Files
pfUI/modules/unusable.lua
T

80 lines
2.4 KiB
Lua

pfUI:RegisterModule("unusable", "vanilla:tbc", function ()
if not pfUI.bag then return end
if C.appearance.bags.unusable ~= "1" then return end
pfUI.unusable = CreateFrame("Frame")
pfUI.unusable:RegisterEvent("PLAYER_LEVEL_UP")
pfUI.unusable:RegisterEvent("SKILL_LINES_CHANGED")
pfUI.unusable:RegisterEvent("ITEM_LOCK_CHANGED")
pfUI.unusable:RegisterEvent("ACTIONBAR_HIDEGRID")
pfUI.unusable:RegisterEvent("PLAYERBANKSLOTS_CHANGED")
pfUI.unusable:RegisterEvent("BANKFRAME_OPENED")
pfUI.unusable.frames = {}
local scanner = libtipscan:GetScanner("unusable")
local durability = string.gsub(DURABILITY_TEMPLATE, "%%[^%s]+", "(.+)")
local r, g, b, a = strsplit(",", C.appearance.bags.unusable_color)
function pfUI.unusable:UpdateSlot(bag, slot)
local self = self or pfUI.unusable
local frame = pfUI.bags[bag].slots[slot].frame
local name = frame:GetName()
-- clear previous item slot caches if existing
if self.frames[bag] and self.frames[bag][slot] then
self.frames[bag][slot] = nil
end
if frame.hasItem then
-- write current item frame to cache
self.frames[bag] = self.frames[bag] or {}
self.frames[bag][slot] = frame
-- read item tooltip
if bag == BANK_CONTAINER then
-- scanner:SetOwner(WorldFrame,"ANCHOR_NONE")
scanner:SetInventoryItem("player", 39+slot)
else
-- scanner:SetOwner(WorldFrame,"ANCHOR_NONE")
scanner:SetBagItem(bag, slot)
end
-- check item tooltip
local red = scanner:Color(RED_FONT_COLOR)
if not red then return end
local left = scanner:Line(red)
-- ignore broken equipment
local _, _, is_broken = string.find(left, durability, 1)
if is_broken then return end
_G.SetItemButtonTextureVertexColor(_G[name], r, g, b, a)
end
end
function pfUI.unusable:UpdateFrames()
local self = self or pfUI.unusable
-- update all known item frames
for bag, slots in pairs(self.frames) do
for slot, frame in pairs(slots) do
pfUI.bag:UpdateSlot(bag, slot)
end
end
end
pfUI.unusable:SetScript("OnEvent", function()
-- update all caches
if event == "PLAYERBANKSLOTS_CHANGED" or event == "BANKFRAME_OPENED" then
-- BankFrameItemButton_OnUpdate fires after UpdateSlot overriding changes
QueueFunction(this.UpdateFrames, this)
else
-- regular update
this:UpdateFrames()
end
end)
end)