Merge pull request #3 from vatichild/feat/equipment-usability

Feat/equipment usability
This commit is contained in:
Vati
2025-11-23 13:53:14 +04:00
committed by GitHub
5 changed files with 346 additions and 269 deletions
-25
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@@ -6,24 +6,6 @@ local addon = Guda
local Main = {}
addon.Modules.Main = Main
-- Manual save function (for slash command)
function Main:SaveData()
addon:Debug("Saving data...")
-- Save bags
addon.Modules.BagScanner:SaveToDatabase()
-- Save bank (if available)
if addon.Modules.BankScanner:IsBankOpen() then
addon.Modules.BankScanner:SaveToDatabase()
end
-- Save money
addon.Modules.MoneyTracker:Update()
addon:Debug("Save complete")
end
-- Initialize addon
function Main:Initialize()
-- Wait for PLAYER_LOGIN to ensure saved variables are loaded
@@ -83,11 +65,6 @@ function Main:SetupSlashCommands()
-- Sort bank
addon.Modules.SortEngine:SortBank()
elseif msg == "save" then
-- Manual save
Main:SaveData()
addon:Print("Data saved manually")
elseif msg == "debug" then
-- Toggle debug
addon.DEBUG = not addon.DEBUG
@@ -102,10 +79,8 @@ function Main:SetupSlashCommands()
addon:Print("Commands:")
addon:Print("/guda - Toggle bags")
addon:Print("/guda bank - Toggle bank")
addon:Print("/guda chars - Select character")
addon:Print("/guda sort - Sort bags")
addon:Print("/guda sortbank - Sort bank")
addon:Print("/guda save - Manual save")
addon:Print("/guda debug - Toggle debug mode")
addon:Print("/guda cleanup - Remove old characters")
+1 -1
View File
@@ -2,7 +2,7 @@
## Title: Guda
## Notes: All-in-one bag and bank addon for Turtle WoW
## Author: Vati
## Version: 1.1.3
## Version: 1.1.4
## SavedVariables: Guda_DB
## SavedVariablesPerCharacter: Guda_CharDB
+112 -99
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@@ -1,41 +1,48 @@
# Guda
A comprehensive bag and bank management addon for Turtle WoW (1.12.1).
A comprehensive **bag and bank management addon** for **World of Warcraft 1.12.1**, fully compatible with **Turtle WoW**.
## Features
Guda provides a modern, unified bag/bank experience with multi-character support, sorting, item tracking, and quality-of-life tools.
---
## 📦 Features
### 🎒 Bag Management
- **Unified Bag View**: All your bags in one window
- **Smart Sorting**: Sort by quality, name, or item type
- **Search Functionality**: Quickly find items with the search box
- **Quality Borders**: Visual quality indicators on items
* **Unified Bag View** – All bags displayed in one window
* **Smart Sorting** – Sort by quality, name, or item type
* **Search Box** – Quickly find items
* **Quality Borders** – Items are visually color-coded based on rarity
### 🏦 Bank Management
- **Bank Viewing**: View your bank from anywhere (cached data)
- **Bank Sorting**: Organize your bank with one click
- **Persistent Storage**: Bank contents saved and viewable offline
* **Remote Bank Viewing** – View cached bank contents from anywhere
* **One-Click Sorting** – Organize your bank easily
* **Persistent Storage** – Bank data saved between sessions
### 👥 Multi-Character Support
- **Cross-Character Viewing**: View any character's bags and bank
- **Money Tracking**: See total gold across all characters
- **Character Selector**: Easy switching between characters
- **Faction Filtering**: Only shows characters of the same faction
- **Item Counting**: Track total quantities of items across all characters, including:
- Bags
- Bank
- Equipped items
- Displayed in tooltips with breakdown
* **Cross-Character Viewing** – View bags & banks of any character
* **Money Tracking** – See total gold across all characters
* **Character Selector** – Switch characters quickly
* **Faction Filtering** – Shows only characters from the same faction
* **Global Item Counting** – Item totals across all characters, including:
* Bags
* Banks
* Equipped items
* Tooltip breakdown per character
### 💰 Money Display
- **Current Character**: Shows your current gold/silver/copper
- **Total Money**: Displays combined wealth across all characters
- **Per-Character**: View each character's money in the selector
* **Current Character Money**
* **Total Money Across All Characters**
* **Per-Character Overview** in the selector
## Slash Commands
---
## 📝 Slash Commands
```
/guda or /gn
@@ -44,121 +51,127 @@ A comprehensive bag and bank management addon for Turtle WoW (1.12.1).
