Files
pfUI/modules/equipmentmanager.lua
T
Brues 967487e283 Utilizing ClassicAPI 1.6.0
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
2026-07-09 00:56:06 -05:00

1059 lines
44 KiB
Lua
Raw Blame History

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-- Equipment Manager module
-- Backport of the 4.3.4 GearManagerDialog UI on top of ClassicAPI's
-- C_EquipmentSet.* API. Adds a 6th tab to CharacterFrame.
pfUI:RegisterModule("equipmentmanager", function()
if not C_EquipmentSet or not C_EquipmentSet.CanUseEquipmentSets() then return end
pfUI.equipmentmanager = pfUI.equipmentmanager or {}
local SET_ROW_HEIGHT = 36
local rawborder, border = GetBorderSize()
local selectedSetID = nil
local pendingAction = nil -- "new" | "save" | "rename" — what the popups apply to
local slotOverlays = {} -- [invSlotID] = ignored-overlay texture on the character slot
local popoutButtons = {} -- popout arrow buttons; toggled with the EM frame
-- Pending ignored-slot toggles per set: a slotID here means the
-- effective state is flipped from what's persisted. Committed on
-- Save, cleared on delete.
local pendingIgnoredToggles = {}
local function GetEffectiveIgnored(setID)
local result = {}
if not setID then return result end
local persistent = C_EquipmentSet.GetIgnoredSlots(setID) or {}
for _, s in ipairs(persistent) do result[s] = true end
local pending = pendingIgnoredToggles[setID]
if pending then
for slotID in pairs(pending) do
if result[slotID] then result[slotID] = nil else result[slotID] = true end
end
end
return result
end
local function ToggleIgnoredForSet(setID, slotID)
if not setID then return end
pendingIgnoredToggles[setID] = pendingIgnoredToggles[setID] or {}
if pendingIgnoredToggles[setID][slotID] then
pendingIgnoredToggles[setID][slotID] = nil
else
pendingIgnoredToggles[setID][slotID] = true
end
end
local function SetPopoutReversed(popout, reversed)
if not popout then return end
local nc = reversed and popout.coordReversed or popout.coordNormal
local hc = reversed and popout.coordReversedHi or popout.coordNormalHi
popout:GetNormalTexture():SetTexCoord(unpack(nc))
popout:GetHighlightTexture():SetTexCoord(unpack(hc))
end
local function EquipSet(setID)
if not setID then return end
if C_EquipmentSet.EquipmentSetContainsLockedItems(setID) then
UIErrorsFrame:AddMessage(ERR_CLIENT_LOCKED_OUT or "Locked items in set", 1, .1, .1, 1)
return
end
ClearCursor()
C_EquipmentSet.UseEquipmentSet(setID)
end
-- ============================================================
-- Main content frame: opens as a sidecar to the right of CharacterFrame
-- (matches ReputationDetailFrame's positioning pattern).
-- ============================================================
local frame = CreateFrame("Frame", "pfEquipmentManagerFrame", CharacterFrame)
frame:SetWidth(220)
frame:SetHeight(350)
frame:SetFrameStrata("HIGH")
frame:SetScript("OnShow", function()
this:ClearAllPoints()
if CharacterFrame.backdrop then
frame:SetPoint("TOPLEFT", CharacterFrame.backdrop, "TOPRIGHT", 2*border, -2)
else
frame:SetPoint("TOPLEFT", CharacterFrame, "TOPRIGHT", 0, 0)
end
for _, b in ipairs(popoutButtons) do b:Show() end
end)
CreateBackdrop(frame, nil, nil, .9)
CreateBackdropShadow(frame)
frame:Hide()
frame.title = frame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
frame.title:SetPoint("TOP", frame, "TOP", 0, -10)
frame.title:SetText(T["Equipment Manager"] or "Equipment Manager")
local closeBtn = CreateFrame("Button", nil, frame, "UIPanelCloseButton")
closeBtn:SetPoint("TOPRIGHT", frame, "TOPRIGHT", -4, -4)
closeBtn:SetScript("OnClick", function() frame:Hide() end)
if SkinCloseButton then SkinCloseButton(closeBtn, frame.backdrop or frame, -6, -6) end
-- ============================================================
-- Toggle button on character pane (above the Hands slot)
-- ============================================================
local toggleBtn = CreateFrame("Button", "pfEqMgrToggleButton", PaperDollFrame)
toggleBtn:SetWidth(28)
toggleBtn:SetHeight(28)
toggleBtn:SetPoint("BOTTOM", CharacterHandsSlot, "TOP", 0, 4)
toggleBtn:SetNormalTexture(pfUI.path.."\\img\\UI-GearManager-Button")
toggleBtn:SetPushedTexture(pfUI.path.."\\img\\UI-GearManager-Button-Pushed")
toggleBtn:SetHighlightTexture("Interface\\Buttons\\ButtonHilight-Square", "ADD")
toggleBtn:SetScript("OnEnter", function()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText(T["Equipment Manager"] or "Equipment Manager")
GameTooltip:Show()
end)
toggleBtn:SetScript("OnLeave", function() GameTooltip:Hide() end)
toggleBtn:SetScript("OnClick", function()
if frame:IsShown() then
frame:Hide()
else
frame:Show()
pfUI.equipmentmanager.Refresh()
end
end)
local OpenNamePopup -- forward declared; assigned below
-- ============================================================
-- Equip + Save buttons (top of list area)
-- ============================================================
local btnEquip = CreateFrame("Button", "pfEqMgrEquip", frame, "UIPanelButtonTemplate")
btnEquip:SetWidth(86); btnEquip:SetHeight(22); btnEquip:SetText(T["Equip"] or "Equip")
btnEquip:SetPoint("TOPLEFT", frame, "TOPLEFT", 16, -30)
SkinButton(btnEquip)
btnEquip:SetScript("OnClick", function() EquipSet(selectedSetID) end)
local btnSave = CreateFrame("Button", "pfEqMgrSave", frame, "UIPanelButtonTemplate")
btnSave:SetWidth(86); btnSave:SetHeight(22); btnSave:SetText(T["Save"] or "Save")
btnSave:SetPoint("LEFT", btnEquip, "RIGHT", 6, 0)
SkinButton(btnSave)
btnSave:SetScript("OnClick", function()
if not selectedSetID then return end
local name, icon = C_EquipmentSet.GetEquipmentSetInfo(selectedSetID)
if not name then return end
local targetID = selectedSetID
StaticPopupDialogs["PFUI_EQMGR_SAVE_CONFIRM"] = {
text = string.format(T["Would you like to save the equipment set '%s'?"] or "Would you like to save the equipment set '%s'?", name),
button1 = YES, button2 = NO,
OnAccept = function()
C_EquipmentSet.ClearIgnoredSlotsForSave()
local effective = GetEffectiveIgnored(targetID)
for slotID in pairs(effective) do
C_EquipmentSet.IgnoreSlotForSave(slotID)
end
C_EquipmentSet.SaveEquipmentSet(targetID, icon)
C_EquipmentSet.ClearIgnoredSlotsForSave()
pendingIgnoredToggles[targetID] = nil
pfUI.equipmentmanager.Refresh()
end,
timeout = 0, whileDead = 1, hideOnEscape = 1, exclusive = 1,
}
StaticPopup_Show("PFUI_EQMGR_SAVE_CONFIRM")
end)
-- ============================================================
-- Per-row context menu (single instance, repositioned per click).
