Files
Guda-ClassicAPI/UI/ItemButton.lua
T
2026-02-27 04:11:46 +04:00

1660 lines
61 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)
-- Get button pool statistics (for /guda perf command)
function Guda_GetButtonPoolStats()
local total = 0
local shown = 0
local hidden = 0
local inUse = 0
local available = 0
for _, button in pairs(buttonPool) do
total = total + 1
if button:IsShown() then
shown = shown + 1
else
hidden = hidden + 1
end
if button.inUse then
inUse = inUse + 1
else
available = available + 1
end
end
return {
total = total,
shown = shown,
hidden = hidden,
inUse = inUse,
available = available,
maxSize = BUTTON_POOL_MAX,
}
end
-- Reset button pool (for testing/debugging)
-- WARNING: Only call this when no bag/bank frames are visible!
function Guda_ResetButtonPool()
-- Hide and clear all buttons
for id, button in pairs(buttonPool) do
button:Hide()
button:ClearAllPoints()
-- Clear from parent tracking
local parent = button:GetParent()
if parent and parent.itemButtons then
parent.itemButtons[button] = nil
end
end
-- Clear the pool table
for k in pairs(buttonPool) do
buttonPool[k] = nil
end
-- Reset counter
nextButtonID = 1
end
-- Mark all buttons as available for reuse (called when switching view types)
-- This allows buttons from one frame to be reused by another
function Guda_ReleaseAllButtons()
for _, button in pairs(buttonPool) do
if not button.isBagSlot then
button.inUse = false
end
end
end
-- Use shared tooltip from Utils module (retrieved on-demand to ensure Utils is loaded)
-- Helper function to check if an item is a quest item
-- Uses centralized ItemDetection module
local function IsQuestItem(bagID, slotID, isBank, itemData)
-- Use ItemDetection if available
if addon and addon.Modules and addon.Modules.ItemDetection then
local props = addon.Modules.ItemDetection:GetItemProperties(itemData, bagID, slotID)
return props.isQuestItem, props.isQuestStarter
end
-- Fallback to Utils
if addon and addon.Modules and addon.Modules.Utils and addon.Modules.Utils.IsQuestItem then
return addon.Modules.Utils:IsQuestItem(bagID, slotID, nil, false, isBank)
end
return false, false
end
--=====================================================
-- Inner Shadow (inset quality glow, GudaBags-inspired)
-- 4 gradient textures along edges colored by item quality
--=====================================================
local INNER_SHADOW_SIZE = 4
local INNER_SHADOW_ALPHA = 0.5
-- Create the 4-edge inner shadow textures on a button, anchored to an icon texture
local function CreateInnerShadow(button, anchorTo)
local shadow = {}
-- Top edge
shadow.top = button:CreateTexture(nil, "ARTWORK", nil, 1)
shadow.top:SetPoint("TOPLEFT", anchorTo, "TOPLEFT", 0, 0)
shadow.top:SetPoint("TOPRIGHT", anchorTo, "TOPRIGHT", 0, 0)
shadow.top:SetHeight(INNER_SHADOW_SIZE)
shadow.top:SetTexture("Interface\\ChatFrame\\ChatFrameBackground")
shadow.top:Hide()
-- Bottom edge
shadow.bottom = button:CreateTexture(nil, "ARTWORK", nil, 1)
shadow.bottom:SetPoint("BOTTOMLEFT", anchorTo, "BOTTOMLEFT", 0, 0)
shadow.bottom:SetPoint("BOTTOMRIGHT", anchorTo, "BOTTOMRIGHT", 0, 0)
shadow.bottom:SetHeight(INNER_SHADOW_SIZE)
shadow.bottom:SetTexture("Interface\\ChatFrame\\ChatFrameBackground")
shadow.bottom:Hide()
-- Left edge
shadow.left = button:CreateTexture(nil, "ARTWORK", nil, 1)
shadow.left:SetPoint("TOPLEFT", anchorTo, "TOPLEFT", 0, 0)
shadow.left:SetPoint("BOTTOMLEFT", anchorTo, "BOTTOMLEFT", 0, 0)
shadow.left:SetWidth(INNER_SHADOW_SIZE)
shadow.left:SetTexture("Interface\\ChatFrame\\ChatFrameBackground")
shadow.left:Hide()
-- Right edge
shadow.right = button:CreateTexture(nil, "ARTWORK", nil, 1)
shadow.right:SetPoint("TOPRIGHT", anchorTo, "TOPRIGHT", 0, 0)
shadow.right:SetPoint("BOTTOMRIGHT", anchorTo, "BOTTOMRIGHT", 0, 0)
shadow.right:SetWidth(INNER_SHADOW_SIZE)
shadow.right:SetTexture("Interface\\ChatFrame\\ChatFrameBackground")
shadow.right:Hide()
return shadow
end
-- Show inner shadow with a given quality color
local function ShowInnerShadow(shadow, r, g, b)
if not shadow then return end
local a = INNER_SHADOW_ALPHA
shadow.top:SetGradientAlpha("VERTICAL", r, g, b, 0, r, g, b, a)
shadow.top:Show()
shadow.bottom:SetGradientAlpha("VERTICAL", r, g, b, a, r, g, b, 0)
shadow.bottom:Show()
shadow.left:SetGradientAlpha("HORIZONTAL", r, g, b, a, r, g, b, 0)
shadow.left:Show()
shadow.right:SetGradientAlpha("HORIZONTAL", r, g, b, 0, r, g, b, a)
shadow.right:Show()
end
-- Hide inner shadow
local function HideInnerShadow(shadow)
if not shadow then return end
shadow.top:Hide()
shadow.bottom:Hide()
shadow.left:Hide()
shadow.right:Hide()
end
--=====================================================
-- Junk Icon Pool (Baganator-inspired memory optimization)
-- Uses frame pooling to avoid creating new frames per button
--=====================================================
local junkIconPool = {}
-- Get a junk icon from pool or create new one
local function AcquireJunkIcon()
local icon = table.remove(junkIconPool)
if not icon then
icon = CreateFrame("Frame", nil, UIParent)
icon:SetFrameStrata("HIGH")
icon:SetWidth(14)
icon:SetHeight(14)
local texture = icon:CreateTexture(nil, "OVERLAY")
texture:SetAllPoints(icon)
texture:SetTexture("Interface\\GossipFrame\\VendorGossipIcon")
texture:SetTexCoord(0, 1, 0, 1)
icon.texture = texture
end
return icon
end
-- Release a junk icon back to the pool
local function ReleaseJunkIcon(icon)
if icon then
icon:Hide()
icon:ClearAllPoints()
table.insert(junkIconPool, icon)
end
end
-- Update junk icon visibility and position (uses pooling)
local function UpdateJunkIcon(button, isJunk, iconSize)
if isJunk then
-- Acquire from pool if needed
if not button.junkIcon then
button.junkIcon = AcquireJunkIcon()
end
-- Scale icon size based on button size
local junkIconSize = math.max(10, math.min(14, iconSize * 0.30))
button.junkIcon:SetWidth(junkIconSize)
button.junkIcon:SetHeight(junkIconSize)
button.junkIcon:ClearAllPoints()
button.junkIcon:SetPoint("TOPLEFT", button, "TOPLEFT", 2, -2)
button.junkIcon:SetAlpha(1.0)
button.junkIcon:Show()
else
-- Release back to pool when not needed
if button.junkIcon then
ReleaseJunkIcon(button.junkIcon)
button.junkIcon = nil
end
end
end
-- Hide junk icon (releases to pool)
local function HideJunkIcon(button)
if button.junkIcon then
ReleaseJunkIcon(button.junkIcon)
button.junkIcon = nil
end
end
--=====================================================
-- Unusable item detection (pfUI-inspired implementation)
-- Adds a red tint overlay to items that your character
-- cannot use (class/race/skill restrictions), excluding
-- purely broken durability cases.
