From 5bc2315863610bd04494cb962cf7da5e3bfddda5 Mon Sep 17 00:00:00 2001 From: pschifferer Date: Tue, 24 Feb 2009 05:26:06 +0000 Subject: [PATCH] Changed the frame naming convention for queue frames. --- CauldronMainUI.lua | 112 ++++++++++++++++++++++++++++------------------------ 1 file changed, 60 insertions(+), 52 deletions(-) diff --git a/CauldronMainUI.lua b/CauldronMainUI.lua index 6e6bb3a..a43dada 100644 --- a/CauldronMainUI.lua +++ b/CauldronMainUI.lua @@ -586,6 +586,8 @@ function Cauldron:UpdateQueue() local height = 0; + local f = 0; + CauldronQueueFrameScrollFrameQueueSectionsMainItemsHeaderText:SetText(L["In order to make:"]); -- adjust the scroll child size CauldronQueueFrameScrollFrameQueueSectionsMainItems:SetHeight(#itemQueue * itemFrameHeight); @@ -595,13 +597,15 @@ function Cauldron:UpdateQueue() self:debug("queueInfo: name="..queueInfo.name); --@end-alpha@ - local queueItemFrame = _G["CauldronQueueItem"..i]; + f = f + 1; + + local queueItemFrame = _G["CauldronQueueItem"..f]; -- check if we have a frame for this position if not queueItemFrame then -- create a new frame for the skill information queueItemFrame = CreateFrame("Button", - "CauldronQueueItem"..i, + "CauldronQueueItem"..f, CauldronQueueFrameScrollFrameQueueSectionsMainItems, "CauldronQueueItemFrameTemplate"); else @@ -620,12 +624,12 @@ function Cauldron:UpdateQueue() queueItemFrame.shoppable = false; queueItemFrame.inHoverButtons = false; - _G["CauldronQueueItem"..i.."RemoveItem"]:Hide(); - _G["CauldronQueueItem"..i.."RemoveItem"]:SetScale(0.75); - _G["CauldronQueueItem"..i.."IncreasePriority"]:Hide(); - _G["CauldronQueueItem"..i.."DecreasePriority"]:Hide(); - _G["CauldronQueueItem"..i.."DecrementCount"]:Hide(); - _G["CauldronQueueItem"..i.."AddToShoppingList"]:Hide(); + _G["CauldronQueueItem"..f.."RemoveItem"]:Hide(); + _G["CauldronQueueItem"..f.."RemoveItem"]:SetScale(0.75); + _G["CauldronQueueItem"..f.."IncreasePriority"]:Hide(); + _G["CauldronQueueItem"..f.."DecreasePriority"]:Hide(); + _G["CauldronQueueItem"..f.."DecrementCount"]:Hide(); + _G["CauldronQueueItem"..f.."AddToShoppingList"]:Hide(); local skillInfo = Cauldron:GetSkillInfo(queueInfo.tradeskill, queueInfo.name); if not skillInfo then @@ -637,7 +641,7 @@ function Cauldron:UpdateQueue() local frame = nil; -- set name and difficulty color - frame = _G["CauldronQueueItem"..i.."ItemName"]; + frame = _G["CauldronQueueItem"..f.."ItemName"]; frame:SetText(queueInfo.name); if skillInfo then local color = TradeSkillTypeColor[skillInfo.difficulty]; @@ -654,7 +658,7 @@ function Cauldron:UpdateQueue() end -- set quantity info - frame = _G["CauldronQueueItem"..i.."Info"]; + frame = _G["CauldronQueueItem"..f.."Info"]; local infoText = queueInfo.tradeskill; -- TODO: alts/bank/etc. frame:SetText(infoText); @@ -662,21 +666,21 @@ function Cauldron:UpdateQueue() -- frame:SetShadowOffset(0, 0); -- set the icon - frame = _G["CauldronQueueItem"..i.."Icon"]; + frame = _G["CauldronQueueItem"..f.."Icon"]; frame:SetNormalTexture(queueInfo.icon); frame.link = queueInfo.link; -- set the amount - frame = _G["CauldronQueueItem"..i.."IconCount"]; + frame = _G["CauldronQueueItem"..f.."IconCount"]; frame:SetText(queueInfo.amount); -- place the frame in the scroll view - if i > 1 then + if f > 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); + queueItemFrame:SetPoint("TOPLEFT", _G["CauldronQueueItem"..tostring(f-1)], "BOTTOMLEFT", 0, 0); else -- anchor to the parent --@alpha@ @@ -696,7 +700,7 @@ function Cauldron:UpdateQueue() end -- hide any remaining frames - local j = #itemQueue + 1; + local j = f + 