Files
Guda-ClassicAPI/UI/ItemButton.lua
T
2026-03-02 15:06:25 +04:00

1971 lines
74 KiB
Lua

-- 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)
-- Category drag-drop: track cursor item for category reassignment
local cursorItemInfo = nil -- { bagID, slotID, itemID, link }
local activeCategoryDropIndicator = nil -- the currently shown "+" indicator button
-- 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
-- Category drop indicator: a single shared frame (parented to UIParent) with plus icon
local HideCategoryDropIndicator -- forward declaration
local categoryDropIndicator = nil -- the single shared indicator frame
local dropIndicatorCategoryId = nil -- category the indicator is currently showing for
local dropCooldownTime = 0 -- GetTime() when cooldown expires
-- Helper: get category of cursor item using tracked info
local function GetCursorItemCategory()
local info = Guda_GetCursorItemInfo()
addon:Debug("GetCursorItemCat: info=%s", tostring(info ~= nil))
if not info or not info.itemID or not addon.Modules.CategoryManager then
addon:Debug("GetCursorItemCat: BAIL - info=%s itemID=%s catMgr=%s", tostring(info ~= nil), tostring(info and info.itemID), tostring(addon.Modules.CategoryManager ~= nil))
return nil
end
local itemName, itemLink, itemQuality, itemLevel, itemMinLevel, itemType, itemSubType, itemStackCount, itemEquipLoc, itemTexture
if info.link then
itemName, itemLink, itemQuality, itemLevel, itemMinLevel, itemType, itemSubType, itemStackCount, itemEquipLoc, itemTexture = GetItemInfo(info.link)
end
addon:Debug("GetCursorItemCat: itemName=%s itemType=%s", tostring(itemName), tostring(itemType))
if not itemName then return nil end
local itemData = {
link = info.link,
itemID = info.itemID,
name = itemName,
quality = itemQuality or 0,
class = itemType or "",
subClass = itemSubType or "",
equipLoc = itemEquipLoc or "",
stackCount = itemStackCount or 1,
level = itemLevel or 0,
minLevel = itemMinLevel or 0,
texture = itemTexture,
}
return addon.Modules.CategoryManager:CategorizeItem(itemData, info.bagID, info.slotID)
end
-- Create the single shared indicator frame (once)
local function GetOrCreateIndicator()
if categoryDropIndicator then return categoryDropIndicator end
local f = CreateFrame("Frame", "Guda_CategoryDropIndicator", UIParent)
f:SetWidth(36)
f:SetHeight(36)
f:SetFrameStrata("FULLSCREEN_DIALOG")
f:SetFrameLevel(500)
-- Slot background (same texture as empty bag slot, with green tint like GudaBags)
local slotBg = f:CreateTexture(nil, "BACKGROUND")
slotBg:SetPoint("TOPLEFT", f, "TOPLEFT", -9, 9)
slotBg:SetPoint("BOTTOMRIGHT", f, "BOTTOMRIGHT", 9, -9)
slotBg:SetTexture("Interface\\Buttons\\UI-EmptySlot")
slotBg:SetVertexColor(0.4, 0.8, 0.4, 0.9)
f.slotBg = slotBg
-- Plus icon centered
local plus = f:CreateTexture(nil, "OVERLAY")
plus:SetWidth(20)
plus:SetHeight(20)
plus:SetPoint("CENTER", f, "CENTER", 0, 0)
plus:SetTexture("Interface\\AddOns\\Guda\\Assets\\plus")
f.plus = plus
-- Mouse-enabled for drops
f:EnableMouse(true)
-- Handle drop on the indicator itself
local function DoIndicatorDrop()
if not activeCategoryDropIndicator then return end
local parentBtn = activeCategoryDropIndicator
if parentBtn and parentBtn:GetScript("OnReceiveDrag") then
local savedThis = getfenv(0)["this"]
getfenv(0)["this"] = parentBtn
parentBtn:GetScript("OnReceiveDrag")()
getfenv(0)["this"] = savedThis
end
end
f:SetScript("OnReceiveDrag", DoIndicatorDrop)
f:SetScript("OnMouseUp", function()
if CursorHasItem and CursorHasItem() then
DoIndicatorDrop()
end
end)
-- Tooltip on hover
f:SetScript("OnEnter", function()
if dropIndicatorCategoryId then
GameTooltip:SetOwner(this, "ANCHOR_TOP")
GameTooltip:SetText("Add item to this category", 1, 1, 1)