--=====================================================
local function Guda_GetUnusableColor()
if pfUI and C and C.appearance and C.appearance.bags and C.appearance.bags.unusable_color then
local cr, cg, cb, ca = strsplit(",", C.appearance.bags.unusable_color)
local r = tonumber(cr) or 0.9
local g = tonumber(cg) or 0.2
local b = tonumber(cb) or 0.2
local a = tonumber(ca) or 1.0
return r, g, b, a
end
-- Then Blizzard's RED_FONT_COLOR if present
if RED_FONT_COLOR then
return RED_FONT_COLOR.r, RED_FONT_COLOR.g, RED_FONT_COLOR.b, 1.0
end
-- Default pfUI-like
return 0.9, 0.2, 0.2, 1.0
end
-- NOTE: IsItemUnusable detection is now handled by ItemDetection:IsUnusable()
-- which uses cached tooltip scanning to avoid duplicate scans per item.
-- The old IsItemUnusable, IsRedColor, and durabilityPattern have been removed
-- to prevent redundant tooltip scanning - all detection is now centralized.
-- Apply/remove red tint on item texture for unusable items
local function Guda_ItemButton_UpdateUsableTint(self)
-- Clear any existing tint/overlay first
if self.unusableOverlay and self.unusableOverlay.Hide then
self.unusableOverlay:Hide()
end
if SetItemButtonTextureVertexColor then
SetItemButtonTextureVertexColor(self, 1.0, 1.0, 1.0)
end
-- Check if feature is enabled
local markUnusable = true
if Guda and Guda.Modules and Guda.Modules.DB then
markUnusable = Guda.Modules.DB:GetSetting("markUnusableItems")
if markUnusable == nil then
markUnusable = true
end
end
-- If feature is disabled, just return after clearing
if not markUnusable then
return
end
-- Only evaluate for live (player) items; DB cached items from other chars cannot be scanned
if not self or not self.hasItem or not self.bagID or not self.slotID or self.isReadOnly or self.otherChar then
return
end
-- Use cached detection from ItemDetection module (avoids duplicate tooltip scans)
local unusable = false
if self.itemData and addon.Modules.ItemDetection then
unusable = addon.Modules.ItemDetection:IsUnusable(self.itemData, self.bagID, self.slotID)
end
-- Ensure overlay exists (created in OnLoad, but be defensive)
if not self.unusableOverlay then
local icon = getglobal(self:GetName().."IconTexture") or getglobal(self:GetName().."Icon") or self.icon or self.Icon
local overlay = (icon and icon:GetParent() or self):CreateTexture(nil, "OVERLAY")
overlay:SetAllPoints(icon or self)
overlay:SetTexture("Interface\\ChatFrame\\ChatFrameBackground")
overlay:Hide()
self.unusableOverlay = overlay
end
if unusable then
local r, g, b, a = Guda_GetUnusableColor()
-- Slightly reduce alpha to avoid over-darkening the icon
local alpha = (a or 1.0) * 0.45
self.unusableOverlay:SetVertexColor(r or 0.9, g or 0.2, b or 0.2, alpha)
self.unusableOverlay:Show()
else
self.unusableOverlay:Hide()
end
end
-- Check if a button is available for reuse
-- A button is available if it's either:
-- 1. Hidden (not shown)
-- 2. Marked as not in use (inUse == false) during an update cycle
local function IsButtonAvailable(button)
if not button:IsShown() then
return true
end
-- During update cycles, buttons are marked inUse = false before display
-- and inUse = true when assigned. This allows reuse without hiding first.
if button.inUse == false then
return true
end
return false
end
-- Create or get a button from the pool
function Guda_GetItemButton(parent)
local reuseCandidate = nil -- Button from different parent we can reparent
-- Try to reuse existing button from pool
for _, button in pairs(buttonPool) do
-- Skip bag slot buttons
if not button.isBagSlot and IsButtonAvailable(button) then
if button:GetParent() == parent then
-- Same parent - best case, reuse immediately
-- Mark as in use to prevent double-assignment
button.inUse = true
-- Re-register with parent (itemButtons hash may have been cleared)
if Guda_RegisterItemButton then
Guda_RegisterItemButton(parent, button)
end
return button
elseif not reuseCandidate then
-- Different parent but available - save as candidate for reparenting
reuseCandidate = button
end
end
end
-- If we found an available button from a different parent, reparent it
if reuseCandidate then
-- Mark as in use
reuseCandidate.inUse = true
-- Unregister from old parent
local oldParent = reuseCandidate:GetParent()
if oldParent and oldParent.itemButtons then
oldParent.itemButtons[reuseCandidate] = nil
end
-- Reparent to new parent
reuseCandidate:SetParent(parent)
-- Register with new parent
if Guda_RegisterItemButton then
Guda_RegisterItemButton(parent, reuseCandidate)
end
return reuseCandidate
end
-- Only create new button if under pool limit
if nextButtonID <= BUTTON_POOL_MAX then
local button = CreateFrame("Button", "Guda_ItemButton" .. nextButtonID, parent, "Guda_ItemButtonTemplate")
buttonPool[nextButtonID] = button
nextButtonID = nextButtonID + 1
button.inUse = true
-- Register button with parent for tracking (avoids GetChildren() allocation)
if Guda_RegisterItemButton then
Guda_RegisterItemButton(parent, button)
end
return button
end
-- Pool is at max and no available button found - this shouldn't normally happen
-- but as a fallback, force-reuse the first non-bag-slot button we find
for _, button in pairs(buttonPool) do
if not button.isBagSlot then
-- Hide it first (in case it was shown)
button:Hide()
button.inUse = true
-- Unregister from old parent
local oldParent = button:GetParent()
if oldParent and oldParent.itemButtons then
oldParent.itemButtons[button] = nil
end
-- Reparent
button:SetParent(parent)
-- Register with new parent
if Guda_RegisterItemButton then
Guda_RegisterItemButton(parent, button)
end
return button
end
end
-- Ultimate fallback (should never reach here) - create one more button
local button = CreateFrame("Button", "Guda_ItemButton" .. nextButtonID, parent, "Guda_ItemButtonTemplate")
buttonPool[nextButtonID] = button
nextButtonID = nextButtonID + 1
button.inUse = true
if Guda_RegisterItemButton then
Guda_RegisterItemButton(parent, button)
end
return button
end
-- Update quest icon based on item type (starter vs regular quest item)
local function Guda_ItemButton_UpdateQuestIcon(self, isQuest, isQuestStarter)
if not self.questIcon then return end
if isQuest then
-- Set appropriate texture based on quest type
if isQuestStarter then
-- Quest starter: exclamation mark
local texture = self.questIcon:GetRegions()
if texture and texture.SetTexture then
texture:SetTexture("Interface\\GossipFrame\\AvailableQuestIcon")
