-- Guda Tooltip Module - Lua 5.0 Compatible local addon = Guda local Tooltip = {} addon.Modules.Tooltip = Tooltip -- Reusable tables to avoid per-mouseover garbage (cleared before each use) local _characterCounts = {} local _breakdownParts = {} local _charParts = {} --============================================================================= -- Item Counting Helper Functions (extracted for clarity and reuse) --============================================================================= -- Helper function to get item ID from link (Lua 5.0 compatible) local function GetItemIDFromLink(link) if not link then return nil end if type(link) == "number" then return link end local _, _, itemID = string.find(link, "item:(%d+)") return itemID and tonumber(itemID) or nil end -- Count items in saved bag/bank data structure -- Used for both bags and bank counting from saved character data local function CountFromSavedContainers(containersData, itemID) local count = 0 if not containersData or type(containersData) ~= "table" then return count end for bagID, bagData in pairs(containersData) do if bagData and type(bagData) == "table" and bagData.slots and type(bagData.slots) == "table" then for slotID, itemData in pairs(bagData.slots) do if itemData and type(itemData) == "table" and itemData.link then local slotItemID = GetItemIDFromLink(itemData.link) if slotItemID == itemID then count = count + (itemData.count or 1) end end end end end return count end -- Count items in saved mailbox data structure local function CountFromSavedMailbox(mailboxData, itemID) local count = 0 if not mailboxData or type(mailboxData) ~= "table" then return count end for _, mail in ipairs(mailboxData) do local itemsToCheck = mail.items or (mail.item and {mail.item}) or {} for _, item in ipairs(itemsToCheck) do local slotItemID = item.link and GetItemIDFromLink(item.link) if slotItemID == itemID then count = count + (item.count or 1) elseif not slotItemID and item.name then -- Fallback to name matching if link is missing local targetName = GetItemInfo("item:" .. itemID .. ":0:0:0") if targetName == item.name then count = count + (item.count or 1) end end end end return count end -- Count items in saved equipped data structure local function CountFromSavedEquipped(equippedData, itemID) local count = 0 if not equippedData or type(equippedData) ~= "table" then return count end for slotName, itemData in pairs(equippedData) do if itemData and type(itemData) == "table" and itemData.link then local slotItemID = GetItemIDFromLink(itemData.link) if slotItemID == itemID then count = count + 1 end end end return count end -- Count items in live container (bags or bank) local function CountFromLiveContainer(bagIDs, itemID) local count = 0 for _, bagID in ipairs(bagIDs) do local numSlots = GetContainerNumSlots(bagID) if numSlots and numSlots > 0 then for slot = 1, numSlots do local link = GetContainerItemLink(bagID, slot) if link then local slotItemID = GetItemIDFromLink(link) if slotItemID == itemID then local _, itemCount = GetContainerItemInfo(bagID, slot) count = count + (itemCount or 1) end end end end end return count end -- Count items in live mailbox local function CountFromLiveMailbox(itemID) local count = 0 if not (addon.Modules.MailboxScanner and addon.Modules.MailboxScanner:IsMailboxOpen()) then return count end local numInboxItems = GetInboxNumItems() for i = 1, numInboxItems do local _, _, _, _, _, _, _, hasItem = GetInboxHeaderInfo(i) if hasItem then local numAttachments = GetInboxNumAttachments and GetInboxNumAttachments(i) or 1 if numAttachments == 0 and hasItem then numAttachments = 1 end for j = 1, numAttachments do local name, _, itemCount = GetInboxItem(i, j) if name then local itemLink = addon.Modules.Utils:GetInboxItemLink(i, j) if itemLink then local slotItemID = GetItemIDFromLink(itemLink) if slotItemID == itemID then count = count + (itemCount or 1) end end end end end end return count end -- Count items in live equipment slots local