-- 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 local BUTTON_POOL_MAX = 500 -- Maximum buttons to create (bags ~80 + bank ~200 + keyring ~96 + buffer for both frames open) -- Get button pool statistics (for /guda perf command) function Guda_GetButtonPoolStats() local total = 0 local shown = 0 local hidden = 0 local inUse = 0 local available = 0 for _, button in pairs(buttonPool) do total = total + 1 if button:IsShown() then shown = shown + 1 else hidden = hidden + 1 end if button.inUse then inUse = inUse + 1 else available = available + 1 end end return { total = total, shown = shown, hidden = hidden, inUse = inUse, available = available, maxSize = BUTTON_POOL_MAX, } end -- Reset button pool (for testing/debugging) -- WARNING: Only call this when no bag/bank frames are visible! function Guda_ResetButtonPool() -- Hide and clear all buttons for id, button in pairs(buttonPool) do button:Hide() button:ClearAllPoints() -- Clear from parent tracking local parent = button:GetParent() if parent and parent.itemButtons then parent.itemButtons[button] = nil end end -- Clear the pool table for k in pairs(buttonPool) do buttonPool[k] = nil end -- Reset counter nextButtonID = 1 end -- Mark all buttons as available for reuse (called when switching view types) -- This allows buttons from one frame to be reused by another function Guda_ReleaseAllButtons() for _, button in pairs(buttonPool) do if not button.isBagSlot then button.inUse = false end end end -- Use shared tooltip from Utils module (retrieved on-demand to ensure Utils is loaded) -- Helper function to check if an item is a quest item -- Uses centralized ItemDetection module local function IsQuestItem(bagID, slotID, isBank, itemData) -- Use ItemDetection if available if addon and addon.Modules and addon.Modules.ItemDetection then local props = addon.Modules.ItemDetection:GetItemProperties(itemData, bagID, slotID) return props.isQuestItem, props.isQuestStarter end -- Fallback to Utils if addon and addon.Modules and addon.Modules.Utils and addon.Modules.Utils.IsQuestItem then return addon.Modules.Utils:IsQuestItem(bagID, slotID, nil, false, isBank) end return false, false end --===================================================== -- Inner Shadow (inset quality glow, GudaBags-inspired) -- 4 gradient textures along edges colored by item quality --===================================================== local INNER_SHADOW_SIZE = 4 local INNER_SHADOW_ALPHA = 0.5 -- Create the 4-edge inner shadow textures on a button, anchored to an icon texture local function CreateInnerShadow(button, anchorTo) local shadow = {} -- Top edge shadow.top = button:CreateTexture(nil, "ARTWORK", nil, 1) shadow.top:SetPoint("TOPLEFT", anchorTo, "TOPLEFT", 0, 0) shadow.top:SetPoint("TOPRIGHT", anchorTo, "TOPRIGHT", 0, 0) shadow.top:SetHeight(INNER_SHADOW_SIZE) shadow.top:SetTexture("Interface\\ChatFrame\\ChatFrameBackground") shadow.top:Hide() -- Bottom edge shadow.bottom = button:CreateTexture(nil, "ARTWORK", nil, 1) shadow.bottom:SetPoint("BOTTOMLEFT", anchorTo, "BOTTOMLEFT", 0, 0) shadow.bottom:SetPoint("BOTTOMRIGHT", anchorTo, "BOTTOMRIGHT", 0, 0) shadow.bottom:SetHeight(INNER_SHADOW_SIZE) shadow.bottom:SetTexture("Interface\\ChatFrame\\ChatFrameBackground") shadow.bottom:Hide() -- Left edge shadow.left = button:CreateTexture(nil, "ARTWORK", nil, 1) shadow.left:SetPoint("TOPLEFT", anchorTo, "TOPLEFT", 0, 0) shadow.left:SetPoint("BOTTOMLEFT", anchorTo, "BOTTOMLEFT", 0, 0) shadow.left:SetWidth(INNER_SHADOW_SIZE) shadow.left:SetTexture("Interface\\ChatFrame\\ChatFrameBackground") shadow.left:Hide() -- Right edge shadow.right = button:CreateTexture(nil, "ARTWORK", nil, 1) shadow.right:SetPoint("TOPRIGHT", anchorTo, "TOPRIGHT", 0, 0) shadow.right:SetPoint("BOTTOMRIGHT", anchorTo, "BOTTOMRIGHT", 0, 0) shadow.right:SetWidth(INNER_SHADOW_SIZE) shadow.right:SetTexture("Interface\\ChatFrame\\ChatFrameBackground") shadow.right:Hide() return shadow end -- Show inner shadow with a given quality color local function ShowInnerShadow(shadow, r, g, b) if not shadow then return end local a = INNER_SHADOW_ALPHA shadow.top:SetGradientAlpha("VERTICAL", r, g, b, 0, r, g, b, a) shadow.top:Show() shadow.bottom:SetGradientAlpha("VERTICAL", r, g, b, a, r, g, b, 0) shadow.bottom:Show() shadow.left:SetGradientAlpha("HORIZONTAL", r, g, b, a, r, g, b, 0) shadow.left:Show() shadow.right:SetGradientAlpha("HORIZONTAL", r, g, b, 0, r, g, b, a) shadow.right:Show() end -- Hide inner shadow local function HideInnerShadow(shadow) if not shadow then return end shadow.top:Hide() shadow.bottom:Hide() shadow.left:Hide() shadow.right:Hide() end --===================================================== -- Junk Icon Pool (Baganator-inspired memory optimization) -- Uses frame pooling to avoid creating new frames per button --===================================================== local junkIconPool = {} -- Get a junk icon from pool or create new one local function AcquireJunkIcon() local icon = table.remove(junkIconPool) if not icon then icon = CreateFrame("Frame", nil, UIParent) icon:SetFrameStrata("HIGH") icon:SetWidth(14) icon:SetHeight(14) local texture = icon:CreateTexture(nil, "OVERLAY") texture:SetAllPoints(icon) texture:SetTexture("Interface\\GossipFrame\\VendorGossipIcon") texture:SetTexCoord(0, 1, 0, 1) icon.texture = texture end return icon end -- Release a junk icon back to the pool local function ReleaseJunkIcon(icon) if icon then icon:Hide() icon:ClearAllPoints() table.insert(junkIconPool, icon) end end -- Update junk icon visibility and position (uses pooling) local function UpdateJunkIcon(button, isJunk, iconSize) if isJunk then -- Acquire from pool if needed if not button.junkIcon then button.junkIcon = AcquireJunkIcon() end -- Scale icon size based on button size local junkIconSize = math.max(10, math.min(14, iconSize * 0.30)) button.junkIcon:SetWidth(junkIconSize) button.junkIcon:SetHeight(junkIconSize) button.junkIcon:ClearAllPoints() button.junkIcon:SetPoint("TOPLEFT", button, "TOPLEFT", 