--[[--------------------------------------------------------------------------- Copyright (c) 2008, 2009 by K. Scott Piel All Rights Reserved E-mail: < kscottpiel@gmail.com > Web: < http://www.scottpiel.com > This file is part of nUI. The copyright for all material provided within the nUI software package ("nUI") is held by Kenneth Scott Piel. Except as stated herein, none of the material may be copied, reproduced, distributed, republished, downloaded, displayed, posted or transmitted in any form or by any means, including, but not limited to, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the copyright holder. Permission is granted to display, copy, distribute and download the materials on this Site for personal, non-commercial use only provided you do not modify the materials and that you retain all copyright and other proprietary notices contained in the materials. You also may not, without the copyright holder's permission, "mirror" any material contained in nUI on any other server. This permission terminates automatically if you breach any of these terms or conditions. Upon termination, you will immediately destroy any downloaded and printed materials. Any unauthorized use of any material contained in nUI may violate copyright laws, trademark laws, the laws of privacy and publicity, and communications regulations and statutes. nUI is packaged in four distributable versions known as "nUI Release", "nUI+", "nUI Development" and "nUI PTR Beta" -- Redistribution for these versions is governed by the following terms... 1) Redistribution of the nUI Release (aka nUI Lite) version is permitted under the following terms... Permission is hereby granted for unlimited free and open distribution of "nUI Release" / "nUI Lite" by anyone in any form and by any means provided the nUI Release distribution contents are not altered in any way, are distributed in full with all copyright statements and licensing terms included and intact and that any interface the end user is provided for the purpose of downloading nUI includes a plainly visible and functioning link to nUI's official web site at http://www.nUIaddon.com and a plainly visible notice that nUI accepts user donations with a working link to nUI's donation page at http://www.nUIaddon.com/donate.html 2) Permission is hereby granted for distribution of the "nUI+", "nUI+ Development" and "nUI+ PTR Beta" versions of nUI via the online download service at http://www.wowinterface.com and the copyright holder's own web site http://www.nuiaddon.com -- The end user is granted permission to download any nUI package from these two web sites for their personal use under the same terms and conditions as nUI Release but are prohibited from sharing the contents of these packages via any means in any form with anyone other than via direct transfer with immediate friends and family members. Distribution of nUI+, nUI+ Development or nUI+ PTR Beta via any other means by any other entity in any other form is strictly prohibited without the copyright holder's express written permission explicitly granting such distribution rights specifically to that entity. 3) Deep-linking and leeching of nUI distributions is strictly prohibited. Any individual or entity who wishes to offer downloads of nUI distributions must either host the legal and unmodified distribution on their own servers to be distributed at their own expense using their own bandwidth or they must link the user back to the official download page on the third party provider's servers from which the user can initiate the download. Use of any download link or mechanism which initiates a download of any nUI distribution from a third party distribtion site that bypasses the official content and download pages or advertisements of that third party site is strictly prohibited without the express written consent of that site. See the included files "nUI_RELEASE_LICENSE.txt" and "nUI_PLUS_LICENSE.txt" for the complete terms of nUI's licensing terms. nUI is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the enclosed license for more details. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. --]]--------------------------------------------------------------------------- if not nUI_Profile then nUI_Profile = {}; end; local CreateFrame = CreateFrame; nUI_Profile.nUI_ButtonBag = {}; local ProfileCounter = nUI_Profile.nUI_ButtonBag; ------------------------------------------------------------------------------- local BUTTONBAG_COLS = 7; local ButtonBagConfig = { -- transient minimap buttons we want on the top row TopRow = { ["MiniMapMeetingStoneFrame"] = true, ["MiniMapVoiceChatFrame"] = true, ["MiniMapRecordingButton"] = true, }, -- buttons we want to force ignore of Excludes = { ["MiniMapMailFrame"] = true, -- 5.0.1 Change Start - Frame name changes --["MiniMapBattlefieldFrame"] = true, --["MiniMapLFGFrame"] = true, ["QueueStatusMinimapButton"] = true, -- 5.0.1 change End ["MinimapBackdrop"] = true, ["MiniMapPing"] = true, ["MiniMapCompassRing"] = true, ["MinimapZoomIn"] = true, ["MinimapZoomOut"] = true, ["MiniMapTracking"] = true, ["MiniMapWorldMapButton"] = true, ["GatherMiniNoteUpdateFrame"] = true, ["TimeManagerClockButton"] = true, ["FishingBuddyMinimapMenuButton"] = true, ["PoisonerMinimapButton"] = true, ["GameTimeFrame"] = false, }, -- buttons we want to force inclusion of Includes = { ["WIM_IconFrame"] = true, ["CTMod2_MinimapButton"] = true, ["PoisonerMinimapButton"] = true, ["GameTimeFrame"] = true, ["MobMapMinimapButtonFrame"] = true, ["BaudGearMinimapButton"] = true, }, -- button name patterns to be excluded (mostly Minimap POI's) ExcludePatterns = { [1] = "GatherNote.", [2] = "CartographerNotes.", [3] = "GatherMatePin.", [4] = "FishingExtravaganza.", [5] = "RecipeRadarMinimapIcon.", }, -- for a table of unnamed buttons we have to locate by object instance Unnamed = { }, -- fixed button sizes for buttons that misreport their width (for scaling) ButtonSize = { ["Enchantrix"] = 36, ["FeedbackUIButton"] = 31, }, }; ------------------------------------------------------------------------------- local name = "nUI_ButtonBag"; local bag_list = {}; local anchor = CreateFrame( "Frame", name.."Events", WorldFrame ); local frame = CreateFrame( "Frame", name, nUI_Dashboard.Anchor, "SecureFrameTemplate" ); -- make sure the button bag strata is the same is the rest of the bags frame:SetFrameStrata( "DIALOG" ); -- the "close" button that appears in the actual button bag itself used to close the bag when it's open frame.close_btn = CreateFrame( "Button", "$parent_CloseButton", frame, "UIPanelCloseButton" ); -- the button that appears on the bag bar, used to open/close the button bag local bag_button = CreateFrame( "CheckButton", name.."Button", nUI_Dashboard.Anchor, "SecureHandlerClickTemplate" ); bag_button:SetFrameRef( name, frame ); bag_button:Execute( [[ ButtonBag = self:GetFrameRef( "nUI_ButtonBag" ); ]] ); bag_button.test = frame.close_btn; bag_button:SetAttribute( "_onclick", [[ local visibility = ButtonBag:GetAttribute( "nUI_Visibility" ); if visibility then ButtonBag:Hide(); else ButtonBag:Show(); end if visibility then visibility = false; else visibility = true; end ButtonBag:SetAttribute( "nUI_Visibility", visibility ); ]] ); frame.close_btn:SetAttribute( "clickbutton", bag_button ); frame.close_btn:SetAttribute( "type", "click" ); frame.label = frame:CreateFontString( "$parent_Label", "ARTWORK" ); frame.top = frame:CreateTexture( "$parent_Top", "BORDER" ); frame.middle = frame:CreateTexture( "$parent_Middle", "BACKGROUND" ); frame.bottom = frame:CreateTexture( "$parent_Bottom", "BORDER" ); frame.buttons = {}; frame.label:SetJustifyH( "LEFT" ); frame.label:SetJustifyV( "MIDDLE" ); frame.label:SetFont( nUI_L["font2"], 10, "OUTLINE" ); frame.label:SetPoint( "TOPLEFT", frame, "TOPLEFT", 47, -10 ); frame.label:SetText( nUI_L["Minimap Button Bag"] ); frame.close_btn:SetPoint( "TOPRIGHT", frame, "TOPRIGHT", 0, -1 ); frame.top:SetPoint( "TOPLEFT", frame, "TOPLEFT", 0, 0 ); frame.top:SetPoint( "TOPRIGHT", frame, "TOPRIGHT", 0, 0 ); frame.top:SetTexture( "Interface\\AddOns\\nUI\\Layouts\\Default\\Art\\nUI_ButtonBag_Top" ); frame.top:SetTexCoord( 0.25, 0, 0.25, 1, 1, 0, 1, 1 ); frame.top:SetWidth( CONTAINER_WIDTH ); frame.top:SetHeight( CONTAINER_WIDTH / 192 * 64 ); frame.bottom:SetPoint( "BOTTOMLEFT", frame, "BOTTOMLEFT", 0, 0 ); frame.bottom:SetPoint( "BOTTOMRIGHT", frame, "BOTTOMRIGHT", 0, 0 ); frame.bottom:SetTexture( "Interface\\AddOns\\nUI\\Layouts\\Default\\Art\\nUI_ButtonBag_Bottom" ); frame.bottom:SetTexCoord( 0.25, 0, 0.25, 1, 1, 0, 1, 1 ); frame.bottom:SetWidth( CONTAINER_WIDTH ); frame.bottom:SetHeight( CONTAINER_WIDTH / 192 * 16 ); frame.middle:SetPoint( "TOPLEFT", frame.top, "BOTTOMLEFT", 0, 0.5 ); frame.middle:SetPoint( "BOTTOMRIGHT", frame.bottom, "TOPRIGHT", 0, -0.5 ); frame.middle:SetTexture( "Interface\\AddOns\\nUI\\Layouts\\Default\\Art\\nUI_ButtonBag_Middle" ); frame.middle:SetWidth( CONTAINER_WIDTH ); frame.middle:SetHeight( 6 ); frame.middle:SetTexCoord( 0.25, 0, 0.25, 6/256, 1, 0, 1, 6/256 ); frame.box_height = frame.top:GetHeight() + frame.bottom:GetHeight() + 1; bag_button:SetHeight( 64 ); bag_button:SetWidth( 64 ); bag_button:SetNormalTexture( "Interface\\AddOns\\nUI\\Layouts\\Default\\Art\\nUI_LogoButton" ); bag_button.checked_texture = bag_button:CreateTexture(); bag_button.checked_texture:SetAllPoints( bag_button ); bag_button.checked_texture:SetTexture( "Interface\\AddOns\\nUI\\Layouts\\Default\\Art\\nUI_LogoButton" ); bag_button:SetCheckedTexture( bag_button.checked_texture ); frame:Hide(); frame:SetAttribute( "nUI_Visibility", false ); frame:SetHeight( frame.box_height ); frame:SetWidth( CONTAINER_WIDTH ); -- 5.0.4 change start - function name change --frame:SetScript( "OnShow", function() frame.shown = true; updateContainerFrameAnchors(); end ); --frame:SetScript( "OnHide", function() frame.shown = false; updateContainerFrameAnchors(); bag_button:SetChecked( false ); end ); frame:SetScript( "OnShow", function() frame.shown = true; UpdateContainerFrameAnchors(); end ); frame:SetScript( "OnHide", function() frame.shown = false; UpdateContainerFrameAnchors(); bag_button:SetChecked( false ); end ); -- 5.0.4 change end ------------------------------------------------------------------------------- bag_button:SetScript( "OnEnter", function() -- nUI_ProfileStart( ProfileCounter, "OnEnter" ); GameTooltip:SetOwner( bag_button ); GameTooltip:SetText( nUI_L["Minimap Button Bag"] ); GameTooltip:Show(); -- nUI_ProfileStop(); end ); bag_button:SetScript( "OnLeave", function() -- nUI_ProfileStart( ProfileCounter, "OnLeave" ); GameTooltip:Hide(); -- nUI_ProfileStop(); end ); ------------------------------------------------------------------------------- local function testMinimapButton( button ) -- nUI_ProfileStart( ProfileCounter, "testMinimapButton" ); local result = nil; if button then local button_name = button:GetName(); local