function CountFromLiveEquipped(itemID) local count = 0 for slotID = 1, 19 do local link = GetInventoryItemLink("player", slotID) if link then local slotItemID = GetItemIDFromLink(link) if slotItemID == itemID then count = count + 1 end end end return count end --============================================================================= -- Main Counting Functions --============================================================================= -- Count items for current character using live game data local function CountCurrentCharacterItems(itemID) local bagCount = 0 local bankCount = 0 local mailCount = 0 local equippedCount = 0 -- Count bags in real-time bagCount = CountFromLiveContainer({0, 1, 2, 3, 4, -2}, itemID) -- Count bank: live if open, otherwise from saved data local bankFrame = getglobal("BankFrame") if bankFrame and bankFrame:IsVisible() then -- Main bank + bank bags bankCount = CountFromLiveContainer({-1, 5, 6, 7, 8, 9, 10, 11}, itemID) else -- Use saved data local playerName = addon.Modules.DB:GetPlayerFullName() local charData = Guda_DB and Guda_DB.characters and Guda_DB.characters[playerName] if charData then bankCount = CountFromSavedContainers(charData.bank, itemID) end end -- Count mailbox: live if open, otherwise from saved data if addon.Modules.MailboxScanner and addon.Modules.MailboxScanner:IsMailboxOpen() then mailCount = CountFromLiveMailbox(itemID) else local playerName = addon.Modules.DB:GetPlayerFullName() local charData = Guda_DB and Guda_DB.characters and Guda_DB.characters[playerName] if charData then mailCount = CountFromSavedMailbox(charData.mailbox, itemID) end end -- Count equipped items in real-time equippedCount = CountFromLiveEquipped(itemID) return bagCount, bankCount, equippedCount, mailCount end -- Count items for a specific character (current or other) local function CountItemsForCharacter(itemID, characterData, isCurrentChar) -- For current character, use real-time counting if isCurrentChar then return CountCurrentCharacterItems(itemID) end -- For other characters, use saved data local bagCount = CountFromSavedContainers(characterData.bags, itemID) local bankCount = CountFromSavedContainers(characterData.bank, itemID) local mailCount = CountFromSavedMailbox(characterData.mailbox, itemID) local equippedCount = CountFromSavedEquipped(characterData.equipped, itemID) return bagCount, bankCount, equippedCount, mailCount end -- Get class color local function GetClassColor(classToken) if not classToken then return 1.0, 1.0, 1.0 end local color = RAID_CLASS_COLORS[classToken] if color then return color.r, color.g, color.b end return 1.0, 1.0, 1.0 end function Tooltip:AddInventoryInfo(tooltip, link) -- Check if the setting is enabled if not addon.Modules.DB:GetSetting("showTooltipCounts") then return end -- Check if database is properly initialized and has the expected structure if not Guda_DB or type(Guda_DB) ~= "table" then return end -- Safely check characters - it might be nil or a string during early initialization if not Guda_DB.characters or type(Guda_DB.characters) ~= "table" then -- If characters is a string or nil, just return silently return end local itemID = GetItemIDFromLink(link) if not itemID then return end -- Guard against double-adding for the same item on the same tooltip if tooltip.GudaInventoryAdded == itemID then return end tooltip.GudaInventoryAdded = itemID local totalBags = 0 local totalBank = 0 local totalMail = 0 local totalEquipped = 0 local hasAnyItems = false -- Reuse module-level tables (clear before use to avoid per-call allocation) local characterCounts = _characterCounts for k in pairs(characterCounts) do characterCounts[k] = nil end local ccIndex = 0 local currentPlayerName = addon.Modules.DB:GetPlayerFullName() local currentRealm = GetRealmName() -- Count items across characters on current realm only local sources = { { data = Guda_DB.characters, shared = false } } if addon.sharedCharacters then table.insert(sources, { data = addon.sharedCharacters, shared = true }) end for _, source in ipairs(sources) do for charName, charData in pairs(source.data) do if type(charData) == "table" and charData.realm == currentRealm and not addon.Modules.DB:IsGoldBlacklisted(charName) then local isCurrentChar = (charName == currentPlayerName) local bagCount, bankCount, equippedCount, mailCount = CountItemsForCharacter(itemID, charData, isCurrentChar) if bagCount > 0 or bankCount > 0 or equippedCount > 0 or mailCount > 0 then hasAnyItems = true totalBags = totalBags + bagCount totalBank = totalBank + bankCount totalMail = totalMail + mailCount totalEquipped = totalEquipped + equippedCount ccIndex = ccIndex + 1 if not characterCounts[ccIndex] then characterCounts[ccIndex] = {} end local entry = characterCounts[ccIndex] entry.name = charData.name or charName entry.classToken = charData.classToken entry.bagCount = bagCount entry.bankCount = bankCount entry.mailCount = mailCount entry.equippedCount = equippedCount entry.isCurrent = isCurrentChar entry.isShared = source.shared end end end end -- Clean up any stale entries beyond current count for i = ccIndex + 1, table.getn(characterCounts) do characterCounts[i] = nil end local totalCount = totalBags + totalBank + totalMail + totalEquipped if hasAnyItems then -- Top padding above the Inventory block (~10-12px visually) tooltip:AddLine(" ") -- Inventory label in exact bag frame title color tooltip:AddLine("|cFFFFD200" .. Guda_L["Inventory"] .. "|r") -- Total line with cyan label and white count (reuse module-level table) local totalText = "|cFF00FFFF" .. Guda_L["Total"] .. "|r: |cFFFFFFFF" .. totalCount .. "|r" local breakdownParts = _breakdownParts local bpIndex = 0 if totalBags > 0 then bpIndex = bpIndex + 1; breakdownParts[bpIndex] = "|cFF00FFFF" .. Guda_L["Bags"] .. "|r: |cFFFFFFFF" .. totalBags .. "|r" end if totalBank > 0 then bpIndex = bpIndex + 1; breakdownParts[bpIndex] = "|cFF00FFFF" .. Guda_L["Bank"] .. "|r: |cFFFFFFFF" .. totalBank .. "|r" end if totalMail > 0 then bpIndex = bpIndex + 1; breakdownParts[bpIndex] = "|cFF00FFFF" .. Guda_L["Mail"] .. "|r: |cFFFFFFFF" .. totalMail .. "|r" end if totalEquipped > 0 then bpIndex = bpIndex + 1; breakdownParts[bpIndex] = "|cFF00FFFF" .. Guda_L["Equipped"] .. "|r: |cFFFFFFFF" .. totalEquipped .. "|r" end for i = bpIndex + 1, table.getn(breakdownParts) do breakdownParts[i] = nil end local breakdownText = "" if bpIndex > 0 then breakdownText = "(" .. table.concat(breakdownParts, " | ") .. ")" end tooltip:AddDoubleLine(totalText, breakdownText, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0) -- Sort: own chars first (current char at top), then shared table.sort(characterCounts, function(a, b) if a.isShared ~= b.isShared then return not a.isShared end if a.isCurrent and not b.isCurrent then return true end if not a.isCurrent and b.isCurrent then return false end return a.name < b.name end) -- Reuse module-level parts table for per-character breakdown local parts = _charParts local sharedSeparatorShown = false for _, charInfo in ipairs(characterCounts) do if charInfo.isShared and not sharedSeparatorShown then tooltip:AddLine("|cFF80C0FF" .. Guda_L["Other Accounts"] .. "|r") sharedSeparatorShown = true end local r, g, b = GetClassColor(charInfo.classToken) local pIndex = 0 if charInfo.bagCount > 0 then pIndex = pIndex + 1; parts[pIndex] = "|cFF00FFFF" .. Guda_L["Bags"] .. "|r: |cFFFFFFFF" .. charInfo.bagCount .. "|r" end if charInfo.bankCount > 0 then pIndex = pIndex + 1; parts[pIndex] = "|cFF00FFFF" .. Guda_L["Bank"] .. "|r: |cFFFFFFFF" .. charInfo.bankCount .. "|r" end if charInfo.mailCount > 0 then pIndex = pIndex + 1; parts[pIndex] = "|cFF00FFFF" .. Guda_L["Mail"] .. "|r: |cFFFFFFFF" .. charInfo.mailCount .. "|r" end if charInfo.equippedCount > 0 then pIndex = pIndex + 1; parts[pIndex] = "|cFF00FFFF" .. Guda_L["Equipped"] .. "|r: |cFFFFFFFF" .. charInfo.equippedCount .. "|r" end for i = pIndex + 1, table.getn(parts) do parts[i] = nil end local countText = "" if