fix: item mark icon
This commit is contained in:
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@@ -1032,8 +1032,9 @@ function CategoryManager:CategorizeItem(itemData, bagID, slotID, isOtherChar)
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cacheMisses = cacheMisses + 1
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-- Check item overrides first (flat map: itemID -> categoryId)
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local itemID
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if itemData and itemData.link then
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local itemID = addon.Modules.Utils:ExtractItemID(itemData.link)
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itemID = addon.Modules.Utils:ExtractItemID(itemData.link)
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if itemID then
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local cats = self:GetCategories()
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if cats.itemOverrides then
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@@ -1051,6 +1052,27 @@ function CategoryManager:CategorizeItem(itemData, bagID, slotID, isOtherChar)
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end
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end
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-- Equipment set categories (higher priority than rule-based matching)
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if itemID and addon.Modules.EquipmentSets then
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local showEquipSets = addon.Modules.DB:GetSetting("showEquipSetCategories")
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if showEquipSets ~= false then
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if addon.Modules.EquipmentSets:IsInSet(itemID) then
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local setNames = addon.Modules.EquipmentSets:GetSetNames(itemID)
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if setNames and table.getn(setNames) > 0 then
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table.sort(setNames)
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local catId = "EquipSet:" .. setNames[1]
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local catDef = self:GetCategory(catId)
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if catDef and catDef.enabled then
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if cacheKey then
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categoryCache[cacheKey] = catId
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end
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return catId
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end
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end
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end
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end
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end
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local sortedCats = self:GetCategoriesByPriority()
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-- Debug: show white item categorization
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+92
-146
@@ -148,6 +148,41 @@ local function HideInnerShadow(shadow)
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shadow.right:Hide()
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end
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--=====================================================
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-- Quality/Quest Border — uses a second UI-EmptySlot
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-- texture (QualityRing) placed slightly larger behind
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-- the normal EmptySlotBg. The 2px gap between them
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-- creates a thin rounded border ring, since both share
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-- the same rounded corner artwork.
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--=====================================================
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local QUALITY_RING_EXTEND = 11 -- QualityRing extends 11px past button
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local SLOT_BG_EXTEND = 9 -- EmptySlotBg extends 9px past button (2px visible border)
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-- Show quality ring with color
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local function TintSlotBorder(button, r, g, b)
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local ring = getglobal(button:GetName().."_QualityRing")
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if ring then
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ring:ClearAllPoints()
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ring:SetPoint("TOPLEFT", button, "TOPLEFT", -QUALITY_RING_EXTEND, QUALITY_RING_EXTEND)
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ring:SetPoint("BOTTOMRIGHT", button, "BOTTOMRIGHT", QUALITY_RING_EXTEND, -QUALITY_RING_EXTEND)
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ring:SetTexCoord(0, 1, 0, 1)
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ring:SetVertexColor(r, g, b)
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ring:SetAlpha(1)
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ring:Show()
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button._borderTinted = true
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end
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end
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-- Hide quality ring
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local function ResetSlotBorder(button)
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if not button._borderTinted then return end
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local ring = getglobal(button:GetName().."_QualityRing")
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if ring then
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ring:Hide()
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button._borderTinted = false
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end
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end
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--=====================================================
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-- Junk Icon Pool (Baganator-inspired memory optimization)
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-- Uses frame pooling to avoid creating new frames per button
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@@ -448,22 +483,6 @@ function Guda_ItemButton_OnLoad(self)
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self.isBank = false
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self.otherChar = nil
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-- Create backdrop for quality border with rounded corners
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-- Will be positioned relative to icon later
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if not self.qualityBorder then
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local backdrop = CreateFrame("Frame", nil, self)
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backdrop:SetFrameLevel(self:GetFrameLevel() + 5)
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backdrop:SetBackdrop({
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bgFile = nil,
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edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
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edgeSize = 12,