texture:SetTexCoord(0, 1, 0, 1)
end
else
-- Regular quest item: question mark
local texture = self.questIcon:GetRegions()
if texture and texture.SetTexture then
texture:SetTexture("Interface\\GossipFrame\\ActiveQuestIcon")
texture:SetTexCoord(0, 1, 0, 1)
end
end
self.questIcon:Show()
else
self.questIcon:Hide()
end
end
-- OnLoad handler
function Guda_ItemButton_OnLoad(self)
self.hasItem = false
self.bagID = nil
self.slotID = nil
self.itemData = nil
self.isBank = false
self.otherChar = nil
-- Create backdrop for quality border with rounded corners
-- Will be positioned relative to icon later
if not self.qualityBorder then
local backdrop = CreateFrame("Frame", nil, self)
backdrop:SetFrameLevel(self:GetFrameLevel() + 5)
backdrop:SetBackdrop({
bgFile = nil,
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
edgeSize = 12,
insets = {left = 4, right = 4, top = 4, bottom = 4}
})
backdrop:SetBackdropBorderColor(0, 0, 0, 0) -- Hidden by default
backdrop:Hide()
self.qualityBorder = backdrop
end
-- Create inner shadow for quality color glow (anchored to icon texture)
if not self.innerShadow then
local iconTex = getglobal(self:GetName() .. "IconTexture")
if iconTex then
self.innerShadow = CreateInnerShadow(self, iconTex)
end
end
-- Create quest item border (golden, higher priority than quality border)
if not self.questBorder then
local questBackdrop = CreateFrame("Frame", nil, self)
questBackdrop:SetFrameLevel(self:GetFrameLevel() + 6) -- Higher than quality border
questBackdrop:SetBackdrop({
bgFile = nil,
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
edgeSize = 12,
insets = {left = 4, right = 4, top = 4, bottom = 4}
})
questBackdrop:SetBackdropBorderColor(1.0, 0.82, 0, 1) -- Golden color
questBackdrop:Hide()
self.questBorder = questBackdrop
end
-- Create quest icon overlay (exclamation mark in corner)
if not self.questIcon then
local iconFrame = CreateFrame("Frame", nil, self)
iconFrame:SetFrameLevel(self:GetFrameLevel() + 7) -- Above quest border
iconFrame:SetWidth(16)
iconFrame:SetHeight(16)
local texture = iconFrame:CreateTexture(nil, "OVERLAY")
texture:SetAllPoints(iconFrame)
texture:SetTexture("Interface\\GossipFrame\\AvailableQuestIcon")
texture:SetTexCoord(0, 1, 0, 1)
iconFrame:Hide()
self.questIcon = iconFrame
end
-- Note: Junk icon is acquired from pool on-demand in UpdateJunkIcon, not pre-created
-- Ensure the item button sits above its container backdrop and is mouse-enabled
local parent = self:GetParent()
if parent and parent.GetFrameLevel then
-- Place button above parent backdrop/mouse layer to reliably receive drops
local parentLevel = parent:GetFrameLevel()
if parentLevel and self:GetFrameLevel() <= parentLevel + 1 then
self:SetFrameLevel(parentLevel + 2)
end
end
-- Enable mouse and register for drag/drop (crucial for Classic/Vanilla WoW)
if self.EnableMouse then
self:EnableMouse(true)
end
if self.RegisterForDrag then
self:RegisterForDrag("LeftButton")
end
if self.RegisterForClicks then
self:RegisterForClicks("LeftButtonUp", "RightButtonUp")
end
-- Hide junk icon when button is hidden (since it's parented to UIParent)
self:SetScript("OnHide", function()
HideJunkIcon(this)
end)
self:SetScript("OnClick", function()
if IsAltKeyDown() and arg1 == "LeftButton" and this.hasItem and not this.otherChar and not this.isReadOnly then
local link = GetContainerItemLink(this.bagID, this.slotID)
if link and addon and addon.Modules and addon.Modules.Utils then
local itemID = addon.Modules.Utils:ExtractItemID(link)
if itemID then
local isQuest = IsQuestItem(this.bagID, this.slotID, this.isBank, this.itemData)
local isUnique = addon.Modules.Utils:IsUniqueItem(this.bagID, this.slotID, link)
-- Only pin to QuestItemBar if it's a unique quest item
if isQuest and isUnique and addon.Modules.QuestItemBar and addon.Modules.QuestItemBar.PinItem then
addon.Modules.QuestItemBar:PinItem(itemID)
return
end
-- Track non-unique quest items and regular items in TrackedItemBar
local trackedItems = addon.Modules.DB:GetSetting("trackedItems") or {}
if trackedItems[itemID] then
trackedItems[itemID] = nil
else
trackedItems[itemID] = true
end
addon.Modules.DB:SetSetting("trackedItems", trackedItems)
-- Update all item buttons
if Guda.Modules.BagFrame and Guda.Modules.BagFrame.Update then
Guda.Modules.BagFrame:Update()
end
if Guda.Modules.BankFrame and Guda.Modules.BankFrame.Update then
Guda.Modules.BankFrame:Update()
end
if Guda.Modules.TrackedItemBar and Guda.Modules.TrackedItemBar.Update then
Guda.Modules.TrackedItemBar:Update()
end
return
end
end
end
-- Default behavior
if ContainerFrameItemButton_OnClick then
-- Mailbox clicks should be ignored except for Ctrl+Click (preview)
-- OR if it's a live mail item for the current player and Shift+Click (loot)
if this.isMail then
if IsControlKeyDown() then
ContainerFrameItemButton_OnClick(arg1)
end
return
end
ContainerFrameItemButton_OnClick(arg1)
end
end)
end
-- Update the Blizzard cooldown overlay on this item button
function Guda_ItemButton_UpdateCooldown(self)
-- Only show cooldowns for live items of the current character
if not self then return end
local cooldown = getglobal(self:GetName().."Cooldown") or self.cooldown
if not cooldown then return end
-- Ensure cooldown overlay is NOT shown for read-only or other-character views
if self.isReadOnly or self.otherChar then
-- Clear any previous timer state and hide to avoid carry-over from pooled buttons
if CooldownFrame_SetTimer then
CooldownFrame_SetTimer(cooldown, 0, 0, 0)
elseif CooldownFrame_Set then
CooldownFrame_Set(cooldown, 0, 0, 0)
end
cooldown:Hide()
return
end
if not self.hasItem or not self.bagID or not self.slotID then
cooldown:Hide()
return
end
local start, duration, enable = GetContainerItemCooldown(self.bagID, self.slotID)
if start and duration and duration > 0 and enable == 1 then
if CooldownFrame_SetTimer then
CooldownFrame_SetTimer(cooldown, start, duration, enable)
elseif CooldownFrame_Set then
-- Some clients expose CooldownFrame_Set instead
CooldownFrame_Set(cooldown, start, duration, enable)
else
-- Fallback: show the frame if API missing
cooldown:Show()
end
else
cooldown:Hide()
end
end
--=====================================================
-- Helper functions for SetItem (extracted for clarity)
--=====================================================
-- Reset all visual state on a button (for reuse from pool)
local function ResetButtonVisualState(self)
