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Core.lua
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Core.lua
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local nibMicroMenu = LibStub("AceAddon-3.0"):NewAddon("nibMicroMenu", "AceConsole-3.0", "AceEvent-3.0")
local L = LibStub("AceLocale-3.0"):GetLocale("nibMicroMenu")
local LSM = LibStub("LibSharedMedia-3.0")
local db
local FramesCreated
local NeedRefreshed
local UClass, UClassColors
local _G = _G
local defaults = {
profile = {
texts = {
[1] = "C",
[2] = "S",
[3] = "T",
[4] = "A",
[5] = "Q",
[6] = "O",
[7] = "G",
[8] = "D",
[9] = "M",
[10] = "J",
[11] = "K",
[12] = "R",
[13] = "X",
[14] = "L",
},
font = {
size = 12,
name = "Friz Quadrata TT",
},
position = {
anchorto = "CENTER",
anchorfrom = "CENTER",
parent = "UIParent",
x = 0,
y = 0,
orientation = "Horizontal",
reversed = false,
},
framelevel = {
automatic = true,
strata = "MEDIUM",
level = 2,
},
microadjustments = {
x = 0,
y = 0,
width = 0,
height = 0,
individual = {
["**"] = {x = 0, y = 0, width = 0},
},
},
tooltip = {
enabled = true,
},
normal = {
outline = "NONE",
shadow = {
useshadow = true,
color = {r = 0, g = 0, b = 0, a = 1},
position = {x = 1, y = -1},
},
colors = {
class = {
enabled = false,
shade = 0.70,
},
r = 0.70,
g = 0.70,
b = 0.70,
},
opacity = 1,
},
highlight = {
outline = "NONE",
shadow = {
useshadow = true,
color = {r = 0, g = 0, b = 0, a = 1},
position = {x = 1, y = -1},
},
colors = {
class = {
enabled = false,
shade = 1,
},
r = 1,
g = 1,
b = 1,
},
opacity = 1,
},
disabled = {
outline = "NONE",
shadow = {
useshadow = true,
color = {r = 0, g = 0, b = 0, a = 1},
position = {x = 1, y = -1},
},
colors = {
class = {
enabled = false,
shade = .4,
},
r = .4,
g = .4,
b = .4,
},
opacity = 1,
},
},
}
local NumButtons = 14
local MMF
local ButtonTable = {
[1] = "character",
[2] = "spellbook",
[3] = "talents",
[4] = "achievements",
[5] = "questlog",
[6] = "social",
[7] = "guild",
[8] = "dungeonfinder",
[9] = "collections",
[10] = "dungeonjournal",
[11] = "store",
[12] = "reload",
[13] = "exit",
[14] = "logout",
}
local CharID = 1
local SpellBookID = 2
local TalentsID = 3
local AchievementsID = 4
local QuestLogID = 5
local SocialID = 6
local GuildID = 7
local LFDID = 8
local CollectionsID = 9
local DJID = 10
local StoreID = 11
local ReloadID = 12
local ExitID = 13
local LogoutID = 14
-- Update Disabled/Pushed state of MM Buttons
local function UpdateButtonState()
if not FramesCreated then return end
local playerLevel = UnitLevel("player")
-- Character
if CharacterFrame:IsShown() then
MMF.Buttons[CharID].windowopen = true
else
MMF.Buttons[CharID].windowopen = false
end
-- SpellBook
if SpellBookFrame:IsShown() then
MMF.Buttons[SpellBookID].windowopen = true
else
MMF.Buttons[SpellBookID].windowopen = false
end
-- Talents
if ( PlayerTalentFrame and PlayerTalentFrame:IsShown() ) then
MMF.Buttons[TalentsID].windowopen = true
else
if ( playerLevel < SHOW_SPEC_LEVEL ) then
MMF.Buttons[TalentsID].disabled = true
else
MMF.Buttons[TalentsID].disabled = false
MMF.Buttons[TalentsID].windowopen = false
end
end
-- Achievements
if AchievementFrame and AchievementFrame:IsShown() then
MMF.Buttons[AchievementsID].windowopen = true
else
if (HasCompletedAnyAchievement() or IsInGuild()) and CanShowAchievementUI() then
MMF.Buttons[AchievementsID].disabled = false
MMF.Buttons[AchievementsID].windowopen = false
else
MMF.Buttons[AchievementsID].disabled = true
end
end
-- QuestLog
if ( WorldMapFrame and WorldMapFrame:IsShown() ) then -- new in Patch 6.0.2
MMF.Buttons[QuestLogID].windowopen = true
else
MMF.Buttons[QuestLogID].windowopen = false
end
-- Social
if FriendsFrame:IsShown() then
MMF.Buttons[SocialID].windowopen = true