-- Triggered by the gear icon on each set row.
-- ============================================================
local rowMenu = CreateFrame("Frame", "pfEqMgrRowMenu", UIParent)
rowMenu:SetFrameStrata("DIALOG")
rowMenu:SetWidth(140); rowMenu:SetHeight(50)
rowMenu:Hide()
CreateBackdrop(rowMenu, nil, nil, .95)
CreateBackdropShadow(rowMenu)
rowMenu:EnableMouse(true)
-- Close on click outside via GLOBAL_MOUSE_DOWN (fires on any click
-- without consuming it). The anchorBtn check defers the gear-click
-- toggle to the gear's own OnClick so opening doesn't trigger close.
rowMenu:RegisterEvent("GLOBAL_MOUSE_DOWN")
rowMenu:SetScript("OnEvent", function()
if not this:IsShown() then return end
if MouseIsOver(this) then return end
if this.anchorBtn and MouseIsOver(this.anchorBtn) then return end
this:Hide()
end)
tinsert(UISpecialFrames, "pfEqMgrRowMenu") -- Escape closes it
rowMenu.changeBtn = CreateFrame("Button", nil, rowMenu, "UIPanelButtonTemplate")
rowMenu.changeBtn:SetWidth(130); rowMenu.changeBtn:SetHeight(20)
rowMenu.changeBtn:SetPoint("TOPLEFT", rowMenu, "TOPLEFT", 5, -3)
rowMenu.changeBtn:SetText(T["Change Name/Icon"] or "Change Name/Icon")
SkinButton(rowMenu.changeBtn)
rowMenu.changeBtn:SetScript("OnClick", function()
rowMenu:Hide()
if not rowMenu.targetSetID then return end
local name, icon = C_EquipmentSet.GetEquipmentSetInfo(rowMenu.targetSetID)
selectedSetID = rowMenu.targetSetID
OpenNamePopup("save", name, icon)
end)
rowMenu.deleteBtn = CreateFrame("Button", nil, rowMenu, "UIPanelButtonTemplate")
rowMenu.deleteBtn:SetWidth(130); rowMenu.deleteBtn:SetHeight(20)
rowMenu.deleteBtn:SetPoint("TOP", rowMenu.changeBtn, "BOTTOM", 0, -2)
rowMenu.deleteBtn:SetText(T["Delete"] or "Delete")
SkinButton(rowMenu.deleteBtn)
rowMenu.deleteBtn:SetScript("OnClick", function()
rowMenu:Hide()
if not rowMenu.targetSetID then return end
local targetID = rowMenu.targetSetID
local name = C_EquipmentSet.GetEquipmentSetInfo(targetID)
StaticPopupDialogs["PFUI_EQMGR_DELETE"] = {
text = string.format(T["Delete equipment set '%s'?"] or "Delete equipment set '%s'?", name or "?"),
button1 = YES, button2 = NO,
OnAccept = function()
pendingIgnoredToggles[targetID] = nil
C_EquipmentSet.DeleteEquipmentSet(targetID)
if selectedSetID == targetID then selectedSetID = nil end
pfUI.equipmentmanager.Refresh()
end,
timeout = 0, whileDead = 1, hideOnEscape = 1, exclusive = 1,
}
StaticPopup_Show("PFUI_EQMGR_DELETE")
end)
-- ============================================================
-- Set list (left column)
-- ============================================================
local LIST_VISIBLE_ROWS = 7
local LIST_ROW_STRIDE = SET_ROW_HEIGHT + 2
local listFrame = CreateFrame("Frame", nil, frame)
listFrame:SetPoint("TOPLEFT", frame, "TOPLEFT", 16, -58)
listFrame:SetWidth(180)
-- Height fits N rows + (N-1) inter-row gaps + 3px top/bottom padding.
listFrame:SetHeight(LIST_VISIBLE_ROWS * LIST_ROW_STRIDE + 4)
CreateBackdrop(listFrame, nil, nil, .75)
-- Mouse-wheel scroll: list of [sets..., newSetRow] is virtualized
-- through LIST_VISIBLE_ROWS slots. Refresh() consumes listFrame.offset
-- and the wheel handler clamps + bumps it.
listFrame.offset = 0
listFrame:EnableMouseWheel(true)
listFrame:SetScript("OnMouseWheel", function()
listFrame.offset = listFrame.offset - (arg1 or 0)
pfUI.equipmentmanager.Refresh()
end)
local setRows = {}
local function CreateSetRow()
local row = CreateFrame("Button", nil, listFrame)
row:SetWidth(170)
row:SetHeight(SET_ROW_HEIGHT)
-- Position is set per-Refresh based on the row's visible slot;
-- start anchored to avoid uninitialized geometry before first Refresh.
