-- AnnoyingPopupRemover.lua -- Written by KyrosKrane Sylvanblade (kyros@kyros.info) -- Licensed under the MIT License, as below. -- -- Copyright (c) 2015 KyrosKrane Sylvanblade -- -- 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. -- Define whether we're in debug mode or production mode. True means debug; false means production. local DebugMode = false; -- Set the current version so we can display it. local APR_Version = "@project-version@"; -- Load the saved variables, or initialize if they don't exist yet. APR_DB = APR_DB or { } ; -- Print debug output to the chat frame. function DebugPrint(...) if (DebugMode) then print (L["APR"] .. " " .. L["Debug"] .. ": ", ...); end end -- Print standard output to the chat frame. function ChatPrint(...) print (L["APR"] ..": ", ...); end -- Debugging code to see what the hell is being passed in... function PrintVarArgs(...) local n = select('#', ...) DebugPrint ("There are ", n, " items in varargs.") local msg for i = 1, n do msg = select(i, ...) DebugPrint ("Item ", i, " is ", msg); end end -- PrintVarArgs() -- Announce our load. ChatPrint (L["Annoying Pop-up Remover"] .. " " .. APR_Version .. " " .. L["loaded"] .. "."); -- Force the default Void Storage frame to load. local isloaded, reason = LoadAddOn("Blizzard_VoidStorageUI") DebugPrint ("Blizzard_VoidStorageUI isloaded is ", isloaded); DebugPrint ("Blizzard_VoidStorageUI reason is ", reason); -- Create the frame to hold our event catcher, and the list of events. local AutoLootBOP_Frame, events = CreateFrame("Frame"), {}; -- Looting a BOP item triggers this event. function events:LOOT_BIND_CONFIRM(Frame, ...) if (DebugMode) then DebugPrint ("In events:LOOT_BIND_CONFIRM"); DebugPrint ("Frame is ", Frame); PrintVarArgs(...); end -- if Debugmode local id = ...; ConfirmLootSlot(id); end -- events:LOOT_BIND_CONFIRM() -- Rolling on a BOP item triggers this event. function events:CONFIRM_LOOT_ROLL(...) if (DebugMode) then DebugPrint ("In events:CONFIRM_LOOT_ROLL"); PrintVarArgs(...); end -- if Debugmode local id, rollType = ...; DebugPrint ("id is ", id); DebugPrint ("rollType is ", rollType); ConfirmLootRoll(id, rollType); end -- 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 events:VOID_DEPOSIT_WARNING(...) if (DebugMode) then DebugPrint ("In events:VOID_DEPOSIT_WARNING"); PrintVarArgs(...); end -- if Debugmode -- Document the incoming parameters. -- local slot, itemLink = ...; VoidStorage_UpdateTransferButton(nil); -- 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. end -- events:VOID_DEPOSIT_WARNING() -- For debugging only. function events:VOID_STORAGE_DEPOSIT_UPDATE(...) -- We don't actually do anything in this function; it's just for debugging. if (not DebugMode) then return end; DebugPrint ("In events:VOID_STORAGE_DEPOSIT_UPDATE"); PrintVarArgs(...); -- Document the incoming parameters. -- local slot = ...; end -- events:VOID_STORAGE_DEPOSIT_UPDATE() -- Create the event handler function. AutoLootBOP_Frame:SetScript("OnEvent", function(self, event, ...) events[event](self, ...); -- call one of the functions above end); -- Register all events for which handlers have been defined for k, v in pairs(events) do DebugPrint ("Registering event ", k); AutoLootBOP_Frame:RegisterEvent(k); end -- Create a holder to store dialogs we're removing, in case I ever want to implement a per-dialog toggle (which means I'd have to restore the dialogs). local StoredDialogs = {}; -- Disable the dialog that pops to confirm looting BoP gear yourself. StoredDialogs["LOOT_BIND"] = StaticPopupDialogs["LOOT_BIND"]; StaticPopupDialogs["LOOT_BIND"] = nil; -- Disable the dialog for the event that triggers when rolling on BOP items. StoredDialogs["CONFIRM_LOOT_ROLL"] = StaticPopupDialogs["CONFIRM_LOOT_ROLL"]; StaticPopupDialogs["CONFIRM_LOOT_ROLL"] = nil; -- Disable the dialog for putting tradable or modified items into void storage. StoredDialogs["VOID_DEPOSIT_CONFIRM"] = StaticPopupDialogs["VOID_DEPOSIT_CONFIRM"]; StaticPopupDialogs["VOID_DEPOSIT_CONFIRM"] = nil; --@do-not-package@ -- Curse-specific command to exclude this section from appearing for end users. DebugMode = true; --@end-do-not-package@ -- Localizations -- Copied from Gladius; dunno what most of this does, honestly... local rawset = rawset local tostring = tostring local L = setmetatable({ }, {__index = function(t, k) local v = tostring(k) rawset(t, k, v) return v end}) -- Get the language used by the client. local locale = GetLocale(); -- Set the strings used here. if locale == "enUS" or locale == "enGB" then -- Not going to localize debug strings for now. L["APR"] = "APR"; L["Debug"] = "Debug"; L["Annoying Pop-up Remover"] = "Annoying Pop-up Remover"; L["loaded"] = "loaded"; -- elseif locale == "deDE" then -- L["foobar"] = "German here"; end