Files
Guda-ClassicAPI/Core/Tooltip.lua
T
2025-12-23 14:50:55 +04:00

520 lines
16 KiB
Lua

-- Guda Tooltip Module - Lua 5.0 Compatible
local addon = Guda
local Tooltip = {}
addon.Modules.Tooltip = Tooltip
-- Helper function to get item ID from link (Lua 5.0 compatible)
local function GetItemIDFromLink(link)
if not link then return nil end
local _, _, itemID = strfind(link, "item:(%d+):?")
return itemID and tonumber(itemID) or nil
end
local function CountCurrentCharacterItems(itemID)
local bagCount = 0
local bankCount = 0
local equippedCount = 0
-- Count current character's bags in real-time
for bagID = 0, 4 do
local numSlots = GetContainerNumSlots(bagID)
for slot = 1, numSlots do
local link = GetContainerItemLink(bagID, slot)
if link then
local slotItemID = GetItemIDFromLink(link)
if slotItemID == itemID then
local _, count = GetContainerItemInfo(bagID, slot)
bagCount = bagCount + (count or 1)
end
end
end
end
-- Count current character's bank in real-time if bank is open
local bankFrame = getglobal("BankFrame")
if bankFrame and bankFrame:IsVisible() then
-- Main bank slots (-1)
local numMainSlots = GetContainerNumSlots(-1) or 24
for slot = 1, numMainSlots do
local link = GetContainerItemLink(-1, slot)
if link then
local slotItemID = GetItemIDFromLink(link)
if slotItemID == itemID then
local _, count = GetContainerItemInfo(-1, slot)
bankCount = bankCount + (count or 1)
end
end
end
-- Bank bags (5-11)
for bagID = 5, 11 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 _, count = GetContainerItemInfo(bagID, slot)
bankCount = bankCount + (count or 1)
end
end
end
end
end
else
-- Bank not open - use saved data for bank counts
local playerName = addon.Modules.DB:GetPlayerFullName()
local charData = Guda_DB and Guda_DB.characters and Guda_DB.characters[playerName]
if charData and charData.bank and type(charData.bank) == "table" then
for bagID, bagData in pairs(charData.bank) 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
bankCount = bankCount + (itemData.count or 1)
end
end
end
end
end
end
end
-- Count equipped items in real-time
for slotID = 1, 19 do -- All equipment slots
local link = GetInventoryItemLink("player", slotID)
if link then
local slotItemID = GetItemIDFromLink(link)
if slotItemID == itemID then
equippedCount = equippedCount + 1
end
end
end
return bagCount, bankCount, equippedCount
end
-- Count items for a specific character with real-time data for current character
local function CountItemsForCharacter(itemID, characterData, isCurrentChar)
-- For current character, use real-time counting to avoid database sync issues
if isCurrentChar then
return CountCurrentCharacterItems(itemID)
end
-- For other characters, use saved data
local bagCount = 0
local bankCount = 0
local equippedCount = 0
-- Count bags from saved data
if characterData.bags and type(characterData.bags) == "table" then
for bagID, bagData in pairs(characterData.bags) 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
bagCount = bagCount + (itemData.count or 1)
end
end
end
end
end
end
-- Count bank from saved data
if characterData.bank and type(characterData.bank) == "table" then
for bagID, bagData in pairs(characterData.bank) 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
bankCount = bankCount + (itemData.count or 1)
end
end
end
end
end
end
-- Count equipped items from saved data
if characterData.equipped and type(characterData.equipped) == "table" then
for slotName, itemData in pairs(characterData.equipped) do
if itemData and type(itemData) == "table" and itemData.link then
local slotItemID = GetItemIDFromLink(itemData.link)
if slotItemID == itemID then
equippedCount = equippedCount + 1
end
end
end
end
return bagCount, bankCount, equippedCount
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
local totalBags = 0
local totalBank = 0
local totalEquipped = 0
local characterCounts = {}
local hasAnyItems = false
local currentPlayerName = addon.Modules.DB:GetPlayerFullName()
local currentRealm = GetRealmName()
-- Count items across characters on current realm only
for charName, charData in pairs(Guda_DB.characters) do
-- Ensure charData is actually a table and on current realm
if type(charData) == "table" and charData.realm == currentRealm then
local isCurrentChar = (charName == currentPlayerName)
local bagCount, bankCount, equippedCount = CountItemsForCharacter(itemID, charData, isCurrentChar)
if bagCount > 0 or bankCount > 0 or equippedCount > 0 then
hasAnyItems = true
totalBags = totalBags + bagCount
totalBank = totalBank + bankCount
totalEquipped = totalEquipped + equippedCount
table.insert(characterCounts, {
name = charData.name or charName,
classToken = charData.classToken,
bagCount = bagCount,
bankCount = bankCount,
equippedCount = equippedCount,
isCurrent = isCurrentChar
})
end
end
-- If charData is not a table (string, number, etc.), just skip it
end
local totalCount = totalBags + totalBank + 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("|cFFFFD200Inventory|r")
-- Total line with cyan label and white count
local totalText = "|cFF00FFFFTotal|r: |cFFFFFFFF" .. totalCount .. "|r"
local breakdownText = "(|cFF00FFFFBags|r: |cFFFFFFFF" .. totalBags .. "|r | |cFF00FFFFBank|r: |cFFFFFFFF" .. totalBank .. "|r)"
tooltip:AddDoubleLine(totalText, breakdownText, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0)
-- Sort with current character first
table.sort(characterCounts, function(a, b)
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)
for _, charInfo in ipairs(characterCounts) do
local r, g, b = GetClassColor(charInfo.classToken)
local countText = ""
local parts = {}
if charInfo.bagCount > 0 then
table.insert(parts, "|cFF00FFFFBags|r: |cFFFFFFFF" .. charInfo.bagCount .. "|r")
end
if charInfo.bankCount > 0 then
table.insert(parts, "|cFF00FFFFBank|r: |cFFFFFFFF" .. charInfo.bankCount .. "|r")
end
if charInfo.equippedCount > 0 then
table.insert(parts, "|cFF00FFFFEquipped|r: |cFFFFFFFF" .. charInfo.equippedCount .. "|r")
end
if getn(parts) > 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 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
local frame = CreateFrame("Frame")
frame:RegisterEvent("BAG_UPDATE")
frame:SetScript("OnEvent", function()
if event == "BAG_UPDATE" then
Tooltip:ClearCache()
end
end)
addon:Print("Tooltip integration enabled - Inventory displays above vendor price")
end