hasClick = false; local hasMouseUp = false; local hasMouseDown = false; -- test the current button to see if it is one we can/should/will move if button_name then -- the Gatherer and Cartographer mod minimap notes are misinterpreted as -- minimap buttons. This forces us to ignore all their note nodes for i in pairs( ButtonBagConfig.ExcludePatterns ) do if button_name:match( ButtonBagConfig.ExcludePatterns[i] ) then -- nUI_ProfileStop(); return nil; end end -- otherwise, determine what to do with the button if ButtonBagConfig.Excludes[button_name] then nUI_DebugLog["ButtonBag"][button_name] = "skipped forced ignore button"; -- nUI_ProfileStop(); return nil; elseif ButtonBagConfig.Includes[button_name] then nUI_DebugLog["ButtonBag"][button_name] = "moved forced include button"; -- nUI_ProfileStop(); return button; elseif button.HasScript then if button:HasScript( "OnClick" ) and button:GetScript( "OnClick" ) then hasClick = true; end if button:HasScript( "OnMouseUp" ) and button:GetScript( "OnMouseUp" ) then hasMouseUp = true; end if button:HasScript( "OnMouseDown" ) and button:GetScript( "OnMouseDown" ) then hasMouseDown = true; end if hasClick or hasMouseUp or hasMouseDown then nUI_DebugLog["ButtonBag"][button_name] = "autodetected and moved button"; -- nUI_ProfileStop(); return button; else nUI_DebugLog["ButtonBag"][button_name] = "does not appear to be a button"; end else nUI_DebugLog["ButtonBag"][button_name] = "does not support \"HasScript()\""; end end -- if we didn't find a button, try diving the children of this frame -- recursion ftw if not result then -- 5.0.4 start -- for _,child in ipairs( { button:GetChildren() } ) do for emptyVar,child in ipairs( { button:GetChildren() } ) do -- 5.0.4 end result = testMinimapButton( child ); if result then child.is_embedded = true; break; end end end end -- nUI_ProfileStop(); return result; end ------------------------------------------------------------------------------- local function compressButtonBag() -- nUI_ProfileStart( ProfileCounter, "compressButtonBag" ); local new_bag = {}; local row = 1; local col = 1; local old_bag = frame.buttons; if old_bag then for i=1,(frame.last_row or 0) do if old_bag[i] then for j=1,BUTTONBAG_COLS do if old_bag[i][j] then local button = old_bag[i][j]; if not new_bag[row] then new_bag[row] = {}; end new_bag[row][col] = button; button.row = row; button.col = col; if col == BUTTONBAG_COLS then col = 1; row = row+1; else col = col+1; end end end end end end frame.buttons = new_bag; frame.last_row = row; -- nUI_ProfileStop(); end ------------------------------------------------------------------------------- local function buttonBagInsert( bag, button, row, col ) -- nUI_ProfileStart( ProfileCounter, "buttonBagInsert" ); button.row = row; button.col = col; if not bag[row] then bag[row] = {}; end bag[row][col] = button; if not frame.last_row or row > frame.last_row then frame.last_row = row; end -- nUI_ProfileStop(); end ------------------------------------------------------------------------------- -- this routine adds a button to the button bag. If the new button does not -- have a row or a column, then we look for an empty spot in the table to -- locate it local function addButtonBagButton( new_button ) -- nUI_ProfileStart( ProfileCounter, "addButtonBagButton" ); local row = new_button.row; local col = new_button.col; local bag = frame.buttons; new_button.frame:SetFrameStrata( nUI_ButtonBag:GetFrameStrata() ); new_button.frame:SetFrameLevel( nUI_ButtonBag:GetFrameLevel()+1 ); -- make sure the column is a valid number if col and (col < 1 or col > BUTTNBAG_COLS) then col = nil; end -- if the