWindowPosition() local left = self.savedVariables.winLeft local top = self.savedVariables.winTop ShopkeeperWindow:ClearAnchors() ShopkeeperWindow:SetAnchor(TOPLEFT, GuiRoot, TOPLEFT, left, top) end -- Handle the changing of main window font settings function Shopkeeper:UpdateFonts() local LMP = LibStub("LibMediaProvider-1.0") if LMP then local font = LMP:Fetch('font', Shopkeeper.savedVariables.windowFont) local look = string.format('%s|16', font) local titleLook = string.format('%s|22', font) local headerLook = string.format('%s|20', font) ShopkeeperWindowSearchLabel:SetFont(look) ShopkeeperWindowSearchBox:SetFont(look) ShopkeeperWindowTitle:SetFont(titleLook) ShopkeeperWindowBuyer:SetFont(headerLook) ShopkeeperWindowGuild:SetFont(headerLook) ShopkeeperWindowItemName:SetFont(headerLook) ShopkeeperWindowSellTime:SetFont(headerLook) ShopkeeperWindowPrice:SetFont(headerLook) ShopkeeperSwitchViewButton:SetFont(look) ShopkeeperResetButton:SetFont(look) ShopkeeperRefreshButton:SetFont(look) for i = 1, #Shopkeeper.DataRows do local dataRow = Shopkeeper.DataRows[i] dataRow:GetNamedChild("Buyer"):SetFont(look) dataRow:GetNamedChild("Guild"):SetFont(look) dataRow:GetNamedChild("ItemName"):SetFont(look) dataRow:GetNamedChild("Quantity"):SetFont(look) dataRow:GetNamedChild("SellTime"):SetFont(look) dataRow:GetNamedChild("Price"):SetFont(look) end end end -- Set the visibility status of the main window to the opposite of its current status function Shopkeeper.ToggleShopkeeperWindow() ShopkeeperWindow:SetHidden(not ShopkeeperWindow:IsHidden()) end -- Item tooltips function Shopkeeper:ShowToolTip(itemName, itemButton) self.itemToolTip = PopupTooltip self.itemToolTip:ClearAnchors() self.itemToolTip:ClearLines() self.itemToolTip:SetLink(itemName) self.itemToolTip:SetHidden(false) self.itemToolTip:SetAnchor(LEFT, itemButton, RIGHT, -5, 0) end function Shopkeeper:HideToolTip() self.itemToolTip:SetHidden(true) end -- Clear a given row's data function Shopkeeper.ClearDataRow(index) if index < 1 or index > 15 then return end local dataRow = Shopkeeper.DataRows[index] dataRow:GetNamedChild("Buyer"):SetText("") dataRow:GetNamedChild("Guild"):SetText("") dataRow:GetNamedChild("ItemIcon"):SetTexture(nil) dataRow:GetNamedChild("ItemIcon"):SetHidden(true) dataRow:GetNamedChild("ItemName"):SetText("") dataRow:GetNamedChild("Quantity"):SetText("") dataRow:GetNamedChild("SellTime"):SetText("") dataRow:GetNamedChild("Price"):SetText("") end -- Fill out a row with the given data function Shopkeeper.SetDataRow(index, buyer, guild, itemName, icon, quantity, sellTime, price, seller) if index < 1 or index > 15 then return end local dataRow = Shopkeeper.DataRows[index] -- Some extra stuff for the Buyer cell to handle double-click and color changes local buyerCell = dataRow:GetNamedChild("Buyer") buyerCell:SetText(buyer) -- If the seller is the player, color the buyer green. Otherwise, blue. local acctName = Shopkeeper.GetAccountName() if seller == acctName then buyerCell:SetNormalFontColor(0.18, 0.77, 0.05, 1) buyerCell:SetPressedFontColor(0.18, 0.77, 0.05, 1) buyerCell:SetMouseOverFontColor(0.32, 0.90, 0.18, 1) else buyerCell:SetNormalFontColor(0.21, 0.54, 0.94, 1) buyerCell:SetPressedFontColor(0.21, 0.54, 0.94, 1) buyerCell:SetMouseOverFontColor(0.34, 0.67, 1, 1) end buyerCell:SetHandler("OnMouseDoubleClick", function() if SCENE_MANAGER.currentScene.name == "mailSend" then ZO_MailSendToField:SetText("") ZO_MailSendToField:SetText(ZO_MailSendToField:GetText() .. buyer) else ZO_ChatWindowTextEntryEditBox:SetText("/w " .. buyer .. " " .. ZO_ChatWindowTextEntryEditBox:GetText()) end end) local buyerCellLabel = buyerCell:GetLabelControl() buyerCellLabel:SetWrapMode(TEXT_WRAP_MODE_ELLIPSIS) -- Guild cell dataRow:GetNamedChild("Guild"):SetText(guild) local guildCellLabel = dataRow:GetNamedChild("Guild"):GetLabelControl() guildCellLabel:SetWrapMode(TEXT_WRAP_MODE_ELLIPSIS) -- Item Icon dataRow:GetNamedChild("ItemIcon"):SetHidden(false) dataRow:GetNamedChild("ItemIcon"):SetTexture(icon) -- Item name cell local itemCell = dataRow:GetNamedChild("ItemName") itemCell:SetText(itemName) -- Insert the item link into the chat box, with a quick substitution so brackets show up