GameTooltip:AddLine("Drop here to permanently assign", 0.7, 0.7, 0.7)
GameTooltip:AddLine("this item to \"" .. tostring(dropIndicatorCategoryId) .. "\"", 0.5, 1, 0.5)
GameTooltip:Show()
end
end)
f:SetScript("OnLeave", function()
GameTooltip:Hide()
-- Delay hide: use an OnUpdate check instead of C_Timer
local elapsed = 0
this:SetScript("OnUpdate", function()
elapsed = elapsed + arg1
if elapsed >= 0.05 then
this:SetScript("OnUpdate", nil)
-- Check if mouse is still over the indicator or the parent button
if activeCategoryDropIndicator and MouseIsOver(activeCategoryDropIndicator) then
return
end
if this:IsMouseOver() then
return
end
HideCategoryDropIndicator()
end
end)
end)
f:Hide()
categoryDropIndicator = f
return f
end
local function ShowCategoryDropIndicator(button)
if activeCategoryDropIndicator == button then return end
-- Don't show during drop cooldown
if GetTime() < dropCooldownTime then return end
HideCategoryDropIndicator()
local ind = GetOrCreateIndicator()
local size = button:GetWidth()
-- Size to match icon
ind:SetWidth(size)
ind:SetHeight(size)
-- Update plus icon size (60% of icon, min 16)
local plusSize = math.max(16, math.floor(size * 0.6))
ind.plus:SetWidth(plusSize)
ind.plus:SetHeight(plusSize)
-- Position below the hovered button using screen coordinates
local buttonLeft = button:GetLeft()
local buttonBottom = button:GetBottom()
ind:ClearAllPoints()
if buttonLeft and buttonBottom then
ind:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", buttonLeft, buttonBottom - 2)
end
-- Track state
dropIndicatorCategoryId = button.categoryId or nil
activeCategoryDropIndicator = button
ind:Show()
end
HideCategoryDropIndicator = function()
if categoryDropIndicator then
categoryDropIndicator:Hide()
categoryDropIndicator:SetScript("OnUpdate", nil)
GameTooltip:Hide()
end
activeCategoryDropIndicator = nil
dropIndicatorCategoryId = nil
end
-- Track what item the cursor is holding (called before pickup)
function Guda_TrackCursorItem(bagID, slotID)
local link = GetContainerItemLink(bagID, slotID)
if link then
local itemID = addon.Modules.Utils:ExtractItemID(link)
cursorItemInfo = { bagID = bagID, slotID = slotID, itemID = itemID, link = link }
addon:Debug("TrackCursor: bag=%d slot=%d itemID=%s", bagID, slotID, tostring(itemID))
else
cursorItemInfo = nil
addon:Debug("TrackCursor: no link at bag=%d slot=%d", bagID, slotID)
end
end
function Guda_ClearCursorItem()
cursorItemInfo = nil
end
function Guda_GetCursorItemInfo()
return cursorItemInfo
end
-- Check if we're in category view for bags or bank
local function IsInCategoryView(isBank)
if not addon.Modules.DB then return false end
local key = isBank and "bankViewType" or "bagViewType"
return (addon.Modules.DB:GetSetting(key) or "single") == "category"
end
-- Auto-clear cursor tracking when cursor is truly empty
-- Uses a short delay to avoid clearing during the pickup transition
-- (CURSOR_UPDATE fires before the item is fully on the cursor)
local cursorWatcher = CreateFrame("Frame")
cursorWatcher:RegisterEvent("CURSOR_UPDATE")
cursorWatcher:SetScript("OnEvent", function()
-- Don't clear immediately — wait a frame to let the pickup finish
if not cursorItemInfo then
HideCategoryDropIndicator()
return
end
-- Schedule a check next frame
this.pendingCheck = true
end)
cursorWatcher:SetScript("OnUpdate", function()
if not this.pendingCheck then return end
this.pendingCheck = nil
-- Now check if cursor actually has an item
if cursorItemInfo and (not CursorHasItem or not CursorHasItem()) then
cursorItemInfo = nil
HideCategoryDropIndicator()
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 = 3
local INNER_SHADOW_ALPHA = 0.5