else
MMF.Buttons[SocialID].windowopen = false
end
-- Guild
if IsInGuild() then
if (GuildFrame and GuildFrame:IsShown()) then
MMF.Buttons[GuildID].windowopen = true
else
MMF.Buttons[GuildID].disabled = false
MMF.Buttons[GuildID].windowopen = false
end
else
MMF.Buttons[GuildID].disabled = true
end
-- LFD
if ( PVEFrame and PVEFrame:IsShown() ) then -- with the old LFDParentFrame:IsShown(), the LFD/LFG button highlight all the time
MMF.Buttons[LFDID].windowopen = true
else
if playerLevel < LFDMicroButton.minLevel then
MMF.Buttons[LFDID].disabled = true
else
MMF.Buttons[LFDID].disabled = false
MMF.Buttons[LFDID].windowopen = false
end
end
-- CollectionsID
if ( CollectionsJournal and CollectionsJournal:IsShown() ) then
MMF.Buttons[CollectionsID].windowopen = true
else
MMF.Buttons[CollectionsID].windowopen = false
end
-- DungeonJournal
if ( EncounterJournal and EncounterJournal:IsShown() ) then
MMF.Buttons[DJID].windowopen = true
else
MMF.Buttons[DJID].windowopen = false
end
-- Blizzard Store
if ( StoreFrame and StoreFrame_IsShown() ) then
MMF.Buttons[StoreID].windowopen = true
else
MMF.Buttons[StoreID].windowopen = false
end
-- Logout
if GameMenuFrame:IsShown() then
MMF.Buttons[ReloadID].windowopen = true
else
MMF.Buttons[ReloadID].windowopen = false
end
-- Exit
if GameMenuFrame:IsShown() then
MMF.Buttons[ExitID].windowopen = true
else
MMF.Buttons[ExitID].windowopen = false
end
-- Reload UI
if GameMenuFrame:IsShown() then
MMF.Buttons[LogoutID].windowopen = true
else
MMF.Buttons[LogoutID].windowopen = false
end
-- Update Buttons with new information
nibMicroMenu:UpdateButtons()
end
-- OnLeave
local function ButtonOnLeave(button)
if button == CharID then
MMF.Buttons[CharID].highlight = false
elseif button == SpellBookID then
MMF.Buttons[SpellBookID].highlight = false
elseif button == TalentsID then
MMF.Buttons[TalentsID].highlight = false
elseif button == AchievementsID then
MMF.Buttons[AchievementsID].highlight = false
elseif button == QuestLogID then
MMF.Buttons[QuestLogID].highlight = false
elseif button == SocialID then
MMF.Buttons[SocialID].highlight = false
elseif button == GuildID then
MMF.Buttons[GuildID].highlight = false
elseif button == LFDID then
MMF.Buttons[LFDID].highlight = false
elseif button == CollectionsID then
MMF.Buttons[CollectionsID].highlight = false
elseif button == DJID then
MMF.Buttons[DJID].highlight = false
elseif button == StoreID then
MMF.Buttons[StoreID].highlight = false
elseif button == ReloadID then
MMF.Buttons[ReloadID].highlight = false
elseif button == ExitID then
MMF.Buttons[ExitID].highlight = false
elseif button == LogoutID then
MMF.Buttons[LogoutID].highlight = false
end
if db.tooltip.enabled then
if GameTooltip:IsShown() then GameTooltip:Hide() end
end
nibMicroMenu:UpdateButtons()
end
-- OnEnter
local function ButtonOnEnter(button)
local tt, tto = "", nil
MMF.Buttons[button].highlight = true
tto = MMF.Buttons[button]
if button == CharID then
tt = MicroButtonTooltipText(CHARACTER_BUTTON, "TOGGLECHARACTER0")
elseif button == SpellBookID then
tt = MicroButtonTooltipText(SPELLBOOK_ABILITIES_BUTTON, "TOGGLESPELLBOOK")
elseif button == TalentsID then
tt = MicroButtonTooltipText(TALENTS_BUTTON, "TOGGLETALENTS")
elseif button == AchievementsID then
tt = MicroButtonTooltipText(ACHIEVEMENT_BUTTON, "TOGGLEACHIEVEMENT")
elseif button == QuestLogID then
tt = MicroButtonTooltipText(QUESTLOG_BUTTON, "TOGGLEQUESTLOG")
elseif button == SocialID then
tt = MicroButtonTooltipText(SOCIAL_BUTTON, "TOGGLESOCIAL")
elseif button == GuildID then
tt = MicroButtonTooltipText(GUILD, "TOGGLEGUILDTAB")
elseif button == LFDID then
tt = MicroButtonTooltipText(DUNGEONS_BUTTON, "TOGGLEGROUPFINDER")