itemCell:SetHandler("OnMouseDoubleClick", function() ZO_ChatWindowTextEntryEditBox:SetText(ZO_ChatWindowTextEntryEditBox:GetText() .. string.gsub(itemName, "|H0", "|H1")) end) itemCell:SetHandler("OnMouseEnter", function() Shopkeeper:ShowToolTip(itemName, itemCell) end) itemCell:SetHandler("OnMouseExit", function() Shopkeeper:HideToolTip() end) local itemCellLabel = itemCell:GetLabelControl() itemCellLabel:SetWrapMode(TEXT_WRAP_MODE_ELLIPSIS) -- Quantity cell dataRow:GetNamedChild("Quantity"):SetText("x" .. quantity) -- Sale time cell dataRow:GetNamedChild("SellTime"):SetText(sellTime) -- Handle the setting of whether or not to show pre-cut sale prices -- math.floor(number + 0.5) is a quick shorthand way to round for -- positive values local dispPrice = price if not Shopkeeper.savedVariables.showFullPrice then local cutPrice = price * (1 - (GetTradingHouseCutPercentage() / 100)) dispPrice = math.floor(cutPrice + 0.5) end -- Insert thousands separators for the price local stringPrice = dispPrice local subString = "%1" .. Shopkeeper.translate("thousandsSep") .."%2" while true do stringPrice, k = string.gsub(stringPrice, "^(-?%d+)(%d%d%d)", subString) if (k == 0) then break end end -- Finally, set the price dataRow:GetNamedChild("Price"):SetText(stringPrice .. " G") end -- Sort the scan results by descending price. If already sorted by price, toggle the sort order. -- We sort both the search result table and the master scan results table because either we do it -- now or we sort at separate times and try to keep track of what state each is in. No thanks! function Shopkeeper.SortByPrice(ordering) Shopkeeper.curSort[1] = "price" Shopkeeper.curSort[2] = ordering if ordering == "asc" then table.sort(Shopkeeper.SearchTable, function(sortA, sortB) return sortA[7] > sortB[7] end) table.sort(Shopkeeper.ScanResults, function(sortA, sortB) return sortA[7] > sortB[7] end) ShopkeeperWindowSortPrice:SetTexture("/esoui/art/miscellaneous/list_sortheader_icon_sortup.dds") else table.sort(Shopkeeper.SearchTable, function(sortA, sortB) return sortA[7] < sortB[7] end) table.sort(Shopkeeper.ScanResults, function(sortA, sortB) return sortA[7] < sortB[7] end) ShopkeeperWindowSortPrice:SetTexture("/esoui/art/miscellaneous/list_sortheader_icon_sortdown.dds") end ShopkeeperWindowSortTime:SetTexture("/esoui/art/miscellaneous/list_sortheader_icon_neutral.dds") Shopkeeper.DisplayRows() end -- Sort the scan results by descending time (most recent first). If already sorted by time, toggle the sort order. -- We sort both the search result table and the master scan results table because either we do it -- now or we sort at separate times and try to keep track of what state each is in. No thanks! function Shopkeeper.SortByTime(ordering) Shopkeeper.curSort[1] = "time" Shopkeeper.curSort[2] = ordering if ordering == "asc" then table.sort(Shopkeeper.SearchTable, function(sortA, sortB) return sortA[6] < sortB[6] end) table.sort(Shopkeeper.ScanResults, function(sortA, sortB) return sortA[6] < sortB[6] end) ShopkeeperWindowSortTime:SetTexture("/esoui/art/miscellaneous/list_sortheader_icon_sortup.dds") else table.sort(Shopkeeper.SearchTable, function(sortA, sortB) return sortA[6] > sortB[6] end) table.sort(Shopkeeper.ScanResults, function(sortA, sortB) return sortA[6] > sortB[6] end) ShopkeeperWindowSortTime:SetTexture("/esoui/art/miscellaneous/list_sortheader_icon_sortdown.dds") end ShopkeeperWindowSortPrice:SetTexture("/esoui/art/miscellaneous/list_sortheader_icon_neutral.dds") Shopkeeper.DisplayRows() end -- A convenience function to switch betwteen ascending and descending sort -- as well as between price and time sorting if the other is currently active function Shopkeeper.PriceSort() if Shopkeeper.curSort[1] == "price" and Shopkeeper.curSort[2] == "desc" then Shopkeeper.SortByPrice("asc") else Shopkeeper.SortByPrice("desc") end end -- A convenience function to switch betwteen ascending and descending sort -- as well as between price and time sorting if the other is currently active function Shopkeeper.TimeSort() if Shopkeeper.curSort[1] == "time" and Shopkeeper.curSort[2] == "desc" then Shopkeeper.SortByTime("asc") else Shopkeeper.SortByTime("desc") end end -- Build the data rows based on the position of the slider function Shopkeeper.DisplayRows() local startIndex = Shopkeeper.shopSlider:GetValue() if startIndex + #Shopkeeper.DataRows > #Shopkeeper.SearchTable then startIndex = #Shopkeeper.SearchTable - #Shopkeeper.DataRows end if startIndex < 