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insets = {left = 4, right = 4, top = 4, bottom = 4}
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})
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backdrop:SetBackdropBorderColor(0, 0, 0, 0) -- Hidden by default
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backdrop:Hide()
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self.qualityBorder = backdrop
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end
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-- Create inner shadow for quality color glow (anchored to icon texture)
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if not self.innerShadow then
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local iconTex = getglobal(self:GetName() .. "IconTexture")
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@@ -472,21 +491,6 @@ function Guda_ItemButton_OnLoad(self)
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end
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end
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-- Create quest item border (golden, higher priority than quality border)
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if not self.questBorder then
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local questBackdrop = CreateFrame("Frame", nil, self)
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questBackdrop:SetFrameLevel(self:GetFrameLevel() + 6) -- Higher than quality border
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questBackdrop:SetBackdrop({
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bgFile = nil,
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edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
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edgeSize = 12,
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insets = {left = 4, right = 4, top = 4, bottom = 4}
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})
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questBackdrop:SetBackdropBorderColor(1.0, 0.82, 0, 1) -- Golden color
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questBackdrop:Hide()
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self.questBorder = questBackdrop
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end
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-- Create quest icon overlay (exclamation mark in corner)
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if not self.questIcon then
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local iconFrame = CreateFrame("Frame", nil, self)
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@@ -633,9 +637,8 @@ end
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-- Reset all visual state on a button (for reuse from pool)
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local function ResetButtonVisualState(self)
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if self.questBorder then self.questBorder:Hide() end
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if self.questIcon then self.questIcon:Hide() end
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if self.qualityBorder then self.qualityBorder:Hide() end
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ResetSlotBorder(self)
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HideInnerShadow(self.innerShadow)
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if self.unusableOverlay then self.unusableOverlay:Hide() end
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HideJunkIcon(self)
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@@ -739,10 +742,12 @@ end
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local function UpdateEmptySlotBackground(self, emptySlotBg, iconSize)
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if not emptySlotBg then return end
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-- Extend 9px past button edges so the rounded corners of UI-EmptySlot
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-- cover the square corners of the icon texture (same as GudaBags)
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emptySlotBg:ClearAllPoints()
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emptySlotBg:SetPoint("TOPLEFT", self, "TOPLEFT", 0, 0)
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emptySlotBg:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", 0, 0)
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emptySlotBg:SetTexCoord(0.17, 0.83, 0.17, 0.83)
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emptySlotBg:SetPoint("TOPLEFT", self, "TOPLEFT", -9, 9)
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emptySlotBg:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", 9, -9)
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emptySlotBg:SetTexCoord(0, 1, 0, 1)
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end
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-- Resize texture elements to match button size
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@@ -800,23 +805,9 @@ local function PositionIconAndBorders(self, iconSize)
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iconTexture:SetPoint("CENTER", self, "CENTER", 0, 0)
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iconTexture:SetWidth(iconDisplaySize)
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iconTexture:SetHeight(iconDisplaySize)
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iconTexture:SetTexCoord(0.08, 0.92, 0.08, 0.92)
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iconTexture:SetTexCoord(0, 1, 0, 1)
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iconTexture:Show()
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-- Position quality border around the icon
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if self.qualityBorder then
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self.qualityBorder:ClearAllPoints()
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self.qualityBorder:SetPoint("TOPLEFT", iconTexture, "TOPLEFT", -1, 1)
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self.qualityBorder:SetPoint("BOTTOMRIGHT", iconTexture, "BOTTOMRIGHT", 1, -1)
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end
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-- Position quest border around the icon
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if self.questBorder then
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self.questBorder:ClearAllPoints()
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self.questBorder:SetPoint("TOPLEFT", iconTexture, "TOPLEFT", -1, 1)
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self.questBorder:SetPoint("BOTTOMRIGHT", iconTexture, "BOTTOMRIGHT", 1, -1)
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end
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-- Position quest icon in top-right corner
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if self.questIcon then
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local questIconSize = math.max(12, math.min(20, iconSize * 0.35))
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@@ -827,12 +818,10 @@ local function PositionIconAndBorders(self, iconSize)
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end
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end
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-- Update quality border display
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-- Update quality border display (tints the EmptySlotBg)
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local function UpdateQualityBorder(self, itemQuality, itemLink, bagID, Utils)