row:SetPoint("TOPLEFT", listFrame, "TOPLEFT", 5, -3)
row.icon = row:CreateTexture(nil, "ARTWORK")
row.icon:SetWidth(30)
row.icon:SetHeight(30)
row.icon:SetPoint("LEFT", row, "LEFT", 2, 0)
row.icon:SetTexCoord(.08, .92, .08, .92)
row.text = row:CreateFontString(nil, "OVERLAY", "GameFontNormal")
row.text:SetPoint("LEFT", row.icon, "RIGHT", 6, 0)
row.text:SetPoint("RIGHT", row, "RIGHT", -22, 0)
row.text:SetJustifyH("LEFT")
row.highlight = row:CreateTexture(nil, "BACKGROUND")
row.highlight:SetAllPoints(row)
row.highlight:SetTexture(.3, .3, .3, .4)
row.highlight:Hide()
row.gear = CreateFrame("Button", nil, row)
row.gear:SetWidth(16); row.gear:SetHeight(16)
row.gear:SetPoint("RIGHT", row, "RIGHT", -4, 0)
row.gear.tex = row.gear:CreateTexture(nil, "ARTWORK")
row.gear.tex:SetAllPoints(row.gear)
row.gear.tex:SetTexture(pfUI.path.."\\img\\Gear_64Grey")
row.gear:SetHighlightTexture("Interface\\Buttons\\ButtonHilight-Square", "ADD")
row.gear:Hide()
row.gear:SetScript("OnClick", function()
if not row.setID then return end
-- Toggle: clicking the gear that owns the open menu closes it.
-- GLOBAL_MOUSE_DOWN's anchorBtn check excludes the gear, so the
-- close has to happen here.
if rowMenu:IsShown() and rowMenu.targetSetID == row.setID then
rowMenu:Hide()
return
end
rowMenu.targetSetID = row.setID
rowMenu.anchorBtn = row.gear
rowMenu:ClearAllPoints()
rowMenu:SetPoint("TOPRIGHT", row.gear, "BOTTOMRIGHT", 0, 0)
rowMenu:Show()
end)
row:SetScript("OnClick", function()
selectedSetID = row.setID
-- Detect double-click manually; vanilla Button has no native event.
local now = GetTime()
if row.lastClick and (now - row.lastClick) < 0.4 then
row.lastClick = nil
EquipSet(row.setID)
else
row.lastClick = now
end
pfUI.equipmentmanager.Refresh()
end)
-- Hover handling: OnLeave fires when the cursor moves onto a child
-- (the gear button becomes the topmost mouse target). Use an
-- OnUpdate poll so the gear stays shown while the cursor is over
-- the row OR the gear itself.
row:SetScript("OnEnter", function()
if not this.setID then return end
local name = C_EquipmentSet.GetEquipmentSetInfo(this.setID)
if name then
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetEquipmentSet(name)
GameTooltip:Show()
end
row.gear:Show()
this:SetScript("OnUpdate", function()
if not MouseIsOver(this) and not MouseIsOver(row.gear) then
this:SetScript("OnUpdate", nil)
GameTooltip:Hide()
row.gear:Hide()
end
end)
end)
return row
end
-- Rows are allocated lazily in Refresh — ClassicAPI no longer caps
-- the number of equipment sets, so we grow the pool to numSets on
-- demand. The set list is wheel-scrolled, so only LIST_VISIBLE_ROWS
-- are ever positioned in-frame at a time, but each row is bound to a
-- specific set index (row[i] always shows ids[i]).
local newSetRow = CreateFrame("Button", nil, listFrame)
newSetRow:SetWidth(170); newSetRow:SetHeight(SET_ROW_HEIGHT)
newSetRow.icon = newSetRow:CreateTexture(nil, "ARTWORK")
newSetRow.icon:SetWidth(24); newSetRow.icon:SetHeight(24)
newSetRow.icon:SetPoint("LEFT", newSetRow, "LEFT", 5, 0)
newSetRow.icon:SetTexture(pfUI.path.."\\img\\Character-Plus")
newSetRow.text = newSetRow:CreateFontString(nil, "OVERLAY", "GameFontNormal")
newSetRow.text:SetPoint("LEFT", newSetRow.icon, "RIGHT", 8, 0)
newSetRow.text:SetPoint("RIGHT", newSetRow, "RIGHT", -4, 0)
newSetRow.text:SetJustifyH("LEFT")
newSetRow.text:SetText(T["New Set"] or "New Set")
newSetRow.text:SetTextColor(0.2, 1, 0.2)
newSetRow.highlight = newSetRow:CreateTexture(nil, "BACKGROUND")
newSetRow.highlight:SetAllPoints(newSetRow)
newSetRow.highlight:SetTexture(.3, .3, .3, .4)
newSetRow.highlight:Hide()
newSetRow:SetScript("OnEnter", function() newSetRow.highlight:Show() end)
newSetRow:SetScript("OnLeave", function() newSetRow.highlight:Hide() end)
newSetRow:SetScript("OnClick", function() OpenNamePopup("new") end)
local function MakeButton(name, label, parent, anchor, ax, ay, width)
local b = CreateFrame("Button", name, parent, "UIPanelButtonTemplate")
b:SetWidth(width or 70)
b:SetHeight(22)
b:SetText(label)
b:SetPoint("TOPLEFT", anchor, "BOTTOMLEFT", ax, ay)
SkinButton(b)
return b
end
-- ============================================================
-- Name/icon entry popup
-- ============================================================
local namePopup = CreateFrame("Frame", "pfEqMgrNamePopup", UIParent)
namePopup:SetFrameStrata("DIALOG")
namePopup:SetWidth(472)
namePopup:SetHeight(498)
namePopup:SetPoint("CENTER", UIParent, "CENTER")