/guda bank - Toggle bank view
/guda sort - Sort your bags
/guda sortbank - Sort your bank (must be at bank)
/guda save - Manually save data
/guda debug - Toggle debug mode
/guda cleanup - Remove characters not seen in 90 days
/guda help - Show this help
```
## How to Use
---
## 🚀 How to Use
### Basic Usage
1. Press **B** or type `/guda` to open your bags
2. Click **Characters** button to view other characters
3. Click **Bank** button to view your bank (cached)
2. Click **Characters** to switch characters
3. Click **Bank** to view your cached bank
4. Click **Sort** to organize your bags
### Sorting
- **Sort Bags**: Click the **Sort** button or `/guda sort`
- **Sort Bank**: Click **Sort Bank** button (must be at bank) or `/guda sortbank`
- **Sort Methods**: Quality (default), Name, or Type
- Quality: Epic → Rare → Uncommon → Common
- Name: Alphabetical
- Type: By item class and subclass
* **Sort Bags**: Press **Sort** or use `/guda sort`
* **Sort Bank**: Use **Sort Bank** or `/guda sortbank`
* Sorting modes:
## Features in Detail
* **Quality** (Epic → Rare → Uncommon → Common)
* **Name** (A → Z)
* **Type** (Item class & subclass)
### Bag Scanner
---
- Automatically scans bags on login and updates
- Tracks all items with full details (name, quality, count, etc.)
- Updates in real-time as you loot/move items
## 🧠 Internal Systems
### Bank Scanner
### 🔍 Bag Scanner
- Scans bank when you open it
- Saves bank contents for offline viewing
- Updates automatically while bank is open
* Scans all bags at login
* Updates when looting, moving, or modifying items
* Stores item details (count, quality, name, link, etc.)
### Money Tracker
### 🏦 Bank Scanner
- Tracks money changes in real-time
- Shows current character money
- Calculates total across all characters
- Per-character money in character selector
* Scans on bank open
* Saves snapshot for offline viewing
* Updates live while the bank is open
### Data Storage
### 💰 Money Tracker
- Saves to `Guda_DB` (global)
- Character settings in `Guda_CharDB`
- Persistent across sessions
- Automatic cleanup of old characters (90+ days)
* Tracks money changes in real time
* Displays per-character, current character, and total money
## Configuration
### 🗄️ Data Storage
Currently all configuration is automatic. Future versions may include:
* **Guda_DB** – Global data:
- Customizable sort methods
- Buttons per row
- Filter options
- Color customization
* Bag & bank contents
* Character money
* Last update timestamps
* **Guda_CharDB** – Per-character UI settings
## Known Limitations
---
- **Sort Functionality**: Basic sorting is implemented but actual item moving requires additional complexity to handle:
- Soulbound items
- Bag type restrictions (soul bags, etc.)
