Introduce a central pfUI.events registry (ClassicAPI's
CallbackRegistryMixin, undefined events allowed) initialized in pfUI.lua
before any module body runs, so publishers/subscribers don't depend on
module load order.
firstrun sets `pfUI.firstrun.completed` and fires `firstrun:complete` at
the point NextStep detects no pending steps. PLAYER_ENTERING_WORLD re-
enters this path on every zone, so the flag is a one-shot guard.
addoncompat drops its 0.1s OnUpdate poll and either RunQueues immediately
(returning user, all steps already done) or subscribes to the event.
`GetPlayerBuff(PLAYER_BUFF_START_ID + this.id, filter)` assumes the
visual index pfUI shows matches the engine's slot order. When that
mismapping happens — most easily reproduced by stacking buffs that
share a slot family — right-clicking one buff cancels another.
`C_Spell.CancelSpellByID(spellID)` ships CMSG_CANCEL_AURA keyed to the
spell, not a slot, so it's immune to whatever order the slot table is
in. Cache `spellId` on the button at refresh time in buff.lua; in the
unitframes/buffwatch handlers fetch the aura fresh via
`C_UnitAuras.GetAuraDataByIndex` at click time.
Fixes#10.
New tooltip.movespeed config knob (default off, checkbox in the GUI's
tooltip page). When on, the unit tooltip gains a "Speed: N%" line where
N is the unit's run speed normalized to vanilla's 7.0 yd/s base — 100
unmounted, 160 on a 60% mount, 200 on epic, less under snares.
Uses runSpeed (return 2 of GetUnitSpeed), not currentSpeed, so the
number reflects what the unit *would* be running at — visible even
while they're standing still. runSpeed is 0 for out-of-range units, so
the line is skipped in that case.
The player frame's "Effective Haste" mode was hardcoded talent-position
scrapes: GetTalentInfo(1, 16) for the Mage "Accelerated Arcana"
(flat 5%) and GetTalentInfo(1, 14) for the Warlock "Rapid Deterioration"
(3% per rank), folded into the displayed haste % via
`(1 / (modCastSpeed * modCastingTime) - 1) * 100`.
That's two problems in one:
- Hardcoded talent indices and effect percentages — brittle to any
Turtle tree reshuffle or retune.
- Conceptually muddled: it folds gear-haste and talent-cast-reduction
into one number that's hard to read as anything specific. The actual
effective cast time is already shown on the cast bar via
C_Spell.UnitCastingInfo (engine helper accounts for SpellMod op 10).
Drop modCastingTime, the LEARNED_SPELL_IN_TAB watcher frame that
maintained it, the per-class talent scrape, and the hasteMode == "2"
display branch. Collapse the now-binary "display_haste" config from a
3-option dropdown to a checkbox. Users on legacy "2" will see the
checkbox unchecked once and can re-enable with a single click.
Four more sites: GetUnbuffedRoster + SendChatMessageWide in api.lua,
the loot menu's inRaid local, and the raid module's early-return
guard. Same intent, named helper.
Three more `if GetNumRaidMembers() > 0 then` raid-vs-party branches
switched to `if IsInRaid()`. Same intent, named helper. Repo is now
clean of the legacy idiom (verified with a final grep).
Loops that actually need the count (`for i = 1, GetNumRaidMembers() do
GetRaidRosterInfo(i)`) keep the call — only the boolean form changes.
ClassicAPI ships modern IsInGroup() / IsInRaid() backports — drop the
GetNumPartyMembers() > 0 and GetNumRaidMembers() > 0 idioms (and the
GetNumPartyMembers() > 0 or GetNumRaidMembers() > 0 conflation) for the
named-intent variants. UnitInRaid("player") → IsInRaid() at the same
sites.
With Nampower as a hard dep, /pfcast for spell names always takes the
early CastSpellByName(msg, unit) path. The fallback branch that did the
SpellTargetUnit dance (resolve a friendly unit token, disable AutoSelf
Cast, call SpellTargetUnit) hasn't been reachable in a while, and it
dragged a pile of supporting infrastructure with it.
modules/mouseover.lua:
- Drop the st_units token list, GetUnitString helper, and the
UnitTokenFromGUID rewrite of GetUnitString — all only used by the
dead fallback.