2, -2) button.junkIcon:SetAlpha(1.0) button.junkIcon:Show() else -- Release back to pool when not needed if button.junkIcon then ReleaseJunkIcon(button.junkIcon) button.junkIcon = nil end end end -- Hide junk icon (releases to pool) local function HideJunkIcon(button) if button.junkIcon then ReleaseJunkIcon(button.junkIcon) button.junkIcon = nil end 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 -- NOTE: IsItemUnusable detection is now handled by ItemDetection:IsUnusable() -- which uses cached tooltip scanning to avoid duplicate scans per item. -- The old IsItemUnusable, IsRedColor, and durabilityPattern have been removed -- to prevent redundant tooltip scanning - all detection is now centralized. -- Apply/remove red tint on item texture for unusable items local function Guda_ItemButton_UpdateUsableTint(self) -- Clear any existing tint/overlay first if self.unusableOverlay and self.unusableOverlay.Hide then self.unusableOverlay:Hide() end if SetItemButtonTextureVertexColor then SetItemButtonTextureVertexColor(self, 1.0, 1.0, 1.0) end -- Check if feature is enabled local markUnusable = true if Guda and Guda.Modules and Guda.Modules.DB then markUnusable = Guda.Modules.DB:GetSetting("markUnusableItems") if markUnusable == nil then markUnusable = true end end -- If feature is disabled, just return after clearing if not markUnusable then return end -- 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 or self.otherChar then return end -- Use cached detection from ItemDetection module (avoids duplicate tooltip scans) local unusable = false if self.itemData and addon.Modules.ItemDetection then unusable = addon.Modules.ItemDetection:IsUnusable(self.itemData, self.bagID, self.slotID) end -- 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 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() else self.unusableOverlay:Hide() end end -- Check if a button is available for reuse -- A button is available if it's either: -- 1. Hidden (not shown) -- 2. Marked as not in use (inUse == false) during an update cycle local function IsButtonAvailable(button) if not button:IsShown() then return true end -- During update cycles, buttons are marked inUse = false before display -- and inUse = true when assigned. This allows reuse without hiding first. if button.inUse == false then return true end return false end -- Create or get a button from the pool function Guda_GetItemButton(parent) local reuseCandidate = nil -- Button from different parent we can reparent -- Try to reuse existing button from pool for _, button in pairs(buttonPool) do -- Skip bag slot buttons if not button.isBagSlot and IsButtonAvailable(button) then if button:GetParent() == parent then -- Same parent - best case, reuse immediately -- Mark as in use to prevent double-assignment button.inUse = true -- Re-register with parent (itemButtons hash may have been cleared) if Guda_RegisterItemButton then Guda_RegisterItemButton(parent, button) end return button elseif not reuseCandidate then -- Different parent but available - save as candidate for reparenting reuseCandidate = button end end end -- If we found an available button from a different parent, reparent it if reuseCandidate then -- Mark as in use reuseCandidate.inUse = true -- Unregister from old parent local oldParent = reuseCandidate:GetParent() if oldParent and oldParent.itemButtons then oldParent.itemButtons[reuseCandidate] = nil end -- Reparent to new parent reuseCandidate:SetParent(parent) -- Register with new parent if Guda_RegisterItemButton then Guda_RegisterItemButton(parent, reuseCandidate) end return reuseCandidate end -- Only create new button if under pool limit if nextButtonID <= BUTTON_POOL_MAX then local button = CreateFrame("Button", "Guda_ItemButton" .. nextButtonID, parent, "Guda_ItemButtonTemplate") buttonPool[nextButtonID] = button nextButtonID = nextButtonID + 1 button.inUse = true -- Register button with parent for tracking (avoids GetChildren() allocation) if Guda_RegisterItemButton then Guda_RegisterItemButton(parent, button) end return button end -- Pool is at max and no available button found - this shouldn't normally happen -- but as a fallback, force-reuse the first non-bag-slot button we find for _, button in pairs(buttonPool) do if not button.isBagSlot then -- Hide it first (in case it was shown) button:Hide() button.inUse = true -- Unregister from old parent local oldParent = button:GetParent() if oldParent and oldParent.itemButtons then oldParent.itemButtons[button] = nil end -- Reparent button:SetParent(parent) -- Register with new parent if Guda_RegisterItemButton then Guda_RegisterItemButton(parent, button) end return button end end -- Ultimate fallback (should never reach here) - create one more button local button = CreateFrame("Button", "Guda_ItemButton" .. nextButtonID, parent, "Guda_ItemButtonTemplate") buttonPool[nextButtonID] = button nextButtonID = nextButtonID + 1 button.inUse = true if Guda_RegisterItemButton then Guda_RegisterItemButton(parent, button) end 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 self.bagID = nil self.slotID = nil self.itemData = nil self.isBank = false self.otherChar = nil -- Create backdrop for quality border with rounded corners -- Will be positioned relative to icon later if not self.qualityBorder then local backdrop = CreateFrame("Frame", nil, self) backdrop:SetFrameLevel(self:GetFrameLevel() + 5) backdrop:SetBackdrop({ bgFile = nil, edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border", edgeSize = 12, insets = {left = 4, right = 4, top = 4, bottom = 4} }) backdrop:SetBackdropBorderColor(0, 0, 0, 0) -- Hidden by default backdrop:Hide() self.qualityBorder = backdrop end -- Create inner shadow for quality color glow (anchored to icon texture) if not self.innerShadow then local iconTex = getglobal(self:GetName() .. "IconTexture") if iconTex then self.innerShadow = CreateInnerShadow(self, iconTex) end end -- Create quest item border (golden, higher priority than quality border) if not self.questBorder then local questBackdrop = CreateFrame("Frame", nil, self) questBackdrop:SetFrameLevel(self:GetFrameLevel() + 6) -- Higher than quality border questBackdrop:SetBackdrop({ bgFile = nil, edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border", edgeSize = 12, insets = {left = 4, right = 4, top = 4, bottom = 4} }) questBackdrop:SetBackdropBorderColor(1.0, 0.82, 0, 1) -- Golden color questBackdrop:Hide() self.questBorder = questBackdrop end -- Create quest icon overlay (exclamation mark in corner) if not self.questIcon then local iconFrame = CreateFrame("Frame", nil, self) iconFrame:SetFrameLevel(self:GetFrameLevel() + 7) -- Above quest border iconFrame:SetWidth(16) iconFrame:SetHeight(16) local texture = iconFrame:CreateTexture(nil, "OVERLAY") texture:SetAllPoints(iconFrame) texture:SetTexture("Interface\\GossipFrame\\AvailableQuestIcon") texture:SetTexCoord(0, 1, 0, 1) iconFrame:Hide() self.questIcon = iconFrame end -- Note: Junk icon is acquired from pool on-demand in UpdateJunkIcon, not pre-created -- Ensure the item button sits above its container backdrop and is mouse-enabled local parent = self:GetParent() if parent and parent.GetFrameLevel then -- Place button above parent backdrop/mouse layer to reliably receive drops local parentLevel = parent:GetFrameLevel() if parentLevel and self:GetFrameLevel() <= parentLevel + 1 then self:SetFrameLevel(parentLevel + 2) end end -- Enable mouse and register for drag/drop (crucial for Classic/Vanilla WoW) if self.EnableMouse then self:EnableMouse(true) end if self.RegisterForDrag then self:RegisterForDrag("LeftButton") end if self.RegisterForClicks then self:RegisterForClicks("LeftButtonUp", "RightButtonUp") end -- Hide junk icon when button is hidden (since it's parented to UIParent) self:SetScript("OnHide", function() HideJunkIcon(this) end) self:SetScript("OnClick", function() if IsAltKeyDown() and arg1 == "LeftButton" and this.hasItem and not this.otherChar and not this.isReadOnly then local link = GetContainerItemLink(this.bagID, this.slotID) if link and addon and addon.Modules and addon.Modules.Utils then local itemID = addon.Modules.Utils:ExtractItemID(link) if itemID then local isQuest = IsQuestItem(this.bagID, this.slotID, this.isBank, this.itemData) local isUnique = addon.Modules.Utils:IsUniqueItem(this.bagID, this.slotID, link) -- Only pin to QuestItemBar if it's a unique quest item if isQuest and isUnique and addon.Modules.QuestItemBar and addon.Modules.QuestItemBar.PinItem then addon.Modules.QuestItemBar:PinItem(itemID) return end -- Track non-unique quest items and regular items in TrackedItemBar local trackedItems = addon.Modules.DB:GetSetting("trackedItems") or {} if trackedItems[itemID] then trackedItems[itemID] = nil else trackedItems[itemID] = true end addon.Modules.DB:SetSetting("trackedItems", trackedItems) -- Update all item buttons if Guda.Modules.BagFrame and Guda.Modules.BagFrame.Update then Guda.Modules.BagFrame:Update() end if Guda.Modules.BankFrame and Guda.Modules.BankFrame.Update then Guda.Modules.BankFrame:Update() end if Guda.Modules.TrackedItemBar and Guda.Modules.TrackedItemBar.Update then Guda.Modules.TrackedItemBar:Update() end return end end end -- Default behavior if ContainerFrameItemButton_OnClick then -- Mailbox clicks should be ignored except for Ctrl+Click (preview) -- OR if it's a live mail item for the current player and Shift+Click (loot) if this.isMail then if IsControlKeyDown() then ContainerFrameItemButton_OnClick(arg1) end return end ContainerFrameItemButton_OnClick(arg1) end end) end -- Update the Blizzard cooldown overlay on this item button function Guda_ItemButton_UpdateCooldown(self) -- Only show cooldowns for live items of the current character if not self then return end local cooldown = getglobal(self:GetName().."Cooldown") or self.cooldown if not cooldown then return end -- Ensure cooldown overlay is NOT shown for read-only or other-character views if self.isReadOnly or self.otherChar then -- Clear any previous timer state and hide to avoid carry-over from pooled buttons if CooldownFrame_SetTimer then CooldownFrame_SetTimer(cooldown, 0, 0, 0) elseif CooldownFrame_Set then CooldownFrame_Set(cooldown, 0, 0, 0) end cooldown:Hide() return end if not self.hasItem or not self.bagID or not self.slotID then cooldown:Hide() return end local start, duration, enable = GetContainerItemCooldown(self.bagID, self.slotID) if start and duration and duration > 0 and enable == 1 then if CooldownFrame_SetTimer then CooldownFrame_SetTimer(cooldown, start, duration, enable) elseif CooldownFrame_Set then -- Some clients expose CooldownFrame_Set instead CooldownFrame_Set(cooldown, start, duration, enable) else -- Fallback: show the frame if API missing cooldown:Show() end else cooldown:Hide() end end --===================================================== -- Helper functions for SetItem (extracted for clarity) --===================================================== -- Reset all visual state on a button (for reuse from pool) local function ResetButtonVisualState(self) if self.questBorder then self.questBorder:Hide() end if self.questIcon then self.questIcon:Hide() end if self.qualityBorder then self.qualityBorder:Hide() end HideInnerShadow(self.innerShadow) if self.unusableOverlay then self.unusableOverlay:Hide() end HideJunkIcon(self) -- Clear cooldown overlay local cd = getglobal(self:GetName().."Cooldown") or self.cooldown if cd then if CooldownFrame_SetTimer then CooldownFrame_SetTimer(cd, 0, 0, 0) elseif CooldownFrame_Set then CooldownFrame_Set(cd, 0, 0, 0) end if cd.Hide then cd:Hide() end end end -- Configure drag/drop registration based on read-only state local function SetupDragDrop(self) if not self.isReadOnly and not self.otherChar then if self.RegisterForDrag then self:RegisterForDrag("LeftButton") end if self.RegisterForClicks then self:RegisterForClicks("LeftButtonUp", "RightButtonUp") end if self.EnableMouse then self:EnableMouse(true) end else -- Disable drag for read-only or other character items if self.RegisterForDrag then self:RegisterForDrag() -- Clear