- Quest items
- Locked items
- **Bank Access**: Must open bank at least once to cache contents
- **Same Faction**: Can only view characters of the same faction
## ⚙️ Configuration
## Technical Details
Configuration is currently automatic. Future updates may include:
### Saved Variables
* Custom sort methods
* Adjustable layout (buttons per row, item size)
* Item filters
* Color customization
- `Guda_DB`: Global database (all characters)
- Character data (bags, bank, money)
- Last update timestamps
- `Guda_CharDB`: Per-character settings
- UI preferences
- Sort method
---
### Auto-Save Schedule
## ⚠️ Known Limitations
- Every 30 minutes while playing
- On player logout
- Manual: `/guda save`
* **Sorting**:
### Events Monitored
* Advanced sorting requires handling bag restrictions (soul bags, profession bags)
* Locked and soulbound items need special handling
* **Bank Access**:
- `BAG_UPDATE`: Bag content changes
- `BANKFRAME_OPENED`: Bank opened
- `BANKFRAME_CLOSED`: Bank closed
- `PLAYER_MONEY`: Money changes
- `PLAYER_LOGIN`: Character login
- `PLAYER_LOGOUT`: Character logout
* Must open the bank at least once to cache contents
* **Faction Restriction**:
## Credits
* Only shows characters from the same faction
Created for Turtle WoW 1.12.1
Version 1.0.2
---
## Support
## 🖼️ Images
For bugs or feature requests, please report them in-game or on the forums.
### Guda Settings
## Changelog
![Guda Settings](https://i.imgur.com/Tfzl6ru.png)
### Version 1.0.2
### Bag View
- Initial release
- Bag viewing and sorting
- Bank viewing and sorting
- Multi-character support
- Money tracking
- Auto-save system
- Character selector
- Search functionality
![Bag View](https://i.imgur.com/cqISq71.png)
### Bank View
![Bank View](https://i.imgur.com/rV1f8Lu.png)
---
## 🐞 Common Issues
### 1. Cannot open bags using **B**
Set the keybinding:
**Esc → Key Bindings → Guda → Toggle Bags**
![Keybindings Fix](https://i.imgur.com/IJv36Lg.png)
### 2. Issues after updating the addon
Delete outdated saved variables:
```
WTF/Account/<ACCOUNT_NAME>/SavedVariables/Guda.lua
WTF/Account/<ACCOUNT_NAME>/SavedVariables/Guda.lua.bak
```
---
## 📢 Support
For bugs or feature requests, please open an issue.
Your feedback helps improve the addon!
+8 -5
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@@ -935,11 +935,14 @@ function BankFrame:Initialize()
-- Show current character's bank in interactive mode
currentViewChar = nil
-- Hide BagFrame to prevent button overlap
local bagFrame = getglobal("Guda_BagFrame")
if bagFrame and bagFrame:IsShown() then
bagFrame:Hide()
end
-- Do not auto-hide BagFrame when opening BankFrame
-- Previously, we hid BagFrame to prevent button overlap:
-- local bagFrame = getglobal("Guda_BagFrame")
-- if bagFrame and bagFrame:IsShown() then
-- bagFrame:Hide()
-- end
-- Users may want both frames visible simultaneously; layout issues, if any,
-- should be addressed via positioning rather than auto-hiding.
-- Show and update custom bank frame
local customBankFrame = getglobal("Guda_BankFrame")
+225 -139
View File
@@ -1,31 +1,163 @@
-- Local alias to the addon root table (must be defined before any usages below)
local addon = Guda
-- Item button pool
local buttonPool = {}
local nextButtonID = 1
-- Hidden tooltip for scanning quest items
local scanTooltip = CreateFrame("GameTooltip", "Guda_QuestScanTooltip", nil, "GameTooltipTemplate")
scanTooltip:SetOwner(WorldFrame, "ANCHOR_NONE")
-- (rollback) no custom drag-source tracking or target resolution; rely on Blizzard handlers
-- Check if an item is a quest item by scanning its tooltip
-- Check if an item is a quest item by scanning its tooltip and determine type
local function IsQuestItem(bagID, slotID)
