diff BindingsFrame.lua @ 74:9824d524a661

- binding slot mixin: - store key binding definitions under their slot's data table - apply action button attributes when a slot is assigned - obtain correct macro body text when a macro is slotted - fix algorithm for resolving renamed macro indices - move spell detail lookup code out of mixin script - event chains: - initialize addon from PLAYER_LOGIN - reload keybinds from PLAYER_SPECIALIZATION_CHANGED, after spec profile is resolved - refresh interface content from SPELLS_CHANGED - hotkey text: - restore communication and detection of key binding updates and reflect them accordingly - properly respond to dynamic bindings that result from talent updates
author Nenue
date Sat, 14 Jan 2017 02:29:33 -0500
parents c48913c5924c
children 6623b7f2c1ca
line wrap: on
line diff
--- a/BindingsFrame.lua	Sat Jan 07 12:52:05 2017 -0500
+++ b/BindingsFrame.lua	Sat Jan 14 02:29:33 2017 -0500
@@ -17,7 +17,8 @@
 
 SkeletonKeyButtonMixin = {}
 local _, kb = ...
-local print = (DEVIAN_PNAME == 'SkeletonKey') and function(...) _G.print('SK', ...) end or nop
+local print = (DEVIAN_PNAME == 'SkeletonKey') and function(...) _G.print('SKUI', ...) end or nop
+local gprint = (DEVIAN_PNAME == 'SkeletonKey') and function(...) _G.print('SK', ...) end or nop
 local L = kb.L
 local BINDS_PER_ROW = 2
 local BINDING_TYPE_SPECIALIZATION = 3
@@ -249,7 +250,7 @@
 
 --- push current information into living UI
 function SkeletonKeyMixin:Update(force)
-  print('|cFFFF8800'..self:GetName()..':Update()|r', InCombatLockdown() and 'combat', self:IsShown())
+  gprint('|cFFFF8800'..self:GetName()..':Update()|r', InCombatLockdown() and 'combat', self:IsShown())
   for index, frame in ipairs(self.Plugins) do
     if frame.Update then
       frame:Update(force)
@@ -351,6 +352,7 @@
   else
     tabID = BINDING_TYPE_GLOBAL
   end
+  print(selectedProfile)
   scrollOffset = scrollOffset or 0
 
   local leftSlot, upSlot