vanilla-wow-addons – Rev 1
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-- GFWTooltip.lua
-- Generic tooltip hooking
-- Credit where due: mostly based on GDI's Reagent Info (which in turn uses code from ItemsMatrix, LootLink, and Auctioneer)
-- Additional inspiration from Reagent Watch and EnhTooltip
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local GFWTOOLTIP_THIS_VERSION = 8;
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-- External API
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--[[ GFWTooltip_AddCallback(modName, callbackFunction)
Allows you to have a function called whenever a tooltip is displayed.
The function is called with arguments (frame, name, link, source):
frame: the instance of GameTooltip being shown, which you can modify via its API
name: the first line of the tooltip, typically an item name.
link: a hyperlink to the item being shown in the tooltip
source: a non-localized string identifying why this tooltip is being shown
(e.g. "MERCHANT" for an item seen in the MerchantFrame)
Your callback function should return true if it modifies the tooltip, so we know not to modify the same tooltip twice.
Example:
function MyTooltipCallback(frame, name, link, source)
frame:AddLine("some stuff");
return true;
end
function MyMod_OnLoad()
GFWTooltip_AddCallback("MyMod", MyTooltipCallback);
end
]]
local function addCallback(modName, callbackFunction)
GFWTooltip_Callbacks[modName] = callbackFunction;
end
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-- Initial setup
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if (GFWTooltip == nil) then
GFWTooltip = {};
end
if (GFWTooltip_Callbacks == nil) then
GFWTooltip_Callbacks = {};
end
if (GFWTooltip_OriginalFunctions == nil) then
GFWTooltip_OriginalFunctions = {};
end
local hookTableName = "GFWTooltip_"..GFWTOOLTIP_THIS_VERSION.."_HookFunctions";
if (getglobal(hookTableName) == nil) then
setglobal(hookTableName, {});
end
local G = GFWTooltip;
local Orig = GFWTooltip_OriginalFunctions;
local Hook = getglobal(hookTableName);
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-- Internal functions
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local checkTimer; -- Timer for frequency of tooltip checks
local gameToolTipOwner; -- The current owner of the GameTooltip
local currentTooltip; -- Current Tooltip frame
local itemsMatrixEnabled; -- Boolean to watch if ItemsMatrix is running
local function hookFunction(functionName)
if (Orig[functionName] == nil) then
Orig[functionName] = getglobal(functionName);
end
setglobal(functionName, Hook[functionName]);
end
local function hookMethod(objectName, functionName)
local signature = objectName.."_"..functionName;
local object = getglobal(objectName);
if (Orig[signature] == nil) then
Orig[signature] = object[functionName];
end
object[functionName] = Hook[signature];
end
-- We call this at the bottom of this file to get things started.
local function setupHookFunctions()
-- Hooks for Blizzard's GameTooltip functions
hookMethod("GameTooltip", "SetHyperlink");
hookMethod("GameTooltip", "SetLootItem");
hookMethod("GameTooltip", "SetQuestItem");
hookMethod("GameTooltip", "SetQuestLogItem");
hookMethod("GameTooltip", "SetInventoryItem");
hookMethod("GameTooltip", "SetMerchantItem");
hookMethod("GameTooltip", "SetCraftItem");
hookMethod("GameTooltip", "SetTradeSkillItem");
hookMethod("GameTooltip", "SetAuctionSellItem");
hookMethod("GameTooltip", "SetOwner");
hookFunction("GameTooltip_OnHide");
-- Hooks for other Blizzard functions
hookFunction("ContainerFrameItemButton_OnEnter");
hookFunction("ContainerFrame_Update");
hookFunction("SetItemRef");
-- Dynamic-load Blizzard functions
