Files
pfUI/modules/equipmentmanager.lua
T
Brues 94268b1162 Add option to always show equipment slot flyouts
The per-slot popout arrows previously appeared only while the equipment
manager sidecar was open. Add a "Always Show Equipment Slot Flyouts"
option under Character -> Inventory (character.inventory.equipflyout,
off by default) that instead ties them to the paperdoll, so gear can be
swapped without opening the equipment manager.

Centralize the show/hide in a single UpdatePopouts(): by default the
arrows follow the sidecar, with the option on they follow PaperDollFrame.
Both the sidecar OnShow/OnHide and new PaperDollFrame OnShow/OnHide hooks
route through it, and the flyout hides whenever the arrows go inactive.
2026-08-06 20:28:32 -05:00

883 lines
36 KiB
Lua

-- Equipment Manager module
-- Backport of the 4.3.4 GearManagerDialog UI on top of ClassicAPI's C_EquipmentSet.* API.
pfUI:RegisterModule("equipmentmanager", function()
if not C_EquipmentSet or not C_EquipmentSet.CanUseEquipmentSets() then return end
pfUI.equipmentmanager = {}
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
local UpdatePopouts -- forward decl; assigned once popouts + flyout exist
-- 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, 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:SetSize(220, 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
UpdatePopouts()
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(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:SetSize(28, 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(PAPERDOLL_EQUIPMENTMANAGER)
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:SetSize(86, 22); btnEquip:SetText(EQUIPSET_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:SetSize(86, 22); btnSave:SetText(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(CONFIRM_SAVE_EQUIPMENT_SET, 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:SetSize(140, 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:SetSize(130, 20);
rowMenu.changeBtn:SetPoint("TOPLEFT", rowMenu, "TOPLEFT", 5, -3)
rowMenu.changeBtn:SetText(EQUIPMENT_SET_EDIT)
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:SetSize(130, 20);
rowMenu.deleteBtn:SetPoint("TOP", rowMenu.changeBtn, "BOTTOM", 0, -2)
rowMenu.deleteBtn:SetText(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(CONFIRM_DELETE_EQUIPMENT_SET, 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)
-- Height fits N rows + (N-1) inter-row gaps + 3px top/bottom padding.
listFrame:SetSize(180, 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:SetSize(170, 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:SetSize(30, 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:SetSize(16, 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)
-- Show the gear and tooltip while the cursor is over the row or its
-- gear child. The gear sits inside the row's rectangle, so a single
-- MouseIsOver(row) check covers both. OnLeave on the row and the gear
-- catches every exit path, so no OnUpdate poll is needed.
local function HideRowHover()
if MouseIsOver(row) then return end
GameTooltip:Hide()
row.gear:Hide()
end
row:SetScript("OnEnter", function()
if not row.setID then return end
local name = C_EquipmentSet.GetEquipmentSetInfo(row.setID)
if name then
GameTooltip:SetOwner(row, "ANCHOR_RIGHT")
GameTooltip:SetEquipmentSet(name)
GameTooltip:Show()
end
row.gear:Show()
end)
row:SetScript("OnLeave", HideRowHover)
row.gear:SetScript("OnLeave", HideRowHover)
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:SetSize(170, SET_ROW_HEIGHT);
newSetRow.icon = newSetRow:CreateTexture(nil, "ARTWORK")
newSetRow.icon:SetSize(24, 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(PAPERDOLL_NEWEQUIPMENTSET)
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:SetSize(width or 70, 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:SetSize(472, 484)
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)
-- Equipment seed leads the grid with gear-relevant item icons. The widget
-- owns the name field, preview, grid, filter, and search; this module keeps
-- the OK/Cancel buttons and the create/save/rename flow below.
local iconPicker = CreateIconPicker("pfEqMgrIcon", namePopup,
IconDataProviderExtraType.Equipment, GEARSETS_POPUP_TEXT)
local btnPopupOK = MakeButton("pfEqMgrPopupOK", OKAY, namePopup, namePopup, 14, -340, 80)
local btnPopupCancel = MakeButton("pfEqMgrPopupCancel", CANCEL, namePopup, namePopup, 0, 0, 80)
btnPopupCancel:ClearAllPoints()
btnPopupCancel:SetPoint("BOTTOMRIGHT", namePopup, "BOTTOMRIGHT", -14, 12)
btnPopupCancel:SetScript("OnClick", function() namePopup:Hide() end)
-- Okay | Cancel, both anchored to the bottom-right corner.
btnPopupOK:ClearAllPoints()
btnPopupOK:SetPoint("BOTTOMRIGHT", btnPopupCancel, "BOTTOMLEFT", -6, 0)
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(iconPicker.GetIcon(), "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 "")
if prefillIcon then
-- Stored icons come back either as a full path or a bare basename
-- (see the row rendering in Refresh). Only prepend the prefix when
-- there's no path separator, so a full path isn't double-prefixed.
iconPicker.SetIcon(string.find(prefillIcon, "\\") and prefillIcon
or ("INTERFACE\\ICONS\\" .. prefillIcon))
else
iconPicker.SetIcon(nil)
end
namePopup.search:SetText("")
-- Rename only changes the name, so hide the whole icon-picking area.
iconPicker.SetIconAreaShown(action ~= "rename")
namePopup:Show()
if action ~= "rename" then iconPicker.Refresh() end
namePopup.editbox:SetFocus()
end
-- ============================================================
-- Equipment flyout (per-slot popup)
-- ============================================================
local flyout = CreateFrame("Frame", "pfEqMgrFlyout", UIParent)
-- The name/icon popup is sidecar-only, so it closes with the sidecar.
-- Popout arrows and the flyout are reconciled by UpdatePopouts: by
-- default they follow the sidecar, but with the "Always Show Equipment
-- Slot Flyouts" option they stay while the paperdoll is open.
frame:SetScript("OnHide", function()
namePopup:Hide()
UpdatePopouts()
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(ERR_EQUIPMENT_MANAGER_BAGS_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, 1, 1, 1)
elseif this.specialAction == "ignore" then
GameTooltip:SetText(EQUIPMENT_MANAGER_IGNORE_SLOT, 1, 1, 1)
elseif this.specialAction == "unignore" then
GameTooltip:SetText(EQUIPMENT_MANAGER_UNIGNORE_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", GameTooltip_Hide)
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()
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
-- Popout arrows follow the EM sidecar by default. With the
-- "Always Show Equipment Slot Flyouts" option they follow the paperdoll
-- instead, so gear can be swapped without opening the equipment manager.
local function PopoutsActive()
if C.character.inventory.equipflyout == "1" then
return PaperDollFrame:IsShown()
end
return frame:IsShown()
end
function UpdatePopouts()
local show = PopoutsActive()
for _, b in ipairs(popoutButtons) do
if show then b:Show() else b:Hide() end
end
if not show then flyout:Hide() end
end
PaperDollFrame:HookScript("OnShow", UpdatePopouts)
PaperDollFrame:HookScript("OnHide", UpdatePopouts)
-- ============================================================
-- 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)