if not bagID or not slotID then return false end
scanTooltip:ClearLines()
scanTooltip:SetBagItem(bagID, slotID)
local isQuestItem = false
local isQuestStarter = false
-- Check all tooltip lines for quest-related text
for i = 1, scanTooltip:NumLines() do
local line = getglobal("Guda_QuestScanTooltipTextLeft" .. i)
if line then
local text = line:GetText()
if text then
-- Check for quest starter patterns
if string.find(text, "Quest Starter") or
string.find(text, "This Item Begins a Quest") or
string.find(text, "Use: Starts a Quest") then
isQuestItem = true
isQuestStarter = true
break
-- Check for regular quest item patterns
elseif string.find(text, "Quest Item") or
(string.find(text, "Manual") or string.find(text, "Soulbond")) then
isQuestItem = true
-- Don't break, might still find a quest starter pattern
end
end
end
end
-- Also check if the item type is "Quest"
if not isQuestItem then
local link = GetContainerItemLink(bagID, slotID)
if link then
local itemName, itemLink, itemRarity, itemLevel, itemMinLevel, itemType = GetItemInfo(link)
if itemType == "Quest" then
isQuestItem = true
-- For quest type items, check if they're starters by name/description
if itemName and (string.find(itemName, "Note") or
string.find(itemName, "Letter") or
string.find(itemName, "Orders") or
string.find(itemName, "Rune") or
string.find(itemName, "Tablet")) then
isQuestStarter = true
end
end
end
end
return isQuestItem, isQuestStarter
end
--=====================================================
-- Unusable item detection (pfUI-inspired implementation)
-- Adds a red tint overlay to items that your character
-- cannot use (class/race/skill restrictions), excluding
-- purely broken durability cases.
--=====================================================
local function Guda_GetUnusableColor()
if pfUI and C and C.appearance and C.appearance.bags and C.appearance.bags.unusable_color then
local cr, cg, cb, ca = strsplit(",", C.appearance.bags.unusable_color)
local r = tonumber(cr) or 0.9
local g = tonumber(cg) or 0.2
local b = tonumber(cb) or 0.2
local a = tonumber(ca) or 1.0
return r, g, b, a
end
-- Then Blizzard's RED_FONT_COLOR if present
if RED_FONT_COLOR then
return RED_FONT_COLOR.r, RED_FONT_COLOR.g, RED_FONT_COLOR.b, 1.0
end
-- Default pfUI-like
return 0.9, 0.2, 0.2, 1.0
end
-- Build durability match pattern based on the client template
local durabilityPattern
if DURABILITY_TEMPLATE then
-- e.g. "Durability %d / %d" -> "Durability (.+)"
durabilityPattern = string.gsub(DURABILITY_TEMPLATE, "%%[^%s]+", "(.+)")
end
-- Tiny helper to compare font color to Blizzard's RED_FONT_COLOR
local function IsRedColor(r, g, b)
if not r or not g or not b or not RED_FONT_COLOR then return false end
local dr = math.abs(r - RED_FONT_COLOR.r)
local dg = math.abs(g - RED_FONT_COLOR.g)
local db = math.abs(b - RED_FONT_COLOR.b)
return (dr < 0.08 and dg < 0.08 and db < 0.08)
end
-- Scan tooltip for red text that is NOT a durability line
local function IsItemUnusable(bagID, slotID, isBank)
if not bagID or not slotID then return false end
-- Some clients require SetOwner before every SetBagItem/SetInventoryItem to populate lines
if scanTooltip.SetOwner then
scanTooltip:SetOwner(UIParent or WorldFrame, "ANCHOR_NONE")
end
scanTooltip:ClearLines()
scanTooltip:SetBagItem(bagID, slotID)
-- Check all tooltip lines for "Quest Item" text
for i = 1, scanTooltip:NumLines() do
local line = getglobal("Guda_QuestScanTooltipTextLeft" .. i)
if line then
local text = line:GetText()
if text then
-- Check for "Quest Item" text (case sensitive to match WoW's tooltip)
if string.find(text, "Quest Item") then
if isBank and bagID == -1 then
-- Bank frame item buttons map slots 1.. to inventory slots 40.. (39 + slot)