pIndex > 0 then countText = table.concat(parts, " | ") end -- Mark current character local displayName = charInfo.name if charInfo.isCurrent then displayName = displayName .. " |cFFFFFF00(*)|r" end tooltip:AddDoubleLine(displayName, countText, r, g, b, 1.0, 1.0, 1.0) end -- Bottom padding below the Inventory block (~10-12px visually) --tooltip:AddLine(" ") end end function Tooltip:Initialize() addon:Print("Initializing tooltip module...") -- Helper function to defer vendor money so we can insert our Inventory block above it local Orig_SetTooltipMoney = SetTooltipMoney -- Move the tooltip money frame(s) vertically to fine-tune their position under our custom block local function AdjustMoneyFrames(tooltip, yOffset) if not tooltip or not tooltip.GetName then return end local baseName = tooltip:GetName() if not baseName then return end -- Collect potential money frame names used by WoW tooltips local candidates = {} -- Primary money frame tinsert(candidates, baseName .. "MoneyFrame") -- Sometimes multiple money frames are created with numeric suffixes for i = 1, 8 do tinsert(candidates, baseName .. "MoneyFrame" .. i) tinsert(candidates, baseName .. "SmallMoneyFrame" .. i) end for i = 1, getn(candidates) do local f = getglobal(candidates[i]) if f and f:IsShown() and f.GetPoint then local point, relTo, relPoint, xOfs, yOfs = f:GetPoint(1) if point then f:SetPoint(point, relTo, relPoint, xOfs or 0, (yOfs or 0) + (yOffset or 0)) end end end end local function WithDeferredMoney(tooltip, buildFunc) local queue = {} -- Temporarily override global SetTooltipMoney SetTooltipMoney = function(frame, money, a1, a2, a3, a4, a5) if frame == tooltip then tinsert(queue, {frame, money, a1, a2, a3, a4, a5}) else Orig_SetTooltipMoney(frame, money, a1, a2, a3, a4, a5) end end -- Perform the original population + our Inventory augmentation local ret = buildFunc() -- Restore and flush queued money so it appears after our Inventory block SetTooltipMoney = Orig_SetTooltipMoney for i = 1, getn(queue) do local q = queue[i] Orig_SetTooltipMoney(q[1], q[2], q[3], q[4], q[5], q[6], q[7]) end -- Ensure the tooltip background resizes to include both our block and the money frame tooltip:Show() -- Add ~5px more space below the Inventory block by reducing the upward nudge from 15px to 10px --AdjustMoneyFrames(tooltip, 12) return ret end -- Hook SetBagItem local oldSetBagItem = GameTooltip.SetBagItem local oldSetInventoryItem = GameTooltip.SetInventoryItem function GameTooltip:SetBagItem(bag, slot) return WithDeferredMoney(self, function() local bankFrame = getglobal("BankFrame") if bag == -1 and bankFrame and bankFrame:IsVisible() then local invSlot = BankButtonIDToInvSlotID(slot) if invSlot then -- Use the inventory item method for bank main bag local ret = oldSetInventoryItem(self, "player", invSlot) local link = GetInventoryItemLink("player", invSlot) if link then Tooltip:AddInventoryInfo(self, link) end return ret end return nil else local ret = oldSetBagItem(self, bag, slot) local link = GetContainerItemLink(bag, slot) if link then Tooltip:AddInventoryInfo(self, link) end return ret end end) end -- Hook SetHyperlink for hyperlinks from chat and cached links local oldSetHyperlink = GameTooltip.SetHyperlink function GameTooltip:SetHyperlink(link) return WithDeferredMoney(self, function() local _, _, inner = string.find(link or "", "|H(.+)|h") local forwarded = link local itemLinkForCounts = link if inner then forwarded = inner if strfind(inner, "^item:") then itemLinkForCounts = inner end end local ret = oldSetHyperlink(self, forwarded) if itemLinkForCounts and strfind(itemLinkForCounts, "item:") then Tooltip:AddInventoryInfo(self, itemLinkForCounts) end return ret end) end -- Hook SetInventoryItem for character paperdoll oldSetInventoryItem = GameTooltip.SetInventoryItem function GameTooltip:SetInventoryItem(unit, slot) return WithDeferredMoney(self, function() local ret = oldSetInventoryItem(self, unit, slot) local link = GetInventoryItemLink(unit, slot) if