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if not self.qualityBorder then return end
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if not itemQuality then
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self.qualityBorder:Hide()
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ResetSlotBorder(self)
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HideInnerShadow(self.innerShadow)
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return
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end
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@@ -869,11 +858,10 @@ local function UpdateQualityBorder(self, itemQuality, itemLink, bagID, Utils)
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r, g, b = 1, 1, 1
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end
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end
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self.qualityBorder:SetBackdropBorderColor(r, g, b, 1)
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self.qualityBorder:Show()
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TintSlotBorder(self, r, g, b)
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ShowInnerShadow(self.innerShadow, r, g, b)
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else
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self.qualityBorder:Hide()
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ResetSlotBorder(self)
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HideInnerShadow(self.innerShadow)
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end
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end
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@@ -933,13 +921,10 @@ local function ClearItemButton(self, emptySlotBg, countText, bagID)
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if countText then countText:Hide() end
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if self.qualityBorder then
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self.qualityBorder:Hide()
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HideInnerShadow(self.innerShadow)
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end
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ResetSlotBorder(self)
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HideInnerShadow(self.innerShadow)
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-- Hide quest elements
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if self.questBorder then self.questBorder:Hide() end
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if self.questIcon then self.questIcon:Hide() end
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end
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@@ -1014,7 +999,6 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
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-- Set count
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if SetItemButtonCount then SetItemButtonCount(self, displayCount or 1) end
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if emptySlotBg then emptySlotBg:Hide() end
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-- Update cooldown overlay for live items
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if not self.isReadOnly and not self.otherChar and Guda_ItemButton_UpdateCooldown then
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@@ -1055,12 +1039,12 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
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end
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end
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-- Resize empty slot background to fill the full button
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-- Extend empty slot bg 9px past button edges for rounded corner coverage
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if emptySlotBg then
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emptySlotBg:ClearAllPoints()
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emptySlotBg:SetPoint("TOPLEFT", self, "TOPLEFT", 0, 0)
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emptySlotBg:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", 0, 0)
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emptySlotBg:SetTexCoord(0.17, 0.83, 0.17, 0.83)
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emptySlotBg:SetPoint("TOPLEFT", self, "TOPLEFT", -9, 9)
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emptySlotBg:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", 9, -9)
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emptySlotBg:SetTexCoord(0, 1, 0, 1)
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end
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-- Also resize the underlying slot textures so the border/background scale with the button.
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@@ -1212,19 +1196,10 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
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normalBorder:SetTexture("")
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end
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-- Show bag pattern background behind items as well
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-- Always show slot background so rounded corners cover the icon
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if emptySlotBg then
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local slotAlpha = 0.3
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if addon.Modules and addon.Modules.Theme then
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local sa = addon.Modules.Theme:GetValue("slotBgAlpha")
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if sa then slotAlpha = sa.filled end
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end
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if slotAlpha > 0 then
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emptySlotBg:Show()
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emptySlotBg:SetAlpha(slotAlpha)
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else
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emptySlotBg:Hide()
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end
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emptySlotBg:Show()
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emptySlotBg:SetAlpha(1)
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end
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-- Check if item is junk and get category mark using the CategoryManager
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@@ -1253,16 +1228,16 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
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self.categoryMarkIcon = self:CreateTexture(nil, "OVERLAY")
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end
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-- Size relative to icon (roughly 40% of icon display size)
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local markSize = math.max(10, math.floor(iconSize * 0.3))
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local markSize = math.max(10, math.floor(iconSize * 0.3)) + 1
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local shadowSize = markSize + 2
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self.categoryMarkShadow:SetWidth(shadowSize)
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self.categoryMarkShadow:SetHeight(shadowSize)
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self.categoryMarkShadow:ClearAllPoints()
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self.categoryMarkShadow:SetPoint("BOTTOMLEFT", anchor, "BOTTOMLEFT", -1, -1)
