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Added alpha markers for debugging statements.

pschifferer [02-01-09 - 23:09]
Added alpha markers for debugging statements.
Filename
CauldronMain.lua
CauldronMainUI.lua
diff --git a/CauldronMain.lua b/CauldronMain.lua
index b1068ce..8fa5c2e 100644
--- a/CauldronMain.lua
+++ b/CauldronMain.lua
@@ -89,8 +89,10 @@ function Cauldron:OnInitialize()
 end

 function Cauldron:InitPlayer()
+--@alpha@
 	self:debug("InitPlayer enter");
-
+--@end-alpha@
+
 	if not self.vars.playername then
 		self.vars.playername = UnitName("player");
 		if not self.db.realm.userdata[self.vars.playername] then
@@ -110,11 +112,15 @@ function Cauldron:InitPlayer()
 		end
 	end

+--@alpha@
 	self:debug("InitPlayer exit");
+--@end-alpha@
 end

 function Cauldron:OnEnable()
+--@alpha@
 	self:debug("OnEnable enter");
+--@end-alpha@

 	self:InitPlayer();
 	self:RegisterEvent("TRADE_SKILL_SHOW", "OnTradeShow");
@@ -143,17 +149,25 @@ function Cauldron:OnEnable()
 	self:RegisterEvent("UI_ERROR_MESSAGE", "OnError");
 	self:HookTooltips();

+--@alpha@
 	self:debug("OnEnable exit");
+--@end-alpha@
 end

 function Cauldron:OnDisable()
+--@alpha@
 	self:debug("OnDisable enter");
+--@end-alpha@

+--@alpha@
 	self:debug("OnDisable exit");
+--@end-alpha@
 end

 function Cauldron:OnAddonLoaded(event, addon)
+--@alpha@
 	self:debug("OnAddonLoaded enter");
+--@end-alpha@

 	-- show the shopping list?
 	if self.db.profile.showShoppingList then
@@ -164,11 +178,15 @@ function Cauldron:OnAddonLoaded(event, addon)
 		end
 	end

+--@alpha@
 	self:debug("OnAddonLoaded exit");
+--@end-alpha@
 end

 function Cauldron:OnEvent(event, ...)
+--@alpha@
 	self:debug("OnEvent enter");
+--@end-alpha@

 	if ( event == "UNIT_PORTRAIT_UPDATE" ) then
 		local arg1 = ...;
@@ -177,41 +195,61 @@ function Cauldron:OnEvent(event, ...)
 		end
 	end

+--@alpha@
 	self:debug("OnEvent exit");
+--@end-alpha@
 end

 function Cauldron:OnTradeShow()
+--@alpha@
 	self:debug("OnTradeShow enter");
+--@end-alpha@

 	-- update our known skills
+--@alpha@
 	self:debug("OnTradeShow: update known skills");
+--@end-alpha@
 	self:UpdateSkills();

 	-- show the UI frame
+--@alpha@
 	self:debug("OnTradeShow: show the UI");
+--@end-alpha@
 	self:Frame_Show();

+--@alpha@
 	self:debug("OnTradeShow exit");
+--@end-alpha@
 end

 function Cauldron:OnTradeUpdate()
+--@alpha@
 	self:debug("OnTradeUpdate enter");
+--@end-alpha@

 --	TODO

+--@alpha@
 	self:debug("OnTradeUpdate exit");
+--@end-alpha@
 end

 function Cauldron:OnTradeClose()
+--@alpha@
 	self:debug("OnTradeClose enter");
+--@end-alpha@

 	self:Frame_Hide();

+--@alpha@
 	self:debug("OnTradeClose exit");
+--@end-alpha@
 end

 function Cauldron:OnSkillUpdate()
+--@alpha@
 	self:debug("OnSkillUpdate enter");
+--@end-alpha@

 --	self:UpdateSkills();
 --	self:UpdateSpecializations();
@@ -235,11 +273,15 @@ function Cauldron:OnSkillUpdate()

 	self:Frame_Update();

+--@alpha@
 	self:debug("OnSkillUpdate exit");
+--@end-alpha@
 end

 function Cauldron:OnTradeSkillRecast()
+--@alpha@
 	self:debug("OnTradeSkillRecast enter");
+--@end-alpha@

 	self:UpdateSkills();

@@ -247,11 +289,15 @@ function Cauldron:OnTradeSkillRecast()

 	self:Frame_Update();

+--@alpha@
 	self:debug("OnTradeSkillRecast exit");
+--@end-alpha@
 end

 function Cauldron:OnBagUpdate(event, bagid)
+--@alpha@
 	self:debug("OnBagUpdate enter");
+--@end-alpha@

 	if (not CauldronFrame) or (not CauldronFrame:IsShown()) then
 		return;
@@ -275,13 +321,19 @@ function Cauldron:OnBagUpdate(event, bagid)

 	-- check if we were making something, and then update the queue
 	if self.makingItem then
+--@alpha@
 		self:debug("OnBagUpdate: self.makingItem="..self.makingItem);
+--@end-alpha@
 		local count = GetItemCount(self.makingItem);
+--@alpha@
 		self:debug("OnBagUpdate: count="..count);
 		self:debug("OnBagUpdate: self.itemCurrentCount="..self.itemCurrentCount);
+--@end-alpha@
 		if count ~= self.itemCurrentCount then
 			local delta = self.itemCurrentCount - count; -- TODO: is this necessary?
+--@alpha@
 			self:debug("OnBagUpdate: delta="..delta);
+--@end-alpha@
 			CauldronQueue:AdjustItemCount(Cauldron:GetQueue(), self.queueInfo.name, -1);
 			self.itemCurrentCount = count;
 		end
@@ -293,43 +345,63 @@ function Cauldron:OnBagUpdate(event, bagid)

 	self:Frame_Update();