1 then startIndex = 0 end -- Hide the slider if there's less than a full page of results Shopkeeper.shopSlider:SetHidden(#Shopkeeper.SearchTable < 16) for i = 1, #Shopkeeper.DataRows do local rowIndex = i + startIndex if rowIndex > #Shopkeeper.SearchTable then Shopkeeper.ClearDataRow(i) Shopkeeper.shopSlider:SetHidden(true) else local scanResult = Shopkeeper.SearchTable[rowIndex] Shopkeeper.SetDataRow(i, scanResult[1], scanResult[2], scanResult[3], scanResult[4], scanResult[5], Shopkeeper.textTimeSince(scanResult[6], false), scanResult[7], scanResult[8]) end end -- Scale the slider's range to the number of items we have minus the number of rows local sliderMax = 0 if #Shopkeeper.SearchTable > 15 then sliderMax = (#Shopkeeper.SearchTable - 15) end Shopkeeper.shopSlider:SetMinMax(0, sliderMax) end -- LibAddon init code function Shopkeeper:LibAddonInit() local LAM = LibStub("LibAddonMenu-2.0") if LAM then local LMP = LibStub("LibMediaProvider-1.0") if LMP then local panelData = { type = "panel", name = "Shopkeeper", displayName = "Shopkeeper", author = "Khaibit", version = Shopkeeper.version, registerForDefaults = true, } LAM:RegisterAddonPanel("ShopkeeperOptions", panelData) local optionsData = { [1] = { type = "submenu", name = Shopkeeper.translate('alertOptionsName'), tooltip = Shopkeeper.translate('alertOptionsTip'), controls = { [1] = { type = "checkbox", name = Shopkeeper.translate('saleAlertAnnounceName'), tooltip = Shopkeeper.translate('saleAlertAnnounceTip'), getFunc = function() return Shopkeeper.savedVariables.showAnnounceAlerts end, setFunc = function(value) Shopkeeper.savedVariables.showAnnounceAlerts = value end, }, [2] = { type = "checkbox", name = Shopkeeper.translate('saleAlertChatName'), tooltip = Shopkeeper.translate('saleAlertChatTip'), getFunc = function() return Shopkeeper.savedVariables.showChatAlerts end, setFunc = function(value) Shopkeeper.savedVariables.showChatAlerts = value end, }, [3] = { type = "dropdown", name = Shopkeeper.translate('alertTypeName'), tooltip = Shopkeeper.translate('alertTypeTip'), choices = Shopkeeper.soundKeys(), getFunc = function() return Shopkeeper.searchSounds(Shopkeeper.savedVariables.alertSoundName) end, setFunc = function(value) Shopkeeper.savedVariables.alertSoundName = Shopkeeper.searchSoundNames(value) PlaySound(Shopkeeper.savedVariables.alertSoundName) end, }, [4] = { type = "checkbox", name = Shopkeeper.translate('multAlertName'), tooltip = Shopkeeper.translate('multAlertTip'), getFunc = function() return Shopkeeper.savedVariables.showMultiple end, setFunc = function(value) Shopkeeper.savedVariables.showMultiple = value end, }, }, }, [2] = { type = "checkbox", name = Shopkeeper.translate('openMailName'), tooltip = Shopkeeper.translate('openMailTip'), getFunc = function() return Shopkeeper.savedVariables.openWithMail end, setFunc = function(value) Shopkeeper.savedVariables.openWithMail = value if value then -- Register for the mail scenes MAIL_INBOX_SCENE:AddFragment(Shopkeeper.uiFragment) MAIL_SEND_SCENE:AddFragment(Shopkeeper.uiFragment) else -- Unregister for the mail scenes MAIL_INBOX_SCENE:RemoveFragment(Shopkeeper.uiFragment) MAIL_SEND_SCENE:RemoveFragment(Shopkeeper.uiFragment) end end, }, [3] = { type = "checkbox", name = Shopkeeper.translate('openStoreName'), tooltip = Shopkeeper.translate('openStoreTip'), getFunc = function() return Shopkeeper.savedVariables.openWithStore end, setFunc = function(value) Shopkeeper.savedVariables.openWithStore = value if value then -- Register for the store scene TRADING_HOUSE_SCENE:AddFragment(Shopkeeper.uiFragment) else -- Unregister for the store scene TRADING_HOUSE_SCENE:RemoveFragment(Shopkeeper.uiFragment) end end, }, [4] = { type = "checkbox", name = Shopkeeper.translate('fullSaleName'), tooltip = Shopkeeper.translate('fullSaleTip'), getFunc = function() return Shopkeeper.savedVariables.showFullPrice end, setFunc = function(value) Shopkeeper.savedVariables.showFullPrice = value Shopkeeper.DisplayRows() end, }, [5] = { type = "slider", name = Shopkeeper.translate('scanFreqName'), tooltip = Shopkeeper.translate('scanFreqTip'), min = 60, max = 600, getFunc = function() return Shopkeeper.savedVariables.scanFreq end, setFunc = function(value) Shopkeeper.savedVariables.scanFreq = value EVENT_MANAGER:UnregisterForUpdate(Shopkeeper.name) local scanInterval = value * 1000 