- Drop the NoSelfCast helper (only the dead fallback called it).
- Drop the pfMouseOver frame; its only purpose was to hold a .unit
field the dead fallback wrote and libpredict's hook read.
- The macro path collapses to: if not the current target, swap target,
run the loadstring'd func, restore the previous target.
- 99 lines → 34.
libs/libpredict.lua:
- Drop the dead `local mouseover = pfUI.uf.mouseover.unit` plumbing in
the CastSpellByName hook — pfUI.uf.mouseover is gone and the field
was permanently nil anyway. The three `target or mouseover or default`
fallback chains collapse to `target or default`.
Modern mouseover/click-to-cast detection in libpredict goes through
pfUI.libpredict_pending_cast (populated by libdebuff from Nampower's
SPELL_CAST_EVENT) — that path is GUID-based, server-authoritative, and
untouched.
Replace per-locale name tables and per-rank ID lists with single
canonical-rank lookups through C_Spell. Spell.dbc bits hoisted to
named constants at module top.
libpredict:
- Four 7-locale tables (PRAYER_OF_HEALING / REJUVENATION / RENEW /
REGROWTH) collapsed to one C_Spell.GetSpellName(rank1id) call each.
- 25-entry SPELL_IDS (all ranks of Rejuv + Renew) for SPELL_GO_SELF
HoT detection replaced by name comparison against REJUVENATION /
RENEW. No per-rank ID maintenance.
libdebuff:
- GetSpellRecField(id, "name") → C_Spell.GetSpellName(id) at all call
sites; the presence-guard pattern is gone (ClassicAPI is a hard
dep, per memory).
- GetSpellRecField(id, "rank") → C_Spell.GetSpellSubtext(id).
swingtimer:
- Hoist FLAG_AUTOATTACK / ATTR_KEEP_SWINGS / ATTR_ON_NEXT_SWING to
module-top constants via tonumber("0xNN", 16) so the SPELL_GO_SELF
hot path stops re-parsing them on every call. Lua 5.0 has no hex
number literals; strtoul-backed tonumber handles the "0x" prefix.
Drop four hardcoded spell-ID tables (swingDelaySpells, hsSpellIDs,
cleaveSpellIDs, maulSpellIDs) and the broad interruptFlags > 0 reset
heuristic in favor of server-parity checks against Spell.dbc bits via
nampower's GetSpellRecField:
- "Resets the swing on cast complete" gated on InterruptFlags's
SPELL_INTERRUPT_FLAG_AUTOATTACK (0x08) and AttributesEx2's lack of
SPELL_ATTR_EX2_NOT_RESET_AUTO_ACTIONS (0x20000) — mirrors the server's
Spell::IsMeleeAttackResetSpell. Reset OH alongside MH to match.
- "Slam-style delay" derived from absent 0x08 + a cast time existing
(implicit since SPELL_START_SELF only fires for cast-time spells).
Freezes the swing timer at SPELL_START and adds cast duration on
SPELL_GO instead of resetting.
- HS / Cleave / Maul classification via IsOnSwingSpell (ATTR_ON_NEXT_
SWING bit 0x04) + name comparison against rank-1 canonical names,
centralized into ClassifyOnSwingSpell + SetQueuedKind helpers.
Switch the lone GetSpellRec table-allocator call to GetSpellRecField for
consistency (single-field hash lookup, no shared-table reuse caveat).
Wand Shoot (spellID 5019) wasn't recognized as ranged anywhere, so it
fell through every branch of the SPELL_GO_SELF dispatch and hit the
catch-all interruptFlags > 0 reset, wiping the mainhand swing on every
shot. Casters melee-weaving between MH swings and wand fires lost their
swing visualization.
Replace the hardcoded RANGED_SPELLIDS / WAND_SHOOT_SPELLIDS tables with
C_Spell.IsRangedAutoAttackSpell (Spell.dbc AUTO_REPEAT bit) — catches
both Auto Shot and Shoot today, plus any future auto-repeat ranged
spell. ResetRanged now takes a replaceMH flag: true for Auto Shot /
Throw (Hunter ranged replaces melee), false for wand (independent
timers, both tick concurrently).
