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Alterations to initialize queue frames properly.

pschifferer [02-24-09 - 05:07]
Alterations to initialize queue frames properly.
Filename
CauldronMainUI.lua
CauldronUtil.lua
diff --git a/CauldronMainUI.lua b/CauldronMainUI.lua
index 4303d3e..6e6bb3a 100644
--- a/CauldronMainUI.lua
+++ b/CauldronMainUI.lua
@@ -595,17 +595,25 @@ function Cauldron:UpdateQueue()
 		self:debug("queueInfo: name="..queueInfo.name);
 --@end-alpha@

---		local queueItemFrame = _G["CauldronQueueItem"..i];
+		local queueItemFrame = _G["CauldronQueueItem"..i];

 		-- check if we have a frame for this position
---		if not queueItemFrame then
+		if not queueItemFrame then
 			-- create a new frame for the skill information
-local			queueItemFrame = CreateFrame("Button",
+			queueItemFrame = CreateFrame("Button",
 									 	 "CauldronQueueItem"..i,
 									 	 CauldronQueueFrameScrollFrameQueueSectionsMainItems,
 									 	 "CauldronQueueItemFrameTemplate");
---		end
+	    else
+	    	-- set the frame's parent
+	    	queueItemFrame:SetParent(CauldronQueueFrameScrollFrameQueueSectionsMainItems);
+		end
+
+		-- initialize the frame
+		queueItemFrame:SetAlpha(1.0);
+		queueItemFrame:SetHeight(itemFrameHeight);

+		-- set some basic properties
 		queueItemFrame:SetID(i);
 		queueItemFrame.itemName = queueInfo.name;
 		queueItemFrame.removeable = true;
@@ -697,6 +705,8 @@ local			queueItemFrame = CreateFrame("Button",

 		_G["CauldronQueueItem"..j] = nil;

+		frame:SetParent(nil);
+		frame:SetAlpha(0.0);
 		frame:Hide();
 		frame:SetHeight(0);

@@ -733,16 +743,16 @@ local			queueItemFrame = CreateFrame("Button",
 			self:debug("intQueue: name="..queueInfo.name);
 --@end-alpha@

---			local queueItemFrame = _G["CauldronQueueIntItem"..i];
+			local queueItemFrame = _G["CauldronQueueIntItem"..i];

 			-- check if we have a frame for this position
---			if not queueItemFrame then
+			if not queueItemFrame then
 				-- create a new frame for the skill information
-local				queueItemFrame = CreateFrame("Button",
+				queueItemFrame = CreateFrame("Button",
 											 "CauldronQueueIntItem"..i,
 											 CauldronQueueFrameScrollFrameQueueSectionsSecondaryItems,
 											 "CauldronQueueItemFrameTemplate");
---			end
+			end

 			queueItemFrame:SetID(i);
 			queueItemFrame.itemName = queueInfo.name;
@@ -873,16 +883,16 @@ local				queueItemFrame = CreateFrame("Button",
 		self:debug("reagentList: "..queueInfo.name);
 --@end-alpha@

---		local queueItemFrame = _G["CauldronQueueReagentItem"..i];
+		local queueItemFrame = _G["CauldronQueueReagentItem"..i];

 		-- check if we have a frame for this position
---		if not queueItemFrame then
+		if not queueItemFrame then
 			-- create a new frame for the skill information
-local			queueItemFrame = CreateFrame("Button",
+			queueItemFrame = CreateFrame("Button",
 										 "CauldronQueueReagentItem"..i,
 										 CauldronQueueFrameScrollFrameQueueSectionsReagents,
 										 "CauldronQueueItemFrameTemplate");
---		end
+		end

 		local countInfo = Cauldron:ReagentCount(queueInfo.name);
 		local need = math.max(0, queueInfo.amount - countInfo.has);
diff --git a/CauldronUtil.lua b/CauldronUtil.lua
index 309e9b6..99e7420 100644
--- a/CauldronUtil.lua
+++ b/CauldronUtil.lua
@@ -24,9 +24,10 @@ function Cauldron:GetPotentialCraftCount(skillInfo)
 			count = makeable;
 		end
 	end
+--]]

 	self:debug("GetPotentialCraftCount exit");
---]]
+
 	return count;
 end

@@ -52,9 +53,11 @@ function Cauldron:ReagentCount(reagent)

 	-- total up
 	count.total = count.has + count.bank + count.guildBank + count.mail;
+	--[[
 	for alt,altCount in pairs(count.altHas) do
 		count.total = count.total + altCount;
 	end
+	--]]

 	return count;
 end