EVENT_MANAGER:RegisterForUpdate(Shopkeeper.name, scanInterval, function() Shopkeeper:ScanStores(false, false) end) end, }, [6] = { type = "slider", name = Shopkeeper.translate('historyDepthName'), tooltip = Shopkeeper.translate('historyDepthTip'), min = 500, max = 7500, getFunc = function() return Shopkeeper.savedVariables.historyDepth end, setFunc = function(value) Shopkeeper.savedVariables.historyDepth = value end, }, [7] = { type = "dropdown", name = Shopkeeper.translate('windowFontName'), tooltip = Shopkeeper.translate('windowFontTip'), choices = LMP:List(LMP.MediaType.FONT), getFunc = function() return Shopkeeper.savedVariables.windowFont end, setFunc = function(value) Shopkeeper.savedVariables.windowFont = value Shopkeeper.UpdateFonts() end, }, } LAM:RegisterOptionControls("ShopkeeperOptions", optionsData) end end end -- Handle scrolling the main window function Shopkeeper.OnSliderMouseWheel(self, delta) local oldSliderLevel = Shopkeeper.shopSlider:GetValue() local newSliderLevel = oldSliderLevel - delta Shopkeeper.shopSlider:SetValue(newSliderLevel) end -- Update the table if the slider moved function Shopkeeper.OnSliderMoved(self, sliderLevel, eventReason) Shopkeeper.DisplayRows() end -- Filters the ScanResults table into the SearchTable, using the -- Shopkeeper.viewMode to determine whether or not to limit to -- player's own sales. Sadly, we cannot yet search item names -- because patch 1.2.3 broke every method we know of to get those. function Shopkeeper.DoSearch(searchText) Shopkeeper.SearchTable = {} local searchTerm = string.lower(searchText) local acctName = Shopkeeper.GetAccountName() -- Actually carry out the search for j = 1, #Shopkeeper.ScanResults do local result = Shopkeeper.ScanResults[j] if result then if Shopkeeper.viewMode == "self" then if result[8] ~= acctName then result = nil end end if result then if searchText == nil or searchText == " " then table.insert(Shopkeeper.SearchTable, result) else for i = 1, 3 do local fixedTerm = result[i] if i == 3 then -- Need to do something here or elsewhere to get text name out of link -- Can we build a tooltip offscreen and grab the text line from that somehow? local itName = fixedTerm end if string.lower(fixedTerm):find(searchTerm) then if result[i] ~= nil then table.insert(Shopkeeper.SearchTable, result) break end end end end end end end Shopkeeper.DisplayRows() end -- Switch between all sales and your sales function Shopkeeper.SwitchViewMode() if Shopkeeper.viewMode == "self" then ShopkeeperSwitchViewButton:SetText(Shopkeeper.translate('viewModeYourName')) ShopkeeperWindow:GetNamedChild('Title'):SetText("Shopkeeper - " .. Shopkeeper.translate('allSalesTitle')) Shopkeeper.viewMode = "all" else ShopkeeperSwitchViewButton:SetText(Shopkeeper.translate('viewModeAllName')) ShopkeeperWindow:GetNamedChild('Title'):SetText("Shopkeeper - " .. Shopkeeper.translate('yourSalesTitle')) Shopkeeper.viewMode = "self" end Shopkeeper.DoSearch(ShopkeeperWindowSearchBox:GetText()) end -- Actually carries out of the scan of a specific guild store's sales history. -- If checkOlder is true, will request older events first if there are any. -- Inserts all events that occurred after timeStamp into the ScanResults table. function Shopkeeper:DoScan(guildID, timeStamp, checkOlder) if checkOlder and DoesGuildHistoryCategoryHaveMoreEvents(guildID, GUILD_HISTORY_SALES) then RequestGuildHistoryCategoryOlder(guildID, GUILD_HISTORY_SALES) end local numEvents = GetNumGuildEvents(guildID, GUILD_HISTORY_SALES) local thePlayer = Shopkeeper.GetAccountName() for i = 0, numEvents do local theEvent = {} _, theEvent.secsSince, theEvent.seller, theEvent.buyer, theEvent.quant, theEvent.itemName, theEvent.salePrice = GetGuildEventInfo(guildID, GUILD_HISTORY_SALES, i) theEvent.guild = GetGuildName(guildID) -- Only worry about items sold since our last scan if theEvent.secsSince ~= nil then theEvent.saleTime = timeStamp - theEvent.secsSince if theEvent.saleTime > Shopkeeper.acctSavedVariables.lastScan then if theEvent.itemName ~= nil and theEvent.seller ~= nil and theEvent.buyer ~= nil and theEvent.salePrice ~= nil then -- Grab the icon local itemIcon, _, _, _ = GetItemLinkInfo(theEvent.itemName) -- If the seller is the player and this isn't a deep scan (and thus the first upon login or reset), -- queue up an alert if not checkOlder and (Shopkeeper.savedVariables.showChatAlerts or Shopkeeper.savedVariables.showAnnounceAlerts) and theEvent.seller == thePlayer then table.insert(Shopkeeper.alertQueue, theEvent) end -- Insert the entry into the ScanResults table table.insert(Shopkeeper.ScanResults, {theEvent.buyer, theEvent.guild, theEvent.itemName, itemIcon, theEvent.quant, theEvent.saleTime, theEvent.salePrice, theEvent.seller}) end end end end end -- Called after store scans complete, updates last scan timestamp, -- the search table, and slider range, then sorts the fresh table. -- Once this is done writes out to the saved variables scan history -- and updates the displayed table, sending a message to chat if -- the scan was initiated via the 'refresh' button. function Shopkeeper:PostScan(timeStamp, doAlert) Shopkeeper.acctSavedVariables.lastScan = timeStamp Shopkeeper.isScanning = false Shopkeeper.DoSearch(ShopkeeperWindowSearchBox:GetText()) -- Scale the slider's range to the number of items we have minus the number of rows local sliderMax = 0 if #Shopkeeper.ScanResults > 14 then sliderMax = (#Shopkeeper.ScanResults - 14) end Shopkeeper.shopSlider:SetMinMax(0, sliderMax) if Shopkeeper.curSort[1] == "time" then Shopkeeper.SortByTime(Shopkeeper.curSort[2]) else Shopkeeper.SortByPrice(Shopkeeper.curSort[2]) end Shopkeeper.acctSavedVariables.scanHistory = Shopkeeper.ScanResults Shopkeeper.DisplayRows() if doAlert then CHAT_SYSTEM:AddMessage("[Shopkeeper] " .. Shopkeeper.translate('refreshDone')) end -- If there's anything in the alert queue, handle it. if #Shopkeeper.alertQueue > 0 then -- Play an alert chime once if there are any alerts in the queue -- On-screen alerts play their own sounds, so only do this if they only get chat alerts if Shopkeeper.savedVariables.showChatAlerts and not Shopkeeper.savedVariables.showAnnounceAlerts then PlaySound(Shopkeeper.savedVariables.alertSoundName) end local numSold = 0 local totalGold = 0 local numAlerts = #Shopkeeper.alertQueue for i = 1, numAlerts do local theEvent = table.remove(Shopkeeper.alertQueue, 1) numSold = numSold + 1 -- Adjust the price if they want the post-cut prices instead local dispPrice = theEvent.salePrice if not Shopkeeper.savedVariables.showFullPrice then local cutPrice = price * (1 - (GetTradingHouseCutPercentage() / 100)) dispPrice = math.floor(cutPrice + 0.5) end totalGold = totalGold + dispPrice -- If they want multiple alerts, we'll alert on each loop iteration -- or if there's only one. if Shopkeeper.savedVariables.showMultiple or numAlerts == 1 then -- Insert thousands separators for the price local stringPrice = dispPrice local subString = "%1" .. Shopkeeper.translate("thousandsSep") .."%2" while true do stringPrice, k = string.gsub(stringPrice, "^(-?%d+)(%d%d%d)", subString) if (k == 0) then break end end -- Only make a sound on the first one if sounds are turned on -- To avoid sound spam on multiple sales -- (Because of how and/or work in LUA, "X and Y or Z" is equivalent -- to the C-style ternary operator "X ? Y : Z" so long as Y is not -- false or nil.) local alertSound = (i > 1) and SOUNDS.NONE or Shopkeeper.savedVariables.alertSoundName -- On-screen alert if Shopkeeper.savedVariables.showAnnounceAlerts then -- German word order differs so argument order also needs to be changed if Shopkeeper.locale == "de" then CENTER_SCREEN_ANNOUNCE:AddMessage(EVENT_SKILL_RANK_UPDATE, CSA_EVENT_SMALL_TEXT, alertSound, string.format(Shopkeeper.translate('salesAlertColor'), theEvent.quant, theEvent.itemName, stringPrice, theEvent.guild, Shopkeeper.textTimeSince(theEvent.saleTime, true))) else CENTER_SCREEN_ANNOUNCE:AddMessage(EVENT_SKILL_RANK_UPDATE, CSA_EVENT_SMALL_TEXT, alertSound, string.format(Shopkeeper.translate('salesAlertColor'), theEvent.itemName, theEvent.quant, stringPrice, theEvent.guild, Shopkeeper.textTimeSince(theEvent.saleTime, true))) end end -- Chat alert if Shopkeeper.savedVariables.showChatAlerts then CHAT_SYSTEM:AddMessage(string.format("[Shopkeeper] " .. Shopkeeper.translate('salesAlert'), theEvent.itemName, theEvent.quant, stringPrice, theEvent.guild, Shopkeeper.textTimeSince(theEvent.saleTime, true))) end end end -- Otherwise, we'll just alert once with a summary at the end if not Shopkeeper.savedVariables.showMultiple and numAlerts > 1 then -- Insert thousands separators for the price local stringPrice = totalGold local subString = "%1" .. Shopkeeper.translate("thousandsSep") .."