Closes#5.
libhealth ships with pfUI and Nampower's GetUnitField (hard-dep) covers
the real-HP read; the MobHealth integration was a chained last-resort
fallback that could never actually win, and on the nameplate path it
also mixed percentage and real-value scales into the bar's SetMinMaxValues
since it overwrote hp/hpmax without hpmin.
GUID is the unique identity; the name check was leftover from the
name-only era and became dead weight once cachedGuid (NAME_PLATE_UNIT_
ADDED) was added alongside it.
The plate-reuse reset only cleared name/guid/player/cdCache, leaving
hp/hpmax/rgb/namecolor/levelcolor/target/mouseover/inCombat behind. The
PERF gates downstream ("only update X when X changed") then skipped bar
fill / color / text updates when the new occupant happened to share a
cached value with the previous one — most easily reproduced on
plate-pool reuse in starting zones (mobs churn fast, percentage values
collide). Nuke the whole cache via table.wipe.
Refs #8.
Drop CHAT_MSG_COMBAT_FACTION_CHANGE + SanitizePattern(FACTION_STANDING_
INCREASED) string parsing in favor of FACTION_STANDING_CHANGED, which
ships (factionID, newStanding, repGained) directly — locale-independent,
no chat-string scrape. Track factionID instead of faction name.
Collapse the two for i=1, 99 GetFactionInfo loops (tooltip + bar fill)
into a single GetRepDisplay helper: GetFactionInfoByID for the remembered
faction, C_Reputation.GetWatchedFactionData for the watched one.
Watched-faction-changed detection now compares factionIDs.
Hook DoTradeSkill to capture the requested count, then on the first
SPELLCAST_START of an isTradeskill cast stretch endTime to span all
crafts so the player bar fills continuously across the chain. Mid-chain
SPELLCAST_START / SPELL_START_SELF events refresh the "(N)" remaining
label and reset a per-craft spark that crosses the bar once per craft.
SPELL_GO_SELF counts completions; SPELLCAST_STOP no-ops while merged.
Gated by a new C.castbar.player.mergetradeskill knob (default on).
Drive the cast bar from cast lifecycle events instead of polling C_Spell
every frame. OnUpdate now only animates a stamped start/end and fades out;
all state transitions come from events:
- player: vanilla SPELLCAST_START / _STOP / _FAILED / _INTERRUPTED /
_CHANNEL_START / _CHANNEL_STOP, plus nampower SPELL_START_SELF (the only
signal for a chained same-spell recast, which never runs the client cast
path) and SPELL_DELAYED_SELF for pushback (applied from its delayMs arg).
- non-player (target/focus): nampower SPELL_START_OTHER / SPELL_FAILED_OTHER
+ PLAYER_TARGET_CHANGED / PLAYER_FOCUS_CHANGED.
Data comes from ClassicAPI's C_Spell.UnitCastingInfo / UnitChannelInfo
(player exact; other units from the SMSG_SPELL_START cache). SPELL_START_*
re-polls are deferred one frame so ClassicAPI's packet co-hook has stamped
before the read. SPELLCAST_CHANNEL_STOP only clears when a channel is shown,
so a lagged channel-stop doesn't wipe a following cast's bar.
Remove the now-unused CASTBAR_EVENT_* constants from compat/vanilla.lua.
ClassicAPI's recent C_Spell additions cover remote-unit casts natively
(SMSG_SPELL_START co-hook caching per caster GUID), so the two parallel
cast trackers pfUI was running — libcast.lua and the libdebuff_casts
table inside libdebuff.lua — can both retire.
Migrations:
- modules/castbar.lua: focus/player cast-info gathering reads
C_Spell.UnitCastingInfo / UnitChannelInfo directly. Fallback ladder
(libdebuff_casts → pfGetCastInfo → pfGetChannelInfo) collapses into a
single call. Pushback handlers stop writing back into a non-existent
cache; the local this.endTime is the source of truth.
