Merge pull request #9 from Dusk-92/test/tooltip-details-classicapi

Use ClassicAPI native Tooltip Details paths
This commit is contained in:
Dusk-92
2026-09-03 18:07:19 +02:00
committed by GitHub
2 changed files with 99 additions and 226 deletions
+21
View File
@@ -109,6 +109,14 @@ API.playerstate = type(_G.IsMounted) == "function"
and type(_G.CancelShapeshiftForm) == "function"
API.unitguid = type(_G.UnitGUID) == "function"
API.unittoken = type(_G.UnitTokenFromGUID) == "function"
API.tooltipunit = _G.GameTooltip
and type(_G.GameTooltip.GetUnitGUID) == "function"
-- OnTooltipSetUnit shipped in ClassicAPI v1.8.2, but its per-tooltip
-- handler cells became reload-safe in v1.12.2. Require the fixed generation
-- instead of falling back to Vanilla OnShow/mouseover polling.
API.tooltipsetunit = API.classicapi_version >= 11202
and API.tooltipunit and API.unittoken
API.unitrange = type(_G.UnitInRange) == "function"
API.macrospell = type(_G.GetMacroSpell) == "function"
@@ -660,6 +668,19 @@ API.UnitGUID = function(unit)
end
end
API.UnitTokenFromGUID = function(guid)
if API.unittoken and guid then
return _G.UnitTokenFromGUID(guid)
end
end
API.GetTooltipUnitGUID = function(tooltip)
if API.tooltipunit and tooltip then
local _, guid = tooltip:GetUnitGUID()
return guid
end
end
-- Prefer ClassicAPI's reach-aware 40-yard UnitInRange. The wrapper handles
-- the player's own frame explicitly and preserves a Vanilla interaction check
-- only as a centralized compatibility fallback.
+78 -226
View File
@@ -5,45 +5,12 @@ local rgbhex = ShaguTweaks.rgbhex
local Abbreviate = ShaguTweaks.Abbreviate
local API = ShaguTweaks.API
local current_unit = "none"
local current_guid = nil
local statusbar = nil
local tooltip_from_mouseover = false
local tooltipSetStatusBarColor
local direct_units = { "mouseover", "target", "focus", "player", "pet" }
local function UnitMatchesGUID(unit, guid)
if not guid or not UnitExists(unit) then return false end
if API and API.UnitGUID then
return API.UnitGUID(unit) == guid
elseif type(UnitGUID) == "function" then
return UnitGUID(unit) == guid
end
return false
end
local function GetTooltipGUID()
if type(GameTooltip.GetUnitGUID) == "function" then
local _, guid = GameTooltip:GetUnitGUID()
return guid
end
end
local function TooltipMatchesMouseover()
if not UnitExists("mouseover") then return false end
local guid = GetTooltipGUID()
if guid then
return UnitMatchesGUID("mouseover", guid)
end
-- Compatibility fallback for clients without the ClassicAPI tooltip GUID.
local tooltipName = GameTooltipTextLeft1:GetText()
return tooltipName and
(UnitName("mouseover") == tooltipName or UnitPVPName("mouseover") == tooltipName)
local function GetUnit()
local guid = API.GetTooltipUnitGUID(GameTooltip)
if not guid then return end
return API.UnitTokenFromGUID(guid)
end
local function ClearTooltipBarColor()
@@ -66,105 +33,37 @@ local function SetTooltipBarColor(r, g, b, a)
end
end
local function ResetTooltipIdentity()
current_unit = "none"
current_guid = nil
tooltip_from_mouseover = false
local function UpdateHealthText()
local backdrop = GameTooltipStatusBar.backdrop
if not backdrop or not backdrop.health then return end
local hp = GameTooltipStatusBar:GetValue()
local _, hpmax = GameTooltipStatusBar:GetMinMaxValues()
local hasRealHealth = hpmax > 100
or (hpmax > 0 and round(hpmax / 100 * hp) ~= hp)
if hasRealHealth then
backdrop.health:SetText(string.format("%s / %s",
Abbreviate(hp, true), Abbreviate(hpmax, true)))
elseif hpmax > 0 then
backdrop.health:SetText(string.format("%s%%", ceil(hp / hpmax * 100)))
else
backdrop.health:SetText("")
end
end
local function ResetTooltipState()
ClearTooltipBarColor()
if statusbar then
statusbar.name = nil
statusbar.level = nil
statusbar.lastHP = nil
statusbar.lastHPMax = nil
statusbar.lastName = nil
statusbar.lastLevel = nil
end
end
local function FindUnitByGUID(guid)
if not guid then return end
-- The common case is mouseover/target, so check cheap tokens first.