drag registration end if self.EnableMouse then self:EnableMouse(true) -- Still enable mouse for tooltips end end end -- Get display texture and count for an item slot -- Returns: texture, count, hasItem (boolean) local function GetItemDisplayInfo(bagID, slotID, itemData, isReadOnly) local displayTexture, displayCount local hasItem = false if not isReadOnly then -- LIVE MODE: Query game state directly local liveTexture, liveCount = GetContainerItemInfo(bagID, slotID) if liveTexture then displayTexture = liveTexture displayCount = liveCount hasItem = true elseif bagID == -2 then -- Fallback for keyring in 1.12.1 local link = GetContainerItemLink(bagID, slotID) if link then hasItem = true local _, _, _, _, _, _, _, _, itemTexture = GetItemInfo(link) displayTexture = itemTexture displayCount = 1 end end else -- READ-ONLY MODE: Use cached itemData if itemData and itemData.texture then displayTexture = itemData.texture displayCount = itemData.count hasItem = true end end return displayTexture, displayCount, hasItem end -- Update the tracking checkmark on an item button local function UpdateTrackingCheckmark(self, Utils) local check = getglobal(self:GetName().."_Check") if not check then return end local isTracked = false if self.hasItem and self.itemData and self.itemData.link then local itemID = Utils and Utils.ExtractItemID and Utils:ExtractItemID(self.itemData.link) if itemID then local trackedItems = Utils and Utils.SafeCall and Utils:SafeCall("DB", "GetSetting", "trackedItems") or {} if trackedItems[itemID] then isTracked = true end end end if isTracked then check:Show() else check:Hide() end end -- Resize empty slot background to match icon size local function UpdateEmptySlotBackground(self, emptySlotBg, iconSize) if not emptySlotBg then return end emptySlotBg:ClearAllPoints() -- Use smaller padding for small icons local bgPadding = iconSize < 44 and 1 or 2 emptySlotBg:SetPoint("TOPLEFT", self, "TOPLEFT", -bgPadding, bgPadding) emptySlotBg:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", bgPadding, -bgPadding) emptySlotBg:SetTexCoord(0.1, 0.9, 0.1, 0.9) end -- Resize texture elements to match button size local function ResizeTextureElements(self, iconSize) -- Pushed texture local pushedTexture = getglobal(self:GetName().."PushedTexture") if not pushedTexture and self.GetPushedTexture then pushedTexture = self:GetPushedTexture() end if pushedTexture then pushedTexture:ClearAllPoints() pushedTexture:SetPoint("CENTER", self, "CENTER", 0, 0) pushedTexture:SetWidth(iconSize) pushedTexture:SetHeight(iconSize) end -- Highlight texture local highlightTexture = getglobal(self:GetName().."HighlightTexture") if not highlightTexture and self.GetHighlightTexture then highlightTexture = self:GetHighlightTexture() end if highlightTexture then highlightTexture:ClearAllPoints() highlightTexture:SetPoint("CENTER", self, "CENTER", 0, 0) highlightTexture:SetWidth(iconSize) highlightTexture:SetHeight(iconSize) end -- Checked texture local checkedTexture = getglobal(self:GetName().."CheckedTexture") if not checkedTexture and self.GetCheckedTexture then checkedTexture = self:GetCheckedTexture() end if checkedTexture then checkedTexture:ClearAllPoints() checkedTexture:SetPoint("CENTER", self, "CENTER", 0, 0) checkedTexture:SetWidth(iconSize) checkedTexture:SetHeight(iconSize) end end -- Position icon and borders based on icon size local function PositionIconAndBorders(self, iconSize) local iconTexture = getglobal(self:GetName().."IconTexture") if not iconTexture then iconTexture = getglobal(self:GetName().."Icon") or self.icon or self.Icon end if not iconTexture or not self.hasItem then return end -- Calculate icon inset based on size local iconInset = iconSize < 44 and 10 or 15 local iconDisplaySize = iconSize - iconInset iconTexture:ClearAllPoints() iconTexture:SetPoint("CENTER", self, "CENTER", -0.5, 0.5) iconTexture:SetWidth(iconDisplaySize) iconTexture:SetHeight(iconDisplaySize) iconTexture:SetTexCoord(0.08, 0.92, 0.08, 0.92) iconTexture:Show() -- Position quality border around the icon if self.qualityBorder then self.qualityBorder:ClearAllPoints() self.qualityBorder:SetPoint("TOPLEFT", iconTexture, "TOPLEFT", -5, 5) self.qualityBorder:SetPoint("BOTTOMRIGHT", iconTexture, "BOTTOMRIGHT", 5, -5) end -- Position quest border around the icon if self.questBorder then self.questBorder:ClearAllPoints() self.questBorder:SetPoint("TOPLEFT", iconTexture, "TOPLEFT", -5, 5) self.questBorder:SetPoint("BOTTOMRIGHT", iconTexture, "BOTTOMRIGHT", 5, -5) end -- Position quest icon in top-right corner if self.questIcon then local questIconSize = math.max(12, math.min(20, iconSize * 0.35)) self.questIcon:SetWidth(questIconSize) self.questIcon:SetHeight(questIconSize) self.questIcon:ClearAllPoints() self.questIcon:SetPoint("TOPRIGHT", self, "TOPRIGHT", 1, 0) end end -- Update quality border display local function UpdateQualityBorder(self, itemQuality, itemLink, bagID, Utils) if not self.qualityBorder then return end if bagID == -2 then -- Special border for keyring items (cyan/blue) self.qualityBorder:SetBackdropBorderColor(0.2, 0.8, 1.0, 1) self.qualityBorder:Show() ShowInnerShadow(self.innerShadow, 0.2, 0.8, 1.0) return end if not itemQuality then self.qualityBorder:Hide() HideInnerShadow(self.innerShadow) return end -- Check settings local showEquipmentBorder, showOtherBorder if Utils and Utils.SafeCall then showEquipmentBorder = Utils:SafeCall("DB", "GetSetting", "showQualityBorderEquipment") showOtherBorder = Utils:SafeCall("DB", "GetSetting", "showQualityBorderOther") end if showEquipmentBorder == nil then showEquipmentBorder = true end if showOtherBorder == nil then showOtherBorder = true end -- Check if item is equipment local isEquipment = false if itemLink and Utils and Utils.IsEquipment then isEquipment = Utils:IsEquipment(itemLink) end local shouldShowBorder = (isEquipment and showEquipmentBorder) or (not isEquipment and showOtherBorder) if shouldShowBorder then local r, g, b = 1, 1, 1 if Utils and Utils.GetQualityColor then