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Replace the row hover poll with OnLeave handlers
The gear button sits inside the set row's rectangle, so MouseIsOver(row) is true for both. Show the gear on row enter. Hide it from a shared OnLeave on the row and the gear when the cursor leaves the row. This removes the per-frame OnUpdate poll.
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@@ -300,27 +300,27 @@ pfUI:RegisterModule("equipmentmanager", function()
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pfUI.equipmentmanager.Refresh()
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end)
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-- Hover handling: OnLeave fires when the cursor moves onto a child
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-- (the gear button becomes the topmost mouse target). Use an
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-- OnUpdate poll so the gear stays shown while the cursor is over
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-- the row OR the gear itself.
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-- Show the gear and tooltip while the cursor is over the row or its
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-- gear child. The gear sits inside the row's rectangle, so a single
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-- MouseIsOver(row) check covers both. OnLeave on the row and the gear
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-- catches every exit path, so no OnUpdate poll is needed.
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local function HideRowHover()
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if MouseIsOver(row) then return end
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GameTooltip:Hide()
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row.gear:Hide()
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end
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row:SetScript("OnEnter", function()
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if not this.setID then return end
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local name = C_EquipmentSet.GetEquipmentSetInfo(this.setID)
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if not row.setID then return end
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local name = C_EquipmentSet.GetEquipmentSetInfo(row.setID)
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if name then
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GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
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GameTooltip:SetOwner(row, "ANCHOR_RIGHT")
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GameTooltip:SetEquipmentSet(name)
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GameTooltip:Show()
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end
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row.gear:Show()
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this:SetScript("OnUpdate", function()
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if not MouseIsOver(this) and not MouseIsOver(row.gear) then
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this:SetScript("OnUpdate", nil)
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GameTooltip:Hide()
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row.gear:Hide()
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end
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end)
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end)
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row:SetScript("OnLeave", HideRowHover)
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row.gear:SetScript("OnLeave", HideRowHover)
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return row
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end
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