if scanTooltip.SetInventoryItem then
scanTooltip:SetInventoryItem("player", 39 + slotID)
else
-- Fallback to bag scan if API missing
scanTooltip:SetBagItem(bagID, slotID)
end
else
scanTooltip:SetBagItem(bagID, slotID)
end
if scanTooltip.Show then scanTooltip:Show() end
local num = scanTooltip:NumLines() or 0
for i = 1, num do
-- Scan LEFT column
local left = getglobal("Guda_QuestScanTooltipTextLeft" .. i)
if left and left:IsShown() then
local text = left:GetText()
local r, g, b = left:GetTextColor()
-- Be tolerant with red detection in case client colors differ slightly
local isRed = IsRedColor(r, g, b) or (r and g and b and r > 0.85 and g < 0.3 and b < 0.3)
if text and isRed then
-- Ignore red durability (broken) lines
if durabilityPattern and string.find(text, durabilityPattern, 1) then
-- skip durability
else
if scanTooltip.Hide then scanTooltip:Hide() end
return true
end
end
end
-- Scan RIGHT column as well (required level etc can appear here on some clients)
local right = getglobal("Guda_QuestScanTooltipTextRight" .. i)
if right and right:IsShown() then
local text = right:GetText()
local r, g, b = right:GetTextColor()
local isRed = IsRedColor(r, g, b) or (r and g and b and r > 0.85 and g < 0.3 and b < 0.3)
if text and isRed then
if durabilityPattern and string.find(text, durabilityPattern, 1) then
-- skip durability
else
if scanTooltip.Hide then scanTooltip:Hide() end
return true
end
end
@@ -35,6 +167,40 @@ local function IsQuestItem(bagID, slotID)
return false
end
-- Apply/remove red tint on item texture for unusable items
local function Guda_ItemButton_UpdateUsableTint(self)
-- Only evaluate for live (player) items; DB cached items from other chars cannot be scanned
if not self or not self.hasItem or not self.bagID or not self.slotID or self.isReadOnly then
-- Clear any tint/overlay on non-live/empty slots
if self.unusableOverlay and self.unusableOverlay.Hide then self.unusableOverlay:Hide() end
if SetItemButtonTextureVertexColor then SetItemButtonTextureVertexColor(self, 1.0, 1.0, 1.0) end
return
end
local unusable = IsItemUnusable(self.bagID, self.slotID, self.isBank)
-- Ensure overlay exists (created in OnLoad, but be defensive)
if not self.unusableOverlay then
local icon = getglobal(self:GetName().."IconTexture") or getglobal(self:GetName().."Icon") or self.icon or self.Icon
local overlay = (icon and icon:GetParent() or self):CreateTexture(nil, "OVERLAY")
overlay:SetAllPoints(icon or self)
overlay:SetTexture("Interface\\ChatFrame\\ChatFrameBackground")
overlay:Hide()
self.unusableOverlay = overlay
end
-- Always reset base icon vertex color to white; we drive the red via overlay to avoid external resets
if SetItemButtonTextureVertexColor then SetItemButtonTextureVertexColor(self, 1.0, 1.0, 1.0) end
if unusable then
local r, g, b, a = Guda_GetUnusableColor()
-- Slightly reduce alpha to avoid over-darkening the icon
local alpha = (a or 1.0) * 0.45
self.unusableOverlay:SetVertexColor(r or 0.9, g or 0.2, b or 0.2, alpha)
self.unusableOverlay:Show()
end
end
-- Create or get a button from the pool
function Guda_GetItemButton(parent)
-- Try to reuse existing button
@@ -53,6 +219,33 @@ function Guda_GetItemButton(parent)
return button
end
-- Update quest icon based on item type (starter vs regular quest item)
local function Guda_ItemButton_UpdateQuestIcon(self, isQuest, isQuestStarter)
if not self.questIcon then return end
if isQuest then
-- Set appropriate texture based on quest type
if isQuestStarter then
-- Quest starter: exclamation mark
local texture = self.questIcon:GetRegions()
if texture and texture.SetTexture then
texture:SetTexture("Interface\\GossipFrame\\AvailableQuestIcon")
texture:SetTexCoord(0, 1, 0, 1)
end
else
-- Regular quest item: question mark