r, g, b = Utils:GetQualityColor(itemQuality) end self.qualityBorder:SetBackdropBorderColor(r, g, b, 1) self.qualityBorder:Show() ShowInnerShadow(self.innerShadow, r, g, b) else self.qualityBorder:Hide() HideInnerShadow(self.innerShadow) end end -- Clear item button for empty slot local function ClearItemButton(self, emptySlotBg, countText, bagID) self.hasItem = false if SetItemButtonTexture then SetItemButtonTexture(self, nil) end if SetItemButtonCount then SetItemButtonCount(self, 0) end if SetItemButtonDesaturated then SetItemButtonDesaturated(self, false) end -- Clear cooldown overlay local cooldown = getglobal(self:GetName().."Cooldown") or self.cooldown if cooldown and cooldown.Hide then cooldown:Hide() end -- Clear icon texture local iconTexture = getglobal(self:GetName().."IconTexture") if not iconTexture then iconTexture = getglobal(self:GetName().."Icon") or self.icon or self.Icon end if iconTexture then iconTexture:SetTexture(nil) iconTexture:Hide() end -- Clear unusable tint if SetItemButtonTextureVertexColor then SetItemButtonTextureVertexColor(self, 1.0, 1.0, 1.0) end if self.unusableOverlay and self.unusableOverlay.Hide then self.unusableOverlay:Hide() end -- Hide junk icon HideJunkIcon(self) -- Hide normal texture self:SetNormalTexture("") local normalBorder = getglobal(self:GetName().."NormalTexture") if normalBorder then normalBorder:SetTexture("") end -- Show/hide empty slot background if emptySlotBg then emptySlotBg:Show() emptySlotBg:SetAlpha(0.5) end if countText then countText:Hide() end -- Handle quality border for empty keyring slots if self.qualityBorder then if bagID == -2 then self.qualityBorder:SetBackdropBorderColor(0.2, 0.8, 1.0, 0.5) self.qualityBorder:Show() ShowInnerShadow(self.innerShadow, 0.2, 0.8, 1.0) else self.qualityBorder:Hide() HideInnerShadow(self.innerShadow) end end -- Hide quest elements if self.questBorder then self.questBorder:Hide() end if self.questIcon then self.questIcon:Hide() end end --===================================================== -- Main SetItem function (orchestrates helper functions) --===================================================== -- Set item data function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCharName, matchesFilter, isReadOnly) -- Proactively convert to number to avoid comparisons with strings in downstream functions bagID = tonumber(bagID) slotID = tonumber(slotID) -- Reset all visual state before reassigning pooled button ResetButtonVisualState(self) -- Set button properties self.bagID = bagID self.slotID = slotID if self.SetID then self:SetID(slotID or 0) end self.bagIndex = bagID or -100 self.itemData = itemData self.isBank = isBank or false self.otherChar = otherCharName self.isReadOnly = isReadOnly or false self.isMail = false self.mailIndex = nil self.mailItemIndex = nil self.mailData = nil -- Configure drag/drop SetupDragDrop(self) -- Default to true if not specified if matchesFilter == nil then matchesFilter = true end -- Get UI elements local countText = getglobal(self:GetName().."Count") local emptySlotBg = getglobal(self:GetName().."_EmptySlotBg") local Utils = addon and addon.Modules and addon.Modules.Utils -- Get icon size setting local iconSize = 37 if Utils and Utils.SafeCall then iconSize = Utils:SafeCall("DB", "GetSetting", "iconSize") or iconSize end if addon and addon.Constants then iconSize = iconSize or addon.Constants.BUTTON_SIZE end self:SetWidth(iconSize) self:SetHeight(iconSize) -- Get item display info (texture, count, hasItem) local displayTexture, displayCount, hasItem = GetItemDisplayInfo(bagID, slotID, itemData, self.isReadOnly) self.hasItem = hasItem -- Apply display based on whether slot has item if self.hasItem then -- Set texture if SetItemButtonTexture then SetItemButtonTexture(self, displayTexture) end local iconTexture = getglobal(self:GetName().."IconTexture") or getglobal(self:GetName().."Icon") or self.icon or self.Icon if iconTexture and displayTexture then iconTexture:SetTexture(displayTexture) iconTexture:Show() end -- Set count if SetItemButtonCount then SetItemButtonCount(self, displayCount or 1) end if emptySlotBg then emptySlotBg:Hide() end -- Update cooldown overlay for live items if not self.isReadOnly and not self.otherChar and Guda_ItemButton_UpdateCooldown then Guda_ItemButton_UpdateCooldown(self) else local cd = getglobal(self:GetName().."Cooldown") or self.cooldown if cd and cd.Hide then cd:Hide() end end -- Update unusable red overlay tint if Guda_ItemButton_UpdateUsableTint then Guda_ItemButton_UpdateUsableTint(self) end else -- Clear empty slot ClearItemButton(self, emptySlotBg, countText, bagID) end -- Update tracking checkmark UpdateTrackingCheckmark(self, Utils) local check = getglobal(self:GetName().."_Check") if check then local isTracked = false if self.hasItem and self.itemData and self.itemData.link then local itemID = Utils and Utils.ExtractItemID and Utils:ExtractItemID(self.itemData.link) if itemID then local trackedItems = Utils and Utils.SafeCall and Utils:SafeCall("DB", "GetSetting", "trackedItems") or {} if trackedItems[itemID] then isTracked = true end end end if isTracked then check:Show() else check:Hide() end end -- Resize empty slot background to match icon size (slightly larger to ensure coverage) if emptySlotBg then emptySlotBg:ClearAllPoints() -- Use smaller padding for small icons local bgPadding = iconSize < 44 and 1 or 2 emptySlotBg:SetPoint("TOPLEFT", self, "TOPLEFT", -bgPadding, bgPadding) emptySlotBg:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", bgPadding, -bgPadding) -- Crop texture edges slightly to remove any built-in padding emptySlotBg:SetTexCoord(0.1, 0.9, 0.1, 0.9) end -- Also resize the underlying slot textures so the border/background scale with the button. -- On 1.12/Turtle, ItemButtonTemplate uses fixed-size textures, so we explicitly size them -- to match the current iconSize instead of letting them use their default dimensions. -- For 1.12.1 compatibility, access textures using both methods and proper naming -- We'll