elseif button == CollectionsID then
tt = MicroButtonTooltipText(COLLECTIONS, "TOGGLECOLLECTIONS")
elseif button == DJID then
tt = MicroButtonTooltipText(ENCOUNTER_JOURNAL, "TOGGLEENCOUNTERJOURNAL")
elseif button == StoreID then
tt = MicroButtonTooltipText(BLIZZARD_STORE, "ToggleStoreUI")
elseif button == ReloadID then
tt = L["Reload"]
elseif button == ExitID then
tt = L["Exit"]
elseif button == LogoutID then
tt = L["Logout"]
end
if db.tooltip.enabled then
GameTooltip:SetOwner(tto)
GameTooltip_AddNewbieTip(tto, tt, 1.0, 1.0, 1.0, "")
GameTooltip:Show()
end
nibMicroMenu:UpdateButtons()
end
local function RetrieveFont(font)
font = LSM:Fetch("font", font)
if font == nil then font = GameFontNormalSmall:GetFont() end
return font
end
-- Update Buttons - Font/Colors(Normal, Highlight, Disabled)
local StyleColors = {}
local StyleShadow = {}
local Styles = {normal = 1, highlight = 2, disabled = 3}
function nibMicroMenu:UpdateButtons()
StyleColors = {
normal = {r = 0, g = 0, b = 0,},
highlight = {r = 0, g = 0, b = 0,},
disabled = {r = 0, g = 0, b = 0,},
}
StyleShadow = {
colors = {
normal = {r = 0, g = 0, b = 0, a = 1,},
highlight = {r = 0, g = 0, b = 0, a = 1,},
disabled = {r = 0, g = 0, b = 0, a = 1,},
},
position = {
normal = {x = 0, y = 0,},
highlight = {x = 0, y = 0,},
disabled = {x = 0, y = 0,},
},
}
for k,v in pairs(Styles) do
-- Text Color
if db[k].colors.class.enabled then
local shade = db[k].colors.class.shade
StyleColors[k].r = UClassColors.r * shade
StyleColors[k].g = UClassColors.g * shade
StyleColors[k].b = UClassColors.b * shade
else
StyleColors[k].r = db[k].colors.r
StyleColors[k].g = db[k].colors.g
StyleColors[k].b = db[k].colors.b
end
-- Shadow Color
if db[k].shadow.useshadow then
StyleShadow.colors[k].r, StyleShadow.colors[k].g, StyleShadow.colors[k].b, StyleShadow.colors[k].a = db[k].shadow.color.r, db[k].shadow.color.g, db[k].shadow.color.b, db[k].shadow.color.a
StyleShadow.position[k].x, StyleShadow.position[k].y = db[k].shadow.position.x, db[k].shadow.position.y
else
StyleShadow.colors[k].r, StyleShadow.colors[k].g, StyleShadow.colors[k].b, StyleShadow.colors[k].a = 0, 0, 0, 0
StyleShadow.position[k].x, StyleShadow.position[k].y = 0, 0
end
end
local font = RetrieveFont(db.font.name)
for i = 1, NumButtons do
local newstyle, newcolors, newshadowcolors, newshadowposition
if not MMF.Buttons[i].disabled then
if MMF.Buttons[i].highlight or MMF.Buttons[i].windowopen then
-- Highlight
newstyle = db.highlight
newcolors = StyleColors.highlight
newshadowcolors = StyleShadow.colors.highlight
newshadowposition = StyleShadow.position.highlight
else
-- Normal
newstyle = db.normal
newcolors = StyleColors.normal
newshadowcolors = StyleShadow.colors.normal
newshadowposition = StyleShadow.position.normal
end
else -- Disable
newstyle = db.disabled
newcolors = StyleColors.disabled
newshadowcolors = StyleShadow.colors.disabled
newshadowposition = StyleShadow.position.disabled
end
if MMF.Buttons[i] ~= nil then
MMF.Buttons[i].text:SetFont(font, db.font.size, newstyle.outline)
MMF.Buttons[i].text:SetTextColor(newcolors.r, newcolors.g, newcolors.b, newstyle.opacity)
MMF.Buttons[i].text:SetShadowColor(newshadowcolors.r, newshadowcolors.g, newshadowcolors.b, newshadowcolors.a)
MMF.Buttons[i].text:SetShadowOffset(newshadowposition.x, newshadowposition.y)
end
end
end
-- Lockdown Timer
-- Fired when Exiting / Entering Combat
local LockdownTimer = CreateFrame("Frame")
LockdownTimer.e = 0
LockdownTimer:Hide()
LockdownTimer:SetScript("OnUpdate", function(s, e)
s.e = s.e + e
if s.e >= 1 then
if not InCombatLockdown() then
if NeedRefreshed then
nibMicroMenu:Refresh()
end
s.e = 0
s:Hide()
else
s.e = 0
end
end
end)
function nibMicroMenu:UpdateLockdown(...)
