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03-25-13, 07:55 PM   #1
CobraA1
A Cliff Giant
 
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Join Date: Jul 2008
Posts: 73
Tooltip scanning issues

EDIT: Nevermind, I eventually figured it out.

Sigh - I have the following code:

Code:
print("==LOADED==")

MyScanningTooltip = CreateFrame( "GameTooltip", "MyScanningTooltip", nil, "GameTooltipTemplate" ); -- Tooltip name cannot be nil
MyScanningTooltip:SetOwner( WorldFrame, "ANCHOR_NONE" );

MyScanningTooltip:ClearLines()
 

local function EnumerateTooltipLines_helper(...)
  print("EnumerateTooltipLines_helper")
    for i = 1, select("#", ...) do
    print(i)
        local region = select(i, ...)
        if region and region:GetObjectType() == "FontString" then
            local text = region:GetText() -- string or nil
            if text ~= nil then 
                print("=="..text.."==")
            else
                print("NIL!")
            end
        end
    end
end

function EnumerateTooltipLines(tooltip) -- good for script handlers that pass the tooltip as the first argument.
    EnumerateTooltipLines_helper(tooltip:GetRegions())
end

MyScanningTooltip:ClearLines()
MyScanningTooltip:SetBagItem(bagID, bagSlotID);
EnumerateTooltipLines_helper(MyScanningTooltip:GetRegions())
Problem is, it returns a lot of nil lines, and I'm not entirely sure how tooltip scanning is supposed to work. Help?

Last edited by CobraA1 : 03-25-13 at 11:26 PM.
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