button has a row and a column then see if that spot is -- still open in the button bag. If not.. then bump the button if row and col then if not bag[row] then buttonBagInsert( bag, new_button, row, col ); elseif not bag[row][col] then buttonBagInsert( bag, new_button, row, col ); elseif bag[row][col].name == new_button.name then buttonBagInsert( bag, new_button, row, col ); else row = nil; end end -- if the new button has not been placed, then look for -- the first unused spot in the bag to place it in if not row or not col then local new_row = 1; local new_col = 1; while bag[new_row] do while bag[new_row][new_col] and new_col <= BUTTONBAG_COLS do new_col = new_col+1; end if new_col <= BUTTONBAG_COLS then break; end new_row = new_row+1; new_col = 1; end buttonBagInsert( bag, new_button, new_row, new_col ); end -- nUI_ProfileStop(); end ------------------------------------------------------------------------------- local set_top_row = false; local first_button = true; function buttonBagFix() -- nUI_ProfileStart( ProfileCounter, "buttonBagFix" ); -- build a list of children in the minimap local children = { Minimap:GetChildren() }; local children2 = { MinimapBackdrop:GetChildren() }; local new_buttons = {}; local top_row = {}; -- 5.0.4 Start -- for _, child in ipairs( children2 ) do for emptyVar, child in ipairs( children2 ) do -- 5.0.4 End table.insert(children, child); end -- check the buttons we are forcing into the top row if not set_top_row then for i in pairs( ButtonBagConfig.TopRow ) do local move_button = _G[i]; if move_button then local button_name = move_button:GetName(); if not bag_list[button_name] then -- make sure we don't pick this same button up in another scan if not move_button.cached_SetParent then move_button.cached_SetParent = move_button.SetParent; end move_button:SetParent( frame ); move_button.SetParent = function() end; -- moving a new button top_row[button_name] = { name = button_name, row = nil, col = nil, frame = move_button, } end end end end -- check the buttons that are unnamed, where we have to look for the objects ButtonBagConfig.Unnamed["Enchantrix"] = Enchantrix and Enchantrix.MiniIcon or nil; for i in pairs( ButtonBagConfig.Unnamed ) do local button_name = i; local move_button = ButtonBagConfig.Unnamed[i]; if move_button and move_button:IsShown() then if not bag_list[button_name] then -- make sure we don't pick this same button up in another scan if not move_button.cached_SetParent then move_button.cached_SetParent = move_button.SetParent; end move_button:SetParent( frame ); move_button.SetParent = function() end; new_buttons[button_name] = { name = button_name, row = nil, col = nil, frame = move_button, } end end end -- check the buttons we are forcing a move for for i in pairs( ButtonBagConfig.Includes ) do local move_button = ButtonBagConfig.Includes[i] and testMinimapButton( _G[i] ); if move_button and move_button:IsShown() then local button_name = move_button:GetName(); if not bag_list[button_name] then -- make sure we don't pick this same button up in another scan if not move_button.cached_SetParent then move_button.cached_SetParent = move_button.SetParent; end move_button:SetParent( frame ); move_button.SetParent = function() end; -- moving a new button new_buttons[button_name] = { name = button_name, row = nil, col = nil, frame = move_button, } end end end -- parse the list of minimap children and see who might be a button -- so we can prepare to move it -- 5.0.4 Start -- for _, child in ipairs( children ) do for emptyVar, child in ipairs( children ) do -- 5.0.4 End local move_button = testMinimapButton( child ); if move_button and