%2" while true do stringPrice, k = string.gsub(stringPrice, "^(-?%d+)(%d%d%d)", substring) if (k == 0) then break end end if Shopkeeper.savedVariables.showAnnounceAlerts then CENTER_SCREEN_ANNOUNCE:AddMessage(EVENT_SKILL_RANK_UPDATE, CSA_EVENT_SMALL_TEXT, Shopkeeper.savedVariables.alertSoundName, string.format(Shopkeeper.translate('salesGroupAlertColor'), numSold, stringPrice)) else CHAT_SYSTEM:AddMessage(string.format("[Shopkeeper] " .. Shopkeeper.translate('salesGroupAlert'), numSold, stringPrice)) end end end -- Finally, update the table just in case Shopkeeper.DisplayRows() end -- Scans all stores a player has access to with 2-second delays between them. -- Idea for spaced callbacks taken from awesomebilly's Luminary Trade/Sales -- History addon. function Shopkeeper:ScanStores(checkOlder, doAlert) local timeStamp = GetTimeStamp() -- If it's been less than a minute since we last scanned the store, -- don't do it again so we don't hammer the server either accidentally -- or on purpose local timeLimit = timeStamp - 60 if not Shopkeeper.isScanning and timeLimit > Shopkeeper.acctSavedVariables.lastScan then local guildNum = GetNumGuilds() -- Nothing to scan! if guildNum == 0 then return end Shopkeeper.isScanning = true for j = 1, guildNum do local guildID = GetGuildId(j) -- I need a better way to space out these checks than callbacks -- It works but feels ugly if RequestGuildHistoryCategoryNewest(guildID, GUILD_HISTORY_SALES) then zo_callLater(function() Shopkeeper:DoScan(guildID, timeStamp, checkOlder) end, (((j - 1) * 2000) + 1000)) end end -- Once scans are done, wait a few seconds and do some cleanup zo_callLater(function() Shopkeeper:PostScan(timeStamp, doAlert) end, ((guildNum + 1) * 2000)) end end -- It's silly, but I have to re-set the fonts each time the UI reloads because I define defaults -- in the .xml (at least as far as I can figure.) The PlayerActive event fires after each of these, -- so it's a nice place to hook in for that. function Shopkeeper.PlayerActive() Shopkeeper:UpdateFonts() end -- Handle the refresh button - do a scan if it's been more than a minute -- since the last successful one. function Shopkeeper.DoRefresh() local timeStamp = GetTimeStamp() -- If it's been less than a minute since we last scanned the store, -- don't do it again so we don't hammer the server either accidentally -- or on purpose local timeLimit = timeStamp - 60 if timeLimit > Shopkeeper.acctSavedVariables.lastScan then CHAT_SYSTEM:AddMessage("[Shopkeeper] " .. Shopkeeper.translate('refreshStart')) Shopkeeper:ScanStores(false, true) else CHAT_SYSTEM:AddMessage("[Shopkeeper] " .. Shopkeeper.translate('refreshWait')) end end -- Handle the reset button - clear out the search and scan tables, -- and set the time of the last scan to -1. The next interval scan -- will grab the sales histories from each guild to re-populate. function Shopkeeper.DoReset() Shopkeeper.ScanResults = {} Shopkeeper.SearchTable = {} Shopkeeper.acctSavedVariables.scanHistory = {} Shopkeeper.acctSavedVariables.lastScan = -1 Shopkeeper.DisplayRows() Shopkeeper:ScanStores(true, false) CHAT_SYSTEM:AddMessage("[Shopkeeper] " .. Shopkeeper.translate('resetDone')) end -- Set up the main window and the additional button added to the guild store interface function Shopkeeper:SetupShopkeeperWindow() -- Shopkeeper button in guild store screen local reopenShopkeeper = CreateControlFromVirtual("ShopkeeperReopenButton", ZO_TradingHouseLeftPane, "ZO_DefaultButton") reopenShopkeeper:SetAnchor(CENTER, ZO_TradingHouseLeftPane, BOTTOM, 0, 5) reopenShopkeeper:SetWidth(200) reopenShopkeeper:SetText("Shopkeeper") reopenShopkeeper:SetHandler("OnClicked", Shopkeeper.ToggleShopkeeperWindow) -- Shopkeeper button in mail screen local shopkeeperMail = CreateControlFromVirtual("ShopkeeperMailButton", ZO_MailInbox, "ZO_DefaultButton") shopkeeperMail:SetAnchor(TOPLEFT, ZO_MailInbox, TOPLEFT, 100, 4) shopkeeperMail:SetWidth(200) shopkeeperMail:SetText("Shopkeeper") shopkeeperMail:SetHandler("OnClicked", Shopkeeper.ToggleShopkeeperWindow) -- Set column headers and search label from translation