- modules/nameplates.lua: GetCastInfo(guid) now resolves to a unit token
via UnitTokenFromGUID and queries C_Spell, returning the same compact
struct shape downstream code expected. UpdateCastbar collapses from a
three-branch hierarchy (dead IterDebuffs / libdebuff_casts / libcast)
to one C_Spell read.
- modules/afkcam.lua: pfGetCastInfo+pfGetChannelInfo round-trip becomes
a single C_Spell.UnitCastingInfo("player") or UnitChannelInfo fallback.
- libs/libpredict.lua: HealComm timing uses C_Spell on the sender's unit
token after a small group-roster walk to resolve the sender's name.
Deletions:
- libs/libcast.lua entirely (-571 lines) plus its init/libs.xml entry.
- libdebuff_casts / libdebuff_item_icons tables and their write sites
in libs/libdebuff.lua (the SPELL_START_*, SPELL_GO_*, SPELL_FAILED_*
event handlers stop maintaining them but keep firing the
libdebuff_*_hooks broadcast surface for actionbar / swingtimer /
libtotem). SPELLCAST_CHANNEL_STOP now reads the active channel from
C_Spell.ChannelInfo.
- modules/superwow.lua's supercast block — UNIT_CASTEVENT writes into
libcast.db are redundant now that C_Spell co-hooks the same packet.
- The cast-bar item-icon override that swapped in a potion/trinket
icon for item-triggered casts. Spell icon stays; the item-icon
metadata path (libdebuff_item_icons) went with libdebuff_casts.
Steady Shot synthetic cast bar — Turtle WoW-specific:
- castbar.lua gains a pfUI.synthetic_casts[unit] fallback that fires
only when C_Spell returns nil, so abilities the engine treats as
instant but which have a meaningful wait window can still render a
cast bar.
- modules/turtle-wow.lua replaces the old libcast.customcast block with
a Nampower SPELL_QUEUE_EVENT subscriber. ON_SWING_QUEUED matching
the localized "Steady Shot" name writes a 1.4s synthetic entry;
ON_SWING_QUEUE_POPPED clears it; castbar's endMs guard self-expires
the entry as a safety net. Note: haste scaling (libcast.ApplyShotHaste)
is gone — bar may finish slightly early under +ranged haste buffs.
Net: 152 insertions, 972 deletions.
ClassicAPI's UnitIsFeignDeath reads UNIT_FIELD_FLAGS bit 29 directly —
the authoritative server flag, no detection guesswork needed. Combined
with Nampower's GetUnitField("health"), we read live HP off the
descriptor instead of caching the moment-of-death healthbar value via
libtipscan.
Drops the name-keyed cache, the UNIT_HEALTH / PLAYER_TARGET_CHANGED
event handlers, and the tooltip scanner. Also fixes the staleness bug
where a feigning hunter taking further damage kept showing the cached
snapshot from when feign first triggered — live read updates with
every UnitHealth call now.
With every external caller of libdebuff:UnitDebuff / :UnitOwnDebuff
now on C_UnitAuras, the two public per-aura readers and the
nameplate-side cache they were feeding have no consumers.
- libs/libdebuff.lua: removes libdebuff:UnitDebuff (~120 lines),
libdebuff:UnitOwnDebuff (~75 lines), the _ownDebuffSortFunc helper,
and the local cache table. The slotOwnership / ownDebuffs /
allAuraCasts / pendingCasts bookkeeping stays — GetBestAuraCast
(libpredict) and GetEnhancedDebuffs (CleveRoids) still read it, and
the event handlers maintain it. GetSlotCaster / GetDebuffSlotMap
stay too; the DEBUFF_ADDED_OTHER handler and the debug printer use
them. File goes 2010 → 1870 lines.
- modules/nameplates.lua: deletes PlateCacheDebuffs (was already
rewritten on C_UnitAuras and unused once the display loop bypassed
the cache), PlateUnitDebuff, the cachedVerify scaffolding, and the
nameplate.UnitDebuff / nameplate.CacheDebuffs registrations.