local texture = self.questIcon:GetRegions()
if texture and texture.SetTexture then
texture:SetTexture("Interface\\GossipFrame\\ActiveQuestIcon")
texture:SetTexCoord(0, 1, 0, 1)
end
end
self.questIcon:Show()
else
self.questIcon:Hide()
end
end
-- OnLoad handler
function Guda_ItemButton_OnLoad(self)
self.hasItem = false
@@ -251,6 +444,10 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
if not self.isReadOnly and Guda_ItemButton_UpdateCooldown then
Guda_ItemButton_UpdateCooldown(self)
end
-- Update unusable red overlay tint
if Guda_ItemButton_UpdateUsableTint then
Guda_ItemButton_UpdateUsableTint(self)
end
else
-- Fully clear all item button state for empty slots
if SetItemButtonTexture then SetItemButtonTexture(self, nil) end
@@ -272,6 +469,11 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
end
if emptySlotBg then emptySlotBg:Show() end
-- Ensure any unusable tint is cleared on empty
if SetItemButtonTextureVertexColor then
SetItemButtonTextureVertexColor(self, 1.0, 1.0, 1.0)
end
end
-- Resize empty slot background to match icon size (slightly larger to ensure coverage)
@@ -375,7 +577,7 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
SetItemButtonDesaturated(self, isLocked, 0.5, 0.5, 0.5)
end
-- Hide NormalTexture for filled slots (pfUI style)
-- Hide NormalTexture for filled slots
self:SetNormalTexture("")
local normalBorder = getglobal(self:GetName().."NormalTexture")
if normalBorder then
@@ -388,7 +590,7 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
emptySlotBg:SetAlpha(0.3) -- More subtle for filled slots
end
-- Search filtering (pfUI style - ONLY use alpha, no other effects)
-- Search filtering
if matchesFilter then
-- Matching items: full opacity (1.0)
self:SetAlpha(1.0)
@@ -405,7 +607,7 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
countText:Hide()
end
-- Set quality border (pfUI style using backdrop border)
-- Set quality border
if self.qualityBorder then
if bagID == -2 then
-- Special border for keyring items (cyan/blue)
@@ -461,7 +663,7 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
-- Check for quest items and show golden border + icon (higher priority than quality border)
-- Only check for current character's items (not other characters or bank in read-only mode)
local isQuest = not self.otherChar and not self.isReadOnly and IsQuestItem(bagID, slotID)
local isQuest, isQuestStarter = IsQuestItem(bagID, slotID)
if self.questBorder then
if isQuest then
@@ -478,7 +680,8 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
self.questIcon:Hide()
end
end
-- Update quest icon with the appropriate texture
Guda_ItemButton_UpdateQuestIcon(self, isQuest, isQuestStarter)
self:Show()
else
self.hasItem = false
@@ -498,18 +701,18 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
emptySlotBg:SetAlpha(0.5) -- Slightly more visible
end
-- Dim empty slots when searching (pfUI style)
-- Dim empty slots when searching
if matchesFilter then
-- No search active or passes filter: normal opacity
self:SetAlpha(1.0)
else
-- Search active and doesn't match: very dim (25% like pfUI)
-- Search active and doesn't match: very dim
self:SetAlpha(0.25)
end
countText:Hide()
-- Show border for empty keyring slots (pfUI style)
-- Show border for empty keyring slots
if self.qualityBorder then
if bagID == -2 then
self.qualityBorder:SetBackdropBorderColor(0.2, 0.8, 1.0, 0.5) -- Dimmer cyan for empty slots
@@ -530,7 +733,6 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
self:Show()
end
-- Setup icon texture using pfUI's approach (anchor to fill button)
-- In 1.12.1, ItemButtonTemplate creates an icon named "$parentIconTexture"
local iconTexture = getglobal(self:GetName().."IconTexture")
if not iconTexture then