ShopkeeperWindow:GetNamedChild('Buyer'):SetText(Shopkeeper.translate('buyerColumnName')) ShopkeeperWindow:GetNamedChild('Guild'):SetText(Shopkeeper.translate('guildColumnName')) ShopkeeperWindow:GetNamedChild('ItemName'):SetText(Shopkeeper.translate('itemColumnName')) ShopkeeperWindow:GetNamedChild('SellTime'):SetText(Shopkeeper.translate('timeColumnName')) ShopkeeperWindow:GetNamedChild('Price'):SetText(Shopkeeper.translate('priceColumnName')) ShopkeeperWindow:GetNamedChild('SearchLabel'):SetText(Shopkeeper.translate('searchBoxName')) -- Set second half of window title from translation ShopkeeperWindow:GetNamedChild('Title'):SetText("Shopkeeper - " .. Shopkeeper.translate('yourSalesTitle')) -- Set up some helpful tooltips for the Buyer and Item column headers ShopkeeperWindowBuyer:SetHandler("OnMouseEnter", function(self) ZO_Tooltips_ShowTextTooltip(self, TOP, Shopkeeper.translate('buyerTooltip')) end) ShopkeeperWindowBuyer:SetHandler("OnMouseExit", function(self) ZO_Tooltips_HideTextTooltip() end) ShopkeeperWindowItemName:SetHandler("OnMouseEnter", function(self) ZO_Tooltips_ShowTextTooltip(self, TOP, Shopkeeper.translate('itemTooltip')) end) ShopkeeperWindowItemName:SetHandler("OnMouseExit", function(self) ZO_Tooltips_HideTextTooltip() end) ShopkeeperWindowSellTime:SetHandler("OnMouseEnter", function(self) ZO_Tooltips_ShowTextTooltip(self, TOP, Shopkeeper.translate('sortTimeTip')) end) ShopkeeperWindowSellTime:SetHandler("OnMouseExit", function(self) ZO_Tooltips_HideTextTooltip() end) ShopkeeperWindowPrice:SetHandler("OnMouseEnter", function(self) ZO_Tooltips_ShowTextTooltip(self, TOP, Shopkeeper.translate('sortPriceTip')) end) ShopkeeperWindowPrice:SetHandler("OnMouseExit", function(self) ZO_Tooltips_HideTextTooltip() end) -- View switch button local switchViews = CreateControlFromVirtual("ShopkeeperSwitchViewButton", ShopkeeperWindow, "ZO_DefaultButton") switchViews:SetAnchor(BOTTOMLEFT, ShopkeeperWindow, BOTTOMLEFT, 20, -5) switchViews:SetWidth(175) switchViews:SetText(Shopkeeper.translate('viewModeAllName')) switchViews:SetHandler("OnClicked", Shopkeeper.SwitchViewMode) -- Refresh button local refreshButton = CreateControlFromVirtual("ShopkeeperRefreshButton", ShopkeeperWindow, "ZO_DefaultButton") refreshButton:SetAnchor(BOTTOMRIGHT, ShopkeeperWindow, BOTTOMRIGHT, -20, -5) refreshButton:SetWidth(150) refreshButton:SetText(Shopkeeper.translate('refreshLabel')) refreshButton:SetHandler("OnClicked", Shopkeeper.DoRefresh) -- Reset button local resetButton = CreateControlFromVirtual("ShopkeeperResetButton", ShopkeeperWindow, "ZO_DefaultButton") resetButton:SetAnchor(BOTTOMRIGHT, ShopkeeperWindow, BOTTOMRIGHT, -170, -5) resetButton:SetWidth(150) resetButton:SetText(Shopkeeper.translate('resetLabel')) resetButton:SetHandler("OnClicked", Shopkeeper.DoReset) -- Make the 15 rows that comprise the visible table if #Shopkeeper.DataRows == 0 then local dataRowOffsetX = 25 local dataRowOffsetY = 74 for i = 1,15 do local dRow = CreateControlFromVirtual("ShopkeeperDataRow", ShopkeeperWindow, "ShopkeeperDataRow", i) dRow:SetSimpleAnchorParent(dataRowOffsetX, dataRowOffsetY+((dRow:GetHeight()+2)*(i-1))) Shopkeeper.DataRows[i] = dRow end end -- Close button ShopkeeperWindowCloseButton:SetNormalTexture("/esoui/art/hud/radialicon_cancel_up.dds") ShopkeeperWindowCloseButton:SetMouseOverTexture("/esoui/art/hud/radialicon_cancel_over.dds") ShopkeeperWindowCloseButton:SetHandler("OnClicked", function() ShopkeeperWindow:SetHidden(true) end) -- Slider setup ShopkeeperWindow:SetHandler("OnMouseWheel", Shopkeeper.OnSliderMouseWheel) Shopkeeper.shopSlider = CreateControl(ShopkeeperWindowSlider, ShopkeeperWindow, CT_SLIDER) Shopkeeper.shopSlider.texture = "/esoui/art/miscellaneous/scrollbox_elevator.dds" Shopkeeper.shopSlider.offset = 0 local tex = Shopkeeper.shopSlider.texture Shopkeeper.shopSlider:SetDimensions(20,570) Shopkeeper.shopSlider:SetMouseEnabled(true) Shopkeeper.shopSlider:SetThumbTexture(tex,tex,tex,20,50,0,0,1,1) Shopkeeper.shopSlider:SetMinMax(0, 100) Shopkeeper.shopSlider:SetValue(0) Shopkeeper.shopSlider:SetValueStep(1) Shopkeeper.shopSlider:SetAnchor(LEFT, ShopkeeperWindow, RIGHT, -22, 15) Shopkeeper.shopSlider:SetHandler("OnValueChanged", Shopkeeper.OnSliderMoved) -- Sorting handlers ShopkeeperWindowPrice:SetHandler("OnMouseUp", Shopkeeper.PriceSort) ShopkeeperWindowSellTime:SetHandler("OnMouseUp", Shopkeeper.TimeSort) -- Search handler, for all the good it does us right now ZO_PreHookHandler(ShopkeeperWindowSearchBox, "OnTextChanged", function(self) Shopkeeper.DoSearch(ShopkeeperWindowSearchBox:GetText()) end) -- We're