Files
pfUI/modules/questitem.lua
T
Brues 84da90c7d4 Run the raid and questitem delay timers on C_Timer
Both modules waited out their delays in an OnUpdate script. Each now
keeps one C_Timer.NewTimer handle and cancels it whenever a new request
comes in, so the update runs 0.5 s after the last one.

Raid: the roster pass becomes pfUI.uf.raid:UpdateRoster, and
pfUI.uf.raid:QueueUpdate schedules it. Roster events queue it with a
0.5 s delay; a config change or a tank toggle queues it for the next
frame. The frame no longer shows and hides itself to run the pass, and
the extra 1 s throttle is gone because the debounce already merges
bursts.

Questitem: without the OnUpdate script the scanner frame only handled
events, so it moves onto pfUI.events with one callback per event, and
pfUI.questitem becomes a plain table. The showquest check now lives in
QueueSeed.
2026-10-31 17:25:44 -05:00

123 lines
3.8 KiB
Lua

pfUI:RegisterModule("questitem", function ()
local requiredItems = {}
local function AddQuest(questID)
local details = C_QuestLog.GetQuestDetails(questID)
if not details then return false end
if 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] = {
questID = questID,
title = details.title,
level = details.level,
count = req.count,
}
end
end
end
return true
end
local function RemoveQuest(questID)
for itemID, entry in pairs(requiredItems) do
if entry.questID == questID then requiredItems[itemID] = nil end
end
end
local function Seed()
for k in pairs(requiredItems) do requiredItems[k] = nil end
local complete = true
local i = 1
while true do
local questID = C_QuestLog.GetQuestIDForLogIndex(i)
if questID == nil then break end
if questID > 0 and not AddQuest(questID) then complete = false end
i = i + 1
end
return complete
end
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 = entry.title, entry.level 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
-- Seed half a second after the last trigger; each trigger pushes it back.
local seeding, timer
local function QueueSeed()
if C.tooltip.questitem.showquest ~= "1" then return end
seeding = true
if timer then timer:Cancel() end
timer = C_Timer.NewTimer(.5, function()
if Seed() then seeding = nil end
end)
end
-- seed pre-existing quests
pfUI.events:RegisterFrameEventAndCallback("PLAYER_ENTERING_WORLD", QueueSeed)
-- keep retrying while the quest cache warms
pfUI.events:RegisterFrameEventAndCallback("QUEST_LOG_UPDATE", function()
if seeding then QueueSeed() end
end)
-- a cold cache (rare) needs a full reseed
pfUI.events:RegisterFrameEventAndCallback("QUEST_ACCEPTED", function(_, _, questID)
if not AddQuest(questID) then QueueSeed() end
end)
pfUI.events:RegisterFrameEventAndCallback("QUEST_REMOVED", function(_, questID)
RemoveQuest(questID)
end)
pfUI.questitem = { UpdateConfig = QueueSeed }
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)
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)