- api/config.lua + modules/gui.lua: drops the now-defunct
"guessdebuffs" knob — its only effect was gating the dead cache.
ClassicAPI's recent C_UnitAuras additions (sourceUnit / sourceGUID /
non-player expirationTime / the PLAYER filter token) finally cover
everything libdebuff:UnitDebuff and :UnitOwnDebuff were doing — caster
attribution, accurate timing for non-player units, and the own-debuffs
filter. Migrating the remaining callers off the libdebuff readers.
- api/unitframes.lua: collapses the debuff render path's three-branch
if/else into a single C_UnitAuras.GetAuraDataByIndex with a HARMFUL
or HARMFUL|PLAYER filter selected by the selfdebuff config; tooltip
slot-finders match by sourceGUID instead of libdebuff's caster flag;
custom-debuff indicator scan unifies the same way.
- modules/buffwatch.lua: GetBuffData drops the libdebuff fallback;
tooltip slot-finder mirrors the unitframes pattern.
- libs/libpredict.lua: drops the orphaned UnitHasBuff slot-loop (no
callers left).
- api/api.lua: pfUI.api.UnitHasBuff tightens from a HELPFUL iteration
to a single GetAuraDataBySpellName lookup.
Each site that builds a cooldown ring from expirationTime carries the
talent-extension guard — when expirationTime exceeds the dbc base
duration (e.g. Shadow Affinity → SW:P), clamp start to now and use the
remaining time as the effective duration so CooldownFrame_SetTimer
doesn't get a future start it treats as "not yet begun".
Splits the ClassicAPI version check into a hard floor (MIN, manual)
and a soft target (LATEST, pinned by the release workflow). Below MIN
pfUI disables itself entirely as before; between MIN and LATEST it
runs normally but fires a delayed chat nudge after PLAYER_LOGIN with
the available update. PLAYER_LOGIN handlers swap to
EventUtil.ContinueOnPlayerLogin so we don't have to spin a frame for
each branch.
URLs centralize on toc X-Website fields. pfUI.lua factors out
ClassicAPIReleaseUrl(version) sourcing from !!!ClassicAPI's metadata;
modules/gui.lua and libs/libdebuff.lua replace hardcoded
me0wg4ming/pfUI links with GetAddOnMetadata(pfUI.name, "X-Website")
lookups.
release.yml gains a pre-package step that queries ClassicAPI's latest
release tag, packs it (X*10000 + Y*100 + Z), and seds only the LATEST
line in pfUI.lua so the published zip ships with the correct soft
target.
Bare DisenchantAll() errored — the DLL requires an arg. Forward the
slash message through and default to "greens" when empty. Per
nampower's player_scripts.cpp, quality is a STRING keyword ("greens",
"blues", "purples", pipe-combined); numbers are interpreted as item
IDs, not quality levels. tonumber() lets users pass numeric item IDs
unquoted.
pfUI module bodies run under pfUI.env (setfenv in LoadModule), which
proxies reads to _G via __index but has no __newindex. Bare
"SLASH_FOO = ..." assignments therefore land on pfUI.env, not on _G,
and WoW's slash dispatcher reads _G.SLASH_* directly — so the slash
command never registered. SlashCmdList[KEY] assignments happened to
work because the table is read first (falls through), then the key
write hits the real global table.
/pfunitxp, /clickthrough, /ct, /disenchantall, /dea — all silently
broken until now. Fixed by prefixing SLASH_* writes with _G.
Switches the addon-message prefix to "pfUI-brues" so we don't share an
inbound queue with upstream pfUI installs at all — they don't register
a listener for this prefix, so our broadcasts get dropped at the engine
level instead of needing branch-string filtering on their end. The
"main" branch tag stays as a tiebreaker for any future fork variant
sharing this prefix.
Source/dev installs leave the toc Version as "@project-version@" until
release tooling substitutes it. pfUI.lua now stamps those as "dev" with
major/minor/fix=0 instead of silently falling back to 1.2.0, and
updatenotify short-circuits on pfUI.version.string == "dev" before
broadcasting so dev installs don't ship a stale low version to everyone
in guild/raid. Single source of truth — the dev marker lives in pfUI.lua.