namePopup:Hide()
CreateBackdrop(namePopup, nil, nil, .9)
CreateBackdropShadow(namePopup)
namePopup:EnableMouse(true)
namePopup:SetMovable(true)
namePopup:RegisterForDrag("LeftButton")
namePopup:SetScript("OnDragStart", function() this:StartMoving() end)
namePopup:SetScript("OnDragStop", function() this:StopMovingOrSizing() end)
namePopup.title = namePopup:CreateFontString(nil, "OVERLAY", "GameFontNormal")
namePopup.title:SetPoint("TOP", namePopup, "TOP", 0, -10)
namePopup.title:SetText(T["Save Set"] or "Save Set")
namePopup.nameLabel = namePopup:CreateFontString(nil, "OVERLAY", "GameFontNormal")
namePopup.nameLabel:SetPoint("TOPLEFT", namePopup, "TOPLEFT", 14, -34)
namePopup.nameLabel:SetText(T["Enter Set Name (Max 16 Characters):"] or "Enter Set Name (Max 16 Characters):")
namePopup.editbox = CreateFrame("EditBox", "pfEqMgrNameEdit", namePopup, "InputBoxTemplate")
namePopup.editbox:SetWidth(280)
namePopup.editbox:SetHeight(20)
namePopup.editbox:SetPoint("TOPLEFT", namePopup, "TOPLEFT", 14, -52)
namePopup.editbox:SetAutoFocus(false)
namePopup.editbox:SetMaxLetters(16)
CreateBackdrop(namePopup.editbox)
namePopup.selectedLabel = namePopup:CreateFontString(nil, "OVERLAY", "GameFontNormal")
namePopup.selectedLabel:SetPoint("TOPRIGHT", namePopup, "TOPRIGHT", -14, -28)
namePopup.selectedLabel:SetText(T["Currently Selected"] or "Currently Selected")
namePopup.selectedLabel:SetTextColor(1, 0.82, 0)
namePopup.selectedPreview = CreateFrame("Frame", nil, namePopup)
namePopup.selectedPreview:SetWidth(42)
namePopup.selectedPreview:SetHeight(42)
namePopup.selectedPreview:SetPoint("TOPRIGHT", namePopup, "TOPRIGHT", -14, -44)
CreateBackdrop(namePopup.selectedPreview)
namePopup.selectedPreview.tex = namePopup.selectedPreview:CreateTexture(nil, "ARTWORK")
namePopup.selectedPreview.tex:SetAllPoints(namePopup.selectedPreview)
namePopup.selectedPreview.tex:SetTexCoord(.08, .92, .08, .92)
namePopup.iconLabel = namePopup:CreateFontString(nil, "OVERLAY", "GameFontNormal")
namePopup.iconLabel:SetPoint("TOPLEFT", namePopup, "TOPLEFT", 14, -100)
namePopup.iconLabel:SetText(T["Choose an Icon:"] or "Choose an Icon:")
-- Icon picker: 10×8 grid of buttons + scroll
local ICON_GRID_COLS = 10
local ICON_GRID_ROWS = 8
local ICON_BTN_SIZE = 36
local ICON_BTN_PAD = 6
local iconScroll = CreateFrame("ScrollFrame", "pfEqMgrIconScroll", namePopup, "FauxScrollFrameTemplate")
iconScroll:SetPoint("TOPLEFT", namePopup, "TOPLEFT", 14, -130)
iconScroll:SetWidth(ICON_GRID_COLS * (ICON_BTN_SIZE + ICON_BTN_PAD) - ICON_BTN_PAD)
iconScroll:SetHeight(ICON_GRID_ROWS * (ICON_BTN_SIZE + ICON_BTN_PAD) - ICON_BTN_PAD)
-- IconDataProviderMixin owns the icon DB, dedup, and lazy load.
-- Init on first picker open; release on hide so the cache GCs.
local provider = nil
-- Selection is tracked by PATH (not index) so it survives filter
-- changes: a spell icon you picked still saves correctly even after
-- you switch the filter to "Items" and it's no longer in the visible list.
local QUESTION_MARK = "INTERFACE\\ICONS\\INV_MISC_QUESTIONMARK"
local selectedIconPath = QUESTION_MARK
local function EnsureProvider()
if not provider then
provider = CreateAndInitFromMixin(IconDataProviderMixin,
IconDataProviderExtraType.Equipment)
end
end
-- Anchor scrollbar to iconScroll's right edge so its position tracks
-- the icon grid rather than the popup. -16/+16 vertical insets are the
-- standard up/down arrow spacing for UIPanelScrollBarTemplate.
local scrollbar = _G["pfEqMgrIconScrollScrollBar"]
if scrollbar then
scrollbar:ClearAllPoints()
scrollbar:SetPoint("TOPLEFT", iconScroll, "TOPRIGHT", 8, -16)
scrollbar:SetPoint("BOTTOMLEFT", iconScroll, "BOTTOMRIGHT", 8, 16)
SkinScrollbar(scrollbar)
end
-- Filter dropdown: "All Icons" / "Spells" / "Items" (top right of icon area).
local filterDropdown = CreateFrame("Frame", "pfEqMgrIconFilter", namePopup, "UIDropDownMenuTemplate")
filterDropdown:SetPoint("TOPRIGHT", namePopup, "TOPRIGHT", 0, -94)
local currentFilter = "all"
local function ApplyFilter(value)
currentFilter = value
UIDropDownMenu_SetSelectedValue(filterDropdown, value)
if provider then
if value == "spells" then provider:SetIconTypes({ IconDataProviderIconType.Spell })
elseif value == "items" then provider:SetIconTypes({ IconDataProviderIconType.Item })
else provider:SetIconTypes(nil) end
-- Don't reset selection — selectedIconPath persists. If the
-- selected icon isn't in the new filter, no grid entry will be
-- highlighted but Save will still write the chosen icon.