local INNER_SHADOW_INSET = 2 -- Pixels inset from icon edge so glow stays inside the slot
-- Create the 4-edge inner shadow textures on a button, anchored to an icon texture
local function CreateInnerShadow(button, anchorTo)
local shadow = {}
local inset = INNER_SHADOW_INSET
-- Top edge
shadow.top = button:CreateTexture(nil, "ARTWORK", nil, 1)
shadow.top:SetPoint("TOPLEFT", anchorTo, "TOPLEFT", inset, -inset)
shadow.top:SetPoint("TOPRIGHT", anchorTo, "TOPRIGHT", -inset, -inset)
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", inset, inset)
shadow.bottom:SetPoint("BOTTOMRIGHT", anchorTo, "BOTTOMRIGHT", -inset, inset)
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", inset, -inset)
shadow.left:SetPoint("BOTTOMLEFT", anchorTo, "BOTTOMLEFT", inset, inset)
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", -inset, -inset)
shadow.right:SetPoint("BOTTOMRIGHT", anchorTo, "BOTTOMRIGHT", -inset, inset)
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
--=====================================================
-- Quality/Quest Border — uses a second UI-EmptySlot
-- texture (QualityRing) placed slightly larger behind
-- the normal EmptySlotBg. The 2px gap between them
-- creates a thin rounded border ring, since both share
-- the same rounded corner artwork.
--=====================================================
local QUALITY_RING_EXTEND = 11 -- QualityRing extends 11px past button
local SLOT_BG_EXTEND = 9 -- EmptySlotBg extends 9px past button (2px visible border)
-- Show quality ring with color
local function TintSlotBorder(button, r, g, b)
local ring = getglobal(button:GetName().."_QualityRing")
if ring then
ring:ClearAllPoints()
ring:SetPoint("TOPLEFT", button, "TOPLEFT", -QUALITY_RING_EXTEND, QUALITY_RING_EXTEND)
ring:SetPoint("BOTTOMRIGHT", button, "BOTTOMRIGHT", QUALITY_RING_EXTEND, -QUALITY_RING_EXTEND)
ring:SetTexCoord(0, 1, 0, 1)
ring:SetVertexColor(r, g, b)
ring:SetAlpha(1)
ring:Show()
button._borderTinted = true
end
end
-- Hide quality ring
local function ResetSlotBorder(button)
if not button._borderTinted then return end
local ring = getglobal(button:GetName().."_QualityRing")
if ring then
ring:Hide()
button._borderTinted = false
end
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 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 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)
-- Track cursor item on drag start for category drag-drop
self:SetScript("OnDragStart", function()
if this.hasItem and this.bagID and this.slotID and not this.otherChar and not this.isReadOnly then
Guda_TrackCursorItem(this.bagID, this.slotID)
PickupContainerItem(this.bagID, this.slotID)
end
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
-- Track cursor item before pickup for category drag-drop
if this.hasItem and this.bagID and this.slotID and not CursorHasItem() then
Guda_TrackCursorItem(this.bagID, this.slotID)
end
ContainerFrameItemButton_OnClick(arg1)
-- Clear cursor tracking if item was placed (cursor no longer has item)
if not CursorHasItem() then
Guda_ClearCursorItem()
end
end
end)
-- OnReceiveDrag: category reassignment in category view
self:SetScript("OnReceiveDrag", function()
local info = Guda_GetCursorItemInfo()
if not info then return end
local inCatView = IsInCategoryView(this.isBank)
if not inCatView then
-- Single view: let default swap happen
if ContainerFrameItemButton_OnClick then
ContainerFrameItemButton_OnClick("LeftButton")
end
return
end
-- Category view: reassign dragged item to target item's category
if this.hasItem and this.itemData and addon.Modules.CategoryManager then
local targetCategory = addon.Modules.CategoryManager:CategorizeItem(this.itemData, this.bagID, this.slotID, this.otherChar)