move_button:IsShown() then local button_name = move_button:GetName(); if not bag_list[button_name] then -- make sure we don't pick this same button up in another scan if not move_button.cached_SetParent then move_button.cached_SetParent = move_button.SetParent; end move_button:SetParent( frame ); move_button.SetParent = function() end; -- moving a new button new_buttons[button_name] = { name = button_name, row = nil, col = nil, frame = move_button, } end end end -- now add all of the unknown buttons in the button bag for i in pairs( new_buttons ) do addButtonBagButton( new_buttons[i] ); bag_list[i] = true; end -- now compress the button bag and lay out the buttons compressButtonBag(); local bag = frame.buttons; local button_size = (CONTAINER_WIDTH - 32) / BUTTONBAG_COLS; local middle_height = (#bag-1) * button_size + 6; local y2 = middle_height / 256; frame.containers = {}; frame:SetHeight( middle_height + frame.box_height ); frame.middle:SetHeight( middle_height ); frame.middle:SetTexCoord( 0.25, 0, 0.25, y2, 1, 0, 1, y2 ); for i=1,#bag do frame.containers[i] = {}; for j=1, #bag[i] do local button = bag[i][j]; local scale = button_size / (ButtonBagConfig.ButtonSize[button.name] or button.frame:GetWidth()); local container = button.container or CreateFrame( "Button", "$parent_Button_"..i.."_"..j, frame ); button.container = container; frame.containers[i][j] = container; container:SetWidth( button_size ); container:SetHeight( button_size ); --5.0.4 Change Start --container:SetNormalTexture( "Interface\\Icons\\Buttons\\UI-PageButton-Background" ); container:SetNormalTexture( "" ); --5.0.4 Change End container:SetFrameStrata( button.frame:GetFrameStrata() ); container:SetFrameLevel( button.frame:GetFrameLevel()+1 ); container:EnableMouse( false ); if i == 1 and j == 1 then container:SetPoint( "LEFT", frame.middle, "TOPLEFT", 20, -4 ); elseif j == 1 then container:SetPoint( "TOPLEFT", frame.containers[i-1][1], "BOTTOMLEFT", 0, 0 ); else container:SetPoint( "LEFT", frame.containers[i][j-1], "RIGHT", 0, 0 ); end button.frame:SetScale( scale ); button.frame:ClearAllPoints(); button.frame:SetPoint( "CENTER", container, "CENTER", 0, 0 ); button.frame:RegisterForDrag(); end end -- set the top row buttons if not set_top_row then set_top_rows = true; for i in pairs( top_row ) do local button = top_row[i]; local scale = button_size / (ButtonBagConfig.ButtonSize[button.name] or button.frame:GetWidth()); local container = button.container or CreateFrame( "Button", "$parent_Button_"..i, frame ); button.container = container; container:SetWidth( button_size ); container:SetHeight( button_size ); --5.0.4 Change Start --container:SetNormalTexture( "Interface\\Icons\\Buttons\\UI-PageButton-Background" ); container:SetNormalTexture( "" ); --5.0.4 Change End container:SetFrameStrata( button.frame:GetFrameStrata() ); container:SetFrameLevel( button.frame:GetFrameLevel()+1 ); container:EnableMouse( false ); button.frame:SetScale( scale ); button.frame:ClearAllPoints(); button.frame:SetPoint( "CENTER", container, "CENTER", 0, 0 ); button.frame:RegisterForDrag(); end local fix_buttons = {}; if top_row["MiniMapMailFrame"] then table.insert( fix_buttons, top_row["MiniMapMailFrame"] ); end -- 5.0.1 Change Start -- if top_row["MiniMapBattlefieldFrame"] then table.insert( fix_buttons, top_row["MiniMapBattlefieldFrame"] ); end -- 5.0.4 Change Start -Battlefield and LFG same icon so don't put in bag, display on minimapinstead -- if top_row["QueueStatusMinimapButton"] then table.insert( fix_buttons, top_row["QueueStatusMinimapButton"] ); end -- 5.0.4 Change End -- 5.0.1 Change End if top_row["MiniMapMeetingStoneFrame"] then