-- AnnoyingPopupRemover.lua -- Written by KyrosKrane Sylvanblade (kyros@kyros.info) -- Licensed under the MIT License, as below. -- -- Copyright (c) 2015 KyrosKrane Sylvanblade -- --######################################### --# License: MIT License --######################################### -- Permission is hereby granted, free of charge, to any person obtaining a copy -- of this software and associated documentation files (the "Software"), to deal -- in the Software without restriction, including without limitation the rights -- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -- copies of the Software, and to permit persons to whom the Software is -- furnished to do so, subject to the following conditions: -- -- The above copyright notice and this permission notice shall be included in -- all copies or substantial portions of the Software. -- -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -- THE SOFTWARE. -- This add-on file removes a number of annoying pop-ups. -- It removes the popup confirmation dialog when looting a bind-on-pickup item. -- It removes the popup confirmation dialog when rolling on a bind-on-pickup item. -- It removes the popup confirmation dialog when adding a BOP item to void storage, and that item is modified (gemmed, enchanted, or transmogged) or still tradable with the looting group. --######################################### --# Global Variables --######################################### -- Define a global for our namespace local APR = { }; -- Define whether we're in debug mode or production mode. True means debug; false means production. APR.DebugMode = false; -- Set the current version so we can display it. APR.Version = "@project-version@"; -- Create the frame to hold our event catcher, and the list of events. APR.Frame, APR.Events = CreateFrame("Frame"), {}; -- Create a holder to store dialogs we're removing, in case the user wants to restore them. APR.StoredDialogs = {}; -- Get a local reference to these functions to speed up execution. local rawset = rawset local tostring = tostring local select = select local pairs = pairs local type = type -- Get the language used by the client. APR.locale = GetLocale(); --######################################### --# Localization --######################################### -- This bit of meta-magic makes it so that if we call L with a key that doesn't yet exist, a key is created automatically, and its value is the name of the key. For example, if L["MyAddon"] doesn't exist, and I run print (L["MyAddon"]), the __index command causes the L table to automatically create a new key called MyAddon, and its value is set to tostring("MyAddon") -- same as the key name. L = setmetatable({ }, {__index = function(t, k) local v = tostring(k); rawset(t, k, v); return v; end}) -- The above system effectively makes it so that we don't have to define the default, English-language values. Just set the key name as the English value. -- Set the default strings used here. Other languages can override these as needed. -- Not going to localize debug strings for now. -- In another file, you can override these strings like: -- if APR.locale == "deDE" then -- L["APR"] = "German name of APR here"; -- end -- That way, it preserves the default English strings in case of a missed translation. --######################################### --# Utility Functions --######################################### -- Print debug output to the chat frame. function APR:DebugPrint(...) if (APR.DebugMode) then print (L["APR"] .. " " .. L["Debug"] .. ": ", ...); end end -- APR:DebugPrint -- Print standard output to the chat frame. function APR:ChatPrint(...) print (L["APR"] ..": ", ...); end -- APR:ChatPrint() -- Debugging code to see what the hell is being passed in... function APR:PrintVarArgs(...) local n = select('#', ...) APR:DebugPrint ("There are ", n, " items in varargs.") local msg for i = 1, n do msg = select(i, ...) APR:DebugPrint ("Item ", i, " is ", msg); end end -- APR:PrintVarArgs() -- Dumps a table into chat. Not intended for production use. function APR:DumpTable(tab, indent) if not indent then indent = 0 end if indent > 10 then APR:DebugPrint("Recursion is at 11 already; aborting.") return end for k, v in pairs(tab) do local s = "" if