LockdownTimer:Show()
end
-- Set Size
function nibMicroMenu:UpdateSize()
if InCombatLockdown() or not FramesCreated then
nibMicroMenu:Refresh()
return
end
local TWidth, THeight
local IsVert, IsRev
local Positions = {}
local ButtonWidth = {}
local ButtonHeight = {}
if db.position.orientation == "Horizontal" then IsVert = false else IsVert = true end
IsRev = db.position.reversed
-- Calculate Total height/width and set Button height/width and Text position
TWidth = 0
THeight = 0
for i = 1, NumButtons do
local NewWidth, NewHeight, NewXOfs, NewYOfs, txtWidth, txtHeight
if MMF.Buttons[i].text:GetWidth() > db.font.size then
txtWidth = MMF.Buttons[i].text:GetWidth()
else
txtWidth = db.font.size
end
NewWidth = txtWidth + db.microadjustments.width + db.microadjustments.individual[i].width
-- NewWidth = MMF.Buttons[i].text:GetWidth() + db.microadjustments.width + db.microadjustments.individual[i].width + 2.75
-- NewHeight = MMF.Buttons[i].text:GetHeight() + db.microadjustments.height -- + 1
if MMF.Buttons[i].text:GetHeight() > db.font.size then
txtHeight = MMF.Buttons[i].text:GetHeight()
else
txtHeight = db.font.size
end
NewHeight = txtHeight + db.microadjustments.height
NewXOfs = db.microadjustments.x + db.microadjustments.individual[i].x
NewYOfs = db.microadjustments.y + db.microadjustments.individual[i].y
ButtonWidth[i] = NewWidth
TWidth = TWidth + NewWidth
ButtonHeight[i] = NewHeight
THeight = THeight + NewHeight
MMF.Buttons[i]:SetWidth(NewWidth)
MMF.Buttons[i]:SetHeight(NewHeight)
MMF.Buttons[i].text:SetPoint("CENTER", MMF.Buttons[i], "CENTER", NewXOfs, NewYOfs)
end
-- Get max width and height of buttons
local MaxButtonWidth, MaxButtonHeight = 0, 0
for i = 1, NumButtons do
MaxButtonWidth = max(MaxButtonWidth, ButtonWidth[i])
MaxButtonHeight = max(MaxButtonHeight, ButtonHeight[i])
end
-- Get total orientation value, and set height/width
local TVal
local CSize = {}
if IsVert then
TVal = THeight
CSize = ButtonHeight
MMF:SetWidth(MaxButtonWidth)
MMF:SetHeight(THeight)
else
TVal = TWidth
CSize = ButtonWidth
MMF:SetWidth(TWidth)
MMF:SetHeight(MaxButtonHeight)
end
-- Calculate position of each Button
for i = 1, NumButtons do
local CurPos = 0
-- Add up position of each Button in sequence
if i == 1 then
CurPos = (CSize[i] / 2) - (TVal / 2)
else
for j = 1, i-1 do
CurPos = CurPos + CSize[j]
end
CurPos = CurPos + (CSize[i] / 2) - (TVal / 2)
end
-- Found Position of Button
Positions[i] = CurPos
end
-- Reverse or not
local RevMult = 1
if IsRev then RevMult = -1 end
-- Position each Button
for i = 1, NumButtons do
if IsVert then
XPos = 0
YPos = (Positions[i] * RevMult)
else
XPos = (Positions[i] * RevMult)
YPos = 0
end
MMF.Buttons[i]:ClearAllPoints()
MMF.Buttons[i]:SetPoint("CENTER", MMF, "CENTER", XPos, YPos)
end
end
-- Set Position
function nibMicroMenu:UpdatePosition()
if InCombatLockdown() or not FramesCreated then
nibMicroMenu:Refresh()
return
end
local Parent = _G[db.position.parent] or UIParent
MMF:SetParent(Parent)
MMF:ClearAllPoints()
MMF:SetPoint(db.position.anchorfrom, Parent, db.position.anchorto, db.position.x, db.position.y)