table.insert( fix_buttons, top_row["MiniMapMeetingStoneFrame"] ); end if top_row["MiniMapVoiceChatFrame"] then table.insert( fix_buttons, top_row["MiniMapVoiceChatFrame"] ); end if top_row["MiniMapRecordingButton"] then table.insert( fix_buttons, top_row["MiniMapRecordingButton"] ); end for i=1,#fix_buttons do local button = fix_buttons[i]; if i == 1 then button.container:SetPoint( "LEFT", frame.middle, "TOPLEFT", 20 + button_size * 2, button_size - 4 ); else button.container:SetPoint( "LEFT", fix_buttons[i-1].container, "RIGHT", 0, 0 ); end end end -- nUI_ProfileStop(); end ------------------------------------------------------------------------------- local timer = 6; local loop_count = 0; local function onButtonBagUpdate( who, elapsed ) -- nUI_ProfileStart( ProfileCounter, "onButtonBagUpdate" ); -- check for new minimap buttons every five seconds for the first thirty seconds -- as a new load and then every 30 seconds thereafter... unfortunately, we have -- no way of knowing when mods post their minimap buttons or LOD mods add a new -- button. timer = timer - elapsed; if timer <= 0 and not InCombatLockdown() then if loop_count < 6 then timer = 6; loop_count = loop_count+1; else timer = 30; end; buttonBagFix(); end -- nUI_ProfileStop(); end ------------------------------------------------------------------------------- local function onButtonBagEvent( who, event, arg1 ) -- nUI_ProfileStart( ProfileCounter, "onButtonBagEvent", event ); if event == "ADDON_LOADED" and arg1 == "nUI" then _G["BINDING_HEADER_nUI_MISCKEYS"] = "nUI: "..nUI_L["Miscellaneous Bindings"]; _G["BINDING_NAME_CLICK nUI_ButtonBagButton:LeftButton"] = nUI_L["Minimap Button Bag"]; if not nUI_DebugLog then nUI_DebugLog = {}; end nUI_DebugLog["ButtonBag"] = {}; if nUI_Options.showCalendar then ButtonBagConfig.Excludes["GameTimeFrame"] = true; ButtonBagConfig.Includes["GameTimeFrame"] = false; end -- request to toggle the minimap button bag option = nUI_SlashCommands[nUI_SLASHCMD_BUTTONBAG]; nUI_SlashCommands:setHandler( option.command, function() if nUI_ButtonBag:IsShown() then nUI_ButtonBag:Hide(); else nUI_ButtonBag:Show(); end nUI_ButtonBag:SetAttribute( "nUI_Visibility", nUI_ButtonBag:IsShown() and true or false ); end ); -- request to toggle display of the guild calendar button option = nUI_SlashCommands[nUI_SLASHCMD_CALENDAR]; nUI_SlashCommands:setHandler( option.command, function() nUI_Options.showCalendar = (nUI_Options.showCalendar ~= true) and true or false; if nUI_Options.showCalendar then ButtonBagConfig.Includes["GameTimeFrame"] = false; ButtonBagConfig.Excludes["GameTimeFrame"] = true; else ButtonBagConfig.Includes["GameTimeFrame"] = true; ButtonBagConfig.Excludes["GameTimeFrame"] = false; end if nUI_Options.showCalendar then for i in pairs( frame.buttons ) do for j in pairs( frame.buttons[i] ) do local button = frame.buttons[i][j]; if button.frame == GameTimeFrame then frame.buttons[i][j] = nil; end end end if GameTimeFrame.cached_SetParent then GameTimeFrame.SetParent = GameTimeFrame.cached_SetParent; GameTimeFrame.cached_SetParent = nil; end GameTimeFrame.row = nil; GameTimeFrame.col = nil; bag_list["GameTimeFrame"] = nil; nUI_MinimapManager.setGameTimeFrame(); end DEFAULT_CHAT_FRAME:AddMessage( (option.message):format( not nUI_Options.showCalendar and nUI_L["|cFF00FF00ENABLED|r"] or nUI_L["|cFFFF0000DISABLED|r"] ), 1, 0.83, 0 ); buttonBagFix(); end ); elseif event == "PLAYER_LOGIN" then anchor:SetScript( "OnUpdate", onButtonBagUpdate ); end -- nUI_ProfileStop(); end anchor:SetScript( "OnEvent", onButtonBagEvent ); anchor:RegisterEvent( "ADDON_LOADED" ); anchor:RegisterEvent( "PLAYER_LOGIN" );