set the NormalTexture later based on whether slot is empty or filled -- ICON TEXTURE: Ensure we use the correct name ($parentIconTexture is standard) local iconTexture = getglobal(self:GetName().."IconTexture") or getglobal(self:GetName().."Icon") or self.icon or self.Icon -- Pushed texture follows the button size/position local pushedTexture = getglobal(self:GetName().."PushedTexture") if not pushedTexture and self.GetPushedTexture then pushedTexture = self:GetPushedTexture() end if pushedTexture then pushedTexture:ClearAllPoints() pushedTexture:SetPoint("CENTER", self, "CENTER", 0, 0) pushedTexture:SetWidth(iconSize) pushedTexture:SetHeight(iconSize) end -- Highlight texture for mouseover (not used for search) local highlightTexture = getglobal(self:GetName().."HighlightTexture") if not highlightTexture and self.GetHighlightTexture then highlightTexture = self:GetHighlightTexture() end if highlightTexture then highlightTexture:ClearAllPoints() highlightTexture:SetPoint("CENTER", self, "CENTER", 0, 0) highlightTexture:SetWidth(iconSize) highlightTexture:SetHeight(iconSize) end -- Checked texture (centered square pattern when slot is "active") local checkedTexture = getglobal(self:GetName().."CheckedTexture") if not checkedTexture and self.GetCheckedTexture then checkedTexture = self:GetCheckedTexture() end if checkedTexture then checkedTexture:ClearAllPoints() checkedTexture:SetPoint("CENTER", self, "CENTER", 0, 0) checkedTexture:SetWidth(iconSize) checkedTexture:SetHeight(iconSize) end -- Apply icon font size setting to stack count text if countText and countText.GetFont then local font, _, flags = countText:GetFont() local fontSize = 12 if Utils and Utils.SafeCall then fontSize = Utils:SafeCall("DB", "GetSetting", "iconFontSize") or fontSize end countText:SetFont(font, fontSize, flags) -- Adjust count text position based on icon size for better alignment countText:ClearAllPoints() if iconSize < 44 then -- Smaller offset for small icons countText:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", -3, 3) else -- Standard offset for larger icons countText:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", -8, 8) end end -- Get live metadata if in live mode (quality, link, lock status) local itemQuality, itemLink, isLocked if not self.isReadOnly and bagID and slotID and self.hasItem then -- Query live game state for metadata -- Special handling for bank main bag (bagID == -1) which uses inventory slot API if self.isBank and bagID == -1 then local invSlot = 39 + slotID itemLink = GetInventoryItemLink("player", invSlot) isLocked = IsInventoryItemLocked(invSlot) -- Quality will be determined from GetItemInfo below else local _, _, locked, quality = GetContainerItemInfo(bagID, slotID) itemLink = GetContainerItemLink(bagID, slotID) itemQuality = quality isLocked = locked end -- Fall back to itemData.quality if live query returned nil (timing issue on bank open) if itemQuality == nil and itemData and itemData.quality then itemQuality = itemData.quality end -- Ensure itemData is populated for live items (needed for ItemDetection) if itemLink then local itemName, _, itemRarity, itemLevel, itemMinLevel, itemType, itemSubType, itemStackCount, itemEquipLoc, itemTexture = GetItemInfo(itemLink) -- For bank main bag, get quality from GetItemInfo if self.isBank and bagID == -1 then itemQuality = itemRarity -- Fall back to itemData.quality if GetItemInfo returned nil if itemQuality == nil and itemData and itemData.quality then itemQuality = itemData.quality end end if not itemData then -- Create new itemData if itemName then itemData = { link = itemLink, name = itemName, quality = itemRarity or itemQuality or 0, class = itemType, subclass = itemSubType, texture = itemTexture, count = 1, } self.itemData = itemData end else -- ALWAYS update itemData.link with live link to ensure correct detection after swaps -- This is critical: cached itemData might have stale link from before a swap itemData.link = itemLink -- Update other fields only if missing if itemData.quality == nil then itemData.quality = itemRarity or itemQuality or 0 end if not itemData.class and itemType then itemData.class = itemType end if not itemData.subclass and itemSubType then itemData.subclass = itemSubType end if not itemData.name and itemName then itemData.name = itemName end self.itemData = itemData end end elseif itemData then -- Use cached metadata from database itemQuality = itemData.quality itemLink = itemData.link isLocked = itemData.locked end if self.hasItem then -- Icon already set above based on mode (live vs cached) -- Gray out locked items (being traded, mailed, or auctioned) - BagShui style -- Don't desaturate items from other characters since they're read-only anyway if not self.otherChar and not self.isReadOnly then SetItemButtonDesaturated(self, isLocked, 0.5, 0.5, 0.5) end -- Hide NormalTexture for filled slots self:SetNormalTexture("") local normalBorder = getglobal(self:GetName().."NormalTexture") if normalBorder then normalBorder:SetTexture("") end -- Show bag pattern background behind items as well if emptySlotBg then emptySlotBg:Show() emptySlotBg:SetAlpha(0.3) -- More subtle for filled slots end -- Check if item is junk using the CategoryManager local isJunk = false if itemData and addon.Modules.CategoryManager then local category = addon.Modules.CategoryManager:CategorizeItem(itemData, bagID, slotID, self.otherChar) isJunk = (category == "Junk") end -- Search filtering and junk opacity if matchesFilter then if isJunk then -- Junk items: configurable opacity (default 60%) local junkOpacity = 0.6 if addon.Modules.DB and addon.Modules.DB.GetSetting then junkOpacity = addon.Modules.DB:GetSetting("junkOpacity") or 0.6 end self:SetAlpha(junkOpacity) else -- Normal items: full opacity (1.0) self:SetAlpha(1.0) end else -- Non-matching items: 25% opacity (0.25) - very dim self:SetAlpha(0.25) end -- Show/hide junk icon (vendor sell icon in top-left corner) UpdateJunkIcon(self, isJunk, iconSize) -- Set count (use displayCount which was