reverted type in token create fixed some of my bad coding
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@@ -3,6 +3,8 @@ local AL = LibStub("AceLocale-3.0"):GetLocale("AtlasLoot");
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AtlasLoot_Difficulty = {
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-- table of difficulties and there itemID references
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["Default"] = {};
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["ClassicDungeon"] = {
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{"Normal", 2,},
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{"Bloodforged", 1,},
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@@ -54,6 +54,7 @@ AtlasLoot_DewdropExpansionMenu = AceLibrary("Dewdrop-2.0");
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--Variable to cap debug spam
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ATLASLOOT_DEBUGSHOWN = false;
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ATLASLOOT_FILTER_ENABLE = false;
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ATLASLOOT_CURRENTTYPE = "Default";
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-- Colours stored for code readability
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local GREY = "|cff999999";
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@@ -395,7 +396,7 @@ function AtlasLoot_OnLoad()
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AtlasLoot_Expac = xpaclist[GetAccountExpansionLevel()+1];
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end
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getExpac();
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AtlasLoot:GenerateTokenTables()
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--AtlasLoot:GenerateTokenTables();
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end
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@@ -440,24 +441,21 @@ function AtlasLoot:CreateToken(dataID)
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if (AtlasLoot_TokenData[orgID] == nil) then
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AtlasLoot_TokenData[orgID] = {
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Name = itemName;
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Type = "ClassicRaid";
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Type = AtlasLoot_Data[dataID].Type;
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Back = true;
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NoSubt = true;
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[1] = { Name = itemName };
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};
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end
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AtlasLoot_TokenData[orgID][1] = {
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Name = itemName;
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};
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--Fills table with items
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for _, t in ipairs(AtlasLoot_Data[dataID]) do
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for _, v in ipairs(t) do
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if type(v) == "table" then
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local itemID = v[2]; --AL_FindId(id[2], ItemindexID);
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local itemID = v[2];
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local item = Item:CreateFromID(itemID);
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item:ContinueOnLoad(function(itemID)
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if itemType == select(9, GetItemInfo(itemID)) or itemType2 == select(9, GetItemInfo(itemID)) then
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table.insert(AtlasLoot_TokenData[orgID][1], {#AtlasLoot_TokenData[orgID][1] + 1, v[2], v[3], v[4], v[5]});
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table.insert(AtlasLoot_TokenData[orgID][1], {#AtlasLoot_TokenData[orgID][1] + 1, v[2], v[3], v[4], t.Name});
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end
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end)
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end
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@@ -518,10 +516,12 @@ function AtlasLoot_ShowItemsFrame(dataID, dataSource, boss, pFrame, tablenum)
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dataSource = AtlasLootCharDB;
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end
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AtlasLoot_CurrentType = dataSource[dataID].Type or "";
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ATLASLOOT_CURRENTTYPE = dataSource[dataID].Type or "";
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AtlasLoot:ScrollFrameUpdate();
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AtlasLoot_BossName:SetText(dataSource[dataID][tablenum].Name);
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--For stopping the subtable from changing if its a token table
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if dataSource[dataID].NoSubt == nil then
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AtlasLootDefaultFrame_SubMenu:SetText(dataSource[dataID].Name);
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@@ -764,7 +764,7 @@ function AtlasLoot_ShowItemsFrame(dataID, dataSource, boss, pFrame, tablenum)
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getglobal("AtlasLootItemsFrame_NEXT"):Hide();
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getglobal("AtlasLootItemsFrame_PREV"):Hide();
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if tablenum + 1 ~= AtlasLoot_GetNumOfRows(dataSource[dataID]) then
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if tablenum + 1 ~= #dataSource[dataID] then
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getglobal("AtlasLootItemsFrame_NEXT"):Show();
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if dataID ~= "FilterList" then
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getglobal("AtlasLootItemsFrame_NEXT").tablenum = tablenum + 1;
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+989
-986
File diff suppressed because it is too large
Load Diff
@@ -234,7 +234,7 @@ function AtlasLoot_AdvancedSearchShow()
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AtlasLootDefaultFrame_AdvancedSearchPanel:SetPoint(pFrame[1], pFrame[2], pFrame[3], pFrame[4], pFrame[5]);
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AtlasLootDefaultFrame_AdvancedSearchPanel:Show();
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AtlasLoot_CurrentType = "Search";
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ATLASLOOT_CURRENTTYPE = "Search";
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AtlasLoot:ScrollFrameUpdate();
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AtlasLoot:SubTableScrollFrameUpdate("", "", "", "");
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end
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@@ -305,30 +305,18 @@ local scrollFrame = CreateFrame("Frame", "Atlasloot_Difficulty_ScrollFrame", Atl
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insets = { left = 4, right = 4, top = 4, bottom = 4 },
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});
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function AtlasLoot_GetNumOfRows(tablename)
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local num = 1
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if tablename then
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for n in ipairs(tablename) do
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num = num + 1
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end
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else
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num = 0
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end