+--@alpha@
 	self:debug("OnBagUpdate exit");
+--@end-alpha@
 end

 function Cauldron:OnCraftShow()
+--@alpha@
 	self:debug("OnCraftShow enter");
+--@end-alpha@

 --	TODO

+--@alpha@
 	self:debug("OnCraftShow exit");
+--@end-alpha@
 end

 function Cauldron:OnCraftClose()
+--@alpha@
 	self:debug("OnCraftClose enter");
+--@end-alpha@

 --	TODO

+--@alpha@
 	self:debug("OnCraftClose exit");
+--@end-alpha@
 end

 function Cauldron:OnError()
+--@alpha@
 	self:debug("OnError enter");
+--@end-alpha@

 --	TODO

+--@alpha@
 	self:debug("OnError exit");
+--@end-alpha@
 end

 function Cauldron:TradeSkillFrame_SetSelection(id)
+--@alpha@
 	self:debug("TradeSkillFrame_SetSelection enter");
+--@end-alpha@

 	-- TODO

+--@alpha@
 	self:debug("TradeSkillFrame_SetSelection exit");
+--@end-alpha@
 end

 function Cauldron:GetSelectedSkill()
+--@alpha@
 	self:debug("GetSelectedSkill enter");
+--@end-alpha@

 	local skillName = CURRENT_TRADESKILL;
 	if IsTradeSkillLinked() then
@@ -344,13 +416,17 @@ function Cauldron:GetSelectedSkill()
 		end
 	end

+--@alpha@
 	self:debug("GetSelectedSkill exit");
+--@end-alpha@

 	return nil;
 end

 function Cauldron:QueueAllTradeSkillItem()
+--@alpha@
 	self:debug("QueueAllTradeSkillItem enter");
+--@end-alpha@

 	local skillInfo = Cauldron:GetSelectedSkill();

@@ -365,11 +441,15 @@ function Cauldron:QueueAllTradeSkillItem()
 		end
 	end

+--@alpha@
 	self:debug("QueueAllTradeSkillItem exit");
+--@end-alpha@
 end

 function Cauldron:QueueTradeSkillItem()
+--@alpha@
 	self:debug("QueueTradeSkillItem enter");
+--@end-alpha@

 	local skillInfo = Cauldron:GetSelectedSkill();

@@ -381,11 +461,15 @@ function Cauldron:QueueTradeSkillItem()
 		CauldronQueue:AddItem(self.db.realm.userdata[self.vars.playername].queue, skillInfo, amount);
 	end

+--@alpha@
 	self:debug("QueueTradeSkillItem exit");
+--@end-alpha@
 end

 function Cauldron:CreateAllTradeSkillItem()
+--@alpha@
 	self:debug("CreateAllTradeSkillItem enter");
+--@end-alpha@

 	if ( (not PartialPlayTime()) and (not NoPlayTime()) ) then
 		CauldronAmountInputBox:ClearFocus();
@@ -397,11 +481,15 @@ function Cauldron:CreateAllTradeSkillItem()
 		DoTradeSkill(skillInfo.index, skillInfo.available);
 	end

+--@alpha@
 	self:debug("CreateAllTradeSkillItem exit");
+--@end-alpha@
 end

 function Cauldron:CreateTradeSkillItem()
+--@alpha@
 	self:debug("CreateTradeSkillItem enter");
+--@end-alpha@

 	if ( (not PartialPlayTime()) and (not NoPlayTime()) ) then
 		CauldronAmountInputBox:ClearFocus();
@@ -412,11 +500,15 @@ function Cauldron:CreateTradeSkillItem()
 		DoTradeSkill(skillInfo.index, amount);
 	end

+--@alpha@
 	self:debug("CreateTradeSkillItem exit");
+--@end-alpha@
 end

 function Cauldron:ProcessQueue()
+--@alpha@
 	self:debug("ProcessQueue enter");
+--@end-alpha@

 	if IsTradeSkillLinked() then
 		self:error("Can't process queue for linked tradeskill!");
@@ -425,34 +517,52 @@ function Cauldron:ProcessQueue()

 	-- find intermediate items that need to be crafted
 	local intQueue = CauldronQueue:GetIntermediates(self.db.realm.userdata[self.vars.playername].queue);
+--@alpha@
 	self:debug("ProcessQueue: intQueue="..#intQueue);
+--@end-alpha@

 	local queueInfo = nil;
 	local skillInfo = nil;

 	if #intQueue > 0 then
+--@alpha@
 		self:debug("ProcessQueue: processing intermediate queue items");
+--@end-alpha@

 	 	queueInfo = intQueue[1];
+--@alpha@
 		self:debug("ProcessQueue: queueInfo="..queueInfo.name);
+--@end-alpha@
 		skillInfo = Cauldron:GetSkillInfo(queueInfo.tradeskill, queueInfo.name);
+--@alpha@
 		self:debug("ProcessQueue: skillInfo="..tostring(skillInfo));
+--@end-alpha@
 	else
 		local queue = CauldronQueue:GetItems(self.db.realm.userdata[self.vars.playername].queue);
+--@alpha@
 		self:debug("ProcessQueue: queue="..#queue);
+--@end-alpha@

 		if #queue > 0 then
+--@alpha@
 			self:debug("ProcessQueue: processing main queue items");
+--@end-alpha@

 			queueInfo = queue[1];
+--@alpha@
 			self:debug("ProcessQueue: queueInfo="..queueInfo.name);
+--@end-alpha@
 			skillInfo = Cauldron:GetSkillInfo(queueInfo.tradeskill, queueInfo.name);
+--@alpha@
 			self:debug("ProcessQueue: skillInfo="..tostring(skillInfo));
+--@end-alpha@
 		end
 	end

 	if queueInfo and skillInfo then
+--@alpha@
 		self:debug("ProcessQueue: queueInfo="..queueInfo.name);
+--@end-alpha@

 		if queueInfo.tradeskill ~= CURRENT_TRADESKILL then
 			local msg = string.format(L["Crafting %1$s requires the %2$s skill."], queueInfo.name, queueInfo.tradeskill);
@@ -460,7 +570,9 @@ function Cauldron:ProcessQueue()
 			return;
 		end