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self.categoryMarkShadow:SetPoint("BOTTOMLEFT", anchor, "BOTTOMLEFT", 1, 1)
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self.categoryMarkIcon:SetWidth(markSize)
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self.categoryMarkIcon:SetHeight(markSize)
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self.categoryMarkIcon:ClearAllPoints()
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self.categoryMarkIcon:SetPoint("BOTTOMLEFT", anchor, "BOTTOMLEFT", 0, 0)
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self.categoryMarkIcon:SetPoint("BOTTOMLEFT", anchor, "BOTTOMLEFT", 2, 2)
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self.categoryMarkShadow:SetTexture(categoryMarkTexture)
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self.categoryMarkShadow:Show()
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self.categoryMarkIcon:SetTexture(categoryMarkTexture)
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@@ -1301,8 +1276,9 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
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countText:Hide()
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end
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-- Set quality border and inner shadow
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if self.qualityBorder then
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-- Set quality border (tint slot bg) and inner shadow
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do
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local borderApplied = false
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if itemQuality then
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-- Check settings to determine if we should show borders
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local showEquipmentBorder, showOtherBorder
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@@ -1311,13 +1287,8 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
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showOtherBorder = Utils:SafeCall("DB", "GetSetting", "showQualityBorderOther")
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end
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-- Default to true if settings not found
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if showEquipmentBorder == nil then
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showEquipmentBorder = true
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end
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if showOtherBorder == nil then
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showOtherBorder = true
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end
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if showEquipmentBorder == nil then showEquipmentBorder = true end
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if showOtherBorder == nil then showOtherBorder = true end
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-- Check if item is equipment
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local isEquipment = false
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@@ -1325,11 +1296,9 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
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isEquipment = Utils:IsEquipment(itemLink)
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end
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-- Determine if we should show the border based on item type and settings
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local shouldShowBorder = (isEquipment and showEquipmentBorder) or (not isEquipment and showOtherBorder)
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if shouldShowBorder then
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-- Use the item link's title color directly (matches what the player sees)
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local r, g, b
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if itemLink and Utils and Utils.GetLinkColor then
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r, g, b = Utils:GetLinkColor(itemLink)
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@@ -1341,38 +1310,34 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
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r, g, b = 1, 1, 1
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end
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end
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self.qualityBorder:SetBackdropBorderColor(r, g, b, 1)
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self.qualityBorder:Show()
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TintSlotBorder(self, r, g, b)
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ShowInnerShadow(self.innerShadow, r, g, b)
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else
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self.qualityBorder:Hide()
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HideInnerShadow(self.innerShadow)
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borderApplied = true
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end
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else
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self.qualityBorder:Hide()
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end
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-- Quest items override with golden border
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if not self.otherChar and not self.isReadOnly then
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local isQuest, isQuestStarter = IsQuestItem(bagID, slotID, self.isBank, itemData)
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Guda_ItemButton_UpdateQuestIcon(self, isQuest, isQuestStarter)
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if isQuest then
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TintSlotBorder(self, 1.0, 0.82, 0)
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ShowInnerShadow(self.innerShadow, 1.0, 0.82, 0)
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borderApplied = true
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end
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if self.questIcon then
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if isQuest then
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self.questIcon:Show()
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else
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self.questIcon:Hide()
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end
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end
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end
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if not borderApplied then
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ResetSlotBorder(self)
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HideInnerShadow(self.innerShadow)
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end
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end
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if not self.otherChar and not self.isReadOnly then
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local isQuest, isQuestStarter = IsQuestItem(bagID, slotID, self.isBank, itemData)
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-- Update quest icon with the appropriate texture
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Guda_ItemButton_UpdateQuestIcon(self, isQuest, isQuestStarter)
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if self.questBorder then