if targetCategory and info.itemID then
addon.Modules.CategoryManager:AssignItemToCategory(info.itemID, targetCategory)
addon:Debug("Reassigned item %d to category: %s", info.itemID, targetCategory)
end
end
-- Put dragged item back in its original slot
if CursorHasItem() then
PickupContainerItem(info.bagID, info.slotID)
end
-- Set drop cooldown to prevent immediate re-show
dropCooldownTime = GetTime() + 0.3
HideCategoryDropIndicator()
Guda_ClearCursorItem()
-- Refresh frames
if addon.Modules.BagFrame and addon.Modules.BagFrame.Update then
addon.Modules.BagFrame:Update()
end
if addon.Modules.BankFrame and addon.Modules.BankFrame.Update then
local bankFrame = getglobal("Guda_BankFrame")
if bankFrame and bankFrame:IsShown() then
addon.Modules.BankFrame:Update()
end
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.questIcon then self.questIcon:Hide() end
ResetSlotBorder(self)
HideInnerShadow(self.innerShadow)
if self.unusableOverlay then self.unusableOverlay:Hide() end
HideJunkIcon(self)
if self.categoryMarkIcon then self.categoryMarkIcon:Hide() end
-- 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
-- Extend 9px past button edges so the rounded corners of UI-EmptySlot
-- cover the square corners of the icon texture (same as GudaBags)
emptySlotBg:ClearAllPoints()
emptySlotBg:SetPoint("TOPLEFT", self, "TOPLEFT", -9, 9)
emptySlotBg:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", 9, -9)
emptySlotBg:SetTexCoord(0, 1, 0, 1)
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
-- Icon fills the full button slot
local iconDisplaySize = iconSize
iconTexture:ClearAllPoints()
iconTexture:SetPoint("CENTER", self, "CENTER", 0, 0)
iconTexture:SetWidth(iconDisplaySize)
iconTexture:SetHeight(iconDisplaySize)
iconTexture:SetTexCoord(0, 1, 0, 1)
iconTexture:Show()
-- 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 (tints the EmptySlotBg)
local function UpdateQualityBorder(self, itemQuality, itemLink, bagID, Utils)
if not itemQuality then
ResetSlotBorder(self)
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
-- Use the item link's title color directly (matches what the player sees)
local r, g, b
if itemLink and Utils and Utils.GetLinkColor then
r, g, b = Utils:GetLinkColor(itemLink)
end
if not r then
-- Fallback to quality-based color
if Utils and Utils.GetQualityColor then
r, g, b = Utils:GetQualityColor(itemQuality)
else
r, g, b = 1, 1, 1
end
end
TintSlotBorder(self, r, g, b)
-- Only show inner shadow for colored borders, not white (poor/common quality)
if r < 0.95 or g < 0.95 or b < 0.95 then
ShowInnerShadow(self.innerShadow, r, g, b)
else
HideInnerShadow(self.innerShadow)
end
else
ResetSlotBorder(self)
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
local slotAlpha = 0.5
if addon.Modules and addon.Modules.Theme then
local sa = addon.Modules.Theme:GetValue("slotBgAlpha")
if sa then slotAlpha = sa.empty end
end
if slotAlpha > 0 then
emptySlotBg:Show()
emptySlotBg:SetAlpha(slotAlpha)
else
emptySlotBg:Hide()
end
end
if countText then countText:Hide() end
ResetSlotBorder(self)
HideInnerShadow(self.innerShadow)
-- Hide quest elements
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
-- 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
-- Extend empty slot bg 9px past button edges for rounded corner coverage
if emptySlotBg then
emptySlotBg:ClearAllPoints()
emptySlotBg:SetPoint("TOPLEFT", self, "TOPLEFT", -9, 9)
emptySlotBg:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", 9, -9)
emptySlotBg:SetTexCoord(0, 1, 0, 1)
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", -1, 1)
else
-- Standard offset for larger icons
countText:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", -3, 3)