for _, unit in pairs(direct_units) do
if UnitMatchesGUID(unit, guid) then
return unit
end
if GameTooltipStatusBar.bg then
GameTooltipStatusBar.bg:SetVertexColor(.1, .1, 0, .8)
end
for i=1,4 do
if UnitMatchesGUID("party" .. i, guid) then return "party" .. i end
if UnitMatchesGUID("partypet" .. i, guid) then return "partypet" .. i end
if GameTooltipStatusBar.backdrop
and GameTooltipStatusBar.backdrop.health then
GameTooltipStatusBar.backdrop.health:SetText("")
end
for i=1,40 do
if UnitMatchesGUID("raid" .. i, guid) then return "raid" .. i end
if UnitMatchesGUID("raidpet" .. i, guid) then return "raidpet" .. i end
end
end
local function FindUnitByName()
local tooltipName = GameTooltipTextLeft1:GetText()
if not tooltipName then return end
for _, unit in pairs(direct_units) do
if UnitExists(unit) and
(UnitName(unit) == tooltipName or UnitPVPName(unit) == tooltipName) then
return unit
end
end
for i=1,4 do
local party = "party" .. i
local pet = "partypet" .. i
if UnitExists(party) and
(UnitName(party) == tooltipName or UnitPVPName(party) == tooltipName) then
return party
end
if UnitExists(pet) and
(UnitName(pet) == tooltipName or UnitPVPName(pet) == tooltipName) then
return pet
end
end
for i=1,40 do
local raid = "raid" .. i
local pet = "raidpet" .. i
if UnitExists(raid) and
(UnitName(raid) == tooltipName or UnitPVPName(raid) == tooltipName) then
return raid
end
if UnitExists(pet) and
(UnitName(pet) == tooltipName or UnitPVPName(pet) == tooltipName) then
return pet
end
end
end
local function GetUnit()
-- ClassicAPI stores the actual unit GUID on GameTooltip. Prefer it over the
-- old name-comparison heuristic, which can misidentify units with matching
-- display names or PvP titles.
local guid = GetTooltipGUID()
if guid then
if current_guid == guid and current_unit ~= "none" and
UnitMatchesGUID(current_unit, guid) then
return current_unit
end
local unit = FindUnitByGUID(guid)
if unit then
current_guid = guid
current_unit = unit
return current_unit
end
end
-- Compatibility fallback for clients without the ClassicAPI tooltip method,
-- or for a unit that cannot currently be mapped back to a known unit token.
current_guid = nil
current_unit = FindUnitByName() or "none"
return current_unit
end
local updating = false
@@ -173,23 +72,18 @@ local function UpdateTooltip()
if updating then return end
updating = true
-- ClassicAPI keeps the exact tooltip GUID and resolves it back to a live
-- unit token natively. No party/raid scans or display-name fallback.
local unit = GetUnit()
if unit == "none" then
if not unit then
updating = false
return
end
-- A newly resolved unit chooses its own class/reaction color below. Clear the
-- previous enforcement first so an unknown color cannot leak from the last
-- tooltip while the same GameTooltip frame is being reused.
-- previous enforcement first so a stale color cannot leak between tooltips.
ClearTooltipBarColor()
-- Remember whether this particular unit tooltip came from the world
-- mouseover. If the same GUID is also the selected target, GetUnit() can
-- legitimately resolve it as "target" after mouseover ends; this flag keeps
-- the tooltip lifetime tied to the cursor instead of the target token.
tooltip_from_mouseover = TooltipMatchesMouseover()
local pvpname = UnitPVPName(unit)
local name = UnitName(unit)
local target = UnitName(unit .. "target")
@@ -200,24 +94,15 @@ local function UpdateTooltip()
local reaction = UnitReaction(unit, "player")
local pvptitle = name and gsub(pvpname or name, " " .. name, "", 1) or nil
-- Keep the status display bound to the unit actually represented by the
-- tooltip, not merely whichever unit happened to be mouseover last.