URLs centralize via the toc's X-Website. updatenotify and firstrun read
it via GetAddOnMetadata + string.format("%s"), and all eight translation
files swap their hardcoded shagu.org references for the same %s slot.
Drive-bys: groupsize math uses ClassicAPI's IsInRaid/IsInGroup; toc
Author typo "modfied" → "modified".
The per-unit cache reset only fired when the plate's name changed, so
pool reuse between same-named units (player "Ironforge Guard" → NPC
"Ironforge Guard") carried the previous unit's cache.player into the
next OnDataChanged call. GetUnitInfo then returned the wrong table's
class, unittype flipped to FRIENDLY_PLAYER, and the bar drew in MAGE
class color. Gate the reset on cachedGuid changes too.
Stores cache.player as true/false/nil instead of "PLAYER"/"NPC" so it
flows straight into GetUnitInfo as the isPlayer hint — both in
OnDataChanged and the wait_for_scan retry, which previously dropped
the hint and ping-ponged the flag every frame.
Hoists the name-change reset above the GetUnitInfo lookup and folds the
two UnitIsPlayer call sites into one. The earlier shape resolved
cache.player upfront from cachedGuid, then redundantly re-resolved from
unitstr after the name-change reset — and the upfront block could read
stale cache.player on plate reassignment, passing a wrong isPlayer hint
to GetUnitInfo.
GetUnitInfo() probed the players table first, so an NPC sharing a name
with a known player (e.g. Chromie) inherited the player's class, level,
and guild. Adds an isPlayer hint to GetUnitInfo and resolves each
plate's actual unit type from its cached GUID via UnitIsPlayer before
the lookup. The plate's cache.player gates further work.
Routes player and nameplate castbar progress through
PixelUtil.SetStatusBarValue so a 1.4s cast on a narrow bar no longer
shimmers across fractional pixels as it ticks. Adds GetMinMaxValues /
GetValue handlers to pfUI's custom StatusBar so PixelUtil can read the
current range.
ClassicAPI's SlashCommandsRegistry now owns the canonical /focus and
/clearfocus commands (matching modern Blizzard's no-alias convention
and delegating to the engine's FocusUnit / ClearFocus polyfills).
pfUI no longer needs to register them.
The TargetByName-based name-resolution workflow that the old
SlashCmdList.PFFOCUS provided ("/focus Hogger" → swap-target, capture
focus) doesn't fit the modern /focus contract, which only takes unit
tokens. Move that behavior into a separate /focusname (alias
/pffocusname) so users who relied on typed names still have a path —
just under a different command name.
In ButtonMacroScan, when SuperCleveRoidMacros manages the slot
(CleveRoids.IsManagedAction), leave spellslot/booktype unset and return
early. This lets the button's icon, cooldown, and tooltip flow through
the addon's hooked GetActionTexture / GetActionCooldown /
GameTooltip:SetAction so they follow the active conditional dynamically,
instead of being frozen to the first statically-scanned spell.
Six allocation sites firing per visible plate per central tick (or per
throttled OnDataChanged tick) were generating heavy GC pressure visible
in pfDebug's analyzer:
- IterDebuffs callback in PlateCacheDebuffs was a fresh closure per call.
Hoisted to a module-level function with state in _pcdSelf / _pcdNow /
_pcdId, matching the pattern the icon-grid IterDebuffs already used.
- string.format("%.2f", remaining) in UpdateCastbar fired every frame per
active castbar. Factored into SetCastbarText helper that compares a
rounded integer (centi- or deci-seconds) and only formats + SetTexts
when the displayed value would actually change. lastTextTick reset
alongside lastEndTime so back-to-back casts don't collide.
- guid.."target" concat in GetCombatStateColor hit Lua's string intern
pool every call. Cached in guidTargetTokenCache, evicted alongside
the other per-guid caches in NAME_PLATE_UNIT_REMOVED.
- plate.name:SetText was unconditional; moved inside the existing
plate.cache.name change gate so it only fires on real unit changes.