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return num
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end
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function AtlasLoot:ScrollFrameUpdate()
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local maxValue = AtlasLoot_GetNumOfRows(AtlasLoot_Difficulty[AtlasLoot_CurrentType])
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local maxValue = #AtlasLoot_Difficulty[ATLASLOOT_CURRENTTYPE];
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FauxScrollFrame_Update(scrollFrame.scrollBar, maxValue, MAX_ROWS, ROW_HEIGHT);
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local offset = FauxScrollFrame_GetOffset(scrollFrame.scrollBar);
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for i = 1, MAX_ROWS do
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local value = i + offset
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scrollFrame.rows[i]:SetChecked(false);
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scrollFrame.rows[i]:SetHighlightTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight", "ADD");
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if value <= maxValue and AtlasLoot_Difficulty[AtlasLoot_CurrentType][value] then
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if value <= maxValue and AtlasLoot_Difficulty[ATLASLOOT_CURRENTTYPE][value] then
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local row = scrollFrame.rows[i]
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row:SetText("|cffFFd200"..AtlasLoot_Difficulty[AtlasLoot_CurrentType][value][1]);
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row.itemIndex = AtlasLoot_Difficulty[AtlasLoot_CurrentType][value][2];
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row:SetText("|cffFFd200"..AtlasLoot_Difficulty[ATLASLOOT_CURRENTTYPE][value][1]);
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row.itemIndex = AtlasLoot_Difficulty[ATLASLOOT_CURRENTTYPE][value][2];
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if row.itemIndex == ItemindexID then
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row:SetChecked(true);
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end
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@@ -392,7 +380,7 @@ local subtableFrame = CreateFrame("Frame", "Atlasloot_SubTableFrame", AtlasLootD
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function AtlasLoot:SubTableScrollFrameUpdate(tablename, dataSource, pFrame, currenttablenum)
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if dataSource ~= nil then
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if(string.find(tablename, "SearchResult")) then tablename = "SearchResult"; end
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local maxValue = AtlasLoot_GetNumOfRows(dataSource[tablename]);
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local maxValue = #dataSource[tablename];
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subtableFrame.tablename = tablename;
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FauxScrollFrame_Update(subtableFrame.scrollBar, maxValue, MAX_ROWS2, ROW_HEIGHT);
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local offset = FauxScrollFrame_GetOffset(subtableFrame.scrollBar);
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@@ -402,14 +390,19 @@ function AtlasLoot:SubTableScrollFrameUpdate(tablename, dataSource, pFrame, curr
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subtableFrame.rows[i]:SetHighlightTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight", "ADD");
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if value <= maxValue and dataSource[tablename][value] then
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local row = subtableFrame.rows[i]
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row:SetText("|cffFFd200"..dataSource[tablename][value].Name);
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row.tablenum = value;
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row.dataSource = dataSource;
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row.tablename = tablename;
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row.tablenum = value;
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row.pFrame = pFrame;
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if dataSource == AtlasLoot_MapData then
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row:SetText(string.sub(tostring(dataSource[tablename][value][1]),0,50));
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else
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row:SetText("|cffFFd200"..dataSource[tablename][value].Name);
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if currenttablenum == value then
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row:SetChecked(true);
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end
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end
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row:Show();
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else
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subtableFrame.rows[i]:Hide()
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@@ -423,11 +416,11 @@ local scrollSlider2 = CreateFrame("ScrollFrame","AtlasLootDefaultFrameSubTableSc
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scrollSlider2:SetPoint("BOTTOMRIGHT", -30, 8)
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scrollSlider2:SetScript("OnVerticalScroll", function(self, offset)
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self.offset = math.floor(offset / ROW_HEIGHT + 0.5)
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AtlasLoot:SubTableScrollFrameUpdate(subtableFrame.tablename);
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AtlasLoot:SubTableScrollFrameUpdate();
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end)
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scrollSlider2:SetScript("OnShow", function()
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AtlasLoot:SubTableScrollFrameUpdate(subtableFrame.tablename);
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AtlasLoot:SubTableScrollFrameUpdate();
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end)
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subtableFrame.scrollBar = scrollSlider2
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@@ -439,7 +432,6 @@ local rows2 = setmetatable({}, { __index = function(t, i)
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row:SetCheckedTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight", "ADD");
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row:SetScript("OnClick", function()
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pFrame = { "TOPLEFT", "AtlasLootDefaultFrame_LootBackground", "TOPLEFT", "2", "-2" };
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AtlasLoot:SubTableScrollFrameUpdate(row.tablename, row.dataSource, pFrame, row.tablenum);
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AtlasLoot_ShowItemsFrame(row.tablename, row.dataSource, row.dataSource[row.tablename][row.tablenum].Name, pFrame, row.tablenum);
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end)
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if i == 1 then
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@@ -454,7 +446,7 @@ end })
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subtableFrame.rows = rows2
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-- Map Button
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-- Map Button
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local mapbtn = CreateFrame("Button","AtlasLootDefaultFrame_MapButton", AtlasLootDefaultFrame,"UIPanelButtonTemplate2");
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mapbtn:SetSize(95,32);
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mapbtn:SetPoint("BOTTOMLEFT",Atlasloot_SubTableFrame,0,-27.5);
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