local FS, FL
if db.framelevel.automatic then
FS = Parent:GetFrameStrata()
FL = Parent:GetFrameLevel() + 1
else
FS = db.framelevel.strata
FL = db.framelevel.level
end
MMF:SetFrameStrata(FS)
MMF:SetFrameLevel(FL)
MMF:Show()
end
-- Set Texts
function nibMicroMenu:UpdateTexts()
if InCombatLockdown() or not FramesCreated then
nibMicroMenu:Refresh()
return
end
for i = 1, NumButtons do
MMF.Buttons[i].text:SetText(db.texts[i])
end
nibMicroMenu:UpdateButtons()
nibMicroMenu:UpdateSize()
end
-- Update button state by hooking into MicroMenu update function
local function HookMMUpdate()
hooksecurefunc("UpdateMicroButtons", UpdateButtonState)
end
-- Frame Creation
local function CreateButton(Parent, Name)
local NewButton
NewButton = CreateFrame("Button", Name, Parent, "SecureActionButtonTemplate")
NewButton:SetAttribute("type", "click")
NewButton.highlight = false
NewButton.windowopen = false
NewButton.disabled = false
NewButton.text = NewButton:CreateFontString(nil,"OVERLAY","GameFontNormal")
NewButton.text:SetPoint("CENTER", NewButton, "CENTER")
return NewButton
end
local function CreateFrames()
if InCombatLockdown() or FramesCreated then return end
-- Parent Frame
MMF = CreateFrame("Frame", "nibMicroMenu", UIParent)
MMF:Hide()
MMF.Buttons = {}
local pIndex = STATICPOPUP_NUMDIALOGS
-- Buttons
for i, v in ipairs(ButtonTable) do
MMF.Buttons[i] = CreateButton(MMF, "nibMicroMenu_"..ButtonTable[i])
MMF.Buttons[i]:SetScript("OnEnter", function(self) ButtonOnEnter(i) end)
MMF.Buttons[i]:SetScript("OnLeave", function(self) ButtonOnLeave(i) end)
end
-- Set Macro texts
MMF.Buttons[1]:SetAttribute("type", "macro")
MMF.Buttons[1]:SetAttribute("macrotext", "/run ToggleCharacter('PaperDollFrame')")
MMF.Buttons[2]:SetAttribute("clickbutton", SpellbookMicroButton)
MMF.Buttons[3]:SetAttribute("clickbutton", TalentMicroButton)
MMF.Buttons[4]:SetAttribute("clickbutton", AchievementMicroButton)
MMF.Buttons[5]:SetAttribute("clickbutton", QuestLogMicroButton)
MMF.Buttons[6]:SetAttribute("clickbutton", QuickJoinToastButton)
MMF.Buttons[7]:SetAttribute("clickbutton", GuildMicroButton)
MMF.Buttons[8]:SetAttribute("clickbutton", LFDMicroButton)
MMF.Buttons[9]:SetAttribute("clickbutton", CollectionsMicroButton)
MMF.Buttons[10]:SetAttribute("clickbutton", EJMicroButton)
MMF.Buttons[11]:SetAttribute("clickbutton", StoreMicroButton)
StaticPopupDialogs["MM_RELOAD_PROMPT"] = {
text = "Sure you want to Reload the UI?",
button1 = "Yes",
button2 = "No",
OnAccept = function()
ReloadUI()
end,
OnUpdate = function(self)
local btnCombat = _G[self:GetName().."Button1"]
if (UnitAffectingCombat("player")) then
btnCombat:Disable()
else
btnCombat:Enable()
end
end,
timeout = 0,
whileDead = true,
hideOnEscape = true,
preferredIndex = pIndex,
}
MMF.Buttons[12]:SetScript("OnClick", function(self)
local DiaName = _G['StaticPopup'..pIndex]
if DiaName:IsShown() then
StaticPopup_Hide("MM_RELOAD_PROMPT")
else
StaticPopup_Show("MM_RELOAD_PROMPT")
end
end)
StaticPopupDialogs["MM_EXIT_PROMPT"] = {
text = "Sure you want to Quit the Game?",
button1 = "Yes",