+--@alpha@
 		self:debug("ProcessQueue: process item: "..queueInfo.name);
+--@end-alpha@
 		Cauldron:ProcessItem(skillInfo, queueInfo, queueInfo.amount);
 	else
 		if not queueInfo then
@@ -471,12 +583,16 @@ function Cauldron:ProcessQueue()
 		end
 	end

+--@alpha@
 	self:debug("ProcessQueue exit");
+--@end-alpha@
 end


 function Cauldron:ProcessItem(skillInfo, queueInfo, amount)
+--@alpha@
 	self:debug("ProcessItem enter");
+--@end-alpha@

 	if (not skillInfo) or (amount < 1) then
 		self:error("ProcessItem: Missing skill info!");
@@ -486,9 +602,13 @@ function Cauldron:ProcessItem(skillInfo, queueInfo, amount)
 	if ((not PartialPlayTime()) and (not NoPlayTime())) then
 		-- record the item we're making
 		self.makingItem, _ = GetItemInfo(skillInfo.itemLink);
+--@alpha@
 		self:debug("ProcessItem: self.makingItem="..self.makingItem);
+--@end-alpha@
 		self.itemCurrentCount = GetItemCount(skillInfo.itemLink);
+--@alpha@
 		self:debug("ProcessItem: self.itemCurrentCount="..self.itemCurrentCount);
+--@end-alpha@
 		self.queueInfo = queueInfo;

 		-- tell the user what we're doing
@@ -500,7 +620,9 @@ function Cauldron:ProcessItem(skillInfo, queueInfo, amount)
 		-- TODO: notify player?
 	end

+--@alpha@
 	self:debug("ProcessItem exit");
+--@end-alpha@
 end

 function Cauldron:RemoveQueueItem(name)
@@ -520,7 +642,9 @@ function Cauldron:DecreaseItemCount(name)
 end

 function Cauldron:GetQueue(player)
+--@alpha@
 	self:debug("GetQueue enter");
+--@end-alpha@

 	if not player then
 		player = self.vars.playername;
@@ -532,7 +656,9 @@ function Cauldron:GetQueue(player)
 		self.db.realm.userdata[player].queue = queue;
 	end

+--@alpha@
 	self:debug("GetQueue enter");
+--@end-alpha@

 	return queue;
 end
@@ -563,7 +689,9 @@ end
 ----------------------------------------------------------------

 function Cauldron:HookTooltips()
+--@alpha@
 	self:debug("HookTooltips enter");
+--@end-alpha@

 --	self:SecureHook(GameTooltip, "SetBagItem");
 --	self:SecureHook(GameTooltip, "SetInventoryItem");
@@ -576,7 +704,9 @@ function Cauldron:HookTooltips()
 --	self:SecureHook(GameTooltip, "SetGuildBankItem");
 --	self:SecureHook("SetItemRef");

+--@alpha@
 	self:debug("HookTooltips exit");
+--@end-alpha@
 end

 ----------------------------------------------------------------------
diff --git a/CauldronMainUI.lua b/CauldronMainUI.lua
index 97c8811..f5bafab 100644
--- a/CauldronMainUI.lua
+++ b/CauldronMainUI.lua
@@ -6,19 +6,27 @@ local L = LibStub("AceLocale-3.0"):GetLocale("Cauldron")
 -- CauldronUI = LibStub("AceAddon-3.0"):NewAddon("CauldronUI", "AceEvent-3.0", "AceConsole-3.0", "LibDebugLog-1.0")

 function Cauldron:Frame_Show()
+--@alpha@
  	self:debug("Frame_Show enter");
+--@end-alpha@

+--@alpha@
  	self:debug("Frame_Show: close dropdown menus");
+--@end-alpha@
  	CloseDropDownMenus();

 --	self:UpdateFramePosition();
 --	self:UpdateFrameStrata();

+--@alpha@
  	self:debug("Frame_Show: show our frame");
+--@end-alpha@
  	ShowUIPanel(CauldronFrame);

 	if TradeSkillFrame then
+--@alpha@
 		self:debug("Frame_Show: hide the original tradeskill frame");
+--@end-alpha@

 		-- hide the original tradeskill frame
 		TradeSkillFrame:SetAlpha(0);
@@ -29,43 +37,65 @@ function Cauldron:Frame_Show()

  	self:RegisterMessage("Cauldron_Update", "OnCauldronUpdate");

+--@alpha@
  	self:debug("Frame_Show: call Frame_Update()");
+--@end-alpha@
 	self:Frame_Update();

+--@alpha@
  	self:debug("Frame_Show exit");
+--@end-alpha@
 end

 function Cauldron:Frame_Hide()
+--@alpha@
  	self:debug("Frame_Hide enter");
+--@end-alpha@

  	self:UnregisterEvent("Cauldron_Update")
  	HideUIPanel(CauldronFrame);

