commit d63057474083aa67fda2aa28ee6301334ffc4fdf
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Mon Jul 6 00:59:17 2026 -0500
Use C_Map.GetMapOverlays instead of hardcoded pfMapOverlayData
ClassicAPI's C_Map.GetMapOverlays reads WorldMapOverlay.dbc directly and
returns the full overlay list for a zone (explored + unexplored) — the
data vanilla's GetMapOverlayInfo withholds. mapreveal now iterates it
straight (named fields: textureName/texturePath/width/height/offsets),
dropping unpack_hash and the pfMapOverlayData tables entirely.
Also fixes the explored-check: it compared the full texture path against
GetMapOverlayInfo's bare-name keys, so the magnifying glass never
suppressed on explored overlays. Now matches on the bare name.
Removes ~870 lines of hand-measured overlay data (base + Turtle).
commit ad12c8209a80cd1211fe08e83f7013d24b5efd2d
Author: Brues <5278969+brues-code@users.noreply.github.com>
Date: Sun Jul 5 23:45:09 2026 -0500
utilize HookScript from ClassicAPI
* 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
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Co-authored-by: Brues <5278969+brues-code@users.noreply.github.com>