fix: temp disable red overlay on unusable item

This commit is contained in:
Salikh Gurgenidze
2025-11-22 02:29:13 +04:00
parent e83fb53dae
commit 0354c9a1fc
3 changed files with 1 additions and 180 deletions
-66
View File
@@ -109,15 +109,6 @@ function Guda_ItemButton_OnLoad(self)
self.questIcon = iconFrame
end
-- Create unusable overlay (semi-transparent red fill over the icon)
if not self.unusableOverlay then
local overlay = self:CreateTexture(nil, "OVERLAY")
overlay:SetTexture("Interface\\Buttons\\WHITE8X8")
overlay:SetVertexColor(1, 0, 0, 0.35) -- semi-transparent red
overlay:Hide()
self.unusableOverlay = overlay
end
-- Ensure the item button sits above its container backdrop and is mouse-enabled
local parent = self:GetParent()
if parent and parent.GetFrameLevel then
@@ -458,24 +449,6 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
elseif Guda and Guda.Modules and Guda.Modules.Utils and Guda.Modules.Utils.GetQualityColor then
r, g, b = Guda.Modules.Utils:GetQualityColor(itemQuality)
end
-- If the item is armor and is permanently unusable by class, force a red border/overlay
-- Only applies to current character's live/readwrite view (not other characters or read-only)
local isArmorUnusable = false
if not self.otherChar and not self.isReadOnly then
local isArmor, permanentlyUnusable
if addon and addon.Modules and addon.Modules.Utils and addon.Modules.Utils.IsArmorPermanentlyUnusableByClass then
isArmor, permanentlyUnusable = addon.Modules.Utils:IsArmorPermanentlyUnusableByClass(itemLink)
elseif Guda and Guda.Modules and Guda.Modules.Utils and Guda.Modules.Utils.IsArmorPermanentlyUnusableByClass then
isArmor, permanentlyUnusable = Guda.Modules.Utils:IsArmorPermanentlyUnusableByClass(itemLink)
end
isArmorUnusable = (isArmor and permanentlyUnusable == true)
end
if isArmorUnusable then
r, g, b = 1, 0, 0
end
self.qualityBorder:SetBackdropBorderColor(r, g, b, 1)
self.qualityBorder:Show()
else
@@ -506,51 +479,12 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
end
end
-- Show or hide unusable overlay, and keep it aligned to icon
do
local showOverlay = false
if not self.otherChar and not self.isReadOnly and itemLink then
local isArmor, permanentlyUnusable
if addon and addon.Modules and addon.Modules.Utils and addon.Modules.Utils.IsArmorPermanentlyUnusableByClass then
isArmor, permanentlyUnusable = addon.Modules.Utils:IsArmorPermanentlyUnusableByClass(itemLink)
elseif Guda and Guda.Modules and Guda.Modules.Utils and Guda.Modules.Utils.IsArmorPermanentlyUnusableByClass then
isArmor, permanentlyUnusable = Guda.Modules.Utils:IsArmorPermanentlyUnusableByClass(itemLink)
end
showOverlay = (isArmor and permanentlyUnusable == true)
end
if self.unusableOverlay then
local iconTexture = getglobal(self:GetName().."IconTexture") or self.icon or self.IconTexture
if iconTexture and iconTexture.IsShown and iconTexture:IsShown() then
self.unusableOverlay:ClearAllPoints()
self.unusableOverlay:SetPoint("TOPLEFT", iconTexture, "TOPLEFT", 0, 0)
self.unusableOverlay:SetPoint("BOTTOMRIGHT", iconTexture, "BOTTOMRIGHT", 0, 0)
else
-- Fallback to entire button
self.unusableOverlay:ClearAllPoints()
self.unusableOverlay:SetPoint("TOPLEFT", self, "TOPLEFT", 5, -5)
self.unusableOverlay:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", -5, 5)
end
if showOverlay then
self.unusableOverlay:Show()
else
self.unusableOverlay:Hide()
end
end
end
self:Show()
else
self.hasItem = false
-- For empty slots, clear the icon texture
SetItemButtonTexture(self, nil)
-- Ensure unusable overlay is hidden when no item
if self.unusableOverlay then
self.unusableOverlay:Hide()
end
-- Hide NormalTexture for empty slots (we use EmptySlotBg instead)
self:SetNormalTexture("")
local normalBorder = getglobal(self:GetName().."NormalTexture")