pfUI.equipmentmanager.RefreshIconGrid()
end
end
UIDropDownMenu_Initialize(filterDropdown, function()
local info
info = {}; info.text = T["All Icons"] or "All Icons"; info.value = "all"
info.func = function() ApplyFilter("all") end
info.checked = currentFilter == "all"
UIDropDownMenu_AddButton(info)
info = {}; info.text = T["Spells"] or "Spells"; info.value = "spells"
info.func = function() ApplyFilter("spells") end
info.checked = currentFilter == "spells"
UIDropDownMenu_AddButton(info)
info = {}; info.text = T["Items"] or "Items"; info.value = "items"
info.func = function() ApplyFilter("items") end
info.checked = currentFilter == "items"
UIDropDownMenu_AddButton(info)
end)
UIDropDownMenu_SetWidth(120, filterDropdown)
UIDropDownMenu_SetSelectedValue(filterDropdown, "all")
SkinDropDown(filterDropdown)
local iconButtons = {}
for r = 1, ICON_GRID_ROWS do
for c = 1, ICON_GRID_COLS do
local i = (r - 1) * ICON_GRID_COLS + c
local btn = CreateFrame("Button", nil, namePopup)
btn:SetWidth(ICON_BTN_SIZE)
btn:SetHeight(ICON_BTN_SIZE)
btn:SetPoint("TOPLEFT", iconScroll, "TOPLEFT", (c-1) * (ICON_BTN_SIZE + ICON_BTN_PAD), -(r-1) * (ICON_BTN_SIZE + ICON_BTN_PAD))
CreateBackdrop(btn)
btn.texture = btn:CreateTexture(nil, "ARTWORK")
btn.texture:SetAllPoints(btn)
btn.texture:SetTexCoord(.08, .92, .08, .92)
btn.gridIndex = i
btn:SetScript("OnClick", function()
if this.iconIndex and provider then
local path = provider:GetIconByIndex(this.iconIndex)
if path then selectedIconPath = path end
pfUI.equipmentmanager.RefreshIconGrid()
end
end)
btn:SetScript("OnEnter", function()
if not this.iconIndex or not provider then return end
local path = provider:GetIconByIndex(this.iconIndex)
if type(path) == "string" then
local name = string.gsub(path, "^.-INTERFACE\\\\ICONS\\\\", "")
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText(name)
GameTooltip:Show()
end
end)
btn:SetScript("OnLeave", GameTooltip_Hide)
iconButtons[i] = btn
end
end
function pfUI.equipmentmanager.RefreshIconGrid()
EnsureProvider()
local numIcons = provider:GetNumIcons()
local numRows = math.ceil(numIcons / ICON_GRID_COLS)
FauxScrollFrame_Update(iconScroll, numRows, ICON_GRID_ROWS, ICON_BTN_SIZE + ICON_BTN_PAD)
local offset = FauxScrollFrame_GetOffset(iconScroll)
for i = 1, ICON_GRID_ROWS * ICON_GRID_COLS do
local listIdx = i + offset * ICON_GRID_COLS
local btn = iconButtons[i]
if listIdx <= numIcons then
btn:Show()
btn.iconIndex = listIdx
local path = provider:GetIconByIndex(listIdx)
btn.texture:SetTexture(path)
if path == selectedIconPath then
btn.backdrop:SetBackdropBorderColor(1, 0.82, 0, 1)
else
btn.backdrop:SetBackdropBorderColor(pfUI.cache.er, pfUI.cache.eg, pfUI.cache.eb, pfUI.cache.ea)
end
else
btn:Hide()
btn.iconIndex = nil
end
end
-- Sync the "Currently Selected" preview from the path directly so it
-- still shows the chosen icon when filtered out of the grid.
namePopup.selectedPreview.tex:SetTexture(selectedIconPath)
end
iconScroll:SetScript("OnVerticalScroll", function()
FauxScrollFrame_OnVerticalScroll(ICON_BTN_SIZE + ICON_BTN_PAD, function() pfUI.equipmentmanager.RefreshIconGrid() end)
end)
namePopup:SetScript("OnHide", function()
if provider then provider:Release(); provider = nil end
end)
local btnPopupOK = MakeButton("pfEqMgrPopupOK", T["OK"] or "OK", namePopup, namePopup, 14, -340, 80)
btnPopupOK:ClearAllPoints()
btnPopupOK:SetPoint("BOTTOMLEFT", namePopup, "BOTTOMLEFT", 14, 12)
local btnPopupCancel = MakeButton("pfEqMgrPopupCancel", T["Cancel"] or "Cancel", namePopup, namePopup, 0, 0, 80)
btnPopupCancel:ClearAllPoints()
btnPopupCancel:SetPoint("BOTTOMRIGHT", namePopup, "BOTTOMRIGHT", -14, 12)
btnPopupCancel:SetScript("OnClick", function() namePopup:Hide() end)
btnPopupOK:SetScript("OnClick", function()
local name = namePopup.editbox:GetText()
if not name or name == "" then return end
-- Strip the prefix to match ClassicAPI's persisted short-form basenames.
local iconForSave = string.gsub(selectedIconPath, "INTERFACE\\ICONS\\", "")
if pendingAction == "new" then
C_EquipmentSet.CreateEquipmentSet(name, iconForSave)
C_EquipmentSet.ClearIgnoredSlotsForSave()
selectedSetID = C_EquipmentSet.GetEquipmentSetID(name)
elseif pendingAction == "save" and selectedSetID then
-- Commit pending ignored toggles: load the effective list into
-- ClassicAPI's session state, then SaveEquipmentSet captures it.
C_EquipmentSet.ClearIgnoredSlotsForSave()
local effective = GetEffectiveIgnored(selectedSetID)
for slotID in pairs(effective) do
C_EquipmentSet.IgnoreSlotForSave(slotID)
end
C_EquipmentSet.SaveEquipmentSet(selectedSetID, iconForSave)
C_EquipmentSet.ClearIgnoredSlotsForSave()
pendingIgnoredToggles[selectedSetID] = nil
elseif pendingAction == "rename" and selectedSetID then
C_EquipmentSet.ModifyEquipmentSet(selectedSetID, name)
end
namePopup:Hide()
pfUI.equipmentmanager.Refresh()
end)
-- Assignment (not `local function`) so this fills in the forward
-- declaration at the top of the module — closures created earlier
-- (row gear menu, "+ New Set" row, etc.) capture the same upvalue.
function OpenNamePopup(action, prefillName, prefillIcon)
pendingAction = action
namePopup.editbox:SetText(prefillName or "")
EnsureProvider()
if prefillIcon then
local short = string.gsub(prefillIcon, "INTERFACE\\ICONS\\", "")
selectedIconPath = "INTERFACE\\ICONS\\" .. strupper(short)
else
selectedIconPath = QUESTION_MARK
end
if action == "rename" then
namePopup.title:SetText(T["Rename Set"] or "Rename Set")
iconScroll:Hide()
for _, b in ipairs(iconButtons) do b:Hide() end
namePopup.iconLabel:Hide()
namePopup.selectedLabel:Hide()
namePopup.selectedPreview:Hide()
filterDropdown:Hide()
else
namePopup.title:SetText(action == "new" and (T["Name Set"] or "Name Set") or (T["Save Set"] or "Save Set"))
iconScroll:Show()
namePopup.iconLabel:Show()
namePopup.selectedLabel:Show()
namePopup.selectedPreview:Show()
filterDropdown:Show()
end
namePopup:Show()
if action ~= "rename" then pfUI.equipmentmanager.RefreshIconGrid() end
namePopup.editbox:SetFocus()
end
-- ============================================================
-- Equipment flyout (per-slot popup)
-- ============================================================
local flyout = CreateFrame("Frame", "pfEqMgrFlyout", UIParent)
frame:SetScript("OnHide", function()
for _, b in ipairs(popoutButtons) do b:Hide() end
flyout:Hide()
end)
flyout:SetFrameStrata("DIALOG")
flyout:Hide()
CreateBackdrop(flyout, nil, nil, .9)
flyout.buttons = {}
local FLYOUT_BTN_SIZE = 36
local FLYOUT_COLS = 5
-- Sentinels for the flyout's virtual entries (negative values never
-- collide with real packed locations from GetInventoryItemsForSlot).