button2 = "No",
OnAccept = function()
Quit()
end,
timeout = 0,
whileDead = true,
hideOnEscape = true,
preferredIndex = pIndex,
}
MMF.Buttons[13]:SetScript("OnClick", function(self)
local DiaName = _G['StaticPopup'..pIndex]
if DiaName:IsShown() then
StaticPopup_Hide("MM_EXIT_PROMPT")
else
StaticPopup_Show("MM_EXIT_PROMPT")
end
end)
StaticPopupDialogs["MM_LOGOUT_PROMPT"] = {
text = "Sure you want to logout?",
button1 = "Yes",
button2 = "No",
OnAccept = function()
Logout()
end,
timeout = 0,
whileDead = true,
hideOnEscape = true,
preferredIndex = pIndex,
}
MMF.Buttons[14]:SetScript("OnClick", function(self,button)
local DiaName = _G['StaticPopup'..pIndex]
if DiaName:IsShown() then
StaticPopup_Hide("MM_LOGOUT_PROMPT")
elseif IsLeftAltKeyDown() and button == "LeftButton" then
Logout()
else
StaticPopup_Show("MM_LOGOUT_PROMPT")
end
end)
FramesCreated = true
RegisterStateDriver(MMF, "visibility", "[bonusbar:5][overridebar][vehicleui][petbattle][combat] hide; show") -- my little pony hack to hide in battles and vehicles and stuff
end
----
function nibMicroMenu:ProfChange()
db = self.db.profile
nibMicroMenu:ConfigRefresh()
nibMicroMenu:Refresh()
end
function nibMicroMenu:Refresh(...)
-- Create Frames if it has been delayed
if not InCombatLockdown() and not FramesCreated then
CreateFrames()
end
-- Refresh Mod
if InCombatLockdown() or not FramesCreated then
-- In combat or have no frames, set flag so we can refresh once combat ends
NeedRefreshed = true
else
-- Ready to refresh
NeedRefreshed = false
UpdateButtonState()
nibMicroMenu:UpdatePosition()
nibMicroMenu:UpdateTexts()
end
end
function nibMicroMenu:EventCheck()
UpdateButtonState()
end
function nibMicroMenu:PLAYER_ENTERING_WORLD()
nibMicroMenu:Refresh()
end
local function ClassColorsUpdate()
UClassColors = CUSTOM_CLASS_COLORS and CUSTOM_CLASS_COLORS[UClass] or RAID_CLASS_COLORS[UClass]
nibMicroMenu:UpdateButtons()
end
function nibMicroMenu:PLAYER_LOGIN()
UClass = select(2, UnitClass("player"))
UClassColors = CUSTOM_CLASS_COLORS and CUSTOM_CLASS_COLORS[UClass] or RAID_CLASS_COLORS[UClass]
HookMMUpdate()
if CUSTOM_CLASS_COLORS then
CUSTOM_CLASS_COLORS:RegisterCallback(ClassColorsUpdate)
end
nibMicroMenu:Refresh() -- fix for load correct profile or default button width on first login (13.09.13)
end
function nibMicroMenu:OnInitialize()
self.db = LibStub("AceDB-3.0"):New("nibMicroMenuDB", defaults, true)
self.db.RegisterCallback(self, "OnProfileChanged", "ProfChange")
self.db.RegisterCallback(self, "OnProfileCopied", "ProfChange")
self.db.RegisterCallback(self, "OnProfileReset", "ProfChange")
nibMicroMenu:SetUpInitialOptions()
db = self.db.profile
self:RegisterEvent("PLAYER_LOGIN")
self:RegisterEvent("PLAYER_ENTERING_WORLD")
self:RegisterEvent("PLAYER_LEVEL_UP", "EventCheck")
self:RegisterEvent("UNIT_LEVEL", "EventCheck")
self:RegisterEvent("RECEIVED_ACHIEVEMENT_LIST", "EventCheck")
self:RegisterEvent("ACHIEVEMENT_EARNED", "EventCheck")
self:RegisterEvent("PLAYER_TALENT_UPDATE", "EventCheck")
self:RegisterEvent("PLAYER_REGEN_ENABLED", "UpdateLockdown")
end