if self.questBorder then self.questBorder:Hide() end
if self.questIcon then self.questIcon:Hide() end
if self.qualityBorder then self.qualityBorder:Hide() end
HideInnerShadow(self.innerShadow)
if self.unusableOverlay then self.unusableOverlay:Hide() end
HideJunkIcon(self)
-- Clear cooldown overlay
local cd = getglobal(self:GetName().."Cooldown") or self.cooldown
if cd then
if CooldownFrame_SetTimer then
CooldownFrame_SetTimer(cd, 0, 0, 0)
elseif CooldownFrame_Set then
CooldownFrame_Set(cd, 0, 0, 0)
end
if cd.Hide then cd:Hide() end
end
end
-- Configure drag/drop registration based on read-only state
local function SetupDragDrop(self)
if not self.isReadOnly and not self.otherChar then
if self.RegisterForDrag then
self:RegisterForDrag("LeftButton")
end
if self.RegisterForClicks then
self:RegisterForClicks("LeftButtonUp", "RightButtonUp")
end
if self.EnableMouse then
self:EnableMouse(true)
end
else
-- Disable drag for read-only or other character items
if self.RegisterForDrag then
self:RegisterForDrag() -- Clear drag registration
end
if self.EnableMouse then
self:EnableMouse(true) -- Still enable mouse for tooltips
end
end
end
-- Get display texture and count for an item slot
-- Returns: texture, count, hasItem (boolean)
local function GetItemDisplayInfo(bagID, slotID, itemData, isReadOnly)
local displayTexture, displayCount
local hasItem = false
if not isReadOnly then
-- LIVE MODE: Query game state directly
local liveTexture, liveCount = GetContainerItemInfo(bagID, slotID)
if liveTexture then
displayTexture = liveTexture
displayCount = liveCount
hasItem = true
elseif bagID == -2 then
-- Fallback for keyring in 1.12.1
local link = GetContainerItemLink(bagID, slotID)
if link then
hasItem = true
local _, _, _, _, _, _, _, _, itemTexture = GetItemInfo(link)
displayTexture = itemTexture
displayCount = 1
end
end
else
-- READ-ONLY MODE: Use cached itemData
if itemData and itemData.texture then
displayTexture = itemData.texture
displayCount = itemData.count
hasItem = true
end
end
return displayTexture, displayCount, hasItem
end
-- Update the tracking checkmark on an item button
local function UpdateTrackingCheckmark(self, Utils)
local check = getglobal(self:GetName().."_Check")
if not check then return end
local isTracked = false
if self.hasItem and self.itemData and self.itemData.link then
local itemID = Utils and Utils.ExtractItemID and Utils:ExtractItemID(self.itemData.link)
if itemID then
local trackedItems = Utils and Utils.SafeCall and Utils:SafeCall("DB", "GetSetting", "trackedItems") or {}
if trackedItems[itemID] then
isTracked = true
end
end
end
if isTracked then
check:Show()
else
check:Hide()
end
end
-- Resize empty slot background to match icon size
local function UpdateEmptySlotBackground(self, emptySlotBg, iconSize)
if not emptySlotBg then return end
emptySlotBg:ClearAllPoints()
-- Use smaller padding for small icons
local bgPadding = iconSize < 44 and 1 or 2
emptySlotBg:SetPoint("TOPLEFT", self, "TOPLEFT", -bgPadding, bgPadding)
emptySlotBg:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", bgPadding, -bgPadding)
emptySlotBg:SetTexCoord(0.1, 0.9, 0.1, 0.9)
end
-- Resize texture elements to match button size
local function ResizeTextureElements(self, iconSize)
-- Pushed texture
local pushedTexture = getglobal(self:GetName().."PushedTexture")
if not pushedTexture and self.GetPushedTexture then
pushedTexture = self:GetPushedTexture()
end
if pushedTexture then
pushedTexture:ClearAllPoints()
pushedTexture:SetPoint("CENTER", self, "CENTER", 0, 0)
pushedTexture:SetWidth(iconSize)
pushedTexture:SetHeight(iconSize)
end
-- Highlight texture
local highlightTexture = getglobal(self:GetName().."HighlightTexture")
if not highlightTexture and self.GetHighlightTexture then
highlightTexture = self:GetHighlightTexture()
end
if highlightTexture then
highlightTexture:ClearAllPoints()
highlightTexture:SetPoint("CENTER", self, "CENTER", 0, 0)
highlightTexture:SetWidth(iconSize)
highlightTexture:SetHeight(iconSize)
end
-- Checked texture
local checkedTexture = getglobal(self:GetName().."CheckedTexture")
if not checkedTexture and self.GetCheckedTexture then
checkedTexture = self:GetCheckedTexture()
end
if checkedTexture then
checkedTexture:ClearAllPoints()
checkedTexture:SetPoint("CENTER", self, "CENTER", 0, 0)
checkedTexture:SetWidth(iconSize)
checkedTexture:SetHeight(iconSize)
end
end
-- Position icon and borders based on icon size
local function PositionIconAndBorders(self, iconSize)
local iconTexture = getglobal(self:GetName().."IconTexture")
if not iconTexture then
iconTexture = getglobal(self:GetName().."Icon") or self.icon or self.Icon
end
if not iconTexture or not self.hasItem then return end
-- Calculate icon inset based on size
local iconInset = iconSize < 44 and 10 or 15
local iconDisplaySize = iconSize - iconInset
iconTexture:ClearAllPoints()
iconTexture:SetPoint("CENTER", self, "CENTER", -0.5, 0.5)
iconTexture:SetWidth(iconDisplaySize)
iconTexture:SetHeight(iconDisplaySize)
iconTexture:SetTexCoord(0.08, 0.92, 0.08, 0.92)
iconTexture:Show()
-- Position quality border around the icon
if self.qualityBorder then
self.qualityBorder:ClearAllPoints()
self.qualityBorder:SetPoint("TOPLEFT", iconTexture, "TOPLEFT", -5, 5)
self.qualityBorder:SetPoint("BOTTOMRIGHT", iconTexture, "BOTTOMRIGHT", 5, -5)
end
-- Position quest border around the icon
if self.questBorder then
self.questBorder:ClearAllPoints()
self.questBorder:SetPoint("TOPLEFT", iconTexture, "TOPLEFT", -5, 5)
self.questBorder:SetPoint("BOTTOMRIGHT", iconTexture, "BOTTOMRIGHT", 5, -5)
end
-- Position quest icon in top-right corner
if self.questIcon then
local questIconSize = math.max(12, math.min(20, iconSize * 0.35))
self.questIcon:SetWidth(questIconSize)
self.questIcon:SetHeight(questIconSize)
self.questIcon:ClearAllPoints()
self.questIcon:SetPoint("TOPRIGHT", self, "TOPRIGHT", 1, 0)
end
end
-- Update quality border display
local function UpdateQualityBorder(self, itemQuality, itemLink, bagID, Utils)
if not self.qualityBorder then return end
if bagID == -2 then
-- Special border for keyring items (cyan/blue)
self.qualityBorder:SetBackdropBorderColor(0.2, 0.8, 1.0, 1)
self.qualityBorder:Show()
ShowInnerShadow(self.innerShadow, 0.2, 0.8, 1.0)
return
end
if not itemQuality then
self.qualityBorder:Hide()
HideInnerShadow(self.innerShadow)
return
end
-- Check settings
local showEquipmentBorder, showOtherBorder