local PLACEINBAGS_LOCATION = -1
local IGNORESLOT_LOCATION = -2 -- "ignore this slot" — shown when not ignored
local UNIGNORESLOT_LOCATION = -3 -- "un-ignore this slot" — shown when ignored
-- Find first empty bag slot and drop the cursor item into it.
local function UnequipToBags(invSlot)
if not GetInventoryItemID("player", invSlot) then return end
ClearCursor()
PickupInventoryItem(invSlot)
if not CursorHasItem() then return end
for bag = 0, 4 do
local nslots = GetContainerNumSlots(bag) or 0
for slot = 1, nslots do
if not C_Container.GetContainerItemID(bag, slot) then
PickupContainerItem(bag, slot)
return
end
end
end
ClearCursor()
UIErrorsFrame:AddMessage(EQUIPMENT_MANAGER_BAGS_FULL or "Your bags are full.", 1, .1, .1, 1)
end
local function MakeFlyoutButton(i)
local b = CreateFrame("Button", nil, flyout)
b:SetWidth(FLYOUT_BTN_SIZE)
b:SetHeight(FLYOUT_BTN_SIZE)
CreateBackdrop(b)
b.texture = b:CreateTexture(nil, "ARTWORK")
b.texture:SetAllPoints(b)
b.texture:SetTexCoord(.08, .92, .08, .92)
b.count = b:CreateFontString(nil, "OVERLAY", "NumberFontNormal")
b.count:SetPoint("BOTTOMRIGHT", b, "BOTTOMRIGHT", -2, 2)
b:SetScript("OnEnter", function()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
if this.specialAction == "placeInBags" then
GameTooltip:SetText(EQUIPMENT_MANAGER_PLACE_IN_BAGS or "Place in Bags", 1, 1, 1)
elseif this.specialAction == "ignore" then
GameTooltip:SetText(EQUIPMENT_MANAGER_IGNORE_SLOT or "Ignore this slot", 1, 1, 1)
elseif this.specialAction == "unignore" then
GameTooltip:SetText(EQUIPMENT_MANAGER_UNIGNORE_SLOT or "Stop ignoring this slot", 1, 1, 1)
elseif this.bag then
GameTooltip:SetBagItem(this.bag, this.slot)
elseif this.invSlot then
GameTooltip:SetInventoryItem("player", this.invSlot)
end
GameTooltip:Show()
end)
b:SetScript("OnLeave", function() GameTooltip:Hide() end)
b:SetScript("OnClick", function()
if this.specialAction == "placeInBags" then
UnequipToBags(flyout.targetInvSlot)
flyout:Hide()
return
elseif this.specialAction == "ignore" or this.specialAction == "unignore" then
ToggleIgnoredForSet(selectedSetID, flyout.targetInvSlot)
flyout:Hide()
pfUI.equipmentmanager.Refresh()
return
end
ClearCursor()
if this.bag then
PickupContainerItem(this.bag, this.slot)
elseif this.invSlot then
PickupInventoryItem(this.invSlot)
end
if CursorHasItem() then
PickupInventoryItem(flyout.targetInvSlot)
end
flyout:Hide()
end)
return b
end
function pfUI.equipmentmanager.ShowFlyout(slotBtn)
-- Accept either the EM grid btn (has .slotID) or a vanilla
-- CharacterXxxxSlot button (use GetID()).
local invSlot = slotBtn.slotID or slotBtn:GetID()
-- ClassicAPI's GetInventoryItemsForSlot does the eligibility filter
-- (invType → slot compatibility, 2H/finger/trinket rules) for us;
-- the result is `{[packedLocation] = itemLink}`.
local items = {}
GetInventoryItemsForSlot(invSlot, items)
-- Skip the item currently equipped in this slot (it would be a no-op swap).
items[invSlot + ITEM_INVENTORY_LOCATION_PLAYER] = nil
-- Special buttons go FIRST (ignore/un-ignore, then place-in-bags),
-- with eligible items appended after. Layout matches modern WoW.
local ordered = {}
if selectedSetID then
local effective = GetEffectiveIgnored(selectedSetID)
table.insert(ordered, effective[invSlot] and UNIGNORESLOT_LOCATION or IGNORESLOT_LOCATION)
end
if GetInventoryItemID("player", invSlot) then
table.insert(ordered, PLACEINBAGS_LOCATION)
end
-- Eligible items, sorted by packed location for stable display.
