Scope tooltip cursor-follow to when shown; default it to smooth

The cursor-follow OnUpdate polled GetCursorPosition() 10x/second forever,
even with no tooltip visible. Rework it so the follower frame is created
once, hidden, and only shown while a tooltip is up -- an OnUpdate fires only
while its frame is shown, so the poll now runs solely during tooltip display.
Position the follower immediately on show to avoid a one-frame flash.

Also bump the tooltip_cursor throttle default from custom/10 FPS to the
fastest preset (50 FPS) so cursor tracking is smooth out of the box while
the Throttling tooltip knob stays available for low-end machines.
This commit is contained in:
Brues
2026-07-29 11:42:18 -05:00
parent 0156d9dfec
commit 149d5dd362
2 changed files with 45 additions and 27 deletions
+44 -26
View File
@@ -23,36 +23,54 @@ pfUI:RegisterModule("tooltip", function ()
end
if C.tooltip.position == "cursor" then
-- Cursor mode makes the tooltip follow the mouse. The client has no
-- mouse-move event, so following means polling GetCursorPosition() via an
-- invisible follower frame that the tooltip anchors to. The follower is
-- only shown while a tooltip is visible -- an OnUpdate fires only while its
-- frame is shown, so the poll stops the moment the tooltip hides instead
-- of running forever.
local follower, Reposition
if C.tooltip.cursoralign ~= "native" then
local size = tonumber(C.tooltip.cursoroffset) * 2
follower = CreateFrame("Frame", nil, UIParent)
follower:SetSize(size, size)
follower:Hide()
Reposition = function()
local scale = UIParent:GetScale()
local x, y = GetCursorPosition()
follower:SetPoint("CENTER", UIParent, "BOTTOMLEFT", x/scale, y/scale)
if C.tooltip.cursoralign == "top" then
follower:SetWidth(GameTooltip:GetWidth())
end
end
follower:SetScript("OnUpdate", function()
-- throttle - cursor following doesn't need to be every frame
if (this.tick or 0) > GetTime() then return end
this.tick = GetTime() + (pfUI.throttle and pfUI.throttle:Get("tooltip_cursor") or 0.1)
Reposition()
end)
-- stop polling as soon as the tooltip is gone
pfUI.tooltip:SetScript("OnHide", function() follower:Hide() end)
end
function _G.GameTooltip_SetDefaultAnchor(tooltip, parent)
tooltip:SetOwner(parent, "ANCHOR_CURSOR")
if C.tooltip.cursoralign ~= "native" then
-- create mouse follow frame
if not tooltip.cursor then
tooltip.cursor = CreateFrame("Frame", nil, UIParent)
local size = tonumber(C.tooltip.cursoroffset) * 2
tooltip.cursor:SetSize(size, size)
tooltip.cursor:SetScript("OnUpdate", function()
-- throttle - cursor following doesn't need to be every frame
if (this.tick or 0) > GetTime() then return end
this.tick = GetTime() + (pfUI.throttle and pfUI.throttle:Get("tooltip_cursor") or 0.1)
if not follower then return end
local scale = UIParent:GetScale()
local x, y = GetCursorPosition()
this:SetPoint("CENTER", UIParent, "BOTTOMLEFT", x/scale, y/scale)
if C.tooltip.cursoralign == "top" then
tooltip.cursor:SetWidth(tooltip:GetWidth())
end
end)
end
-- position the follower right away so the tooltip doesn't flash at a
-- stale spot before the first OnUpdate tick
follower:Show()
Reposition()
-- adjust tooltip to mouse frame
if C.tooltip.cursoralign == "top" then
tooltip:SetPoint("BOTTOMLEFT", tooltip.cursor, "TOPLEFT", 0, 0)
elseif C.tooltip.cursoralign == "left" then
tooltip:SetPoint("BOTTOMRIGHT", tooltip.cursor, "LEFT", 0, 0)
elseif C.tooltip.cursoralign == "right" then
tooltip:SetPoint("BOTTOMLEFT", tooltip.cursor, "RIGHT", 0, 0)
end
if C.tooltip.cursoralign == "top" then
tooltip:SetPoint("BOTTOMLEFT", follower, "TOPLEFT", 0, 0)
elseif C.tooltip.cursoralign == "left" then
tooltip:SetPoint("BOTTOMRIGHT", follower, "LEFT", 0, 0)
elseif C.tooltip.cursoralign == "right" then
tooltip:SetPoint("BOTTOMLEFT", follower, "RIGHT", 0, 0)
end
end
end