if Utils and Utils.SafeCall then
showEquipmentBorder = Utils:SafeCall("DB", "GetSetting", "showQualityBorderEquipment")
showOtherBorder = Utils:SafeCall("DB", "GetSetting", "showQualityBorderOther")
end
if showEquipmentBorder == nil then showEquipmentBorder = true end
if showOtherBorder == nil then showOtherBorder = true end
-- Check if item is equipment
local isEquipment = false
if itemLink and Utils and Utils.IsEquipment then
isEquipment = Utils:IsEquipment(itemLink)
end
local shouldShowBorder = (isEquipment and showEquipmentBorder) or (not isEquipment and showOtherBorder)
if shouldShowBorder then
local r, g, b = 1, 1, 1
if Utils and Utils.GetQualityColor then
r, g, b = Utils:GetQualityColor(itemQuality)
end
self.qualityBorder:SetBackdropBorderColor(r, g, b, 1)
self.qualityBorder:Show()
ShowInnerShadow(self.innerShadow, r, g, b)
else
self.qualityBorder:Hide()
HideInnerShadow(self.innerShadow)
end
end
-- Clear item button for empty slot
local function ClearItemButton(self, emptySlotBg, countText, bagID)
self.hasItem = false
if SetItemButtonTexture then SetItemButtonTexture(self, nil) end
if SetItemButtonCount then SetItemButtonCount(self, 0) end
if SetItemButtonDesaturated then SetItemButtonDesaturated(self, false) end
-- Clear cooldown overlay
local cooldown = getglobal(self:GetName().."Cooldown") or self.cooldown
if cooldown and cooldown.Hide then cooldown:Hide() end
-- Clear icon texture
local iconTexture = getglobal(self:GetName().."IconTexture")
if not iconTexture then
iconTexture = getglobal(self:GetName().."Icon") or self.icon or self.Icon
end
if iconTexture then
iconTexture:SetTexture(nil)
iconTexture:Hide()
end
-- Clear unusable tint
if SetItemButtonTextureVertexColor then
SetItemButtonTextureVertexColor(self, 1.0, 1.0, 1.0)
end
if self.unusableOverlay and self.unusableOverlay.Hide then
self.unusableOverlay:Hide()
end
-- Hide junk icon
HideJunkIcon(self)
-- Hide normal texture
self:SetNormalTexture("")
local normalBorder = getglobal(self:GetName().."NormalTexture")
if normalBorder then normalBorder:SetTexture("") end
-- Show/hide empty slot background
if emptySlotBg then
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
-- Handle quality border for empty keyring slots
if self.qualityBorder then
if bagID == -2 then
self.qualityBorder:SetBackdropBorderColor(0.2, 0.8, 1.0, 0.5)
self.qualityBorder:Show()
ShowInnerShadow(self.innerShadow, 0.2, 0.8, 1.0)
else
self.qualityBorder:Hide()
HideInnerShadow(self.innerShadow)
end
end
-- Hide quest elements
if self.questBorder then self.questBorder:Hide() end
if self.questIcon then self.questIcon:Hide() end
end
--=====================================================
-- Main SetItem function (orchestrates helper functions)
--=====================================================
-- Set item data
function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCharName, matchesFilter, isReadOnly)
-- Proactively convert to number to avoid comparisons with strings in downstream functions
bagID = tonumber(bagID)
slotID = tonumber(slotID)
-- Reset all visual state before reassigning pooled button
ResetButtonVisualState(self)
-- Set button properties
self.bagID = bagID
self.slotID = slotID
if self.SetID then
self:SetID(slotID or 0)
end
self.bagIndex = bagID or -100
self.itemData = itemData
self.isBank = isBank or false
self.otherChar = otherCharName
self.isReadOnly = isReadOnly or false
self.isMail = false
self.mailIndex = nil
self.mailItemIndex = nil
self.mailData = nil
-- Configure drag/drop
SetupDragDrop(self)
-- Default to true if not specified
if matchesFilter == nil then
matchesFilter = true
end
-- Get UI elements
local countText = getglobal(self:GetName().."Count")
local emptySlotBg = getglobal(self:GetName().."_EmptySlotBg")
local Utils = addon and addon.Modules and addon.Modules.Utils
-- Get icon size setting
local iconSize = 37
if Utils and Utils.SafeCall then
iconSize = Utils:SafeCall("DB", "GetSetting", "iconSize") or iconSize
end
if addon and addon.Constants then
iconSize = iconSize or addon.Constants.BUTTON_SIZE
end
self:SetWidth(iconSize)
self:SetHeight(iconSize)
-- Get item display info (texture, count, hasItem)
local displayTexture, displayCount, hasItem = GetItemDisplayInfo(bagID, slotID, itemData, self.isReadOnly)
self.hasItem = hasItem
-- Apply display based on whether slot has item
if self.hasItem then
-- Set texture
if SetItemButtonTexture then
SetItemButtonTexture(self, displayTexture)
end
local iconTexture = getglobal(self:GetName().."IconTexture") or getglobal(self:GetName().."Icon") or self.icon or self.Icon
if iconTexture and displayTexture then
iconTexture:SetTexture(displayTexture)
iconTexture:Show()
end
-- Set count
if SetItemButtonCount then SetItemButtonCount(self, displayCount or 1) end
if emptySlotBg then emptySlotBg:Hide() end
-- Update cooldown overlay for live items
if not self.isReadOnly and not self.otherChar and Guda_ItemButton_UpdateCooldown then
Guda_ItemButton_UpdateCooldown(self)
else
local cd = getglobal(self:GetName().."Cooldown") or self.cooldown
if cd and cd.Hide then cd:Hide() end
end
-- Update unusable red overlay tint
if Guda_ItemButton_UpdateUsableTint then
Guda_ItemButton_UpdateUsableTint(self)
end
else
-- Clear empty slot
ClearItemButton(self, emptySlotBg, countText, bagID)
end
-- Update tracking checkmark
UpdateTrackingCheckmark(self, Utils)
local check = getglobal(self:GetName().."_Check")
if check then
local isTracked = false
if self.hasItem and self.itemData and self.itemData.link then
local itemID = Utils and Utils.ExtractItemID and Utils:ExtractItemID(self.itemData.link)
if itemID then
local trackedItems = Utils and Utils.SafeCall and Utils:SafeCall("DB", "GetSetting", "trackedItems") or {}
if trackedItems[itemID] then
isTracked = true
end
end
end
if isTracked then
check:Show()
else
check:Hide()
end
end
-- Resize empty slot background to match icon size (slightly larger to ensure coverage)
if emptySlotBg then
emptySlotBg:ClearAllPoints()
-- Use smaller padding for small icons
local bgPadding = iconSize < 44 and 1 or 2
emptySlotBg:SetPoint("TOPLEFT", self, "TOPLEFT", -bgPadding, bgPadding)
emptySlotBg:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", bgPadding, -bgPadding)
-- Crop texture edges slightly to remove any built-in padding
emptySlotBg:SetTexCoord(0.1, 0.9, 0.1, 0.9)
end
-- Also resize the underlying slot textures so the border/background scale with the button.