local itemLocations = {}
for location in pairs(items) do
table.insert(itemLocations, location)
end
table.sort(itemLocations)
for _, location in ipairs(itemLocations) do
table.insert(ordered, location)
end
flyout.targetInvSlot = invSlot
local num = table.getn(ordered)
while table.getn(flyout.buttons) < num do
flyout.buttons[table.getn(flyout.buttons) + 1] = MakeFlyoutButton(table.getn(flyout.buttons) + 1)
end
for i, b in ipairs(flyout.buttons) do
if i <= num then
local location = ordered[i]
b.specialAction = nil; b.bag = nil; b.slot = nil; b.invSlot = nil
if location == PLACEINBAGS_LOCATION then
b.specialAction = "placeInBags"
b.texture:SetTexture(pfUI.path.."\\img\\UI-GearManager-ItemIntoBag")
b.count:SetText("")
elseif location == IGNORESLOT_LOCATION then
b.specialAction = "ignore"
b.texture:SetTexture(pfUI.path.."\\img\\UI-GearManager-LeaveItem-Opaque")
b.count:SetText("")
elseif location == UNIGNORESLOT_LOCATION then
b.specialAction = "unignore"
b.texture:SetTexture(pfUI.path.."\\img\\UI-GearManager-Undo")
b.count:SetText("")
else
local loc = EquipmentManager_GetLocationData(location)
if loc.isBags then
b.bag = loc.bag; b.slot = loc.slot
local tex, count = GetContainerItemInfo(loc.bag, loc.slot)
b.texture:SetTexture(tex)
if count and count > 1 then b.count:SetText(count) else b.count:SetText("") end
else -- isPlayer (equipped in some other slot)
b.invSlot = loc.slot
b.texture:SetTexture(GetInventoryItemTexture("player", loc.slot))
b.count:SetText("")
end
end
local col = math.mod(i - 1, FLYOUT_COLS)
local row = math.floor((i - 1) / FLYOUT_COLS)
b:ClearAllPoints()
b:SetPoint("TOPLEFT", flyout, "TOPLEFT", 4 + col * (FLYOUT_BTN_SIZE + 2), -4 - row * (FLYOUT_BTN_SIZE + 2))
b:Show()
else
b:Hide()
end
end
if num == 0 then
flyout:Hide()
UIErrorsFrame:AddMessage(T["No matching items in bags"] or "No matching items in bags", 1, 1, 0, 1)
return
end
local cols = math.min(num, FLYOUT_COLS)
local rows = math.ceil(num / FLYOUT_COLS)
flyout:SetWidth(cols * (FLYOUT_BTN_SIZE + 2) + 6)
flyout:SetHeight(rows * (FLYOUT_BTN_SIZE + 2) + 6)
flyout:ClearAllPoints()
-- Anchor to the popout button so the flyout sits past it (avoids
-- overlapping the chevron). Falls back to the slot itself for the
-- EM grid btns which don't have a separate popout.
local anchorBtn = slotBtn.popout or slotBtn
if invSlot == 16 or invSlot == 17 or invSlot == 18 then
flyout:SetPoint("BOTTOMLEFT", anchorBtn, "TOPLEFT", 0, 4)
else
local centerX = (anchorBtn:GetLeft() or 0) + anchorBtn:GetWidth()/2
if centerX > GetScreenWidth()/2 then
flyout:SetPoint("TOPRIGHT", anchorBtn, "TOPLEFT", -4, 0)
else
flyout:SetPoint("TOPLEFT", anchorBtn, "TOPRIGHT", 4, 0)
end
end
-- Reverse the chevron on the active popout, restore the previously
-- active one (if any). flyout.currentPopout drives OnHide cleanup.
if flyout.currentPopout and flyout.currentPopout ~= slotBtn.popout then
SetPopoutReversed(flyout.currentPopout, false)
end
flyout.currentPopout = slotBtn.popout
SetPopoutReversed(slotBtn.popout, true)
flyout:Show()
end
flyout:SetScript("OnHide", function()
this.targetInvSlot = nil
if this.currentPopout then
SetPopoutReversed(this.currentPopout, false)
this.currentPopout = nil
end
end)
-- ============================================================
-- Paperdoll slot setup: ignored overlay + popout button per slot.
-- ============================================================
local CHAR_SLOT_NAMES = {
"HeadSlot", "NeckSlot", "ShoulderSlot", "BackSlot", "ChestSlot",
"ShirtSlot", "TabardSlot", "WristSlot", "HandsSlot", "WaistSlot",
"LegsSlot", "FeetSlot", "Finger0Slot", "Finger1Slot",
"Trinket0Slot", "Trinket1Slot", "MainHandSlot", "SecondaryHandSlot",
"RangedSlot",
}
-- Slot ID classification for popout positioning. Weapons sit at the
-- bottom of the paperdoll, so their popout goes on top (chevron up).
-- All other slots get the popout on their right side, chevron right.
local POPOUT_TEX = pfUI.path.."\\img\\UI-GearManager-FlyoutButton"
for _, slotName in ipairs(CHAR_SLOT_NAMES) do
local slot = _G["Character"..slotName]
if slot then
-- "Ignored" overlay rendered on top of the paperdoll slot icon.
-- pfUI loads modules BEFORE skins (pfUI.lua:407-418), so at this
-- point slot.backdrop doesn't exist yet — the character skin
-- creates it later and reparents the item icon to it. A plain
-- texture on `slot` would render BENEATH the backdrop's icon.
-- Wrap the texture in a frame with a higher frame level so it
-- renders above the backdrop regardless of skin-init order.
local overlayFrame = CreateFrame("Frame", nil, slot)
overlayFrame:SetAllPoints(slot)
overlayFrame:SetFrameLevel(slot:GetFrameLevel() + 10)
local overlay = overlayFrame:CreateTexture(nil, "OVERLAY")
overlay:SetAllPoints(overlayFrame)
overlay:SetTexture(pfUI.path.."\\img\\UI-GearManager-LeaveItem-Transparent")
overlayFrame:Hide()
slotOverlays[slot:GetID()] = overlayFrame
-- Popout arrow button — clicking opens the equipment flyout for
-- this slot. Replaces the Alt+click trigger with a discoverable
-- visual affordance matching modern WoW's paperdoll.
local invSlot = slot:GetID()
local popout = CreateFrame("Button", nil, slot)
popout:SetFrameLevel(slot:GetFrameLevel() + 1)
-- Match Blizzard's EquipmentFlyoutPopoutButtonTemplate: 16x32,
-- anchored LEFT to slot's RIGHT (chevron points away from slot
-- toward the flyout's opening side).
popout:SetWidth(16); popout:SetHeight(32)
if INVSLOTS_EQUIPABLE_IN_COMBAT[invSlot] then
-- Weapon row: popout on TOP, vertical orientation.
popout:SetWidth(32); popout:SetHeight(16)
popout:SetPoint("BOTTOM", slot, "TOP", 0, 0)
else
-- All horizontal slots get the popout on the RIGHT edge, chevron
-- points right. Right-column slot popouts extend slightly into
-- the EM sidecar gutter — acceptable, matches modern UX.
popout:SetPoint("LEFT", slot, "RIGHT", 0, 0)
end
popout:SetNormalTexture(POPOUT_TEX)
popout:SetHighlightTexture(POPOUT_TEX, "ADD")
-- Stash both texCoord variants (normal=closed, reversed=open) so
-- SetPopoutReversed can swap between them. Reversed = swap all
-- y-values 0↔0.5 / 0.5↔1, matching modern WoW.
