self.enableButton:SetScript("OnClick", LFDQueueFrameDungeonChoiceEnableButton_OnClick); self.expandOrCollapseButton:SetScript("OnClick", LFDQueueFrameExpandOrCollapseButton_OnClick); self:SetScript("OnEnter", LFDQueueFrameDungeonListButton_OnEnter);
self.hasItem = 1;
GameTooltip:SetOwner(self, "ANCHOR_RIGHT"); GameTooltip:SetLFGDungeonReward(LFDQueueFrame.type, self:GetID()); CursorUpdate(self);
GameTooltip:Hide(); ResetCursor();
CursorOnUpdate(self, elapsed);
HandleModifiedItemClick(GetLFGDungeonRewardLink(LFDQueueFrame.type, self:GetID()));
LFGDebug("Proposal Hidden: Ready Status close button pressed."); StaticPopupSpecial_Hide(LFDDungeonReadyPopup);
PlaySound("igCharacterInfoTab"); LFGDebug("Proposal Hidden: Ready Dialog close button pressed."); StaticPopupSpecial_Hide(LFDDungeonReadyPopup);
PlaySound("igCharacterInfoTab"); AcceptProposal();
PlaySound("igCharacterInfoTab"); RejectProposal();
self:RegisterEvent("LFG_UPDATE_RANDOM_INFO")
if ( event == "LFG_UPDATE_RANDOM_INFO" ) then --The rewards may have changed. if ( self:IsShown() ) then LFDDungeonReadyPopup_Update(); end end
LFDDungeonReadyPopup_Update();

--Request new lock info (which comes with which rewards we're getting) in case the rewards changed. RequestLFDPlayerLockInfo(); RequestLFDPartyLockInfo();
self.closeIn = nil; self:SetScript("OnUpdate", nil);
self:GetNormalTexture():SetTexCoord(GetTexCoordsForRole("TANK"));
self:GetNormalTexture():SetTexCoord(GetTexCoordsForRole("HEALER"));
self:GetNormalTexture():SetTexCoord(GetTexCoordsForRole("DAMAGER"));
LFDRoleCheckPopup_Update();
self.texture:SetTexCoord(GetTexCoordsForRole("TANK"));
self.texture:SetTexCoord(GetTexCoordsForRole("HEALER"));
self.texture:SetTexCoord(GetTexCoordsForRole("DAMAGER"));
self.texture:SetTexCoord(GetTexCoordsForRole("DAMAGER"));
self.texture:SetTexCoord(GetTexCoordsForRole("DAMAGER"));
self:RegisterEvent("LFG_QUEUE_STATUS_UPDATE");

self:SetBackdropBorderColor(TOOLTIP_DEFAULT_COLOR.r, TOOLTIP_DEFAULT_COLOR.g, TOOLTIP_DEFAULT_COLOR.b); self:SetBackdropColor(TOOLTIP_DEFAULT_BACKGROUND_COLOR.r, TOOLTIP_DEFAULT_BACKGROUND_COLOR.g, TOOLTIP_DEFAULT_BACKGROUND_COLOR.b);
self:GetNormalTexture():SetTexCoord(GetTexCoordsForRole("TANK")); self.background:SetTexCoord(GetBackgroundTexCoordsForRole("TANK")); self.background:SetAlpha(0.6); self.checkButton.onClick = LFDFrameRoleCheckButton_OnClick;
self:GetNormalTexture():SetTexCoord(GetTexCoordsForRole("HEALER")); self.background:SetTexCoord(GetBackgroundTexCoordsForRole("HEALER")); self.background:SetAlpha(0.4); self.checkButton.onClick = LFDFrameRoleCheckButton_OnClick;
self:GetNormalTexture():SetTexCoord(GetTexCoordsForRole("DAMAGER")); self.background:SetTexCoord(GetBackgroundTexCoordsForRole("DAMAGER")); self.background:SetAlpha(0.6); self.checkButton.onClick = LFDFrameRoleCheckButton_OnClick;
self:GetNormalTexture():SetTexCoord(GetTexCoordsForRole("GUIDE")); self.checkButton.onClick = LFDFrameRoleCheckButton_OnClick;
GameTooltip:SetOwner(self, "ANCHOR_RIGHT"); GameTooltip:SetText(GUIDE_TOOLTIP, nil, nil, nil, nil, 1); LFDFrameRoleCheckButton_OnEnter(self);
local myName = self:GetName(); _G[myName.."ScrollBackground"]:SetParent(_G[myName.."ScrollBar"]); _G[myName.."ScrollBackgroundTopLeft"]:SetParent(_G[myName.."ScrollBar"]); _G[myName.."ScrollBackgroundBottomRight"]:SetParent(_G[myName.."ScrollBar"]);

_G[myName.."ScrollBar"]:SetPoint("BOTTOMLEFT", self, "BOTTOMRIGHT", 6, 14);

self.scrollBarHideable = true; ScrollFrame_OnLoad(self);
SmallMoneyFrame_OnLoad(self); MoneyFrame_SetType(self, "STATIC");
local myName = self:GetName(); self.description:SetTextColor(1, 1, 1); self.rewardsDescription:SetTextColor(1, 1, 1); self.pugDescription:SetTextColor(1, 1, 1); self.moneyLabel:SetTextColor(1, 1, 1); self.xpLabel:SetTextColor(1, 1, 1);
FauxScrollFrame_OnVerticalScroll(self, offset, 16, LFDQueueFrameSpecificList_Update);
LFDQueueFrame_Update();
local mode, subMode = GetLFGMode(); if ( mode == "queued" or mode == "listed" or mode == "rolecheck" ) then LeaveLFG(); else LFDQueueFrame_Join(); end
HideUIPanel(self:GetParent():GetParent())
StaticPopup_Hide("LFG_OFFER_CONTINUE"); PartyLFGStartBackfill();
PlaySound("UChatScrollButton"); self:GetParent():Hide();
LFDQueueFrameFindGroupButton_Update();
LFDQueueFrameFindGroupButton_Update();
self:SetFrameLevel(14);
LeaveLFG();
self:SetFrameLevel(16);
UpdateMicroButtons(); PlaySound("igCharacterInfoOpen"); RequestLFDPlayerLockInfo(); RequestLFDPartyLockInfo();
UpdateMicroButtons(); PlaySound("igCharacterInfoClose");