fix: restore unusable tint after item moves
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@@ -0,0 +1,116 @@
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-- Guda ClassicAPI usability tint safety
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-- Re-applies unusable-item tint after sorting/moves without synchronous mass scans.
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-- Lua 5.0 compatible.
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local addon = Guda
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if not addon or not Guda_ItemButton_SetItem then return end
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local OriginalSetItem = Guda_ItemButton_SetItem
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local function EnsureUnusableOverlay(button)
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if button.unusableOverlay then return button.unusableOverlay end
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local overlay = button:CreateTexture(nil, "OVERLAY")
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overlay:SetAllPoints(button)
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overlay:SetTexture("Interface\\ChatFrame\\ChatFrameBackground")
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overlay:Hide()
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button.unusableOverlay = overlay
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return overlay
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end
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local function ApplyUnusableTint(button, unusable)
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if not button then return end
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local markUnusable = true
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if addon.Modules and addon.Modules.DB then
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local setting = addon.Modules.DB:GetSetting("markUnusableItems")
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if setting ~= nil then markUnusable = setting and true or false end
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end
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local overlay = button.unusableOverlay
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if not markUnusable or not unusable then
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if overlay then overlay:Hide() end
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return
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end
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overlay = EnsureUnusableOverlay(button)
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local r, g, b, a = 0.9, 0.2, 0.2, 0.45
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if Guda_GetUnusableColor then
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local cr, cg, cb, ca = Guda_GetUnusableColor()
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r = cr or r
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g = cg or g
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b = cb or b
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a = ca or a
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end
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overlay:SetVertexColor(r, g, b, (a or 1.0) * 0.45)
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overlay:Show()
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end
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local function RefreshUsabilityAsync(button, itemData, bagID, slotID, isReadOnly, otherCharName)
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if not button or not itemData or not itemData.link then return end
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if isReadOnly or otherCharName then return end
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local detection = addon.Modules and addon.Modules.ItemDetection
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if not detection then return end
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-- Never scan tooltip state while the sort engine is actively moving/locking items.
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-- The final post-sort redraw will call SetItem again and schedule a safe refresh.
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if addon.Modules.SortEngine and addon.Modules.SortEngine.sortingInProgress then
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return
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end
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local link = itemData.link
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local cached = detection.IsUnusableCached and detection:IsUnusableCached(itemData) or nil
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if cached ~= nil then
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ApplyUnusableTint(button, cached)
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return
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end
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-- Avoid duplicate jobs when BAG_UPDATE causes several redraws for the same item.
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if button._gudaUsabilityPendingLink == link then return end
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button._gudaUsabilityPendingLink = link
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local function DoRefresh()
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if button._gudaUsabilityPendingLink ~= link then return end
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button._gudaUsabilityPendingLink = nil
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if not button.IsShown or not button:IsShown() or not button.hasItem then return end
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if button.otherChar or button.isReadOnly then return end
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if button.bagID ~= bagID or button.slotID ~= slotID then return end
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if not button.itemData or button.itemData.link ~= link then return end
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local props = detection:GetItemProperties(button.itemData, button.bagID, button.slotID)
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ApplyUnusableTint(button, props and props.isUnusable)
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end
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local Utils = addon.Modules and addon.Modules.Utils
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if Utils and Utils.QueueWork then
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Utils:QueueWork(DoRefresh)
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else
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DoRefresh()
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end
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end
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function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCharName, matchesFilter, isReadOnly)
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OriginalSetItem(self, bagID, slotID, itemData, isBank, otherCharName, matchesFilter, isReadOnly)
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if not self then return end
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local currentData = self.itemData or itemData
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local currentLink = currentData and currentData.link or nil
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-- Cancel a stale pending job if this pooled button now represents another item.
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if self._gudaUsabilityPendingLink and self._gudaUsabilityPendingLink ~= currentLink then
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self._gudaUsabilityPendingLink = nil
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end
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if self.hasItem and currentData then
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RefreshUsabilityAsync(self, currentData, tonumber(bagID), tonumber(slotID), isReadOnly, otherCharName)
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elseif self.unusableOverlay then
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self.unusableOverlay:Hide()
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end
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end
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addon:Debug("ClassicAPI usability tint safety enabled")
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