- better fix for cast bars getting stuck sometimes

- reinstated the code that was shutting off updates when a bar reached its desired scale
This commit is contained in:
Parnic
2010-11-06 02:31:35 +00:00
parent 668aa19a14
commit 74b9ace21d
2 changed files with 10 additions and 13 deletions

View File

@ -1186,9 +1186,7 @@ function IceBarElement.prototype:SetScale(inScale, force)
self:ConditionalSetupUpdate() self:ConditionalSetupUpdate()
else else
if self.CurrScale == self.DesiredScale then if self.CurrScale == self.DesiredScale then
-- Parnic: this optimization may be reaching a bit too far and causing things to get stuck IceHUD.IceCore:RequestUpdates(self, nil)
-- without this, several modules continues to update that don't need to but the stuck issues seem to be decreased
--IceHUD.IceCore:RequestUpdates(self, nil)
end end
end end
end end
@ -1558,13 +1556,3 @@ function IceBarElement.prototype:LoadMarkers()
self:CreateMarker(i) self:CreateMarker(i)
end end
end end
function IceBarElement.prototype:Show(bShouldShow)
if IceBarElement.super.prototype.Show(self, bShouldShow) then
if self.bIsVisible then
self:ConditionalSetupUpdate()
else
IceHUD.IceCore:RequestUpdates(self, nil)
end
end
end

View File

@ -211,6 +211,15 @@ function IceCastBar.prototype:GetOptions()
return opts return opts
end end
function IceCastBar.prototype:IsFull(scale)
local retval = IceCastBar.super.prototype.IsFull(self, scale)
if retval then
if self.action and self.action ~= IceCastBar.Actions.None then
return false
end
end
return retval
end
-- 'Protected' methods -------------------------------------------------------- -- 'Protected' methods --------------------------------------------------------