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@@ -12,7 +12,7 @@ local function notEmptyString(str)
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end
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local function addCode(codes, text, code, ...)
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-- The 4th paramter is a "check" if the code is active
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-- The 4th parameter is a "check" if the code is active
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-- The following line let's distinguish between addCode(a, b, c, nil) and addCode(a, b, c)
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-- If the 4th parameter is nil, then we want to return
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if (select("#", ...) > 0) then
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@@ -182,7 +182,7 @@ local function recurseUpdate(data, chunk)
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end
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end
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local ignoredForDiffChecking -- Needs to be created lazyly
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local ignoredForDiffChecking -- Needs to be created lazily
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local function RecurseDiff(ours, theirs)
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local diff, seen, same = {}, {}, true
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for key, ourVal in pairs(ours) do
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@@ -315,7 +315,7 @@ local function BuildUidMap(data, children, type)
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idToUid[data.id] = data.uid
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for i, child in ipairs(children) do
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if idToUid[child.id] then
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error("Diplicated id in import data")
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error("Duplicate id in import data: "..child.id)
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end
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idToUid[child.id] = child.uid
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end
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@@ -381,7 +381,7 @@ local function BuildUidMap(data, children, type)
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self.idToUid[data.id] = data.uid
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self.totalCount = self.totalCount + 1
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-- clean up children/sortHybird
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-- clean up children/sortHybrid
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-- The Update code first inserts children before it inserts us
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-- But not every child might be inserted, since empty groups aren't inserted
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-- so clean that up here
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@@ -1242,7 +1242,7 @@ local function AddAuraList(container, uidMap, list, expandText)
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end
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local methods = {
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Open = function(self, data, children, target, sender)
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Open = function(self, data, children, target, sender, callbackFunc)
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if(self.optionsWindow.window == "importexport") then
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self.optionsWindow.importexport:Close();
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elseif(self.optionsWindow.window == "texture") then
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@@ -1264,6 +1264,7 @@ local methods = {
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self.userChoices = {
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}
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self.callbackFunc = callbackFunc
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self:ReleaseChildren()
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self:AddBasicInformationWidgets(data, sender)
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@@ -1513,7 +1514,7 @@ local methods = {
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local onePhaseProgress = matchInfo.oldUidMap:GetTotalCount() + matchInfo.newUidMap:GetTotalCount()
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local IncProgress = function() self:IncProgress() end
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-- The progress is more for appereance than anything resembling real calculation
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-- The progress is more for appearances than anything resembling real calculation
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-- The estimate for the total work is wonky, as is how the code compensates for that
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-- But then again, lying progress bar is a industry standard pratice
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self:InitializeProgress(onePhaseProgress * 26)
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@@ -1543,7 +1544,7 @@ local methods = {
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local GetPhase1Data -- Getting the right data is a bit tricky, and depends on the mode
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local GetPhase2Data
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if userChoices.activeCategories.arrangement then
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-- new arragement
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-- new arrangement
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structureUidMap = matchInfo.newUidMap
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if not userChoices.activeCategories.oldchildren then
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-- Keep old children
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@@ -1641,8 +1642,7 @@ local methods = {
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self.closeButton:Enable()
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OptionsPrivate.Private.callbacks:Fire("Import")
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self:Close()
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self:Close(true, pendingPickData.id)
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if pendingPickData then
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OptionsPrivate.ClearPicks()
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@@ -1942,9 +1942,12 @@ local methods = {
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self.progress = self.total
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self.progressBar:SetProgress(self.progress, self.total)
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end,
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Close = function(self)
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Close = function(self, success, id)
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self.optionsWindow.window = "default";
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self.optionsWindow:UpdateFrameVisible()
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if self.callbackFunc then
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self.callbackFunc(success, id)
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end
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end,
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AddBasicInformationWidgets = function(self, data, sender)
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local title = AceGUI:Create("Label")
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@@ -2025,7 +2028,7 @@ local function ConstructUpdateFrame(frame)
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importButton:SetText(L["Import"])
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local closeButton = CreateFrame("Button", nil, group.frame, "UIPanelButtonTemplate");
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closeButton:SetScript("OnClick", function() group:Close() end);
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closeButton:SetScript("OnClick", function() group:Close(false) end);
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closeButton:SetPoint("BOTTOMRIGHT", -20, -24);
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closeButton:SetFrameLevel(closeButton:GetFrameLevel() + 1)
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closeButton:SetHeight(20);
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