if statusbar then
statusbar.name = name
statusbar.level = UnitLevel(unit)
statusbar.lastHP = nil
statusbar.lastHPMax = nil
statusbar.lastName = nil
statusbar.lastLevel = nil
end
if name then
if UnitIsPlayer(unit) and class then
local color = RAID_CLASS_COLORS[class]
if color then
SetTooltipBarColor(color.r, color.g, color.b, 1)
GameTooltipStatusBar.bg:SetVertexColor(color.r * 0.15, color.g * 0.15, color.b * 0.15, 0.8)
GameTooltipTextLeft1:SetText(rgbhex(color.r, color.g, color.b, color.a) .. name)
GameTooltipStatusBar.bg:SetVertexColor(
color.r * 0.15, color.g * 0.15, color.b * 0.15, 0.8)
GameTooltipTextLeft1:SetText(
rgbhex(color.r, color.g, color.b, color.a) .. name)
else
GameTooltipTextLeft1:SetText("|cff999999" .. name)
end
@@ -225,7 +110,8 @@ local function UpdateTooltip()
local color = UnitReactionColor[reaction]
if color then
SetTooltipBarColor(color.r, color.g, color.b, 1)
GameTooltipStatusBar.bg:SetVertexColor(color.r * 0.15, color.g * 0.15, color.b * 0.15, 0.8)
GameTooltipStatusBar.bg:SetVertexColor(
color.r * 0.15, color.g * 0.15, color.b * 0.15, 0.8)
end
end
@@ -279,6 +165,7 @@ local function UpdateTooltip()
end
end
UpdateHealthText()
GameTooltip:Show()
updating = false
end
@@ -299,6 +186,10 @@ local backdrop = {
}
module.enable = function(self)
-- Tooltip Details intentionally requires the native ClassicAPI tooltip
-- identity + OnTooltipSetUnit path. Do not fall back to Vanilla name scans.
if not API.tooltipsetunit then return end
GameTooltipStatusBar:SetHeight(10)
GameTooltipStatusBar:ClearAllPoints()
GameTooltipStatusBar:SetPoint("BOTTOMLEFT", GameTooltip, "TOPLEFT", 4, 2)
@@ -309,90 +200,51 @@ module.enable = function(self)
GameTooltipStatusBar.bg:SetVertexColor(.1, .1, 0, .8)
GameTooltipStatusBar.bg:SetAllPoints(true)
GameTooltipStatusBar.backdrop = CreateFrame("Frame", "GameTooltipStatusBarBackdrop", GameTooltipStatusBar)
GameTooltipStatusBar.backdrop:SetPoint("TOPLEFT", GameTooltipStatusBar, "TOPLEFT", -3, 3)
GameTooltipStatusBar.backdrop:SetPoint("BOTTOMRIGHT", GameTooltipStatusBar, "BOTTOMRIGHT", 3, -3)
GameTooltipStatusBar.backdrop =
CreateFrame("Frame", "GameTooltipStatusBarBackdrop", GameTooltipStatusBar)
GameTooltipStatusBar.backdrop:SetPoint(
"TOPLEFT", GameTooltipStatusBar, "TOPLEFT", -3, 3)
GameTooltipStatusBar.backdrop:SetPoint(
"BOTTOMRIGHT", GameTooltipStatusBar, "BOTTOMRIGHT", 3, -3)
GameTooltipStatusBar.backdrop:SetBackdrop(backdrop)
GameTooltipStatusBar.backdrop:SetBackdropBorderColor(.8,.8,.8,1)
GameTooltipStatusBar.backdrop.health = GameTooltipStatusBar.backdrop:CreateFontString("Status", "DIALOG", "GameFontWhite")
GameTooltipStatusBar.backdrop.health:SetFont(STANDARD_TEXT_FONT, 12, "OUTLINE")
GameTooltipStatusBar.backdrop.health =
GameTooltipStatusBar.backdrop:CreateFontString(
"Status", "DIALOG", "GameFontWhite")
GameTooltipStatusBar.backdrop.health:SetFont(
STANDARD_TEXT_FONT, 12, "OUTLINE")
GameTooltipStatusBar.backdrop.health:SetPoint("TOP", 0, 4)
GameTooltipStatusBar.backdrop.health:SetNonSpaceWrap(false)
-- Preserve the real statusbar method for Blizzard and other addons. A
-- post-hook reapplies ShaguTweaks' class/reaction color only while a unit
-- tooltip has an active desired color.
