pfUI:RegisterModule("questitem", function () -- [itemID] = { index = questLogIndex, count = requiredCount }. Rebuilt -- on QUEST_LOG_UPDATE from ClassicAPI's per-quest cached requirements. local requiredItems = {} local function AddTooltip(frame, itemID) if not itemID then return end if C.tooltip.questitem.showquest ~= "1" then return end -- Replace the existing "Quest Item" line if the tooltip already has one. local replace = nil if frame and _G[frame:GetName().."TextLeft2"] then if _G[frame:GetName().."TextLeft2"]:GetText() == ITEM_BIND_QUEST then replace = true end end local entry = requiredItems[itemID] if not entry and not replace then return end local quest, level = UNKNOWN, 255 if entry then quest, level = GetQuestLogTitle(entry.index) end if not quest then return end local color = GetDifficultyColor(level) if C.tooltip.questitem.showcount == "1" and entry and entry.count and entry.count > 0 then local have = C_Item.GetItemCount(itemID) or 0 quest = string.format("%s |cffaaaaaa[%s/%s]", quest, have, entry.count) end if replace then _G[frame:GetName().."TextLeft2"]:SetText("|cffffffff"..ITEM_BIND_QUEST..": |r" .. quest) _G[frame:GetName().."TextLeft2"]:SetTextColor(color.r, color.g, color.b) elseif quest ~= UNKNOWN then frame:AddLine("|cffffffff"..ITEM_BIND_QUEST..": |r" .. quest, color.r, color.g, color.b) end frame:Show() end pfUI.questitem = CreateFrame("Frame", "pfQuestItemScanner", UIParent) pfUI.questitem:RegisterEvent("PLAYER_ENTERING_WORLD") pfUI.questitem:RegisterEvent("QUEST_LOG_UPDATE") pfUI.questitem:SetScript("OnEvent", function() -- debounce rebuilds — QUEST_LOG_UPDATE fires in bursts this.run = GetTime() + .5 end) pfUI.questitem:SetScript("OnUpdate", function() if C.tooltip.questitem.showquest ~= "1" then return end if not this.run or GetTime() < this.run then return end for k in pairs(requiredItems) do requiredItems[k] = nil end -- GetQuestIDForLogIndex returns nil past the end, 0 for headers, else -- the questID. GetQuestDetails reads the engine's static-info cache — -- nil if not yet populated; we'll catch it on the next refresh. local i = 1 while true do local questID = C_QuestLog.GetQuestIDForLogIndex(i) if questID == nil then break end if questID > 0 then local details = C_QuestLog.GetQuestDetails(questID) if details and details.requirements then for _, req in ipairs(details.requirements) do if req.kind == "item" and req.id and req.id > 0 then requiredItems[req.id] = { index = i, count = req.count } end end end end i = i + 1 end this.run = nil end) -- reload quest entries on config change pfUI.questitem.UpdateConfig = function() pfUI.questitem.run = GetTime() + .5 end -- regular tooltip: catch every Show via a child frame's OnShow, then ask -- the tooltip directly for the item it's displaying. Replaces a libtooltip -- indirection that did the same query with extra caching layers. pfUI.questitem.tooltip = CreateFrame("Frame", "pfQuestItems", GameTooltip) pfUI.questitem.tooltip:SetScript("OnShow", function() if GameTooltip:HasItem() then local _, _, id = GameTooltip:GetItem() if id then AddTooltip(GameTooltip, id) end end end) -- itemref tooltip (chat link clicks): hooksecurefunc runs after SetItemRef -- populates ItemRefTooltip, so we just read the item back out of the tooltip -- instead of re-parsing the "item:NNN" out of the link string. hooksecurefunc("SetItemRef", function() if IsModifierKeyDown() then return end if ItemRefTooltip:HasItem() then local _, _, id = ItemRefTooltip:GetItem() if id then AddTooltip(ItemRefTooltip, id) end end end) end)