1; while true do local frame = _G["CauldronQueueItem"..j]; if not frame then @@ -742,31 +746,33 @@ function Cauldron:UpdateQueue() --@alpha@ self:debug("intQueue: name="..queueInfo.name); --@end-alpha@ + + f = f + 1; - local queueItemFrame = _G["CauldronQueueIntItem"..i]; + local queueItemFrame = _G["CauldronQueueItem"..f]; -- check if we have a frame for this position if not queueItemFrame then -- create a new frame for the skill information queueItemFrame = CreateFrame("Button", - "CauldronQueueIntItem"..i, + "CauldronQueueItem"..f, CauldronQueueFrameScrollFrameQueueSectionsSecondaryItems, "CauldronQueueItemFrameTemplate"); end - queueItemFrame:SetID(i); + queueItemFrame:SetID(f); queueItemFrame.itemName = queueInfo.name; queueItemFrame.removeable = false; queueItemFrame.shoppable = false; queueItemFrame.inHoverButtons = false; -- don't show the remove button - _G["CauldronQueueIntItem"..i.."RemoveItem"]:Hide(); - _G["CauldronQueueIntItem"..i.."RemoveItem"]:SetScale(0.75); - _G["CauldronQueueIntItem"..i.."IncreasePriority"]:Hide(); - _G["CauldronQueueIntItem"..i.."DecreasePriority"]:Hide(); - _G["CauldronQueueIntItem"..i.."DecrementCount"]:Hide(); - _G["CauldronQueueIntItem"..i.."AddToShoppingList"]:Hide(); + _G["CauldronQueueItem"..f.."RemoveItem"]:Hide(); + _G["CauldronQueueItem"..f.."RemoveItem"]:SetScale(0.75); + _G["CauldronQueueItem"..f.."IncreasePriority"]:Hide(); + _G["CauldronQueueItem"..f.."DecreasePriority"]:Hide(); + _G["CauldronQueueItem"..f.."DecrementCount"]:Hide(); + _G["CauldronQueueItem"..f.."AddToShoppingList"]:Hide(); local skillInfo = Cauldron:GetSkillInfo(queueInfo.tradeskill, queueInfo.name); if not skillInfo then @@ -781,7 +787,7 @@ function Cauldron:UpdateQueue() local frame = nil; -- set name and difficulty color - frame = _G["CauldronQueueIntItem"..i.."ItemName"]; + frame = _G["CauldronQueueItem"..f.."ItemName"]; frame:SetText(queueInfo.name); if skillInfo then local color = TradeSkillTypeColor[skillInfo.difficulty]; @@ -801,7 +807,7 @@ function Cauldron:UpdateQueue() end -- set quantity info - frame = _G["CauldronQueueIntItem"..i.."Info"]; + frame = _G["CauldronQueueItem"..f.."Info"]; local countInfo = Cauldron:ReagentCount(queueInfo.name); local infoText = string.format(queueInfo.tradeskill.."; "..L["Have %d"], countInfo.has); if countInfo.bank > 0 then @@ -817,21 +823,21 @@ function Cauldron:UpdateQueue() frame:SetShadowOffset(0, 0); -- set the icon - frame = _G["CauldronQueueIntItem"..i.."Icon"]; + frame = _G["CauldronQueueItem"..f.."Icon"]; frame:SetNormalTexture(queueInfo.icon); frame.link = queueInfo.link; -- set the amount - frame = _G["CauldronQueueIntItem"..i.."IconCount"]; + frame = _G["CauldronQueueItem"..f.."IconCount"]; frame:SetText(queueInfo.amount); -- place the frame in the scroll view - if i > 1 then + if f > 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); + queueItemFrame:SetPoint("TOPLEFT", _G["CauldronQueueItem"..tostring(f-1)], "BOTTOMLEFT", 0, 0); else -- anchor to the parent --@alpha@ @@ -854,14 +860,14 @@ function Cauldron:UpdateQueue() end -- hide any remaining frames - j = #intQueue + 1; + j = f + 1; while true do - local frame = _G["CauldronQueueIntItem"..j]; + local frame = _G["CauldronQueueItem"..j]; if not frame then break; end - _G["CauldronQueueIntItem"..j] = nil; + _G["CauldronQueueItem"..j] = nil; frame:Hide(); frame:SetHeight(0); @@ -882,14 +888,16 @@ function Cauldron:UpdateQueue() --@alpha@ self:debug("reagentList: "..queueInfo.name); --@end-alpha@ + + f = f + 1; - local queueItemFrame = _G["CauldronQueueReagentItem"..i]; + local queueItemFrame = _G["CauldronQueueItem"..f]; -- check if we have a frame for this position if not queueItemFrame then -- create a new frame for the skill information queueItemFrame = CreateFrame("Button", - "CauldronQueueReagentItem"..i, + "CauldronQueueItem"..f, CauldronQueueFrameScrollFrameQueueSectionsReagents, "CauldronQueueItemFrameTemplate"); end @@ -897,7 +905,7 @@ function Cauldron:UpdateQueue() local countInfo = Cauldron:ReagentCount(queueInfo.name); local need = math.max(0, queueInfo.amount - countInfo.has); - queueItemFrame:SetID(i); + queueItemFrame:SetID(f); queueItemFrame.skillIndex = queueInfo.skillIndex; queueItemFrame.index = queueInfo.index; queueItemFrame.itemName = queueInfo.name; @@ -907,13 +915,13 @@ function Cauldron:UpdateQueue() queueItemFrame.needAmount = need; -- don't show the remove button - _G["CauldronQueueReagentItem"..i.."RemoveItem"]:Hide(); - _G["CauldronQueueReagentItem"..i.."RemoveItem"]:SetScale(0.75); - _G["CauldronQueueReagentItem"..i.."IncreasePriority"]:Hide(); - _G["CauldronQueueReagentItem"..i.."DecreasePriority"]:Hide(); - _G["CauldronQueueReagentItem"..i.."DecrementCount"]:Hide(); - _G["CauldronQueueReagentItem"..i.."AddToShoppingList"]:Hide(); - _G["CauldronQueueReagentItem"..i.."AddToShoppingList"]:SetScale(0.5); + _G["CauldronQueueItem"..f.."RemoveItem"]:Hide(); + _G["CauldronQueueItem"..f.."RemoveItem"]:SetScale(0.75); + _G["CauldronQueueItem"..f.."IncreasePriority"]:Hide(); + _G["CauldronQueueItem"..f.."DecreasePriority"]:Hide(); + _G["CauldronQueueItem"..f.."DecrementCount"]:Hide(); + _G["CauldronQueueItem"..f.."AddToShoppingList"]:Hide(); + _G["CauldronQueueItem"..f.."AddToShoppingList"]:SetScale(0.5); local skillInfo = Cauldron:GetSkillInfo(queueInfo.tradeskill, queueInfo.name); if not skillInfo then @@ -924,7 +932,7 @@ function Cauldron:UpdateQueue() local frame = nil; -- set name and difficulty color - frame = _G["CauldronQueueReagentItem"..i.."ItemName"]; + frame = _G["CauldronQueueItem"..f.."ItemName"]; frame:SetText(queueInfo.name); frame:SetShadowOffset(0, 0); frame:SetFont("GameFontNormal", 12); @@ -934,7 +942,7 @@ function Cauldron:UpdateQueue() frame.b = 1.0; -- set quantity info - frame = _G["CauldronQueueReagentItem"..i.."Info"]; + frame = _G["CauldronQueueItem"..f.."Info"]; local countInfo = Cauldron:ReagentCount(queueInfo.name); local qtyText = string.format(L["Have %d"], countInfo.has); if countInfo.bank > 0 then @@ -949,7 +957,7 @@ function Cauldron:UpdateQueue() frame:SetShadowOffset(0, 0); -- set the icon - frame = _G["CauldronQueueReagentItem"..i.."Icon"]; + frame = _G["CauldronQueueItem"..f.."Icon"]; frame:SetNormalTexture(queueInfo.icon); frame.link = queueInfo.link; -- local playerReagentCount = 0; -- TODO @@ -962,16 +970,16 @@ function Cauldron:UpdateQueue() -- end -- set the amount - frame = _G["CauldronQueueReagentItem"..i.."IconCount"]; + frame = _G["CauldronQueueItem"..f.."IconCount"]; frame:SetText(queueInfo.amount); -- place the frame in the scroll view - if i > 1 then + if f > 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); + queueItemFrame:SetPoint("TOPLEFT", _G["CauldronQueueItem"..tostring(f-1)], "BOTTOMLEFT", 0, 0); else -- anchor to the parent --@alpha@ @@ -993,14 +1001,14 @@ function Cauldron:UpdateQueue() end -- hide any remaining frames - j = #reagentList + 1; + j = f + 1; while true do - local frame = _G["CauldronQueueReagentItem"..j]; + local frame = _G["CauldronQueueItem"..j]; if not frame then break; end - _G["CauldronQueueReagentItem"..j] = nil; + _G["CauldronQueueItem"..j] = nil; frame:Hide(); frame:SetHeight(0); -- 1.7.9.5