indent > 0 then for i = 0, indent do s = s .. " "; end end if "table" == type(v) then s = s .. "Item " .. k .. " is sub-table." ; APR:DebugPrint(s); indent = indent + 1; APR:DumpTable(v, indent); indent = indent - 1; else s = s .. "Item " .. k .. " is " .. tostring(v); APR:DebugPrint(s); end end end -- APR:DumpTable() -- Splits a string into sections, based on a specified separator. -- Split text into a list consisting of the strings in text, -- separated by strings matching delimiter (which may be a pattern). -- example: APR:strsplit(",%s*", "Anna, Bob, Charlie,Dolores") -- Adapted from Lua manual: http://lua-users.org/wiki/SplitJoin function APR:strsplit(delimiter, text) local list = {} local pos = 1 if strfind("", delimiter, 1) then -- this would result in endless loops -- error("delimiter matches empty string!") -- return the entire string instead. tinsert(list, text) return list end while 1 do local first, last = strfind(text, delimiter, pos) if first then -- found? tinsert(list, strsub(text, pos, first-1)) pos = last+1 else tinsert(list, strsub(text, pos)) break end end return list end --######################################### --# Slash command handling --######################################### -- Set the default slash command. SLASH_APR1 = "/apr" SlashCmdList.APR = function (...) APR:HandleCommandLine(...) end -- Respond to user chat-line commands. function APR:HandleCommandLine(msg, editbox) -- no clue why the slash command handler passes in info about the message box itself, but it does... APR:DebugPrint ("msg is " .. msg); local Line = APR:strsplit("%s+", string.lower(msg)); -- APR:DumpTable(Line); -- Validate parameters. Only 1 and 2 are checked; rest are ignored. if Line[2] then if "bind" == Line[2] or "roll" == Line[2] or "void" == Line[2] then if "show" == Line[1] or "hide" == Line[1] then APR:TogglePopup(Line[2], Line[1]) return; end end elseif Line[1] then if "status" == Line[1] then APR:PrintStatus(); return; elseif "help" == Line[1] then APR:PrintHelp(); return; end -- else no parameters specified end -- if we get here, then the validation failed. APR:ChatPrint(L["Error: unknown command."]); APR:PrintHelp(); end -- APR:HandleCommandLine() -- Print the instructions for the user. function APR:PrintHelp() APR:ChatPrint (L["Allowed commands for"] .. " " .. L["Annoying Pop-up Remover"] .. ":"); APR:ChatPrint("/apr show OR hide bind OR roll OR void"); -- not localized on purpose APR:ChatPrint("/apr status"); -- not localized on purpose APR:ChatPrint("/apr help"); -- not localized on purpose end -- APR:PrintHelp() -- Print the status for a given popup type, or for all if not specified. -- popup is optional function APR:PrintStatus(popup) if not popup or "bind" == popup then APR:ChatPrint (L["Confirmation pop-up when looting bind-on-pickup items will be "] .. (APR.DB.HideBind and L["hidden"] or L["shown"]) .. "."); end if not popup or "roll" == popup then APR:ChatPrint (L["Confirmation pop-up when rolling on bind-on-pickup items will be "] .. (APR.DB.HideRoll and L["hidden"] or L["shown"]) .. "."); end if not popup or "void" == popup then APR:ChatPrint (L["Confirmation pop-up when depositing modified items into void storage will be "] .. (APR.DB.HideVoid and L["hidden"] or L["shown"]) .. "."); end end -- APR:PrintStatus() -- Dispatcher function to call the correct show or hide function for the appropriate popup window. -- popup is required, state is optional function APR:TogglePopup(popup, state) if "bind" == popup then if state then if "show" == state then APR:ShowPopupBind(true); elseif "hide" == state then APR:HidePopupBind(true); else -- error, bad programmer, no cookie! DebugPrint("Error in APR:TogglePopup: unknown state " .. state .. " for popup type " .. popup .. " passed in."); return false end else -- no state specified, so reverse the state. If Hide was on, then show it, and vice versa. if APR.DB.HideBind then APR:ShowPopupBind(true); else APR:HidePopupBind(true); end end elseif "roll" == popup then if state then if "show" == state then APR:ShowPopupRoll(true); elseif "hide" == state then APR:HidePopupRoll(true); else -- error, bad programmer, no cookie! DebugPrint("Error in APR:TogglePopup: unknown state " .. state .. " for popup type " .. popup .. " passed