determined above based on mode) if displayCount and displayCount > 1 then countText:SetText(displayCount) countText:Show() else countText:Hide() end -- Set quality border and inner shadow if self.qualityBorder then if bagID == -2 then -- Special border for keyring items (cyan/blue) self.qualityBorder:SetBackdropBorderColor(0.2, 0.8, 1.0, 1) self.qualityBorder:Show() ShowInnerShadow(self.innerShadow, 0.2, 0.8, 1.0) elseif itemQuality then -- Check settings to determine if we should show borders local showEquipmentBorder, showOtherBorder if Utils and Utils.SafeCall then showEquipmentBorder = Utils:SafeCall("DB", "GetSetting", "showQualityBorderEquipment") showOtherBorder = Utils:SafeCall("DB", "GetSetting", "showQualityBorderOther") end -- Default to true if settings not found if showEquipmentBorder == nil then showEquipmentBorder = true end if showOtherBorder == nil then showOtherBorder = true end -- Check if item is equipment local isEquipment = false if itemLink and Utils and Utils.IsEquipment then isEquipment = Utils:IsEquipment(itemLink) end -- Determine if we should show the border based on item type and settings local shouldShowBorder = (isEquipment and showEquipmentBorder) or (not isEquipment and showOtherBorder) if shouldShowBorder then -- Show colored border for all items (Poor, Common, Uncommon, Rare, Epic, etc.) local r, g, b = 1, 1, 1 if Utils and Utils.GetQualityColor then r, g, b = Utils:GetQualityColor(itemQuality) end self.qualityBorder:SetBackdropBorderColor(r, g, b, 1) self.qualityBorder:Show() ShowInnerShadow(self.innerShadow, r, g, b) else self.qualityBorder:Hide() HideInnerShadow(self.innerShadow) end else self.qualityBorder:Hide() HideInnerShadow(self.innerShadow) end end if not self.otherChar and not self.isReadOnly then local isQuest, isQuestStarter = IsQuestItem(bagID, slotID, self.isBank, itemData) -- Update quest icon with the appropriate texture Guda_ItemButton_UpdateQuestIcon(self, isQuest, isQuestStarter) if self.questBorder then if isQuest then self.questBorder:Show() else self.questBorder:Hide() end end if self.questIcon then if isQuest then self.questIcon:Show() else self.questIcon:Hide() end end end -- Handle tracking toggle on click -- Note: Tracking toggle is now handled in the main OnClick script above to avoid conflicts -- and unified with QuestItemBar pinning logic. self:Show() else self.hasItem = false -- For empty slots, clear the icon texture SetItemButtonTexture(self, nil) -- Hide NormalTexture for empty slots (we use EmptySlotBg instead) self:SetNormalTexture("") local normalBorder = getglobal(self:GetName().."NormalTexture") if normalBorder then normalBorder:SetTexture("") end -- Show classic bag pattern background for empty slots if emptySlotBg then emptySlotBg:Show() emptySlotBg:SetAlpha(0.5) -- Slightly more visible end -- 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 self:SetAlpha(0.25) end countText:Hide() -- 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 self.qualityBorder:Show() ShowInnerShadow(self.innerShadow, 0.2, 0.8, 1.0) else self.qualityBorder:Hide() HideInnerShadow(self.innerShadow) end end -- Hide quest border and icon for empty slots if self.questBorder then self.questBorder:Hide() end if self.questIcon then self.questIcon:Hide() end self:Show() end -- In 1.12.1, ItemButtonTemplate creates an icon named "$parentIconTexture" local iconTexture = getglobal(self:GetName().."IconTexture") if not iconTexture then -- Fallback for other naming conventions iconTexture = getglobal(self:GetName().."Icon") or self.icon or self.Icon end if iconTexture then if self.hasItem then -- Scale icon proportionally based on button size -- For icons < 44: use smaller inset (4px) for better fit -- For icons >= 44: use larger inset (15px) for classic look local iconInset if iconSize < 44 then iconInset = 10 -- Small inset for small icons else iconInset = 15 -- Larger inset for larger icons end local iconDisplaySize = iconSize - iconInset iconTexture:ClearAllPoints() iconTexture:SetPoint("CENTER", self, "CENTER", -0.5, 0.5) iconTexture:SetWidth(iconDisplaySize) iconTexture:SetHeight(iconDisplaySize) -- Crop icon edges slightly iconTexture:SetTexCoord(0.08, 0.92, 0.08, 0.92) iconTexture:Show() -- Position quality border around the icon (not the slot) if self.qualityBorder then self.qualityBorder:ClearAllPoints() self.qualityBorder:SetPoint("TOPLEFT", iconTexture, "TOPLEFT", -5, 5) self.qualityBorder:SetPoint("BOTTOMRIGHT", iconTexture, "BOTTOMRIGHT", 5, -5) end -- Position quest border around the icon (same as quality border) if self.questBorder then self.questBorder:ClearAllPoints() self.questBorder:SetPoint("TOPLEFT", iconTexture, "TOPLEFT", -5, 5) self.questBorder:SetPoint("BOTTOMRIGHT", iconTexture, "BOTTOMRIGHT", 5, -5) end -- Position quest icon in top-right corner if self.questIcon then -- Scale icon size based on button size local questIconSize = math.max(12, math.min(20, iconSize * 0.35)) self.questIcon:SetWidth(questIconSize) self.questIcon:SetHeight(questIconSize) self.questIcon:ClearAllPoints() self.questIcon:SetPoint("TOPRIGHT", self, "TOPRIGHT", 1, 0) end elseif not self.isMail then -- Hide icon for empty slots, but keep it for mailbox custom icons iconTexture:Hide() end end end -- OnEnter handler (show tooltip) function Guda_ItemButton_OnEnter(self) -- Highlight the corresponding bag button in the footer (works for empty and filled slots) if not self.otherChar and self.bagID then if self.isBank then -- Bank item - highlight bank bag button Guda_BankFrame_HighlightBagButton(self.bagID) else -- Regular bag item - highlight bag button Guda_BagFrame_HighlightBagButton(self.bagID) end end -- Early return for empty slots (no tooltip needed) if not self.hasItem and not self.isMail then return end -- Check if pfUI cursor tooltip mode is active local pfuiCursorMode = false if pfUI and pfUI.env and pfUI.env.C and pfUI.env.C.tooltip and pfUI.env.C.tooltip.position == "cursor" then pfuiCursorMode = true end -- Set tooltip owner and position if pfuiCursorMode then -- For pfUI cursor mode, use ANCHOR_CURSOR like pfUI does GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR") else -- Standard positioning relative to item button GameTooltip:SetOwner(UIParent, "ANCHOR_NONE") GameTooltip:ClearAllPoints() GameTooltip:SetPoint("BOTTOMRIGHT", self, "TOPLEFT", 10, 0) end -- Mailbox tooltip handling if self.isMail then local currentPlayerName = addon.Modules.DB:GetPlayerFullName() local isMailboxOpen = addon.Modules.MailboxScanner and addon.Modules.MailboxScanner:IsMailboxOpen() if (not self.otherChar or self.otherChar == currentPlayerName) and self.mailIndex and isMailboxOpen then -- Live mailbox for current character (only when mailbox is actually open) GameTooltip:SetInboxItem(self.mailIndex, self.mailItemIndex or 1) elseif self.itemData and (self.itemData.link or self.itemData.itemID) then -- Read-only / other character mailbox OR current character mailbox when closed GameTooltip.GudaViewedCharacter = self.otherChar or currentPlayerName if self.itemData.link then GameTooltip:SetHyperlink(self.itemData.link) else GameTooltip:SetHyperlink("item:" .. self.itemData.itemID .. ":0:0:0") end elseif self.itemData and self.itemData.name then -- Money or generic mail GameTooltip:AddLine(self.itemData.name, 1, 1, 1) elseif self.mailData and self.mailData.money and self.mailData.money > 0 then -- Fallback for money only mail GameTooltip:AddLine("Money", 1, 1, 1) end -- Add mailbox metadata if available local mailData = self.mailData if mailData then -- If we already added a line (for money/generic), or SetHyperlink/SetInboxItem added lines, -- we might want a separator if we're adding sender info. if GameTooltip:NumLines() > 0 then GameTooltip:AddLine(" ") end if mailData.sender then GameTooltip:AddLine("From: " .. mailData.sender, 1, 1, 1) end if mailData.subject then GameTooltip:AddLine("Subject: " .. mailData.subject, 1, 1, 0.8) end if (mailData.money or 0) > 0 and not (self.itemData and self.itemData.name == "Money") then GameTooltip:AddLine("Money: " .. addon.Modules.Utils:FormatMoney(mailData.money), 1, 1, 1) end if (mailData.CODAmount or 0) > 0 then GameTooltip:AddLine("COD: " .. addon.Modules.Utils:FormatMoney(mailData.CODAmount), 1, 0, 0) end if mailData.daysLeft then GameTooltip:AddLine("Days left: " .. math.floor(mailData.daysLeft), 0.5, 0.5, 0.5) end end -- Add Inventory counts for mailbox items at the very bottom if addon.Modules.Tooltip and addon.Modules.Tooltip.AddInventoryInfo then local link = self.itemData and (self.itemData.link or (self.itemData.itemID and ("item:" .. self.itemData.itemID .. ":0:0:0"))) if not link and self.mailIndex and isMailboxOpen then link = addon.Modules.Utils:GetInboxItemLink(self.mailIndex, self.mailItemIndex or 1) end if link then addon.Modules.Tooltip:AddInventoryInfo(GameTooltip, link) end end GameTooltip:Show() return elseif self.otherChar or self.isReadOnly then GameTooltip.GudaViewedCharacter = self.otherChar if self.itemData and self.itemData.link then GameTooltip:SetHyperlink(self.itemData.link) else GameTooltip:Hide() return end -- Special handling for bank main bag when bank might be closed elseif self.isBank and self.bagID == -1 then local bankFrame = getglobal("BankFrame") if bankFrame and bankFrame:IsVisible() then -- Bank is open - use SetBagItem which will trigger inventory slot handling GameTooltip:SetBagItem(self.bagID, self.slotID) elseif self.itemData and self.itemData.link then -- Bank is closed - use cached link GameTooltip:SetHyperlink(self.itemData.link) end elseif self.bagID == -2 then -- Keyring: SetBagItem might be unreliable for -2 in some 1.12.1 environments, fallback to hyperlink if needed local link = GetContainerItemLink(self.bagID, self.slotID) if link then GameTooltip:SetHyperlink(link) else GameTooltip:SetBagItem(self.bagID, self.slotID) end else -- For live mode: use SetBagItem for all bags GameTooltip:SetBagItem(self.bagID, self.slotID) end GameTooltip:Show() -- Debug: print item classification info to chat when debug mode is active if addon.DEBUG and self.hasItem and self.bagID and self.slotID and not self._debugPrinted then local link = self.itemData and self.itemData.link or GetContainerItemLink(self.bagID, self.slotID) if link then local itemID = addon.Modules.Utils:ExtractItemID(link) if itemID then local itemName, _, itemRarity, itemLevel, itemCategory, itemType, _, itemSubType = GetItemInfo(itemID) addon:Debug("Item: %s (ID: %s)", tostring(itemName), tostring(itemID)) addon:Debug(" Category: %s | Type: %s | SubType: %s", tostring(itemCategory), tostring(itemType), tostring(itemSubType)) addon:Debug(" Quality: %s | iLvl: %s", tostring(itemRarity), tostring(itemLevel)) if addon.Modules.ItemDetection then local props = addon.Modules.ItemDetection:GetItemProperties({link = link}, self.bagID, self.slotID) local flags = {} if props.isQuestItem then table.insert(flags, "Quest") end if props.isQuestStarter then table.insert(flags, "Starter") end if props.isQuestUsable then table.insert(flags, "Usable") end if props.isJunk then table.insert(flags, "Junk") end if props.isPermanentEnchant then table.insert(flags, "Enchant") end if props.isUnusable then table.insert(flags, "Unusable") end local flagStr = table.getn(flags) > 0 and table.concat(flags, ", ") or "none" addon:Debug(" Flags: %s", flagStr) end self._debugPrinted = true end end end -- Handle merchant sell cursor (same approach as BagShui) if MerchantFrame:IsShown() and not self.isBank and not self.otherChar and self.hasItem then ShowContainerSellCursor(self.bagID, self.slotID) else ResetCursor() end end -- OnLeave handler function Guda_ItemButton_OnLeave(self) self._debugPrinted = nil -- Clear any viewed character hint on the tooltip when leaving if GameTooltip then GameTooltip.GudaViewedCharacter = nil GameTooltip.GudaInventoryAdded = nil end GameTooltip:Hide() ResetCursor() -- Clear bag button highlighting if not self.otherChar then if self.isBank then Guda_BankFrame_ClearBagButtonHighlight() else Guda_BagFrame_ClearBagButtonHighlight() end end end