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if isQuest then
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self.questBorder:Show()
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else
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self.questBorder:Hide()
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end
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end
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if self.questIcon then
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if isQuest then
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self.questIcon:Show()
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else
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self.questIcon:Hide()
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end
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end
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end
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-- Handle tracking toggle on click
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@@ -1418,16 +1383,11 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
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countText:Hide()
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-- Show border for empty keyring slots
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if self.qualityBorder then
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self.qualityBorder:Hide()
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HideInnerShadow(self.innerShadow)
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end
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-- Reset slot border and hide inner shadow for empty slots
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ResetSlotBorder(self)
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HideInnerShadow(self.innerShadow)
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-- Hide quest border and icon for empty slots
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if self.questBorder then
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self.questBorder:Hide()
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end
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-- Hide quest icon for empty slots
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if self.questIcon then
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self.questIcon:Hide()
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end
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@@ -1451,23 +1411,9 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
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iconTexture:SetWidth(iconDisplaySize)
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iconTexture:SetHeight(iconDisplaySize)
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-- Crop icon edges slightly
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iconTexture:SetTexCoord(0.08, 0.92, 0.08, 0.92)
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iconTexture:SetTexCoord(0, 1, 0, 1)
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iconTexture:Show()
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-- Position quality border around the icon
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if self.qualityBorder then
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self.qualityBorder:ClearAllPoints()
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self.qualityBorder:SetPoint("TOPLEFT", iconTexture, "TOPLEFT", -1, 1)
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self.qualityBorder:SetPoint("BOTTOMRIGHT", iconTexture, "BOTTOMRIGHT", 1, -1)
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end
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-- Position quest border around the icon
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if self.questBorder then
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self.questBorder:ClearAllPoints()
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self.questBorder:SetPoint("TOPLEFT", iconTexture, "TOPLEFT", -1, 1)
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self.questBorder:SetPoint("BOTTOMRIGHT", iconTexture, "BOTTOMRIGHT", 1, -1)
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end
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-- Position quest icon in top-right corner
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if self.questIcon then
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-- Scale icon size based on button size
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+10
-1
@@ -7,7 +7,16 @@
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</Size>
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<Layers>
|
||||
<!-- Empty slot background texture (classic bag pattern) -->
|
||||
<!-- Quality color ring (slightly larger UI-EmptySlot behind the normal one) -->
|
||||
<Layer level="BACKGROUND" textureSubLevel="-1">
|
||||
<Texture name="$parent_QualityRing" file="Interface\Buttons\UI-EmptySlot" hidden="true">
|
||||
<Anchors>
|
||||
<Anchor point="TOPLEFT"/>
|
||||
<Anchor point="BOTTOMRIGHT"/>
|
||||
</Anchors>
|
||||
</Texture>
|
||||
</Layer>
|
||||
<!-- Empty slot background texture (classic bag pattern, covers center of quality ring) -->
|
||||
<Layer level="BACKGROUND">
|
||||
<Texture name="$parent_EmptySlotBg" file="Interface\Buttons\UI-EmptySlot" hidden="false">
|
||||
<Anchors>
|
||||
|
||||
+6
-1
@@ -298,7 +298,12 @@ function MailboxFrame:DisplayItems(items, charFullName, totalMails)
|
||||
icon:SetTexCoord(0.08, 0.92, 0.08, 0.92)
|
||||
icon:Show()
|
||||
end
|
||||
if itemButton.qualityBorder then itemButton.qualityBorder:Hide() end
|
||||
-- Hide quality ring for mail items
|
||||
if itemButton._borderTinted then
|
||||
local ring = getglobal(itemButton:GetName().."_QualityRing")
|
||||
if ring then ring:Hide() end
|
||||
itemButton._borderTinted = false
|
||||
end
|
||||
end
|
||||
|
||||
row:Show()
|
||||
|
||||
@@ -1611,6 +1611,7 @@ local MARK_ICONS = {
|
||||
"Interface\\AddOns\\Guda\\Assets\\fav",
|
||||
"Interface\\AddOns\\Guda\\Assets\\combat",
|
||||
"Interface\\AddOns\\Guda\\Assets\\Cog",
|
||||
"Interface\\AddOns\\Guda\\Assets\\guild",
|
||||
}
|
||||
local RULE_ROW_HEIGHT = 28
|
||||
local MAX_RULES = 22
|
||||
@@ -1686,7 +1687,7 @@ function Guda_CategoryEditor_OnLoad(self)
|
||||
local MARK_BTN_SPACING = 6
|
||||
|
||||
local markLabel = self:CreateFontString("Guda_CategoryEditor_MarkLabel", "OVERLAY", "GameFontNormalSmall")
|
||||
markLabel:SetPoint("TOPLEFT", self, "TOPLEFT", 20, -68)
|
||||
markLabel:SetPoint("TOPLEFT", self, "TOPLEFT", 20, -78)
|
||||
markLabel:SetText("Mark:")
|
||||
markLabel:SetTextColor(0.7, 0.7, 0.7)
|
||||
|
||||
|
||||
@@ -946,7 +946,7 @@
|
||||
<Anchors>
|
||||
<Anchor point="TOPLEFT">
|
||||
<Offset>
|
||||
<AbsDimension x="100" y="-97"/>
|
||||
<AbsDimension x="100" y="-107"/>
|
||||
</Offset>
|
||||
</Anchor>
|
||||
</Anchors>
|
||||
@@ -979,12 +979,12 @@
|
||||
<!-- Rules ScrollFrame -->
|
||||
<ScrollFrame name="Guda_CategoryEditor_RulesScrollFrame" inherits="FauxScrollFrameTemplate">
|
||||
<Size>
|
||||
<AbsDimension x="335" y="260"/>
|
||||
<AbsDimension x="335" y="250"/>
|
||||
</Size>
|
||||
<Anchors>
|
||||
<Anchor point="TOPLEFT">
|
||||
<Offset>
|
||||
<AbsDimension x="20" y="-150"/>
|
||||
<AbsDimension x="20" y="-160"/>
|
||||
</Offset>
|
||||
</Anchor>
|
||||
</Anchors>
|
||||
@@ -1013,7 +1013,7 @@
|
||||
<Anchors>
|
||||
<Anchor point="TOPRIGHT">
|
||||
<Offset>
|
||||
<AbsDimension x="-20" y="-132"/>
|
||||
<AbsDimension x="-20" y="-142"/>
|
||||
</Offset>
|
||||
</Anchor>
|
||||
</Anchors>
|
||||
|
||||
Reference in New Issue
Block a user