tooltipSetStatusBarColor = tooltipSetStatusBarColor or GameTooltipStatusBar.SetStatusBarColor
tooltipSetStatusBarColor =
tooltipSetStatusBarColor or GameTooltipStatusBar.SetStatusBarColor
if not self.statusColorHooked then
self.statusColorHooked = true
ShaguTweaks.hooksecurefunc(GameTooltipStatusBar, "SetStatusBarColor", function()
local r = GameTooltipStatusBar.ShaguTweaksColorR
local g = GameTooltipStatusBar.ShaguTweaksColorG
local b = GameTooltipStatusBar.ShaguTweaksColorB
local a = GameTooltipStatusBar.ShaguTweaksColorA
if r and g and b then
tooltipSetStatusBarColor(GameTooltipStatusBar, r, g, b, a or 1)
end
end)
ShaguTweaks.hooksecurefunc(
GameTooltipStatusBar, "SetStatusBarColor", function()
local r = GameTooltipStatusBar.ShaguTweaksColorR
local g = GameTooltipStatusBar.ShaguTweaksColorG
local b = GameTooltipStatusBar.ShaguTweaksColorB
local a = GameTooltipStatusBar.ShaguTweaksColorA
if r and g and b then
tooltipSetStatusBarColor(
GameTooltipStatusBar, r, g, b, a or 1)
end
end)
end
-- update tooltip whenever it gets shown
local details = CreateFrame("Frame", nil, GameTooltip)
details:SetScript("OnShow", UpdateTooltip)
details:SetScript("OnHide", ResetTooltipIdentity)
-- ClassicAPI fires this after the native unit-tooltip builder completes.
-- This replaces OnShow + UPDATE_MOUSEOVER_UNIT identity refreshes.
GameTooltip:HookScript("OnTooltipSetUnit", UpdateTooltip)
-- OnTooltipCleared fires for every new Set* path, not only when the frame
-- hides, so unit-only state cannot leak into a following item/spell tooltip.
GameTooltip:HookScript("OnTooltipCleared", ResetTooltipState)
-- refresh the currently displayed unit identity
statusbar = CreateFrame("Frame", nil, GameTooltipStatusBar)
statusbar:RegisterEvent("UPDATE_MOUSEOVER_UNIT")
statusbar:SetScript("OnEvent", function()
-- Do not force Hide/FadeOut here. Turtle/Vanilla owns the tooltip lifetime
-- and applies its native delay + fade when the cursor leaves a world unit.
-- We only avoid re-showing the stale tooltip through the selected target.
if not UnitExists("mouseover") and tooltip_from_mouseover then
return
end
local unit = GetUnit()
if unit ~= "none" then
this.name = UnitName(unit)
this.level = UnitLevel(unit)
else
this.name = UnitName("mouseover")
this.level = UnitLevel("mouseover")
end
this.lastHP = nil
this.lastHPMax = nil
this.lastName = nil
this.lastLevel = nil
UpdateTooltip()
end)
-- Keep the lightweight OnUpdate because the vanilla tooltip statusbar can
-- change without a dedicated Lua event. Skip string work entirely while its
-- inputs are unchanged.
statusbar:SetScript("OnUpdate", function()
local hp = GameTooltipStatusBar:GetValue()
local _, hpmax = GameTooltipStatusBar:GetMinMaxValues()
if hp == this.lastHP and hpmax == this.lastHPMax and
this.name == this.lastName and this.level == this.lastLevel then
return
end
this.lastHP = hp
this.lastHPMax = hpmax
this.lastName = this.name
this.lastLevel = this.level
local hasRealHealth = hpmax > 100 or (round(hpmax / 100 * hp) ~= hp)
if hasRealHealth then
GameTooltipStatusBar.backdrop.health:SetText(string.format("%s / %s", Abbreviate(hp, true), Abbreviate(hpmax, true)))
elseif hpmax > 0 then
GameTooltipStatusBar.backdrop.health:SetText(string.format("%s%%", ceil(hp / hpmax * 100)))
else
GameTooltipStatusBar.backdrop.health:SetText("")
end
end)
-- StatusBar already has a native value-change script, so health text can be
-- event-driven too. No permanent OnUpdate is needed.
GameTooltipStatusBar:HookScript("OnValueChanged", UpdateHealthText)
end