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)
-- Always prefer GetItemInfo quality — GetContainerItemInfo often
-- returns wrong quality (e.g. 1/white) for epic tokens in TurtleWoW 1.12
if itemRarity then
itemQuality = itemRarity
end
if itemQuality == nil and itemData and itemData.quality then
itemQuality = itemData.quality
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
-- Always show slot background so rounded corners cover the icon
if emptySlotBg then
emptySlotBg:Show()
emptySlotBg:SetAlpha(1)
end
-- Check if item is junk and get category mark using the CategoryManager
local isJunk = false
local categoryMarkTexture = nil
if itemData and addon.Modules.CategoryManager then
local category = addon.Modules.CategoryManager:CategorizeItem(itemData, bagID, slotID, self.otherChar)
isJunk = (category == "Junk")
-- Get category mark icon if set
local catDef = addon.Modules.CategoryManager:GetCategory(category)
if catDef and catDef.categoryMark then
categoryMarkTexture = catDef.categoryMark
end
end
-- Update category mark overlay (bottom-left of icon texture)
if categoryMarkTexture then
local iconTex = getglobal(self:GetName().."IconTexture") or getglobal(self:GetName().."Icon") or self.icon or self.Icon
local anchor = iconTex or self
if not self.categoryMarkIcon then
self.categoryMarkIcon = self:CreateTexture(nil, "OVERLAY", 7)
end
local markSize = math.max(10, math.floor(iconSize * 0.3)) + 3
self.categoryMarkIcon:SetWidth(markSize)
self.categoryMarkIcon:SetHeight(markSize)
self.categoryMarkIcon:ClearAllPoints()
self.categoryMarkIcon:SetPoint("BOTTOMLEFT", anchor, "BOTTOMLEFT", 2, 2)
self.categoryMarkIcon:SetTexture(categoryMarkTexture)
self.categoryMarkIcon:SetVertexColor(1, 1, 1, 1)
self.categoryMarkIcon:SetAlpha(1)
self.categoryMarkIcon:Show()
else
if self.categoryMarkIcon then self.categoryMarkIcon:Hide() end
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 (tint slot bg) and inner shadow
do
local borderApplied = false
if 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
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
if itemLink and Utils and Utils.GetLinkColor then
r, g, b = Utils:GetLinkColor(itemLink)
end
if not r then
if Utils and Utils.GetQualityColor then
r, g, b = Utils:GetQualityColor(itemQuality)
else
r, g, b = 1, 1, 1
end
end
TintSlotBorder(self, r, g, b)
-- Only show inner shadow for colored borders, not white
if r < 0.95 or g < 0.95 or b < 0.95 then
ShowInnerShadow(self.innerShadow, r, g, b)
else
HideInnerShadow(self.innerShadow)
end
borderApplied = true
end
end
-- Quest items override with golden border
if not self.otherChar and not self.isReadOnly then
local isQuest, isQuestStarter = IsQuestItem(bagID, slotID, self.isBank, itemData)
Guda_ItemButton_UpdateQuestIcon(self, isQuest, isQuestStarter)
if isQuest then
TintSlotBorder(self, 1.0, 0.82, 0)
ShowInnerShadow(self.innerShadow, 1.0, 0.82, 0)
borderApplied = true
end
if self.questIcon then
if isQuest then
self.questIcon:Show()
else
self.questIcon:Hide()
end
end
end
if not borderApplied then
ResetSlotBorder(self)
HideInnerShadow(self.innerShadow)
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
local slotAlpha = 0.5
if addon.Modules and addon.Modules.Theme then
local sa = addon.Modules.Theme:GetValue("slotBgAlpha")
if sa then slotAlpha = sa.empty end
end
if slotAlpha > 0 then
emptySlotBg:Show()
emptySlotBg:SetAlpha(slotAlpha)
else
emptySlotBg:Hide()
end
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()
-- Reset slot border and hide inner shadow for empty slots
ResetSlotBorder(self)
HideInnerShadow(self.innerShadow)
-- Hide quest icon for empty slots
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
-- Icon fills the full button slot
