diff WorldQuests.lua @ 34:0100d923d8c3

WorldPlan: - Reward filter toggle changed to clear out other reward filters. The assumption being that one is most often looking only for that particular type of quest when they go to use it. - Fixed filter bar info falling out of sync after player-triggered world map updates. - Code stuff: -- Quest pin shown-state management makes better use of OnShow OnHide handlers, SetShown is toggled and it all goes from there -- WorldQuests module re-factored outside of the top level frame script. ClassPlan: - Available missions are now recorded; the mission list can be toggled between in-progress and available by clicking the heading.
author Nenue
date Wed, 02 Nov 2016 19:04:47 -0400
parents be4db60219ca
children 26dfa661daa7
line wrap: on
line diff
--- a/WorldQuests.lua	Wed Nov 02 17:25:07 2016 -0400
+++ b/WorldQuests.lua	Wed Nov 02 19:04:47 2016 -0400
@@ -106,7 +106,7 @@
       self:RefreshData()
     end
     print('WorldMapFrame', WorldMapFrame:IsVisible(), 'hasUpdates:', self.isStale)
-  elseif event == 'WORLD_MAP_UPDATE' then
+  elseif event == 'WORLD_MAP_UPDATE' or event == 'PLAYER_ENTERING_WORLD' then
     self.isStale = true
   elseif event == 'WORLD_QUEST_COMPLETED_BY_SPELL' then
     local questID = ...
@@ -185,7 +185,14 @@
     return
   end
 
-  print('|cFF00FF88'..self:GetName()..':RefreshData()|r', 'map:', mapID, 'realMap:', GetCurrentMapAreaID())
+  if not self:IsVisible() then
+    self.isStale = true
+    print('frame closed, do it later')
+    return
+  end
+
+
+    print('|cFF00FF88'..self:GetName()..':RefreshData()|r', 'map:', mapID, 'realMap:', GetCurrentMapAreaID())
 
   if mapID == BROKEN_ISLES_ID then
     self.isStale = false
@@ -209,6 +216,7 @@
         info.mapID = mapID
         local questPOI = self:AcquirePin(questID, mapID)
         local hasUpdate, isPending = questPOI:RefreshData(info)
+        --  WorldPlan:print('|cFF0088FF'..questPOI.title..'|r', hasUpdate)
         self.isStale = (self.isStale or hasUpdate)
         self.isPending = (self.isPending or isPending)
         numQuests = numQuests + 1
@@ -227,6 +235,12 @@
 function WorldQuests:Refresh()
   local print = wqprint
   print('|cFF00FF88'..self:GetName()..':Refresh()|r')
+  if not self:IsVisible() then
+    self.isStale = true
+    print('frame closed, do it later')
+    return
+  end
+
   self:Reset()
   self:UpdateAnchors()
   self:Cleanup ()
@@ -277,7 +291,7 @@
         pin.hasUpdate = true
         pin:SetFrameLevel(PinBaseIndex+ (pin.whiteListed and 200 or 0) +numPins)
         print('level', PinBaseIndex+ (pin.whiteListed and 200 or 0) +numPins)
-        pin:SetAnchor(WorldMapPOIFrame, currentMap, mapWidth, mapHeight)
+        pin:SetAnchor(_G.WorldMapPOIFrame, currentMap, mapWidth, mapHeight)
         numPins = numPins + 1
       end
     end
@@ -290,61 +304,19 @@
 local debug_hide = {}
 function WorldQuests:Cleanup ()
   local print = wqprint
-  local showQuestPOI = db.EnablePins
-  print('|cFFFFFF00'..tostring(self)..':Cleanup()|r')
-  local mapID = GetCurrentMapAreaID()
-  isContinentMap = (mapID == BROKEN_ISLES_ID)
+  local showQuestPOI = WorldPlan.db.EnablePins
+  WorldPlan:print('|cFFFFFF00'..self:GetName()..':Cleanup()|r')
+  -- continent or zone sizing
 
-  wipe(debug_show)
-  wipe(debug_animate)
-  wipe(debug_hide)
-  -- continent or zone sizing
-  local fadeGrouped = (db.FadeWhileGrouped and IsInGroup())
 
   numPins = 0
   for questID, pin in pairs(self.QuestsByID) do
     -- can we show it?
-    if showQuestPOI and (pin.used) then
-
-      pin.isStale = true
-      if fadeGrouped then
-        pin:SetAlpha(0.25)
-      else
-        pin:SetAlpha(1)
-      end
-      -- is it a new quest?
-      if pin.isNew then
-        if not pin.isAnimating then
-          pin.isAnimating = true
-          WorldPlan:OnNext(function()
-            pin:ShowNew()
-          end)
-          tinsert(debug_animate,questID)
-        else
-
-          print('animating? ', questID, 'filtered:', pin.filtered)
-        end
-        -- trap new but animating pins here
-      else
-        -- hard show existing pin
-        --print('refresh #', questID, 'filtered:', pin.filtered, 'hasUpdate', pin.hasUpdate)
-        pin:Show()
-        tinsert(debug_show,questID)
-      end
-    else
-      if pin:IsShown() then
-        tinsert(debug_hide,questID)
-      end
-      pin.isAnimating = nil
-      pin.FadeIn:Stop()
-      pin:Hide()
-    end
+    pin:SetShown((showQuestPOI and pin.used))
   end
   print('   adding:', table.concat(debug_animate, ',' ))
   print('  refresh:', table.concat(debug_show, ',' ))
   print('  hiding:', table.concat(debug_hide, ',' ))
-  hasNewQuestPins = nil
-  notifyPlayed = nil
   self.isStale = nil
 end