Files
2026-09-06 11:33:35 +02:00

420 lines
14 KiB
Lua

module 'aux.core.tooltip'
local T = require 'T'
local aux = require 'aux'
local info = require 'aux.util.info'
local disenchant = require 'aux.core.disenchant'
local history = require 'aux.core.history'
local gui = require 'aux.gui'
local UNKNOWN = GRAY_FONT_COLOR_CODE .. '?' .. FONT_COLOR_CODE_CLOSE
local MONEY_TEXTURE = 'Interface\\MoneyFrame\\UI-MoneyIcons'
local MONEY_ICON_SIZE = 11
local MONEY_ICON_GAP = 1
local MONEY_PART_GAP = 4
local MONEY_SUFFIX_GAP = 6
local tooltip_money_states = {}
local function hide_money_rows(tooltip, reset_width)
local state = tooltip_money_states[tooltip]
if not state then return end
for _, row in state.rows do
row:Hide()
end
state.used = 0
if reset_width and state.min_width > 0 then
tooltip:SetMinimumWidth(0)
end
state.min_width = 0
end
local function money_state(tooltip)
local state = tooltip_money_states[tooltip]
if state then return state end
state = {rows = {}, used = 0, min_width = 0}
tooltip_money_states[tooltip] = state
local on_hide = tooltip:GetScript('OnHide')
tooltip:SetScript('OnHide', function()
hide_money_rows(tooltip, true)
if on_hide then on_hide() end
end)
return state
end
local function create_money_row(tooltip, index)
local name = tooltip:GetName() .. 'AuxMoneyRow' .. index
local row = CreateFrame('Frame', name, tooltip)
row:SetHeight(MONEY_ICON_SIZE)
row:Hide()
row.texts, row.icons = {}, {}
for i = 1, 3 do
local text = row:CreateFontString(name .. 'Text' .. i, 'OVERLAY', 'GameTooltipText')
text:SetTextColor(1, 1, 1)
row.texts[i] = text
local icon = row:CreateTexture(name .. 'Icon' .. i, 'ARTWORK')
icon:SetTexture(MONEY_TEXTURE)
icon:SetWidth(MONEY_ICON_SIZE)
icon:SetHeight(MONEY_ICON_SIZE)
row.icons[i] = icon
end
row.suffix = row:CreateFontString(name .. 'Suffix', 'OVERLAY', 'GameTooltipText')
row.suffix:SetTextColor(1, 1, 1)
return row
end
local function acquire_money_row(tooltip)
local state = money_state(tooltip)
state.used = state.used + 1
local row = state.rows[state.used]
if not row then
row = create_money_row(tooltip, state.used)
state.rows[state.used] = row
end
return row
end
local function set_coin_icon(icon, coin)
if coin == 'gold' then
icon:SetTexCoord(0, .25, 0, 1)
elseif coin == 'silver' then
icon:SetTexCoord(.25, .5, 0, 1)
else
icon:SetTexCoord(.5, .75, 0, 1)
end
end
local function set_money_part(row, index, coin, value, x)
local text, icon = row.texts[index], row.icons[index]
text:SetText(value)
text:ClearAllPoints()
text:SetPoint('LEFT', row, 'LEFT', x, 0)
text:Show()
set_coin_icon(icon, coin)
icon:ClearAllPoints()
icon:SetPoint('LEFT', text, 'RIGHT', MONEY_ICON_GAP, 0)
icon:Show()
return x + text:GetStringWidth() + MONEY_ICON_GAP + MONEY_ICON_SIZE + MONEY_PART_GAP
end
local function layout_money_row(row, value, suffix)
local gold = floor(value / 10000)
local silver = floor(mod(value, 10000) / 100)
local copper = mod(value, 100)
for i = 1, 3 do
row.texts[i]:Hide()
row.icons[i]:Hide()
end
row.suffix:Hide()
local x, index = 0, 0
if gold > 0 then
index = index + 1
x = set_money_part(row, index, 'gold', tostring(gold), x)
index = index + 1
x = set_money_part(row, index, 'silver', format('%02d', silver), x)
index = index + 1
x = set_money_part(row, index, 'copper', format('%02d', copper), x)
elseif silver > 0 then
index = index + 1
x = set_money_part(row, index, 'silver', tostring(silver), x)
index = index + 1
x = set_money_part(row, index, 'copper', format('%02d', copper), x)
else
index = index + 1
x = set_money_part(row, index, 'copper', format('%d', copper), x)
end
x = x - MONEY_PART_GAP
if suffix then
row.suffix:SetText(suffix)
row.suffix:ClearAllPoints()
row.suffix:SetPoint('LEFT', row, 'LEFT', x + MONEY_SUFFIX_GAP, 0)
row.suffix:Show()
x = x + MONEY_SUFFIX_GAP + row.suffix:GetStringWidth()
end
row:SetWidth(x)
return x
end
local function add_money_line(tooltip, label, value, color, suffix)
if value >= 10000 then
value = aux.round(value / 100) * 100
end
local r, g, b = color()
tooltip:AddDoubleLine(label, ' ', r, g, b, 1, 1, 1)