if INVSLOTS_EQUIPABLE_IN_COMBAT[invSlot] then
-- Closed: chevron points UP (toward where the flyout will open).
popout.coordNormal = { 0.15625, 0.84375, 0, 0.5 }
popout.coordReversed = { 0.15625, 0.84375, 0.5, 0 }
popout.coordNormalHi = { 0.15625, 0.84375, 0.5, 1 }
popout.coordReversedHi = { 0.15625, 0.84375, 1, 0.5 }
else
popout.coordNormal = { 0.15625, 0.5, 0.84375, 0.5, 0.15625, 0, 0.84375, 0 }
popout.coordReversed = { 0.15625, 0, 0.84375, 0, 0.15625, 0.5, 0.84375, 0.5 }
popout.coordNormalHi = { 0.15625, 1, 0.84375, 1, 0.15625, 0.5, 0.84375, 0.5 }
popout.coordReversedHi = { 0.15625, 0.5, 0.84375, 0.5, 0.15625, 1, 0.84375, 1 }
end
SetPopoutReversed(popout, false)
slot.popout = popout
popout:SetScript("OnClick", function()
-- Toggle: if the flyout is showing for this same slot, hide it;
-- otherwise (re)open it for the clicked slot.
if flyout:IsShown() and flyout.targetInvSlot == invSlot then
flyout:Hide()
else
pfUI.equipmentmanager.ShowFlyout(slot)
end
end)
popout:Hide()
table.insert(popoutButtons, popout)
end
end
-- Tie popout visibility to the EM sidecar. They appear when the
-- sidecar opens, hide when it closes, and the flyout closes too.
frame:HookScript("OnShow", function()
for _, b in ipairs(popoutButtons) do b:Show() end
end)
frame:HookScript("OnHide", function()
for _, b in ipairs(popoutButtons) do b:Hide() end
if flyout then flyout:Hide() end
end)
-- ============================================================
-- Refresh
-- ============================================================
function pfUI.equipmentmanager.Refresh()
local ids = C_EquipmentSet.GetEquipmentSetIDs() or {}
local numSets = table.getn(ids)
-- Auto-select the first set if none is selected (or the previously
-- selected one was deleted). Falls through to "show equipped" only
-- when zero sets exist.
if numSets > 0 then
local stillExists = false
if selectedSetID then
for _, id in ipairs(ids) do
if id == selectedSetID then stillExists = true; break end
end
end
if not stillExists then selectedSetID = ids[1] end
else
selectedSetID = nil
end
-- Virtual list = sets ++ newSetRow. Clamp the current scroll
-- offset against the visible window before laying out rows so
-- deleting sets snaps the list back into view.
local totalItems = numSets + 1
local maxOffset = math.max(0, totalItems - LIST_VISIBLE_ROWS)
if listFrame.offset > maxOffset then listFrame.offset = maxOffset end
if listFrame.offset < 0 then listFrame.offset = 0 end
local off = listFrame.offset
-- Set rows: lazy-grow the pool to numSets, then position visible
-- ones into slots and hide the rest. Each row stays bound to a
-- specific set index (row[i] always shows ids[i]).
for i = 1, numSets do
if not setRows[i] then setRows[i] = CreateSetRow() end
local row = setRows[i]
local slot = i - off
if slot >= 1 and slot <= LIST_VISIBLE_ROWS then
local setID = ids[i]
local name, icon, _, isEquipped, _, _, _, numMissing = C_EquipmentSet.GetEquipmentSetInfo(setID)
row.setID = setID
-- Color precedence: missing items (red) > equipped (green) > normal (white).
local color = (numMissing and numMissing > 0) and "|cffff5555"
or isEquipped and "|cff33ff33" or "|cffffffff"
row.text:SetText(color .. (name or "?") .. "|r")
if icon then
local full = string.find(icon, "\\") and icon or ("Interface\\Icons\\" .. icon)
row.icon:SetTexture(full)
else
row.icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark")
end
if setID == selectedSetID then row.highlight:Show() else row.highlight:Hide() end
row:ClearAllPoints()
row:SetPoint("TOPLEFT", listFrame, "TOPLEFT", 5, -3 - (slot - 1) * LIST_ROW_STRIDE)
row:Show()
else
row:Hide()
row.setID = nil
end
end
-- Hide pool entries past the current set count (left over from a
-- previous Refresh with more sets — e.g. just deleted one).
for i = numSets + 1, table.getn(setRows) do
setRows[i]:Hide()
setRows[i].setID = nil
end
-- "+ New Set" row occupies virtual index numSets+1.
local newSlot = (numSets + 1) - off
if newSlot >= 1 and newSlot <= LIST_VISIBLE_ROWS then
newSetRow:ClearAllPoints()
newSetRow:SetPoint("TOPLEFT", listFrame, "TOPLEFT", 5, -3 - (newSlot - 1) * LIST_ROW_STRIDE)
newSetRow:Show()
else
newSetRow:Hide()
end
-- Update the ignored-overlay textures attached to each paperdoll
-- slot. Uses effective state (persistent + pending toggles) so
-- uncommitted user changes show immediately.
local setIgnored = selectedSetID and GetEffectiveIgnored(selectedSetID) or {}
for slotID, overlay in pairs(slotOverlays) do
if selectedSetID and setIgnored[slotID] then overlay:Show() else overlay:Hide() end
end
local hasSelection = selectedSetID and true or false
if hasSelection then btnEquip:Enable(); btnSave:Enable()
else btnEquip:Disable(); btnSave:Disable() end
end
-- ============================================================
-- Events
-- ============================================================
local events = CreateFrame("Frame")
events:RegisterEvent("EQUIPMENT_SETS_CHANGED")
events:RegisterEvent("EQUIPMENT_SWAP_FINISHED")
events:RegisterEvent("EQUIPMENT_SWAP_PENDING")
events:RegisterEvent("BAG_UPDATE_DELAYED")
events:RegisterEvent("PLAYER_EQUIPMENT_CHANGED")
events:SetScript("OnEvent", function()
if not frame:IsShown() then return end
pfUI.equipmentmanager.Refresh()
end)
end)