- plate.level:SetText (string.format) was unconditional; gated behind a
new (level, elite) cache so the format only runs on level-up or
elite-state flips.
- C_NamePlate.GetNamePlates() poll every 0.5s allocated a fresh Lua
table just to read its length. Replaced with a visiblePlateCount
counter maintained event-driven from NAME_PLATE_UNIT_ADDED/_REMOVED.
- Switch the four GUID reads in OnDataChanged from plate.parent:GetName(1)
(SuperWoW idiom) to plate.cachedGuid (set by NAME_PLATE_UNIT_ADDED via
UnitGUID(token)). Move the initial OnDataChanged call out of
OnConfigChange's CREATE path so it runs after UNIT_ADDED has populated
cachedGuid; re-add it explicitly in the user-config-change loop.
- Reject GetUnitField's health/maxHealth when maxHealth == 100 — the
engine writes (hp_percent, 100) into UnitFields for non-detailed units
(UPDATE_PARTIAL packets carry percent only). Without this guard,
Nampower's raw field read returns the percent and the nameplate displays
"5 / 100" as if it were real HP. Mirrors libhealth's heuristic so we
fall through to its estimator instead.
- New config: nametextpos (LEFT/CENTER/RIGHT, defaults to CENTER).
Decouple the bar's anchor from the name so the name's JustifyH can
shift left/right without dragging the bar with it.
Replaces the SelectQuestLogEntry-based scrape (1..50 quest indices, save/
restore log selection, per-quest GetQuestLogQuestText + GetNumQuestLeaderBoards
+ GetQuestLogLeaderBoard, string-blob with _obj_req_ markers, substring-by-
name match in AddTooltip) with a single C_QuestLog.GetQuestIDForLogIndex +
C_QuestLog.GetQuestDetails round-trip per quest.
Build an itemID-keyed { index, count } map up front and look up directly
in AddTooltip. Fixes false matches where an item name happens to substring-
match unrelated quest text.
* equipmentmanager
* use BAG_UPDATE_DELAYED
* CharacterFrame.backdrop doesn't on creation so check onShow
* adjust button positioning
* Show Equipment Set tooltip
* fix icon select scrolling issue
* Equip Set on double click
* slot tooltips: use location-aware GameTooltip methods
Branch on EquipmentManager_GetLocationData: SetBagItem for bagged items,
SetInventoryItem for equipped, fall back to SetInventoryItemByID for
missing or unresolved entries. Surfaces durability/charges/enchants in
the tooltip when the item is reachable.
Also cache C_EquipmentSet.GetItemLocations once per Refresh and store
it on each slot button instead of re-fetching inside the missing-item
border branch.
* purg esome comments
* use GameTooltip_Hide from !!!classicapi
* moved flyout to character frame
* ignore item icon shows on item slots now
* defer ignored-slot toggles until Save
Toggling a slot's ignored state in the flyout no longer immediately
calls SaveEquipmentSet. Instead the change is recorded in a per-set
pendingIgnoredToggles table; the overlay reflects the effective
state (persisted XOR pending) so the user sees the visual change
right away, and Save commits the toggles by replaying them into
ClassicAPI's session ignored list before SaveEquipmentSet.
Pending toggles clear on Save (committed) and on set deletion.
* overhaul icon picker
* fixed width
* fixed issue where selected icon got cleared out
* correct flyout button order
* backport more equipment manager icons
* refactor window
* fixed gear menu
* remove set cap
* bump minimum classicapi version
* bump minimum version to 1.3.3
* row menu: close on outside click
GLOBAL_MOUSE_DOWN fires regardless of which frame absorbs the click
and (unlike a veil frame) doesn't consume the original event, so
clicking another row's gear closes the old menu and opens the new
one in a single click. The gear's own OnClick handles the same-row
toggle close, since GLOBAL_MOUSE_DOWN's anchorBtn check excludes it.
Bumps minimum ClassicAPI to 1.3.4 for GLOBAL_MOUSE_DOWN /
IsMouseButtonDown.
* use pfUI.path
* comment cleanup
* bump min classicapi version
---------
Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>