+--@alpha@
  	self:debug("Frame_Hide exit");
+--@end-alpha@
 end

 function Cauldron:Frame_Toggle()
+--@alpha@
  	self:debug("Frame_Toggle enter");
+--@end-alpha@

  	if CauldronFrame:IsVisible() then
+--@alpha@
 		self:debug("Frame_Toggle: call Frame_Hide()");
+--@end-alpha@
  		Cauldron:Frame_Hide();
  	else
+--@alpha@
 		self:debug("Frame_Toggle: call Frame_Show()");
+--@end-alpha@
  		Cauldron:Frame_Show();
  	end

+--@alpha@
  	self:debug("Frame_Toggle exit");
+--@end-alpha@
 end

 function Cauldron:Frame_Update()
+--@alpha@
  	self:debug("Frame_Update enter");
+--@end-alpha@

 	local numTradeSkills = GetNumTradeSkills();
+--@alpha@
 	self:debug("Frame_Update numTradeSkills: ",numTradeSkills);
+--@end-alpha@
 --	local skillOffset = FauxScrollFrame_GetOffset(TradeSkillListScrollFrame);
 	local name, rank, maxRank = GetTradeSkillLine();
+--@alpha@
 	self:debug("Frame_Update name: ",name,"; rank: ",rank,"; maxRank: ",maxRank);
+--@end-alpha@

 	if name == "UNKNOWN" then
 		return;
@@ -74,7 +104,9 @@ function Cauldron:Frame_Update()
 	Cauldron:UpdateSkills();

 	if CURRENT_TRADESKILL ~= name then
+--@alpha@
 		self:debug("Frame_Update: current skill changed");
+--@end-alpha@

 		StopTradeSkillRepeat();

@@ -95,34 +127,50 @@ function Cauldron:Frame_Update()
 	CauldronFrame:SetWidth(692);

 	-- display skill name, level/progress
+--@alpha@
 	self:debug("Frame_Update: display skill level/progress");
+--@end-alpha@
 	self:UpdateSkillInfo(name, rank, maxRank);

 	-- update search text box
+--@alpha@
 	self:debug("Frame_Update: display search text");
+--@end-alpha@
 	self:UpdateSearchText();

 	-- TODO: update dropdowns
+--@alpha@
 	self:debug("Frame_Update: update dropdowns");
+--@end-alpha@
 	self:UpdateFilterDropDowns();

 	-- display list of matching skills
+--@alpha@
 	self:debug("Frame_Update: display list of skills");
+--@end-alpha@
 	self:UpdateSkillList();

 	-- display queue
+--@alpha@
 	self:debug("Frame_Update: display queue");
+--@end-alpha@
 	self:UpdateQueue();

 	-- update buttons
+--@alpha@
 	self:debug("Frame_Update: update buttons");
+--@end-alpha@
 	self:UpdateButtons();

+--@alpha@
  	self:debug("Frame_Update exit");
+--@end-alpha@
 end

 function Cauldron:UpdateSkillInfo(skillName, rank, maxRank)
+--@alpha@
 	self:debug("UpdateSkillInfo enter");
+--@end-alpha@

 	CauldronRankFrameSkillName:SetText(skillName);

@@ -132,11 +180,15 @@ function Cauldron:UpdateSkillInfo(skillName, rank, maxRank)
 	CauldronRankFrame:SetValue(rank);
 	CauldronRankFrameSkillRank:SetText(rank.."/"..maxRank);

+--@alpha@
 	self:debug("UpdateSkillInfo exit");
+--@end-alpha@
 end

 function Cauldron:UpdateSearchText()
+--@alpha@
 	self:debug("UpdateSearchText enter");
+--@end-alpha@

 	local skillName = CURRENT_TRADESKILL;
 	if IsTradeSkillLinked() then
@@ -149,17 +201,25 @@ function Cauldron:UpdateSearchText()
 	end
 	CauldronFiltersSearchEditBox:SetText(searchText);

+--@alpha@
 	self:debug("UpdateSearchText exit");
+--@end-alpha@
 end

 function Cauldron:UpdateFilterDropDowns()
+--@alpha@
 	self:debug("UpdateFilterDropDowns enter");
+--@end-alpha@

+--@alpha@
 	self:debug("UpdateFilterDropDowns exit");
+--@end-alpha@
 end

 function Cauldron:UpdateSkillList()
+--@alpha@
 	self:debug("UpdateSkillList enter");
+--@end-alpha@

 	local skillName = CURRENT_TRADESKILL;
 	if IsTradeSkillLinked() then
@@ -167,13 +227,17 @@ function Cauldron:UpdateSkillList()
 	end

 	local skillList = Cauldron:GetSkillList(self.vars.playername, skillName);
+--@alpha@
 	self:debug("UpdateSkillList: skillList="..#skillList);
+--@end-alpha@

 	local height = 0;

 	-- iterate over the list of skills
 	for i, skillInfo in ipairs(skillList) do
+--@alpha@
 		self:debug("UpdateSkillList: i="..i);
+--@end-alpha@

 		local skillFrame = _G["CauldronSkillItem"..i];

@@ -272,9 +336,13 @@ function Cauldron:UpdateSkillList()
 		-- set the disclosure button texture
 		frame = _G["CauldronSkillItem"..i.."DiscloseButton"];
 		frame.skillInfo = skillInfo;
+--@alpha@
 		self:debug("UpdateSkillList: skillInfo.name="..skillInfo.name);
+--@end-alpha@
 		local reagentsExpanded = self.db.realm.userdata[self.vars.playername].skills[skillName].window.skills[skillInfo.name].expanded;
+--@alpha@
 		self:debug("UpdateSkillList: reagentsExpanded="..tostring(reagentsExpanded));
+--@end-alpha@
 		if reagentsExpanded then
 			frame:SetNormalTexture("Interface\\Buttons\\UI-MinusButton-Up");