link then Tooltip:AddInventoryInfo(self, link) end return ret end) end -- Hook SetLootItem for loot windows local oldSetLootItem = GameTooltip.SetLootItem function GameTooltip:SetLootItem(slot) return WithDeferredMoney(self, function() local ret = oldSetLootItem(self, slot) local link = GetLootSlotLink(slot) if link then Tooltip:AddInventoryInfo(self, link) end return ret end) end -- Hook SetQuestItem for quest rewards local oldSetQuestItem = GameTooltip.SetQuestItem function GameTooltip:SetQuestItem(itemType, index) return WithDeferredMoney(self, function() local ret = oldSetQuestItem(self, itemType, index) local link = GetQuestItemLink(itemType, index) if link then Tooltip:AddInventoryInfo(self, link) end return ret end) end -- Hook SetMerchantItem for vendor items local oldSetMerchantItem = GameTooltip.SetMerchantItem function GameTooltip:SetMerchantItem(index) return WithDeferredMoney(self, function() local ret = oldSetMerchantItem(self, index) local link = GetMerchantItemLink(index) if link then Tooltip:AddInventoryInfo(self, link) end return ret end) end -- Hook SetAuctionItem for auction house local oldSetAuctionItem = GameTooltip.SetAuctionItem function GameTooltip:SetAuctionItem(type, index) return WithDeferredMoney(self, function() local ret = oldSetAuctionItem(self, type, index) local link = GetAuctionItemLink(type, index) if link then Tooltip:AddInventoryInfo(self, link) end return ret end) end -- Hook SetInboxItem for mailbox local oldSetInboxItem = GameTooltip.SetInboxItem function GameTooltip:SetInboxItem(index, itemIndex) return WithDeferredMoney(self, function() local ret = oldSetInboxItem(self, index, itemIndex) local link = addon.Modules.Utils:GetInboxItemLink(index, itemIndex) if link then Tooltip:AddInventoryInfo(self, link) end return ret end) end -- Hook SetTradeSkillItem for profession reagents and items local oldSetTradeSkillItem = GameTooltip.SetTradeSkillItem function GameTooltip:SetTradeSkillItem(skillIndex, reagentIndex) return WithDeferredMoney(self, function() local ret = oldSetTradeSkillItem(self, skillIndex, reagentIndex) local link if reagentIndex then link = GetTradeSkillReagentItemLink(skillIndex, reagentIndex) else link = GetTradeSkillItemLink(skillIndex) end if link then Tooltip:AddInventoryInfo(self, link) end return ret end) end -- Hook SetCraftItem for professions like Enchanting (Crafts) local oldSetCraftItem = GameTooltip.SetCraftItem function GameTooltip:SetCraftItem(skillIndex, reagentIndex) return WithDeferredMoney(self, function() local ret = oldSetCraftItem(self, skillIndex, reagentIndex) local link if reagentIndex then link = GetCraftReagentItemLink(skillIndex, reagentIndex) else link = GetCraftItemLink(skillIndex) end if link then Tooltip:AddInventoryInfo(self, link) end return ret end) end -- Also hook ItemRefTooltip for chat links if ItemRefTooltip then local oldItemRefSetHyperlink = ItemRefTooltip.SetHyperlink function ItemRefTooltip:SetHyperlink(link) return WithDeferredMoney(self, function() local ret = oldItemRefSetHyperlink(self, link) if link and strfind(link, "item:") then Tooltip:AddInventoryInfo(self, link) end return ret end) end end -- Clear cache function function Tooltip:ClearCache() addon:Debug("Tooltip cache cleared") end -- Clear cache on bag updates (debounced to prevent lag on rapid updates) local frame = CreateFrame("Frame") local cacheClearPending = false frame:RegisterEvent("BAG_UPDATE") frame:SetScript("OnEvent", function() if event == "BAG_UPDATE" then -- Skip tooltip cache clearing while sorting (items don't change, just move) if addon.Modules.SortEngine and addon.Modules.SortEngine.sortingInProgress then return end if cacheClearPending then return end cacheClearPending = true -- Debounce: batch rapid BAG_UPDATE events (uses pooled timer) Guda_ScheduleTimer(0.2, function() cacheClearPending = false Tooltip:ClearCache() end) end end) addon:Print("Tooltip integration enabled - Inventory displays above vendor price") end