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08-05-17, 09:51 AM   #1
Mayron
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Join Date: Jan 2010
Posts: 261
How to properly use CreateFramePool() ?

I've been seeing a lot of Blizzard code using CreateFramePool() and I'm wondering if it's worth using this myself as opposed to creating my own stack-like data structure. However, maybe it does something more than this but I can't find any documentation on it.

This is the content found inside a returned frame pool object:

ReleaseAll
achieveObjects
numActiveObjects
inactiveObjects
GetNumActive
resettingFunc
OnLoad
creationFunc
EnumerateActive
Release
Acquire
GetNextActive
EnumerateIntactive

My question is this: Is there any documentation on how to use this?

I'm assuming that you can disable/enable frames from the pool using:

Lua Code:
  1. local pool = CreateFramePool()
  2. local frame = pool:Acquire() -- uses an inactive frame or creates one with "creationFunc" function
  3. pool:Release(frame) -- not really sure if this is the correct way to disable the frame
  4.  
  5. -- something is always true. Maybe it represents if the frame is active, but since I am iterating over only active frames this seems pointless
  6. for frame, something in pool:EnumerateActive() do
  7.     -- run code to update your frame (could be a buff icon for example)
  8. end

Not sure what OnLoad does. Does it run when a frame becomes active?

Last edited by Mayron : 08-05-17 at 09:53 AM.
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