@@ -284,13 +352,17 @@ function Cauldron:UpdateSkillList()
 			local spellFocus = BuildColoredListString(GetTradeSkillTools(skillInfo.index));
 			local toolsFrame = _G["CauldronSkillItem"..i.."ReagentsToolsInfo"];
 			if spellFocus then
+--@alpha@
 				self:debug("UpdateSkillList: skill has a spell focus");
+--@end-alpha@

 				toolsFrame:Show();
 				toolsFrame:SetText(L["Requires"]..": "..spellFocus);
 				toolsFrame:SetHeight(15);
 			else
+--@alpha@
 				self:debug("UpdateSkillList: skill doesn't have a spell focus");
+--@end-alpha@

 				toolsFrame:Hide();
 				toolsFrame:SetText("");
@@ -353,21 +425,29 @@ function Cauldron:UpdateSkillList()
 		-- place the frame in the scroll view
 		if i > 1 then
 			-- anchor to the frame above
+--@alpha@
 			self:debug("UpdateSkillList: anchor frame to top left of frame above");
+--@end-alpha@
 			skillFrame:SetPoint("TOPLEFT", _G["CauldronSkillItem"..(i-1)], "BOTTOMLEFT", 0, -2);
 		else
 			-- anchor to the parent
+--@alpha@
 			self:debug("UpdateSkillList: anchor frame to parent");
+--@end-alpha@
 			skillFrame:SetPoint("TOPLEFT", 0, 0);
 		end

 		-- adjust the scroll child size
 		height = height + skillFrame:GetHeight();
+--@alpha@
 		self:debug("UpdateSkillList: height="..height);
+--@end-alpha@
 		CauldronSkillListFrameScrollFrameScrollChild:SetHeight(height);

 		-- show the frame
+--@alpha@
 		self:debug("UpdateSkillList: show the frame");
+--@end-alpha@
 		skillFrame:Show();
 	end

@@ -385,11 +465,15 @@ function Cauldron:UpdateSkillList()
 		j = j + 1;
 	end

+--@alpha@
 	self:debug("UpdateSkillList exit");
+--@end-alpha@
 end

 function Cauldron:UpdateButtons()
+--@alpha@
 	self:debug("UpdateButtons enter");
+--@end-alpha@

 	if IsTradeSkillLinked() then
 		CauldronQueueAllButton:Hide();
@@ -449,11 +533,15 @@ function Cauldron:UpdateButtons()
 		CauldronClearQueueButton:Disable();
 	end

+--@alpha@
 	self:debug("UpdateButtons exit");
+--@end-alpha@
 end

 function Cauldron:UpdateQueue()
+--@alpha@
 	self:debug("UpdateQueue enter");
+--@end-alpha@

 	if not CauldronFrame:IsShown() then
 		return;
@@ -468,7 +556,9 @@ function Cauldron:UpdateQueue()
 	end

 	if #itemQueue == 0 then
+--@alpha@
 		self:debug("UpdateQueue: display empty queue");
+--@end-alpha@

 		-- queue is empty, display the empty message
 		CauldronQueueFrameQueueEmpty:Show();
@@ -483,7 +573,9 @@ function Cauldron:UpdateQueue()
 		return;
 	end

+--@alpha@
 	self:debug("UpdateQueue: display queue");
+--@end-alpha@

 	-- queue has items, show them
 	CauldronQueueFrameQueueEmpty:Hide();
@@ -567,11 +659,15 @@ function Cauldron:UpdateQueue()
 		-- place the frame in the scroll view
 		if i > 1 then
 			-- anchor to the frame above
+--@alpha@
 			self:debug("UpdateQueue: anchor frame to top left of frame above");
+--@end-alpha@
 			queueItemFrame:SetPoint("TOPLEFT", _G["CauldronQueueItem"..(i-1)], "BOTTOMLEFT", 0, 0);
 		else
 			-- anchor to the parent
+--@alpha@
 			self:debug("UpdateQueue: anchor frame to parent");
+--@end-alpha@
 			queueItemFrame:SetPoint("TOPLEFT", CauldronQueueFrameScrollFrameQueueSectionsMainItems, "TOPLEFT", 0, 0);
 		end

@@ -579,7 +675,9 @@ function Cauldron:UpdateQueue()
 --		self:debug("UpdateQueue: height="..height);

 		-- show the frame
+--@alpha@
 		self:debug("UpdateQueue: show the frame");
+--@end-alpha@
 		queueItemFrame:Show();
 	end

@@ -608,7 +706,9 @@ function Cauldron:UpdateQueue()

 	-- display intermediate queue, maybe
 	if #intQueue == 0 then
+--@alpha@
 		self:debug("UpdateQueue: intermediate queue is empty, hide header and item frames");
+--@end-alpha@
 		CauldronQueueFrameScrollFrameQueueSectionsSecondaryItemsHeader:SetHeight(1);
 		CauldronQueueFrameScrollFrameQueueSectionsSecondaryItemsHeaderText:SetText("");
 		CauldronQueueFrameScrollFrameQueueSectionsSecondaryItems:SetHeight(1);
@@ -706,11 +806,15 @@ function Cauldron:UpdateQueue()
 			-- place the frame in the scroll view
 			if i > 1 then
 				-- anchor to the frame above
+--@alpha@
 				self:debug("UpdateQueue: anchor frame to top left of frame above");
+--@end-alpha@
 				queueItemFrame:SetPoint("TOPLEFT", _G["CauldronQueueIntItem"..(i-1)], "BOTTOMLEFT", 0, 0);
 			else
 				-- anchor to the parent
+--@alpha@
 				self:debug("UpdateQueue: anchor frame to parent");
+--@end-alpha@
 				queueItemFrame:SetPoint("TOPLEFT", CauldronQueueFrameScrollFrameQueueSectionsSecondaryItems, "TOPLEFT", 0, 0);
 			end