local line_number = tooltip:NumLines()
local left = getglobal(tooltip:GetName() .. 'TextLeft' .. line_number)
local right = getglobal(tooltip:GetName() .. 'TextRight' .. line_number)
local row = acquire_money_row(tooltip)
local width = layout_money_row(row, value, suffix)
row:ClearAllPoints()
row:SetPoint('RIGHT', right, 'RIGHT', 0, 0)
row:Show()
local state = money_state(tooltip)
local min_width = left:GetStringWidth() + width + 32
if min_width > state.min_width then
state.min_width = min_width
tooltip:SetMinimumWidth(min_width)
end
end
local game_tooltip_hooks, game_tooltip_money = {}, 0
function aux.handle.LOAD()
settings = aux.character_data.tooltip
do
local inside_hook = false
for name, f in game_tooltip_hooks do
local name, f = name, f
aux.hook(name, GameTooltip, T.vararg-function(arg)
game_tooltip_money = 0
inside_hook = true
local tmp = T.list(aux.orig[GameTooltip][name](unpack(arg)))
inside_hook = false
f(unpack(arg))
return T.unpack(tmp)
end)
end
SetTooltipMoney = SetTooltipMoney
_G.SetTooltipMoney = T.vararg-function(arg)
if inside_hook then
game_tooltip_money = arg[2]
else
return SetTooltipMoney(unpack(arg))
end
end
end
local orig = SetItemRef
setglobal('SetItemRef', T.vararg-function(arg)
local name, _, quality = GetItemInfo(arg[1])
local tmp = T.list(orig(unpack(arg)))
if not IsShiftKeyDown() and not IsControlKeyDown() and name then
local color_code = aux.select(4, GetItemQualityColor(quality))
local link = color_code .. '|H' .. arg[1] .. '|h[' .. name .. ']|h' .. FONT_COLOR_CODE_CLOSE
extend_tooltip(ItemRefTooltip, link, 1)
end
return T.unpack(tmp)
end)
end
function M.extend_tooltip(tooltip, link, quantity)
hide_money_rows(tooltip)
local item_id, suffix_id = info.parse_link(link)
quantity = IsShiftKeyDown() and quantity or 1
local item_info = T.temp-info.item(item_id)
if item_info and (settings.disenchant_distribution or settings.disenchant_value) then
local distribution = disenchant.distribution(item_info.slot, item_info.quality, item_info.level, item_id)
if getn(distribution) > 0 then
if settings.disenchant_distribution then
tooltip:AddLine('Disenchants into:', aux.color.tooltip.disenchant.distribution())
sort(distribution, function(a,b) return a.probability > b.probability end)
for _, event in ipairs(distribution) do
tooltip:AddLine(format(' %s%% %s (%s-%s)', event.probability * 100, info.display_name(event.item_id, true) or 'item:' .. event.item_id, event.min_quantity, event.max_quantity), aux.color.tooltip.disenchant.distribution())
end
end
if settings.disenchant_value then
local disenchant_value = disenchant.value(item_info.slot, item_info.quality, item_info.level, item_id)
if disenchant_value then
add_money_line(tooltip, 'Disenchant:', disenchant_value, aux.color.tooltip.disenchant.value)
else
tooltip:AddLine('Disenchant: ' .. UNKNOWN, aux.color.tooltip.disenchant.value())
end
end
end
end
if settings.merchant_buy then
local _, price, limited = info.merchant_info(item_id)
if price then
add_money_line(tooltip, 'Vendor Buy ' .. (limited and '(limited):' or ':'), price * quantity, aux.color.tooltip.merchant)
end
end
if settings.merchant_sell then
local price = info.merchant_info(item_id)
if price == nil and ShaguTweaks and ShaguTweaks.SellValueDB[item_id] ~= nil then
local charges = 1
if info.max_item_charges(item_id) ~= nil then
charges=info.max_item_charges(item_id)
end
price = ShaguTweaks.SellValueDB[item_id] / charges
end
if price ~= 0 then
if price then
add_money_line(tooltip, 'Vendor:', price * quantity, aux.color.tooltip.merchant)
else
tooltip:AddLine('Vendor: ' .. UNKNOWN, aux.color.tooltip.merchant())
end
end
end
local auctionable = not item_info or info.auctionable(T.temp-info.tooltip('link', item_info.itemstring), item_info.quality)
local item_key = (item_id or 0) .. ':' .. (suffix_id or 0)
local value = history.value(item_key)
if auctionable then
if settings.value then
if value then
add_money_line(tooltip, 'Auction:', value * quantity, aux.color.tooltip.value)
else
tooltip:AddLine('Auction: ' .. UNKNOWN, aux.color.tooltip.value())