@@ -555,7 +757,7 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
iconTexture:SetPoint("CENTER", self, "CENTER", -0.5, 0.5)
iconTexture:SetWidth(iconDisplaySize)
iconTexture:SetHeight(iconDisplaySize)
-- Crop icon edges slightly (pfUI uses .08 to .92)
-- Crop icon edges slightly
iconTexture:SetTexCoord(0.08, 0.92, 0.08, 0.92)
iconTexture:Show()
@@ -661,120 +863,4 @@ function Guda_ItemButton_OnLeave(self)
Guda_BagFrame_ClearBagButtonHighlight()
end
end
end
-- OnDragStart handler
function Guda_ItemButton_OnDragStart(self, button)
-- Don't allow dragging other characters' items or in read-only mode
if self.otherChar or self.isReadOnly then
return
end
-- Only allow left button drag
if button == "LeftButton" and self.hasItem then
-- Ensure the global click catcher doesn't intercept the drag/drop
local cc = getglobal and getglobal("Guda_ClickCatcher")
if cc and cc.Hide and cc:IsShown() then
cc:Hide()
end
PickupContainerItem(self.bagID, self.slotID)
end
end
-- OnReceiveDrag handler
function Guda_ItemButton_OnReceiveDrag(self)
-- Don't allow dragging to other characters' items or in read-only mode
if self.otherChar or self.isReadOnly then
return
end
-- Place the item being dragged
PickupContainerItem(self.bagID, self.slotID)
-- Trigger UI update after drop completes (was skipped during drag)
if addon and addon.Modules and addon.Modules.BagFrame then
addon.Modules.BagFrame:Update()
end
end
-- Handle mouse-up to emulate Blizzard drop behavior on 1.12 where OnReceiveDrag may not always fire
-- (rollback) no custom OnMouseUp; rely on Blizzard default
-- OnMouseDown handler - pick up item when pressing mouse button (classic pattern)
-- (rollback) no custom OnMouseDown; rely on Blizzard default
-- OnDragStop handler (optional cleanup)
function Guda_ItemButton_OnDragStop(self)
-- Reset cursor to default to avoid lingering special cursors
if ResetCursor then
ResetCursor()
end
-- Trigger UI update after drag completes (was skipped during drag)
if addon and addon.Modules and addon.Modules.BagFrame then
addon.Modules.BagFrame:Update()
end
end
-- Stack split callback (called by StackSplitFrame)
local function ItemButton_SplitStack(self, split)
if self.bagID and self.slotID then
SplitContainerItem(self.bagID, self.slotID, split)
end
end
-- OnClick handler
function Guda_ItemButton_OnClick(self, button)
-- Don't allow interaction with other characters' items or in read-only mode
if self.otherChar or self.isReadOnly then return end
-- Set the split callback
self.SplitStack = ItemButton_SplitStack
-- Modified clicks
if IsShiftKeyDown() then
if button == "LeftButton" and self.hasItem then
-- Get live count and link
local _, count = GetContainerItemInfo(self.bagID, self.slotID)
local itemLink = GetContainerItemLink(self.bagID, self.slotID)
-- Shift+Left Click on stackable item: Show split stack dialog
if count and count > 1 then
OpenStackSplitFrame(count, self, "BOTTOMRIGHT", "TOPRIGHT")
return
end
-- If not stackable or only 1 item, link to chat
if itemLink and ChatFrameEditBox:IsVisible() then
ChatFrameEditBox:Insert(itemLink)
end
end
return
elseif IsControlKeyDown() then
-- Ctrl+Click: Dress up (if applicable)
if self.hasItem then
local itemLink = GetContainerItemLink(self.bagID, self.slotID)
if itemLink then
DressUpItemLink(itemLink)
end
end
return
end
if button == "LeftButton" then
-- Left clicks are handled by MouseDown/MouseUp to prevent instant self-drop.
return
elseif button == "RightButton" then
-- Right click: Use item (only if slot has an item)
if self.hasItem then
UseContainerItem(self.bagID, self.slotID)
end
end
end
-- Release all buttons
function Guda_ReleaseAllButtons()
for _, button in pairs(buttonPool) do
button:Hide()
button:ClearAllPoints()
end
end