@@ -720,7 +824,9 @@ function Cauldron:UpdateQueue()
 --			CauldronQueueFrameScrollFrameQueueSectionsSecondaryItems:SetHeight(intHeight);

 			-- show the frame
+--@alpha@
 			self:debug("UpdateQueue: show the frame");
+--@end-alpha@
 			queueItemFrame:Show();
 		end
 	end
@@ -834,11 +940,15 @@ function Cauldron:UpdateQueue()
 		-- place the frame in the scroll view
 		if i > 1 then
 			-- anchor to the frame above
+--@alpha@
 			self:debug("UpdateQueue: anchor frame to top left of frame above");
+--@end-alpha@
 			queueItemFrame:SetPoint("TOPLEFT", _G["CauldronQueueReagentItem"..(i-1)], "BOTTOMLEFT", 0, 0);
 		else
 			-- anchor to the parent
+--@alpha@
 			self:debug("UpdateQueue: anchor frame to parent");
+--@end-alpha@
 			queueItemFrame:SetPoint("TOPLEFT", CauldronQueueFrameScrollFrameQueueSectionsReagents, "TOPLEFT", 0, 0);
 		end

@@ -848,7 +958,9 @@ function Cauldron:UpdateQueue()
 --		CauldronQueueFrameScrollFrameQueueSectionsReagents:SetHeight(reagentHeight);

 		-- show the frame
+--@alpha@
 		self:debug("UpdateQueue: show the frame");
+--@end-alpha@
 		queueItemFrame:Show();
 	end

@@ -878,19 +990,27 @@ function Cauldron:UpdateQueue()
 	CauldronQueueFrameScrollFrameQueueSections:SetHeight(h);
 	CauldronQueueFrameScrollFrame:UpdateScrollChildRect();

+--@alpha@
 	self:debug("UpdateQueue exit");
+--@end-alpha@
 end

 function Cauldron:SaveFramePosition()
+--@alpha@
  	self:debug("SaveFramePosition enter");
+--@end-alpha@

 -- TODO

+--@alpha@
  	self:debug("SaveFramePosition exit");
+--@end-alpha@
 end

 function Cauldron:OnCauldronUpdate()
+--@alpha@
 	self:debug("OnCauldronUpdate enter");
+--@end-alpha@

 --	self:Search();
  	local selectionIndex
@@ -900,11 +1020,15 @@ function Cauldron:OnCauldronUpdate()
  		selectionIndex = self.vars.selectionIndex;
  	end

+--@alpha@
 	self:debug("OnCauldronUpdate exit");
+--@end-alpha@
 end

 function Cauldron:FilterDropDown_OnLoad(dropdown)
+--@alpha@
 	self:debug("FilterDropDown_OnLoad enter");
+--@end-alpha@

 --[[
 	if CURRENT_TRADESKILL == "" or CURRENT_TRADESKILL == "UNKNOWN" then
@@ -915,11 +1039,15 @@ function Cauldron:FilterDropDown_OnLoad(dropdown)
 	UIDropDownMenu_Initialize(dropdown, Cauldron.FilterDropDown_Initialize);
 	UIDropDownMenu_SetText(CauldronFiltersFilterDropDown, L["Filters"]);

+--@alpha@
 	self:debug("FilterDropDown_OnLoad exit");
+--@end-alpha@
 end

 function Cauldron:InvSlotDropDown_OnLoad(dropdown)
+--@alpha@
 	self:debug("InvSlotDropDown_OnLoad enter");
+--@end-alpha@

 --[[
 	if CURRENT_TRADESKILL == "" or CURRENT_TRADESKILL == "UNKNOWN" then
@@ -930,11 +1058,15 @@ function Cauldron:InvSlotDropDown_OnLoad(dropdown)
 	UIDropDownMenu_Initialize(dropdown, Cauldron.InvSlotDropDown_Initialize);
 	UIDropDownMenu_SetText(CauldronFiltersInvSlotDropDown, L["Slots"]);

+--@alpha@
 	self:debug("InvSlotDropDown_OnLoad exit");
+--@end-alpha@
 end

 function Cauldron:CategoryDropDown_OnLoad(dropdown)
+--@alpha@
 	self:debug("CategoryDropDown_OnLoad enter");
+--@end-alpha@

 --[[
 	if CURRENT_TRADESKILL == "" or CURRENT_TRADESKILL == "UNKNOWN" then
@@ -945,11 +1077,15 @@ function Cauldron:CategoryDropDown_OnLoad(dropdown)
 	UIDropDownMenu_Initialize(dropdown, Cauldron.CategoryDropDown_Initialize);
 	UIDropDownMenu_SetText(CauldronFiltersCategoryDropDown, L["Categories"]);

+--@alpha@
 	self:debug("CategoryDropDown_OnLoad exit");
+--@end-alpha@
 end

 function Cauldron:FilterDropDown_Initialize(level)
+--@alpha@
 	Cauldron:debug("FilterDropDown_Initialize enter");
+--@end-alpha@

 --[[
 	if CURRENT_TRADESKILL == "" or CURRENT_TRADESKILL == "UNKNOWN" then
@@ -1190,11 +1326,15 @@ function Cauldron:FilterDropDown_Initialize(level)

 	end

+--@alpha@
 	Cauldron:debug("FilterDropDown_Initialize exit");
+--@end-alpha@
 end

 function Cauldron:FilterDropDown_SetSort(info)
+--@alpha@
 	self:debug("FilterDropDown_SetSort enter");
+--@end-alpha@

 	local sort = info.arg1;