-- On 1.12/Turtle, ItemButtonTemplate uses fixed-size textures, so we explicitly size them
-- to match the current iconSize instead of letting them use their default dimensions.
-- For 1.12.1 compatibility, access textures using both methods and proper naming
-- We'll set the NormalTexture later based on whether slot is empty or filled
-- ICON TEXTURE: Ensure we use the correct name ($parentIconTexture is standard)
local iconTexture = getglobal(self:GetName().."IconTexture") or getglobal(self:GetName().."Icon") or self.icon or self.Icon
-- Pushed texture follows the button size/position
local pushedTexture = getglobal(self:GetName().."PushedTexture")
if not pushedTexture and self.GetPushedTexture then
pushedTexture = self:GetPushedTexture()
end
if pushedTexture then
pushedTexture:ClearAllPoints()
pushedTexture:SetPoint("CENTER", self, "CENTER", 0, 0)
pushedTexture:SetWidth(iconSize)
pushedTexture:SetHeight(iconSize)
end
-- Highlight texture for mouseover (not used for search)
local highlightTexture = getglobal(self:GetName().."HighlightTexture")
if not highlightTexture and self.GetHighlightTexture then
highlightTexture = self:GetHighlightTexture()
end
if highlightTexture then
highlightTexture:ClearAllPoints()
highlightTexture:SetPoint("CENTER", self, "CENTER", 0, 0)
highlightTexture:SetWidth(iconSize)
highlightTexture:SetHeight(iconSize)
end
-- Checked texture (centered square pattern when slot is "active")
local checkedTexture = getglobal(self:GetName().."CheckedTexture")
if not checkedTexture and self.GetCheckedTexture then
checkedTexture = self:GetCheckedTexture()
end
if checkedTexture then
checkedTexture:ClearAllPoints()
checkedTexture:SetPoint("CENTER", self, "CENTER", 0, 0)
checkedTexture:SetWidth(iconSize)
checkedTexture:SetHeight(iconSize)
end
-- Apply icon font size setting to stack count text
if countText and countText.GetFont then
local font, _, flags = countText:GetFont()
local fontSize = 12
if Utils and Utils.SafeCall then
fontSize = Utils:SafeCall("DB", "GetSetting", "iconFontSize") or fontSize
end
countText:SetFont(font, fontSize, flags)
-- Adjust count text position based on icon size for better alignment
countText:ClearAllPoints()
if iconSize < 44 then
-- Smaller offset for small icons
countText:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", -3, 3)
else
-- Standard offset for larger icons
countText:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", -8, 8)
end
end
-- Get live metadata if in live mode (quality, link, lock status)
local itemQuality, itemLink, isLocked
if not self.isReadOnly and bagID and slotID and self.hasItem then
-- Query live game state for metadata
-- Special handling for bank main bag (bagID == -1) which uses inventory slot API
if self.isBank and bagID == -1 then
local invSlot = 39 + slotID
itemLink = GetInventoryItemLink("player", invSlot)
isLocked = IsInventoryItemLocked(invSlot)
-- Quality will be determined from GetItemInfo below
else
local _, _, locked, quality = GetContainerItemInfo(bagID, slotID)
itemLink = GetContainerItemLink(bagID, slotID)
itemQuality = quality
isLocked = locked
end
-- Fall back to itemData.quality if live query returned nil (timing issue on bank open)
if itemQuality == nil and itemData and itemData.quality then
itemQuality = itemData.quality
end
-- Ensure itemData is populated for live items (needed for ItemDetection)
if itemLink then
local itemName, _, itemRarity, itemLevel, itemMinLevel, itemType, itemSubType, itemStackCount, itemEquipLoc, itemTexture = GetItemInfo(itemLink)
-- For bank main bag, get quality from GetItemInfo
if self.isBank and bagID == -1 then
itemQuality = itemRarity
-- Fall back to itemData.quality if GetItemInfo returned nil
if itemQuality == nil and itemData and itemData.quality then
itemQuality = itemData.quality
end
end
if not itemData then
-- Create new itemData
if itemName then
itemData = {
link = itemLink,
name = itemName,
quality = itemRarity or itemQuality or 0,
class = itemType,
subclass = itemSubType,
texture = itemTexture,
count = 1,
}
self.itemData = itemData
end
else
-- ALWAYS update itemData.link with live link to ensure correct detection after swaps
-- This is critical: cached itemData might have stale link from before a swap
itemData.link = itemLink
-- Update other fields only if missing
if itemData.quality == nil then itemData.quality = itemRarity or itemQuality or 0 end
if not itemData.class and itemType then itemData.class = itemType end
if not itemData.subclass and itemSubType then itemData.subclass = itemSubType end
if not itemData.name and itemName then itemData.name = itemName end
self.itemData = itemData
end
end
elseif itemData then
-- Use cached metadata from database
itemQuality = itemData.quality
itemLink = itemData.link
isLocked = itemData.locked
end
if self.hasItem then
-- Icon already set above based on mode (live vs cached)
-- Gray out locked items (being traded, mailed, or auctioned) - BagShui style
-- Don't desaturate items from other characters since they're read-only anyway
if not self.otherChar and not self.isReadOnly then
SetItemButtonDesaturated(self, isLocked, 0.5, 0.5, 0.5)
end
-- Hide NormalTexture for filled slots
self:SetNormalTexture("")
local normalBorder = getglobal(self:GetName().."NormalTexture")
if normalBorder then
normalBorder:SetTexture("")
end
-- Show bag pattern background behind items as well
if emptySlotBg then
local slotAlpha = 0.3
if addon.Modules and addon.Modules.Theme then
local sa = addon.Modules.Theme:GetValue("slotBgAlpha")
if sa then slotAlpha = sa.filled end
end
if slotAlpha > 0 then
emptySlotBg:Show()
emptySlotBg:SetAlpha(slotAlpha)
else
emptySlotBg:Hide()
end
end
-- Check if item is junk using the CategoryManager
local isJunk = false
if itemData and addon.Modules.CategoryManager then
local category = addon.Modules.CategoryManager:CategorizeItem(itemData, bagID, slotID, self.otherChar)
isJunk = (category == "Junk")
end
-- Search filtering and junk opacity
if matchesFilter then
if isJunk then
-- Junk items: configurable opacity (default 60%)
local junkOpacity = 0.6
if addon.Modules.DB and addon.Modules.DB.GetSetting then
junkOpacity = addon.Modules.DB:GetSetting("junkOpacity") or 0.6
end
self:SetAlpha(junkOpacity)
else
-- Normal items: full opacity (1.0)
self:SetAlpha(1.0)
end
else
-- Non-matching items: 25% opacity (0.25) - very dim
self:SetAlpha(0.25)
end
-- Show/hide junk icon (vendor sell icon in top-left corner)
UpdateJunkIcon(self, isJunk, iconSize)
-- Set count (use displayCount which was determined above based on mode)
if displayCount and displayCount > 1 then
countText:SetText(displayCount)
countText:Show()
else
countText:Hide()
end
-- Set quality border and inner shadow
if self.qualityBorder then
if bagID == -2 then
-- Special border for keyring items (cyan/blue)
self.qualityBorder:SetBackdropBorderColor(0.2, 0.8, 1.0, 1)
self.qualityBorder:Show()
ShowInnerShadow(self.innerShadow, 0.2, 0.8, 1.0)
elseif itemQuality then
-- Check settings to determine if we should show borders
local showEquipmentBorder, showOtherBorder
if Utils and Utils.SafeCall then
showEquipmentBorder = Utils:SafeCall("DB", "GetSetting", "showQualityBorderEquipment")
showOtherBorder = Utils:SafeCall("DB", "GetSetting", "showQualityBorderOther")
end
-- Default to true if settings not found
if showEquipmentBorder == nil then
showEquipmentBorder = true
end
if showOtherBorder == nil then
showOtherBorder = true
end
-- Check if item is equipment
local isEquipment = false
if itemLink and Utils and Utils.IsEquipment then
isEquipment = Utils:IsEquipment(itemLink)
end
-- Determine if we should show the border based on item type and settings
local shouldShowBorder = (isEquipment and showEquipmentBorder) or (not isEquipment and showOtherBorder)
if shouldShowBorder then
-- Show colored border for all items (Poor, Common, Uncommon, Rare, Epic, etc.)