end
end
if settings.daily then
local market_value = history.market_value(item_key)
if market_value then
local percentage = '(' .. gui.percentage_historical(aux.round(market_value / value * 100)) .. ')'
add_money_line(tooltip, 'Today:', market_value * quantity, aux.color.tooltip.value, percentage)
else
tooltip:AddLine('Today: ' .. UNKNOWN, aux.color.tooltip.value())
end
end
end
if tooltip == GameTooltip and game_tooltip_money > 0 then
SetTooltipMoney(tooltip, game_tooltip_money)
local state = tooltip_money_states[tooltip]
if state and state.min_width > 0 then
local money_frame = getglobal(tooltip:GetName() .. 'MoneyFrame')
if money_frame and money_frame:GetWidth() > state.min_width then
state.min_width = money_frame:GetWidth()
end
tooltip:SetMinimumWidth(state.min_width)
end
end
tooltip:Show()
end
function game_tooltip_hooks:SetHyperlink(itemstring)
local name, _, quality = GetItemInfo(itemstring)
if name then
local hex = aux.select(4, GetItemQualityColor(quality))
local link = hex .. '|H' .. itemstring .. '|h[' .. name .. ']|h' .. FONT_COLOR_CODE_CLOSE
extend_tooltip(GameTooltip, link, 1)
end
end
function game_tooltip_hooks:SetAuctionItem(type, index)
local link = GetAuctionItemLink(type, index)
if link then
extend_tooltip(GameTooltip, link, aux.select(3, GetAuctionItemInfo(type, index)))
end
end
function game_tooltip_hooks:SetLootItem(slot)
local link = GetLootSlotLink(slot)
if link then
extend_tooltip(GameTooltip, link, aux.select(3, GetLootSlotInfo(slot)))
end
end
function game_tooltip_hooks:SetQuestItem(qtype, slot)
local link = GetQuestItemLink(qtype, slot)
if link then
extend_tooltip(GameTooltip, link, aux.select(3, GetQuestItemInfo(qtype, slot)))
end
end
function game_tooltip_hooks:SetQuestLogItem(qtype, slot)
local link = GetQuestLogItemLink(qtype, slot)
if link then
extend_tooltip(GameTooltip, link, aux.select(3, GetQuestLogRewardInfo(slot)))
end
end
function game_tooltip_hooks:SetBagItem(bag, slot)
local link = GetContainerItemLink(bag, slot)
if link then
extend_tooltip(GameTooltip, link, aux.select(2, GetContainerItemInfo(bag, slot)))
end
end
function game_tooltip_hooks:SetInboxItem(index)
local name, _, quantity = GetInboxItem(index)
local id = name and info.item_id(name)
if id then
local _, itemstring, quality = GetItemInfo(id)
if quality and itemstring then
local hex = aux.select(4, GetItemQualityColor(tonumber(quality)))
local link = hex .. '|H' .. itemstring .. '|h[' .. name .. ']|h' .. FONT_COLOR_CODE_CLOSE
extend_tooltip(GameTooltip, link, quantity)
end
end
end
function game_tooltip_hooks:SetInventoryItem(unit, slot)
local link = GetInventoryItemLink(unit, slot)
if link then
extend_tooltip(GameTooltip, link, 1)
end
end
function game_tooltip_hooks:SetMerchantItem(slot)
local link = GetMerchantItemLink(slot)
if link then
local quantity = aux.select(4, GetMerchantItemInfo(slot))
extend_tooltip(GameTooltip, link, quantity)
end
end
function game_tooltip_hooks:SetCraftItem(skill, slot)
local link, quantity
if slot then
link, quantity = GetCraftReagentItemLink(skill, slot), aux.select(3, GetCraftReagentInfo(skill, slot))
else
link, quantity = GetCraftItemLink(skill), 1
end
if link then
extend_tooltip(GameTooltip, link, quantity)
end
end
function game_tooltip_hooks:SetCraftSpell(slot)
local link = GetCraftItemLink(slot)
if link then
extend_tooltip(GameTooltip, link, 1)
end
end
function game_tooltip_hooks:SetTradeSkillItem(skill, slot)
local link, quantity
if slot then
link, quantity = GetTradeSkillReagentItemLink(skill, slot), aux.select(3, GetTradeSkillReagentInfo(skill, slot))
else
link, quantity = GetTradeSkillItemLink(skill), 1
end
if link then
extend_tooltip(GameTooltip, link, quantity)
end
end
function game_tooltip_hooks:SetAuctionSellItem()
local name, _, quantity = GetAuctionSellItemInfo()
if name then
for slot in info.inventory() do
T.temp(slot)
local link = GetContainerItemLink(unpack(slot))
if link and aux.select(5, info.parse_link(link)) == name then
extend_tooltip(GameTooltip, link, quantity)
return
end
end
end
end