@@ -1215,11 +1355,15 @@ function Cauldron:FilterDropDown_SetSort(info)
 	-- update the UI
 	Cauldron:UpdateSkillList();

+--@alpha@
 	self:debug("FilterDropDown_SetSort exit");
+--@end-alpha@
 end

 function Cauldron:ReagentsFilterNormalCheck()
+--@alpha@
 	self:debug("ReagentsFilterNormalCheck enter");
+--@end-alpha@

 	local skillName = CURRENT_TRADESKILL;
 	if IsTradeSkillLinked() then
@@ -1234,13 +1378,17 @@ function Cauldron:ReagentsFilterNormalCheck()
 	   	checked = false;
 	end

+--@alpha@
 	self:debug("ReagentsFilterNormalCheck exit");
+--@end-alpha@

 	return checked;
 end

 function Cauldron:FilterDropDown_SetReagentFilter(info)
+--@alpha@
 	self:debug("FilterDropDown_SetReagentFilter enter");
+--@end-alpha@

 	local skillName = CURRENT_TRADESKILL;
 	if IsTradeSkillLinked() then
@@ -1270,22 +1418,30 @@ function Cauldron:FilterDropDown_SetReagentFilter(info)
 	-- update the UI
 	Cauldron:UpdateSkillList();

+--@alpha@
 	self:debug("FilterDropDown_SetReagentFilter exit");
+--@end-alpha@
 end

 function Cauldron:FilterDropDown_ToggleDifficulty(info)
+--@alpha@
 	self:debug("FilterDropDown_ToggleDifficulty enter");
+--@end-alpha@

 	Cauldron.db.realm.userdata[Cauldron.vars.playername].skills[CURRENT_TRADESKILL].window.filter[info.arg1] = not Cauldron.db.realm.userdata[Cauldron.vars.playername].skills[CURRENT_TRADESKILL].window.filter[info.arg1];

 	-- update the UI
 	Cauldron:UpdateSkillList();

+--@alpha@
 	self:debug("FilterDropDown_ToggleDifficulty exit");
+--@end-alpha@
 end

 function Cauldron:InvSlotDropDown_Initialize(level)
+--@alpha@
 	Cauldron:debug("InvSlotDropDown_Initialize enter");
+--@end-alpha@

 --[[
 	if CURRENT_TRADESKILL == "" or CURRENT_TRADESKILL == "UNKNOWN" then
@@ -1336,11 +1492,15 @@ function Cauldron:InvSlotDropDown_Initialize(level)
 		end
 	end

+--@alpha@
 	Cauldron:debug("InvSlotDropDown_Initialize exit");
+--@end-alpha@
 end

 function Cauldron:SlotsFilterAllCheck()
+--@alpha@
 	self:debug("SlotsFilterAllCheck enter");
+--@end-alpha@

 	local skillName = CURRENT_TRADESKILL;
 	if IsTradeSkillLinked() then
@@ -1358,30 +1518,42 @@ function Cauldron:SlotsFilterAllCheck()
 		end
 	end

+--@alpha@
 	self:debug("SlotsFilterAllCheck exit");
+--@end-alpha@

 	return checked;
 end

 function Cauldron:InvSlotDropDown_SetSlot(info)
+--@alpha@
 	self:debug("InvSlotDropDown_SetSlot enter");
+--@end-alpha@

 	local skillName = CURRENT_TRADESKILL;
 	if IsTradeSkillLinked() then
 		skillName = "Linked-"..skillName;
 	end

+--@alpha@
 	self:debug("InvSlotDropDown_SetSlot: info.arg1="..info.arg1);
+--@end-alpha@

 	if info.arg1 == "all" then
+--@alpha@
 		self:debug("InvSlotDropDown_SetSlot: selecting all slots...");
+--@end-alpha@
 		Cauldron.db.realm.userdata[Cauldron.vars.playername].skills[skillName].window.slots["(none)"] = true;
 		for name, _ in pairs(Cauldron.db.realm.userdata[Cauldron.vars.playername].skills[skillName].window.slots) do
+--@alpha@
 			self:debug("InvSlotDropDown_SetSlot: name="..name);
+--@end-alpha@
 			Cauldron.db.realm.userdata[Cauldron.vars.playername].skills[skillName].window.slots[name] = true;
 		end
 	elseif info.arg1 == "none" then
+--@alpha@
 		self:debug("InvSlotDropDown_SetSlot: selecting special 'none' slot...");
+--@end-alpha@
 		local slotName = "(none)";
 		if not Cauldron.db.realm.userdata[Cauldron.vars.playername].skills[skillName].window.slots[slotName] then
 			Cauldron.db.realm.userdata[Cauldron.vars.playername].skills[skillName].window.slots[slotName] = true;
@@ -1397,11 +1569,15 @@ function Cauldron:InvSlotDropDown_SetSlot(info)
 		end
 	end

+--@alpha@
 	self:debug("InvSlotDropDown_SetSlot exit");
+--@end-alpha@
 end

 function Cauldron:CategoryDropDown_Initialize(level)
+--@alpha@
 	Cauldron:debug("CategoryDropDown_Initialize enter");
+--@end-alpha@

 --[[
 	if CURRENT_TRADESKILL == "" or CURRENT_TRADESKILL == "UNKNOWN" then
@@ -1458,7 +1634,9 @@ function Cauldron:CategoryDropDown_Initialize(level)
 		UIDropDownMenu_AddButton(category);
 	end

+--@alpha@
 	Cauldron:debug("CategoryDropDown_Initialize exit");
+--@end-alpha@
 end