local iconDisplaySize = iconSize
iconTexture:ClearAllPoints()
iconTexture:SetPoint("CENTER", self, "CENTER", 0, 0)
iconTexture:SetWidth(iconDisplaySize)
iconTexture:SetHeight(iconDisplaySize)
-- Crop icon edges slightly
iconTexture:SetTexCoord(0, 1, 0, 1)
iconTexture:Show()
-- 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)
addon:Debug("OnEnter FIRED: button=%s CursorHasItem=%s", tostring(self:GetName()), tostring(CursorHasItem and CursorHasItem()))
-- Category drag-drop: show "+" indicator when hovering with cursor item in category view
local hasCursor = CursorHasItem and CursorHasItem()
if hasCursor then
addon:Debug("DropInd OnEnter: hasItem=%s otherChar=%s isBank=%s", tostring(self.hasItem), tostring(self.otherChar), tostring(self.isBank))
end
if hasCursor and self.hasItem and not self.otherChar then
local inCatView = IsInCategoryView(self.isBank)
addon:Debug("DropInd: inCatView=%s hasItemData=%s hasCatMgr=%s", tostring(inCatView), tostring(self.itemData ~= nil), tostring(addon.Modules.CategoryManager ~= nil))
if inCatView and self.itemData and addon.Modules.CategoryManager then
-- Don't show indicator if dragged item is already in the same category
local targetCategory = addon.Modules.CategoryManager:CategorizeItem(self.itemData, self.bagID, self.slotID, self.otherChar)
local cursorCategory = GetCursorItemCategory()
addon:Debug("DropInd: targetCat=%s cursorCat=%s cooldown=%s", tostring(targetCategory), tostring(cursorCategory), tostring(GetTime() < dropCooldownTime))
if targetCategory and cursorCategory and targetCategory ~= cursorCategory then
self.categoryId = targetCategory
addon:Debug("DropInd: SHOWING indicator for %s", tostring(targetCategory))
ShowCategoryDropIndicator(self)
else
addon:Debug("DropInd: NOT showing - same=%s targetNil=%s cursorNil=%s", tostring(targetCategory == cursorCategory), tostring(targetCategory == nil), tostring(cursorCategory == nil))
end
end
end
-- 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()
-- Notify third-party tooltip addons (e.g. GFW_DisenchantPredictor, EnhTooltip)
-- These addons hook ContainerFrameItemButton_OnEnter which Guda's custom buttons bypass
if self.bagID and self.slotID and not self.otherChar and not self.isReadOnly then
local link = GetContainerItemLink(self.bagID, self.slotID)
if link then
local _, _, itemLink = string.find(link, "(item:%d+:%d+:%d+:%d+)")
if itemLink then
local itemName = GetItemInfo(itemLink)
-- GFWTooltip callback system
if GFWTooltip_Callbacks then
GameTooltip.gfwDone = nil -- Reset so callbacks are not skipped
for modName, callback in pairs(GFWTooltip_Callbacks) do
if type(callback) == "function" then
callback(GameTooltip, itemName, link, "CONTAINER")
end
end
GameTooltip:Show()
end
-- EnhTooltip callback system
if EnhTooltip and EnhTooltip.TooltipCall then
EnhTooltip.TooltipCall(GameTooltip, itemName, link, nil, nil, self.bagID, self.slotID)
GameTooltip:Show()
end
end
end
end
-- 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)
-- Delay hide of drop indicator to allow mouse to move to indicator frame
if activeCategoryDropIndicator == self and categoryDropIndicator and categoryDropIndicator:IsShown() then
-- Use pooled timer to check if mouse moved to the indicator (avoids frame leak)
Guda_ScheduleTimer(0.05, function()
-- If mouse is over the indicator, don't hide
if categoryDropIndicator and categoryDropIndicator:IsMouseOver() then
return
end
-- If mouse is over the parent button, don't hide
if activeCategoryDropIndicator and MouseIsOver(activeCategoryDropIndicator) then
return
end
HideCategoryDropIndicator()
end)
else
HideCategoryDropIndicator()
end
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