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Removed handling of the TRADE_SKILL_UPDATE event, since it seemed unnecessary.

Paul Schifferer [12-18-10 - 16:47]
Removed handling of the TRADE_SKILL_UPDATE event, since it seemed unnecessary.
Filename
CauldronMain.lua
CauldronMainUI.lua
diff --git a/CauldronMain.lua b/CauldronMain.lua
index 6a700d1..dd037a9 100644
--- a/CauldronMain.lua
+++ b/CauldronMain.lua
@@ -285,7 +285,7 @@ function Cauldron:OnEnable()
 	self:RegisterEvent("TRADE_SKILL_SHOW", "OnTradeShow");
 	self:RegisterEvent("TRADE_SKILL_UPDATE", "OnSkillUpdate");
 	self:RegisterEvent("TRADE_SKILL_CLOSE", "OnTradeClose");
-	self:RegisterEvent("TRADE_TARGET_ITEM_CHANGED", "OnTradeItemChanged");
+--	self:RegisterEvent("TRADE_TARGET_ITEM_CHANGED", "OnTradeItemChanged");
 	self:RegisterEvent("SKILL_LINES_CHANGED", "OnSkillUpdate");
 	self:RegisterEvent("ADDON_LOADED", "OnAddonLoaded");
 	self:RegisterEvent("UNIT_PORTRAIT_UPDATE", "OnEvent");
@@ -409,14 +409,18 @@ function Cauldron:OnTradeClose()

 end

+--[[
 function Cauldron:OnTradeItemChanged()
 	Cauldron:info("trade item changed");

 --	Cauldron:UpdateSkillList();
 end
+--]]

-function Cauldron:OnSkillUpdate()
+function Cauldron:OnSkillUpdate(event)
+Cauldron:info("skill update: event="..tostring(event));

+--[[
 	if CURRENT_TRADESKILL ~= "" then
 		if not Cauldron.db.realm.userdata[Cauldron.vars.playername].skills[CURRENT_TRADESKILL] then
 			return;
@@ -430,13 +434,14 @@ function Cauldron:OnSkillUpdate()
 			Cauldron.updatingSkills = Cauldron:NeedsSkillUpdate();
 			Cauldron:UpdateSkills();
 			Cauldron.updatingSkills = false;
+
+			CauldronQueue:CalculateAllRequiredItems(Cauldron.db.realm.userdata[Cauldron.vars.playername].queue);
+
+			Cauldron.needsRedraw = true;
+			self:Frame_Update();
 		end
-		CauldronQueue:CalculateAllRequiredItems(Cauldron.db.realm.userdata[Cauldron.vars.playername].queue);
 	end
-
-	Cauldron.needsRedraw = true;
-	self:Frame_Update();
-
+	--]]
 end

 function Cauldron:OnTradeSkillRecast()
diff --git a/CauldronMainUI.lua b/CauldronMainUI.lua
index e0cadc0..1a9964a 100644
--- a/CauldronMainUI.lua
+++ b/CauldronMainUI.lua
@@ -23,7 +23,7 @@ self:debug("frame show: "..tostring(CauldronQueueWindowFrame));
 		ShowUIPanel(CauldronFrame);
 		SetPortraitToTexture(CauldronFramePortrait, GetTradeSkillTexture());
 		CauldronInputBox:SetNumber(1);
-		CauldronFrameTitleText:SetText(L["Cauldron"].." "..Cauldron.version);
+		CauldronFrameTitleText:SetText(L["Cauldron"] --[[.." "..Cauldron.version--]]);

 		-- show queue UI
 		if Cauldron.vars.showQueue and not(IsTradeSkillLinked() or IsTradeSkillGuild()) then
@@ -1313,6 +1313,7 @@ function CauldronSortDropDown_Initialize(self, level)
 		sortDefault.keepShownOnClick = false;
 		sortDefault.func = function()
 			Cauldron:FilterDropDown_SetSort("default");
+			Cauldron:UpdateSkillList();
 		end;
 		UIDropDownMenu_AddButton(sortDefault, level);

@@ -1336,6 +1337,7 @@ function CauldronSortDropDown_Initialize(self, level)
 		sortAlpha.keepShownOnClick = false;
 		sortAlpha.func = function()
 			Cauldron:FilterDropDown_SetSort("alpha");
+			Cauldron:UpdateSkillList();
 		end;
 		UIDropDownMenu_AddButton(sortAlpha, level);

@@ -1359,6 +1361,7 @@ function CauldronSortDropDown_Initialize(self, level)
 		sortDifficulty.keepShownOnClick = false;
 		sortDifficulty.func = function()
 			Cauldron:FilterDropDown_SetSort("difficulty");
+			Cauldron:UpdateSkillList();
 		end;
 		UIDropDownMenu_AddButton(sortDifficulty, level);

@@ -1382,6 +1385,7 @@ function CauldronSortDropDown_Initialize(self, level)
 		sortItemLevel.keepShownOnClick = false;
 		sortItemLevel.func = function()
 			Cauldron:FilterDropDown_SetSort("itemlevel");
+			Cauldron:UpdateSkillList();
 		end;
 		UIDropDownMenu_AddButton(sortItemLevel, level);

@@ -1405,6 +1409,7 @@ function CauldronSortDropDown_Initialize(self, level)
 		sortReqLevel.keepShownOnClick = false;
 		sortReqLevel.func = function()
 			Cauldron:FilterDropDown_SetSort("reqlevel");
+			Cauldron:UpdateSkillList();
 		end;
 		UIDropDownMenu_AddButton(sortReqLevel, level);