local r, g, b = 1, 1, 1
if Utils and Utils.GetQualityColor then
r, g, b = Utils:GetQualityColor(itemQuality)
end
self.qualityBorder:SetBackdropBorderColor(r, g, b, 1)
self.qualityBorder:Show()
ShowInnerShadow(self.innerShadow, r, g, b)
else
self.qualityBorder:Hide()
HideInnerShadow(self.innerShadow)
end
else
self.qualityBorder:Hide()
HideInnerShadow(self.innerShadow)
end
end
if not self.otherChar and not self.isReadOnly then
local isQuest, isQuestStarter = IsQuestItem(bagID, slotID, self.isBank, itemData)
-- Update quest icon with the appropriate texture
Guda_ItemButton_UpdateQuestIcon(self, isQuest, isQuestStarter)
if self.questBorder then
if isQuest then
self.questBorder:Show()
else
self.questBorder:Hide()
end
end
if self.questIcon then
if isQuest then
self.questIcon:Show()
else
self.questIcon:Hide()
end
end
end
-- Handle tracking toggle on click
-- Note: Tracking toggle is now handled in the main OnClick script above to avoid conflicts
-- and unified with QuestItemBar pinning logic.
self:Show()
else
self.hasItem = false
-- For empty slots, clear the icon texture
SetItemButtonTexture(self, nil)
-- Hide NormalTexture for empty slots (we use EmptySlotBg instead)
self:SetNormalTexture("")
local normalBorder = getglobal(self:GetName().."NormalTexture")
if normalBorder then
normalBorder:SetTexture("")
end
-- Show classic bag pattern background for empty slots
if emptySlotBg then
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()
-- Show border for empty keyring slots
if self.qualityBorder then
if bagID == -2 then
self.qualityBorder:SetBackdropBorderColor(0.2, 0.8, 1.0, 0.5) -- Dimmer cyan for empty slots
self.qualityBorder:Show()
ShowInnerShadow(self.innerShadow, 0.2, 0.8, 1.0)
else
self.qualityBorder:Hide()
HideInnerShadow(self.innerShadow)
end
end
-- Hide quest border and icon for empty slots
if self.questBorder then
self.questBorder:Hide()
end
if self.questIcon then
self.questIcon:Hide()
end
self:Show()
end
-- In 1.12.1, ItemButtonTemplate creates an icon named "$parentIconTexture"
local iconTexture = getglobal(self:GetName().."IconTexture")
if not iconTexture then
-- Fallback for other naming conventions
iconTexture = getglobal(self:GetName().."Icon") or self.icon or self.Icon
end
if iconTexture then
if self.hasItem then
-- Scale icon proportionally based on button size
-- For icons < 44: use smaller inset (4px) for better fit
-- For icons >= 44: use larger inset (15px) for classic look
local iconInset
if iconSize < 44 then
iconInset = 10 -- Small inset for small icons
else
iconInset = 15 -- Larger inset for larger icons
end
local iconDisplaySize = iconSize - iconInset
iconTexture:ClearAllPoints()
iconTexture:SetPoint("CENTER", self, "CENTER", -0.5, 0.5)
iconTexture:SetWidth(iconDisplaySize)
iconTexture:SetHeight(iconDisplaySize)
-- Crop icon edges slightly
iconTexture:SetTexCoord(0.08, 0.92, 0.08, 0.92)
iconTexture:Show()
-- Position quality border around the icon (not the slot)
if self.qualityBorder then
self.qualityBorder:ClearAllPoints()
self.qualityBorder:SetPoint("TOPLEFT", iconTexture, "TOPLEFT", -5, 5)
self.qualityBorder:SetPoint("BOTTOMRIGHT", iconTexture, "BOTTOMRIGHT", 5, -5)
end
-- Position quest border around the icon (same as quality border)
if self.questBorder then
self.questBorder:ClearAllPoints()
self.questBorder:SetPoint("TOPLEFT", iconTexture, "TOPLEFT", -5, 5)
self.questBorder:SetPoint("BOTTOMRIGHT", iconTexture, "BOTTOMRIGHT", 5, -5)
end
-- Position quest icon in top-right corner
if self.questIcon then
-- Scale icon size based on button size
local questIconSize = math.max(12, math.min(20, iconSize * 0.35))
self.questIcon:SetWidth(questIconSize)
self.questIcon:SetHeight(questIconSize)
self.questIcon:ClearAllPoints()
self.questIcon:SetPoint("TOPRIGHT", self, "TOPRIGHT", 1, 0)
end
elseif not self.isMail then
-- Hide icon for empty slots, but keep it for mailbox custom icons
iconTexture:Hide()
end
end
end
-- OnEnter handler (show tooltip)
function Guda_ItemButton_OnEnter(self)
-- Highlight the corresponding bag button in the footer (works for empty and filled slots)
if not self.otherChar and self.bagID then
if self.isBank then
-- Bank item - highlight bank bag button
Guda_BankFrame_HighlightBagButton(self.bagID)
else
-- Regular bag item - highlight bag button
Guda_BagFrame_HighlightBagButton(self.bagID)
end
end
-- Early return for empty slots (no tooltip needed)
if not self.hasItem and not self.isMail then
return
end
-- Check if pfUI cursor tooltip mode is active
local pfuiCursorMode = false
if pfUI and pfUI.env and pfUI.env.C and pfUI.env.C.tooltip and pfUI.env.C.tooltip.position == "cursor" then
pfuiCursorMode = true
end
-- Set tooltip owner and position
if pfuiCursorMode then
-- For pfUI cursor mode, use ANCHOR_CURSOR like pfUI does
GameTooltip:SetOwner(UIParent, "ANCHOR_CURSOR")
else
-- Standard positioning relative to item button
GameTooltip:SetOwner(UIParent, "ANCHOR_NONE")
GameTooltip:ClearAllPoints()
GameTooltip:SetPoint("BOTTOMRIGHT", self, "TOPLEFT", 10, 0)
end
-- Mailbox tooltip handling
if self.isMail then
local currentPlayerName = addon.Modules.DB:GetPlayerFullName()
local isMailboxOpen = addon.Modules.MailboxScanner and addon.Modules.MailboxScanner:IsMailboxOpen()
if (not self.otherChar or self.otherChar == currentPlayerName) and self.mailIndex and isMailboxOpen then
-- Live mailbox for current character (only when mailbox is actually open)
GameTooltip:SetInboxItem(self.mailIndex, self.mailItemIndex or 1)
elseif self.itemData and (self.itemData.link or self.itemData.itemID) then
-- Read-only / other character mailbox OR current character mailbox when closed
GameTooltip.GudaViewedCharacter = self.otherChar or currentPlayerName
if self.itemData.link then
GameTooltip:SetHyperlink(self.itemData.link)
else
GameTooltip:SetHyperlink("item:" .. self.itemData.itemID .. ":0:0:0")
end
elseif self.itemData and self.itemData.name then
-- Money or generic mail
GameTooltip:AddLine(self.itemData.name, 1, 1, 1)
elseif self.mailData and self.mailData.money and self.mailData.money > 0 then
-- Fallback for money only mail
GameTooltip:AddLine("Money", 1, 1, 1)
end
-- Add mailbox metadata if available
local mailData = self.mailData
if mailData then
-- If we already added a line (for money/generic), or SetHyperlink/SetInboxItem added lines,
-- we might want a separator if we're adding sender info.