all set, so make sure we're using the right font and then update the UI Shopkeeper.windowFont = Shopkeeper.savedVariables.windowFont Shopkeeper:UpdateFonts() Shopkeeper.DisplayRows() end -- Init function function Shopkeeper:Initialize() local Defaults = { ["showChatAlerts"] = false, ["showMultiple"] = true, ["openWithMail"] = true, ["openWithStore"] = true, ["showFullPrice"] = true, ["winLeft"] = 30, ["winTop"] = 30, ["windowFont"] = "ProseAntique", ["historyDepth"] = 3000, ["scanFreq"] = 120, ["showAnnounceAlerts"] = true, ["alertSoundName"] = "Book_Acquired", } local acctDefaults = { ["lastScan"] = -1, ["scanHistory"] = {}, } self.savedVariables = ZO_SavedVars:New("ShopkeeperSavedVars", 1, nil, Defaults) self.acctSavedVariables = ZO_SavedVars:NewAccountWide("ShopkeeperSavedVars", 1, nil, acctDefaults) self.ScanResults = Shopkeeper.acctSavedVariables.scanHistory self:LibAddonInit() self:SetupShopkeeperWindow() self:RestoreWindowPosition() self.SortByTime("desc") -- We'll grab their locale now, it's really only used for a couple things as -- most localization is handled by the i18n/$(language).lua files Shopkeeper.locale = GetCVar('Language.2') if Shopkeeper.locale ~= "en" and Shopkeeper.locale ~= "de" and Shopkeeper.locale ~= "fr" then Shopkeeper.locale = "en" end -- Rather than constantly managing the length of the history, we'll just -- truncate it once at init-time since we now have it sorted. As a result -- it will fluctuate in size depending on how active guild stores are and -- how long someone plays for at a time, but that's OK as it shouldn't impact -- performance too severely unless someone plays for 24+ hours straight local historyDepth = self.savedVariables.historyDepth if #self.ScanResults > historyDepth then for i = (historyDepth + 1), #self.ScanResults do table.remove(self.ScanResults) end end -- Populate the search table self.DoSearch(nil) -- Add the shopkeeper window to the mail and trading house scenes if the -- player's settings indicate they want that behavior Shopkeeper.uiFragment = ZO_FadeSceneFragment:New(ShopkeeperWindow) if self.savedVariables.openWithMail then MAIL_INBOX_SCENE:AddFragment(Shopkeeper.uiFragment) MAIL_SEND_SCENE:AddFragment(Shopkeeper.uiFragment) end if self.savedVariables.openWithStore then TRADING_HOUSE_SCENE:AddFragment(Shopkeeper.uiFragment) end -- Because we allow manual toggling of the Shopkeeper window in those scenes (without -- making that setting permanent), we also have to hide the window on closing them -- if they're not part of the scene. EVENT_MANAGER:RegisterForEvent(Shopkeeper.name, EVENT_MAIL_CLOSE_MAILBOX, function() if not Shopkeeper.savedVariables.openWithMail then ShopkeeperWindow:SetHidden(true) end end) EVENT_MANAGER:RegisterForEvent(Shopkeeper.name, EVENT_CLOSE_TRADING_HOUSE, function() if not Shopkeeper.savedVariables.openWithStore then ShopkeeperWindow:SetHidden(true) end end) -- We also want to make sure the Shopkeeper window is hidden in the game menu ZO_PreHookHandler(ZO_GameMenu_InGame, "OnShow", function() ShopkeeperWindow:SetHidden(true) end) -- Update fonts after each UI load EVENT_MANAGER:RegisterForEvent(Shopkeeper.name, EVENT_PLAYER_ACTIVATED, Shopkeeper.PlayerActive) -- RegisterForUpdate lets us scan at a given interval (in ms), so we'll use that to -- keep the sales history updated local scanInterval = self.savedVariables.scanFreq * 1000 EVENT_MANAGER:RegisterForUpdate(Shopkeeper.name, scanInterval, function() Shopkeeper:ScanStores(false, false) end) -- Right, we're all set up, so give the client a few seconds to catch up on everything -- and then do an initial (deep) scan in case it's been a while since the player -- logged on. zo_callLater(function() Shopkeeper:ScanStores(true, false) end, 5000) end -- Event handler for the OnAddOnLoaded event function Shopkeeper.OnAddOnLoaded(event, addonName) if addonName == Shopkeeper.name then Shopkeeper:Initialize() end end -- Register for the OnAddOnLoaded event EVENT_MANAGER:RegisterForEvent(Shopkeeper.name, EVENT_ADD_ON_LOADED, Shopkeeper.OnAddOnLoaded) -- Set up /shopkeeper as a slash command toggle for the main window SLASH_COMMANDS["/shopkeeper"] = function() if ShopkeeperWindow:IsHidden() then Shopkeeper.DisplayRows() end ShopkeeperWindow:SetHidden(not ShopkeeperWindow:IsHidden()) end