in."); return false end else -- no state specified, so reverse the state. If Hide was on, then show it, and vice versa. if APR.DB.HideRoll then APR:ShowPopupRoll(true); else APR:HidePopupRoll(true); end end elseif "void" == popup then if state then if "show" == state then APR:ShowPopupVoid(true); elseif "hide" == state then APR:HidePopupVoid(true); else -- error, bad programmer, no cookie! DebugPrint("Error in APR:TogglePopup: unknown state " .. state .. " for popup type " .. popup .. " passed in."); return false end else -- no state specified, so reverse the state. If Hide was on, then show it, and vice versa. if APR.DB.HideVoid then APR:ShowPopupVoid(true); else APR:HidePopupVoid(true); end end else -- error, bad programmer, no cookie! DebugPrint("Error in APR:TogglePopup: unknown popup type " .. popup .. " passed in."); return false end end -- APR:TogglePopup() --######################################### --# Dialog toggling functions --######################################### -- Show and hide functions for each of the supported types -- not documenting individually, as it should be clear what they do. function APR:ShowPopupBind(printconfirm) APR:DebugPrint ("in APR:ShowPopupBind"); if APR.DB.HideBind then -- Re-enable the dialog that pops to confirm looting BoP gear yourself. StaticPopupDialogs["LOOT_BIND"] = APR.StoredDialogs["LOOT_BIND"]; APR.StoredDialogs["LOOT_BIND"] = nil; -- Mark that the dialog is shown. APR.DB.HideBind = false; -- else already shown, nothing to do. end if printconfirm then APR:PrintStatus("bind") end; end -- APR:ShowPopupBind() function APR:ShowPopupRoll(printconfirm) APR:DebugPrint ("in APR:ShowPopupRoll"); if APR.DB.HideRoll then -- Re-enable the dialog for the event that triggers when rolling on BOP items. StaticPopupDialogs["CONFIRM_LOOT_ROLL"] = APR.StoredDialogs["CONFIRM_LOOT_ROLL"]; APR.StoredDialogs["CONFIRM_LOOT_ROLL"] = nil; -- Mark that the dialog is shown. APR.DB.HideRoll = false; -- else already shown, nothing to do. end if printconfirm then APR:PrintStatus("roll") end; end -- APR:ShowPopupRoll() function APR:ShowPopupVoid(printconfirm) APR:DebugPrint ("in APR:ShowPopupVoid"); if APR.DB.HideVoid then -- Re-enable the dialog for putting tradable or modified items into void storage. StaticPopupDialogs["VOID_DEPOSIT_CONFIRM"] = APR.StoredDialogs["VOID_DEPOSIT_CONFIRM"]; APR.StoredDialogs["VOID_DEPOSIT_CONFIRM"] = nil; -- Mark that the dialog is shown. APR.DB.HideVoid = false; -- else already shown, nothing to do. end if printconfirm then APR:PrintStatus("void") end; end -- APR:ShowPopupVoid() function APR:HidePopupBind(ForceHide) APR:DebugPrint ("in APR:HidePopupBind"); if not APR.DB.HideBind or ForceHide then -- Disable the dialog that pops to confirm looting BoP gear yourself. APR.StoredDialogs["LOOT_BIND"] = StaticPopupDialogs["LOOT_BIND"]; StaticPopupDialogs["LOOT_BIND"] = nil; -- Mark that the dialog is hidden. APR.DB.HideBind = true; -- else already hidden, nothing to do. end if printconfirm then APR:PrintStatus("bind") end; end -- APR:HidePopupBind() function APR:HidePopupRoll(ForceHide) APR:DebugPrint ("in APR:HidePopupRoll"); if not APR.DB.HideRoll or ForceHide then -- Disable the dialog for the event that triggers when rolling on BOP items. APR.StoredDialogs["CONFIRM_LOOT_ROLL"] = StaticPopupDialogs["CONFIRM_LOOT_ROLL"]; StaticPopupDialogs["CONFIRM_LOOT_ROLL"] = nil; -- Mark that the dialog is hidden. APR.DB.HideRoll = true; -- else already hidden, nothing to do. end if printconfirm then APR:PrintStatus("roll") end; end -- APR:HidePopupRoll() function APR:HidePopupVoid(ForceHide) APR:DebugPrint ("in APR:HidePopupVoid"); if not APR.DB.HideVoid or ForceHide then -- Disable the dialog for putting tradable or modified items into void storage. APR.StoredDialogs["VOID_DEPOSIT_CONFIRM"] = StaticPopupDialogs["VOID_DEPOSIT_CONFIRM"]; StaticPopupDialogs["VOID_DEPOSIT_CONFIRM"] = nil; -- Mark that the dialog is hidden. APR.DB.HideVoid = true; -- else already hidden, nothing to do. end if printconfirm then APR:PrintStatus("void") end; end -- APR:HidePopupVoid() --######################################### --# Event hooks --######################################### -- Looting a BOP item triggers this event. function APR.Events:LOOT_BIND_CONFIRM(Frame, ...) if (APR.DebugMode) then APR:DebugPrint ("In APR.Events:LOOT_BIND_CONFIRM"); APR:DebugPrint ("Frame is ", Frame); APR:PrintVarArgs(...); end -- if APR.DebugMode local id = ...; ConfirmLootSlot(id); end -- APR.Events:LOOT_BIND_CONFIRM() -- Rolling on a BOP item triggers this event. function APR.Events:CONFIRM_LOOT_ROLL(...) if (APR.DebugMode) then APR:DebugPrint ("In APR.Events:CONFIRM_LOOT_ROLL"); APR:PrintVarArgs(...); end -- if APR.DebugMode local id, rollType = ...; APR:DebugPrint ("id is ", id); APR:DebugPrint ("rollType is ", rollType); ConfirmLootRoll(id, rollType); end -- APR.Events:CONFIRM_LOOT_ROLL() -- Depositing an item that's modified (gemmed, enchanted, or transmogged) or a BOP item still tradable in group triggers this event. function APR.Events:VOID_DEPOSIT_WARNING(...) if (APR.DebugMode) then APR:DebugPrint ("In APR.Events:VOID_DEPOSIT_WARNING"); APR:PrintVarArgs(...); end -- if APR.DebugMode -- Document the incoming parameters. -- local slot, itemLink = ...; -- prior to this event firing, the game triggers "VOID_STORAGE_DEPOSIT_UPDATE", which disables the transfer button and pops up the dialog. -- So, we simulate clicking OK with the UpdateTransferButton, and pass "nil" to indicate the warning dialog isn't showing. VoidStorage_UpdateTransferButton(nil); end -- APR.Events:VOID_DEPOSIT_WARNING() -- For debugging only. function APR.Events:VOID_STORAGE_DEPOSIT_UPDATE(...) -- We don't actually do anything in this function; it's just for debugging. if (not APR.DebugMode) then return end; APR:DebugPrint ("In APR.Events:VOID_STORAGE_DEPOSIT_UPDATE"); APR:PrintVarArgs(...); -- Document the incoming parameters. -- local slot = ...; end -- APR.Events:VOID_STORAGE_DEPOSIT_UPDATE() -- On-load handler for addon initialization. function APR.Events:PLAYER_LOGIN(...) -- Announce our load. APR:ChatPrint (L["Annoying Pop-up Remover"] .. " " .. APR.Version .. " " .. L["loaded"] .. ". For help and options, type /apr help."); -- Force the default Void Storage frame to load so we can override it. local isloaded, reason = LoadAddOn("Blizzard_VoidStorageUI") APR:DebugPrint ("Blizzard_VoidStorageUI isloaded is ", isloaded); APR:DebugPrint ("Blizzard_VoidStorageUI reason is ", reason); end -- APR.Events:PLAYER_LOGIN() function APR.Events:ADDON_LOADED(addon) APR:DebugPrint ("Got ADDON_LOADED for " .. addon); if addon == "AnnoyingPopupRemover" then -- Load the saved variables, or initialize if they don't exist yet. if APR_DB and APR_DB.HideBind ~= nil and APR_DB.HideRoll ~= nil and APR_DB.HideVoid ~= nil then APR:DebugPrint ("Loading existing saved var."); APR.DB = APR_DB else APR:DebugPrint ("No saved var, setting defaults."); APR.DB = { HideBind = true, HideRoll = true, HideVoid = true, } ; end APR:DebugPrint ("HideBind is " .. (APR.DB.HideBind and "true" or "false")); APR:DebugPrint ("HideRoll is " .. (APR.DB.HideRoll and "true" or "false")); APR:DebugPrint ("HideVoid is " .. (APR.DB.HideVoid and "true" or "false")); -- Hide the dialogs the user has selected. -- In this scenario, the DB variable is already true, but the dialog has not yet been hidden. So, we pass true to forcibly hide the dialogs. if APR.DB.HideBind then APR:HidePopupBind(true) end; if APR.DB.HideRoll then APR:HidePopupRoll(true) end; if APR.DB.HideVoid then APR:HidePopupVoid(true) end; end -- if AnnoyingPopupRemover end -- APR.Events:PLAYER_LOGIN() -- Save the db on logout. function APR.Events:PLAYER_LOGOUT(...) APR:DebugPrint ("In PLAYER_LOGOUT, saving DB."); APR_DB = APR.DB; end -- APR.Events:PLAYER_LOGOUT() --######################################### --# Implement the event handlers --######################################### -- Create the event handler function. APR.Frame:SetScript("OnEvent", function(self, event, ...) APR.Events[event](self, ...); -- call one of the functions above end); -- Register all events for which handlers have been defined for k, v in pairs(APR.Events) do APR:DebugPrint ("Registering event ", k); APR.Frame:RegisterEvent(k); end --@do-not-package@ -- Curse-specific command to exclude this section from appearing for end users. --######################################### --# Local settings for debugging --######################################### APR.DebugMode = true; --@end-do-not-package@