if GameTooltip:NumLines() > 0 then
GameTooltip:AddLine(" ")
end
if mailData.sender then
GameTooltip:AddLine("From: " .. mailData.sender, 1, 1, 1)
end
if mailData.subject then
GameTooltip:AddLine("Subject: " .. mailData.subject, 1, 1, 0.8)
end
if (mailData.money or 0) > 0 and not (self.itemData and self.itemData.name == "Money") then
GameTooltip:AddLine("Money: " .. addon.Modules.Utils:FormatMoney(mailData.money), 1, 1, 1)
end
if (mailData.CODAmount or 0) > 0 then
GameTooltip:AddLine("COD: " .. addon.Modules.Utils:FormatMoney(mailData.CODAmount), 1, 0, 0)
end
if mailData.daysLeft then
GameTooltip:AddLine("Days left: " .. math.floor(mailData.daysLeft), 0.5, 0.5, 0.5)
end
end
-- Add Inventory counts for mailbox items at the very bottom
if addon.Modules.Tooltip and addon.Modules.Tooltip.AddInventoryInfo then
local link = self.itemData and (self.itemData.link or (self.itemData.itemID and ("item:" .. self.itemData.itemID .. ":0:0:0")))
if not link and self.mailIndex and isMailboxOpen then
link = addon.Modules.Utils:GetInboxItemLink(self.mailIndex, self.mailItemIndex or 1)
end
if link then
addon.Modules.Tooltip:AddInventoryInfo(GameTooltip, link)
end
end
GameTooltip:Show()
return
elseif self.otherChar or self.isReadOnly then
GameTooltip.GudaViewedCharacter = self.otherChar
if self.itemData and self.itemData.link then
GameTooltip:SetHyperlink(self.itemData.link)
else
GameTooltip:Hide()
return
end
-- Special handling for bank main bag when bank might be closed
elseif self.isBank and self.bagID == -1 then
local bankFrame = getglobal("BankFrame")
if bankFrame and bankFrame:IsVisible() then
-- Bank is open - use SetBagItem which will trigger inventory slot handling
GameTooltip:SetBagItem(self.bagID, self.slotID)
elseif self.itemData and self.itemData.link then
-- Bank is closed - use cached link
GameTooltip:SetHyperlink(self.itemData.link)
end
elseif self.bagID == -2 then
-- Keyring: SetBagItem might be unreliable for -2 in some 1.12.1 environments, fallback to hyperlink if needed
local link = GetContainerItemLink(self.bagID, self.slotID)
if link then
GameTooltip:SetHyperlink(link)
else
GameTooltip:SetBagItem(self.bagID, self.slotID)
end
else
-- For live mode: use SetBagItem for all bags
GameTooltip:SetBagItem(self.bagID, self.slotID)
end
GameTooltip:Show()
-- Debug: print item classification info to chat when debug mode is active
if addon.DEBUG and self.hasItem and self.bagID and self.slotID and not self._debugPrinted then
local link = self.itemData and self.itemData.link or GetContainerItemLink(self.bagID, self.slotID)
if link then
local itemID = addon.Modules.Utils:ExtractItemID(link)
if itemID then
local itemName, _, itemRarity, itemLevel, itemCategory, itemType, _, itemSubType = GetItemInfo(itemID)
addon:Debug("Item: %s (ID: %s)", tostring(itemName), tostring(itemID))
addon:Debug(" Category: %s | Type: %s | SubType: %s", tostring(itemCategory), tostring(itemType), tostring(itemSubType))
addon:Debug(" Quality: %s | iLvl: %s", tostring(itemRarity), tostring(itemLevel))
if addon.Modules.ItemDetection then
local props = addon.Modules.ItemDetection:GetItemProperties({link = link}, self.bagID, self.slotID)
local flags = {}
if props.isQuestItem then table.insert(flags, "Quest") end
if props.isQuestStarter then table.insert(flags, "Starter") end
if props.isQuestUsable then table.insert(flags, "Usable") end
if props.isJunk then table.insert(flags, "Junk") end
if props.isPermanentEnchant then table.insert(flags, "Enchant") end
if props.isUnusable then table.insert(flags, "Unusable") end
local flagStr = table.getn(flags) > 0 and table.concat(flags, ", ") or "none"
addon:Debug(" Flags: %s", flagStr)
end
self._debugPrinted = true
end
end
end
-- Handle merchant sell cursor (same approach as BagShui)
if MerchantFrame:IsShown() and not self.isBank and not self.otherChar and self.hasItem then
ShowContainerSellCursor(self.bagID, self.slotID)
else
ResetCursor()
end
end
-- OnLeave handler
function Guda_ItemButton_OnLeave(self)
self._debugPrinted = nil
-- Clear any viewed character hint on the tooltip when leaving
if GameTooltip then
GameTooltip.GudaViewedCharacter = nil
GameTooltip.GudaInventoryAdded = nil
end
GameTooltip:Hide()
ResetCursor()
-- Clear bag button highlighting
if not self.otherChar then
if self.isBank then
Guda_BankFrame_ClearBagButtonHighlight()
else
Guda_BagFrame_ClearBagButtonHighlight()
end
end
end