 --[[
@@ -1486,7 +1664,9 @@ end
 --]]

 function Cauldron:CategoryDropDown_SetCategory(info)
+--@alpha@
 	self:debug("CategoryDropDown_SetCategory enter");
+--@end-alpha@

 	local skillName = CURRENT_TRADESKILL;
 	if IsTradeSkillLinked() then
@@ -1515,11 +1695,15 @@ function Cauldron:CategoryDropDown_SetCategory(info)
 	-- update the UI
 	Cauldron:UpdateSkillList();

+--@alpha@
 	self:debug("CategoryDropDown_SetCategory exit");
+--@end-alpha@
 end

 function Cauldron:CollapseAllButton_OnClick(button)
+--@alpha@
 	self:debug("CollapseAllButton_OnClick enter");
+--@end-alpha@

 	local skillName = CURRENT_TRADESKILL;
 	if IsTradeSkillLinked() then
@@ -1537,11 +1721,15 @@ function Cauldron:CollapseAllButton_OnClick(button)
 	-- update the UI
 	Cauldron:UpdateSkillList();

+--@alpha@
 	self:debug("CollapseAllButton_OnClick exit");
+--@end-alpha@
 end

 function Cauldron:CollapseItemButton_OnClick(button)
+--@alpha@
 	self:debug("CollapseItemButton_OnClick enter");
+--@end-alpha@

 	local skillName = CURRENT_TRADESKILL;
 	if IsTradeSkillLinked() then
@@ -1556,14 +1744,20 @@ function Cauldron:CollapseItemButton_OnClick(button)
 	-- update the UI
 	Cauldron:UpdateSkillList();

+--@alpha@
 	self:debug("CollapseItemButton_OnClick exit");
+--@end-alpha@
 end

 function Cauldron:SkillItem_OnEnter(frame)
+--@alpha@
 	self:debug("SkillItem_OnEnter enter");
+--@end-alpha@

 	local id = frame:GetID();
+--@alpha@
 	self:debug("SkillItem_OnEnter: id="..id);
+--@end-alpha@

 	local name = _G["CauldronSkillItem"..id.."SkillName"];
 	if name then
@@ -1572,25 +1766,35 @@ function Cauldron:SkillItem_OnEnter(frame)

 	-- TODO

+--@alpha@
 	self:debug("SkillItem_OnEnter exit");
+--@end-alpha@
 end

 function Cauldron:SkillItem_OnLeave(frame)
+--@alpha@
 	self:debug("SkillItem_OnLeave enter");
+--@end-alpha@



+--@alpha@
 	self:debug("SkillItem_OnLeave exit");
+--@end-alpha@
 end

 function Cauldron:SkillItem_OnClick(frame, button, down)
+--@alpha@
 	self:debug("SkillItem_OnClick enter");
+--@end-alpha@

 	local skillName = CURRENT_TRADESKILL;
 	if IsTradeSkillLinked() then
 		skillName = "Linked-"..skillName;
 	end
+--@alpha@
 	self:debug("SkillItem_OnClick: skillName="..skillName);
+--@end-alpha@

 	-- select this frame
 	Cauldron.db.realm.userdata[Cauldron.vars.playername].skills[skillName].window.selected = frame.skillIndex;
@@ -1599,11 +1803,15 @@ function Cauldron:SkillItem_OnClick(frame, button, down)
 	Cauldron:UpdateSkillList();
 	Cauldron:UpdateButtons();

+--@alpha@
 	self:debug("SkillItem_OnClick exit");
+--@end-alpha@
 end

 function Cauldron:TradeSkillFilter_OnTextChanged(frame)
+--@alpha@
 	self:debug("TradeSkillFilter_OnTextChanged enter");
+--@end-alpha@

 	local skillName = CURRENT_TRADESKILL;
 	if IsTradeSkillLinked() then
@@ -1620,31 +1828,43 @@ function Cauldron:TradeSkillFilter_OnTextChanged(frame)
 	-- update the UI
 	Cauldron:UpdateSkillList();

+--@alpha@
 	self:debug("TradeSkillFilter_OnTextChanged exit");
+--@end-alpha@
 end

 function Cauldron:AmountDecrement_OnClick()
+--@alpha@
 	self:debug("AmountDecrement_OnClick enter");
+--@end-alpha@

 	local num = CauldronAmountInputBox:GetNumber();
 	num = math.max(1, num - 1);
 	CauldronAmountInputBox:SetNumber(num);

+--@alpha@
 	self:debug("AmountDecrement_OnClick exit");
+--@end-alpha@
 end

 function Cauldron:AmountIncrement_OnClick()
+--@alpha@
 	self:debug("AmountIncrement_OnClick enter");
+--@end-alpha@

 	local num = CauldronAmountInputBox:GetNumber();
 	num = math.min(999, num + 1);
 	CauldronAmountInputBox:SetNumber(num);

+--@alpha@
 	self:debug("AmountIncrement_OnClick exit");
+--@end-alpha@
 end

 function Cauldron:FavoriteItemButton_OnClick(button)
+--@alpha@
 	self:debug("FavoriteItemButton_OnClick enter");
+--@end-alpha@

 	local skillName = CURRENT_TRADESKILL;
 	if IsTradeSkillLinked() then
@@ -1655,5 +1875,7 @@ function Cauldron:FavoriteItemButton_OnClick(button)

 	Cauldron.db.realm.userdata[Cauldron.vars.playername].skills[skillName].window.skills[skillInfo.name].favorite = button:GetChecked();

+--@alpha@
 	self:debug("FavoriteItemButton_OnClick exit");
+--@end-alpha@
 end