hookFunction("AuctionFrame_LoadUI");
-- Hook ItemsMatrix's functions if they're available
if (type(ItemsMatrix_AddExtraTooltipInfo) == "function") then
itemsMatrixEnabled = true;
end
-- Hook AIOI's stuff if it's available and we're not running ItemsMatrix
if(AllInOneInventory_Enabled and not itemsMatrixEnabled) then
hookFunction("AllInOneInventory_ModifyItemTooltip");
end
-- Hook for MyInventory
if (MyInventoryProfile and not itemsMatrixEnabled) then
hookFunction("MyInventory_ContainerFrameItemButton_OnEnter");
hookFunction("MyInventoryFrame_Update");
end
-- Hook for the LootLink window's tooltip (not using LL's tooltip hook because we already cover everything else it does)
if (LootLinkItemButton_OnEnter) then
hookFunction("LootLinkItemButton_OnEnter");
end
end
local function addTooltipInfo(frame, name, link, source)
if (frame.gfwDone == 1) then return; end -- we've already been here
local changedTooltip = false;
for modName, callback in GFWTooltip_Callbacks do
if (callback ~= nil and type(callback) == "function") then
local modifiedInCallback = callback(frame, name, link, source);
changedTooltip = changedTooltip or modifiedInCallback;
if (modifiedInCallback) then
--GFWUtils.DebugLog("Ran tooltip callback for ".. modName..", tooltip modified.");
else
--GFWUtils.DebugLog("Ran tooltip callback for ".. modName..", tooltip not modified.");
end
end
end
--GFWUtils.DebugLog("Done with tooltip callbacks.");
if (changedTooltip) then
frame.gfwDone = 1;
frame:Show();
end
end
-- Checks the tooltip info for an item name. If one is found and we haven't updated the tip already, process it.
local function checkTooltipInfo(frame, link, source)
if (link and link ~= GFWTooltip_LastLink) then
frame.gfwDone = nil;
end
if (link == nil) then
link = GFWTooltip_LastLink;
end
-- If we've already added our information, no need to do it again
currentTooltip = frame;
if ( frame == nil ) then
return;
end
if (not frame:IsVisible()) then
frame.gfwDone = nil;
end
local _, _, itemLink = string.find(link, "(item:%d+:%d+:%d+:%d+)");
if (itemLink) then
local name = GetItemInfo(itemLink);
if (name and name ~= GFWTooltip_LastName) then
frame.gfwDone = nil;
end
if ( not frame.gfwDone) then
addTooltipInfo(frame, name, link, source);
GFWTooltip_LastLink = link;
GFWTooltip_LastName = name;
return;
end
end
end
local function nameFromLink(link)
local name;
if ( not link ) then
return nil;
end
for name in string.gfind(link, "|c%x+|Hitem:%d+:%d+:%d+:%d+|h%[(.-)%]|h|r") do
return name;
end
return nil;
end
-- Calling this will allow us to automatically add information to tooltips when needed
local function autoInfoOn()
lSuppressInfoAdd = nil;
end
-- Calling this will prevent us from automatically adding information to tooltips
local function autoInfoOff()
lSuppressInfoAdd = 1;
end
local function findItemInBags(findName)
for bag = 0, 4, 1 do
size = GetContainerNumSlots(bag);
if (size) then
for slot = size, 1, -1 do
local link = GetContainerItemLink(bag, slot);
if (link) then
local itemName = nameFromLink(link);
if (itemName == findName) then
return bag, slot;
end
end
end
end
end
end
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-- Hook Functions --
--------------------
function Hook.AuctionFrame_LoadUI()
Orig.AuctionFrame_LoadUI();
if (Orig.AuctionFrameItem_OnEnter == nil) then
hookFunction("AuctionFrameItem_OnEnter");
GFWUtils.DebugLog("GFWTooltip AuctionFrame hooks installed.");
end
end
function Hook.GameTooltip_SetHyperlink(tooltip, link)
Orig.GameTooltip_SetHyperlink(tooltip, link);
local name = GetItemInfo(link);
addTooltipInfo(tooltip, name, link, "LINK");
end
function Hook.GameTooltip_SetLootItem(this, slot)
Orig.GameTooltip_SetLootItem(this, slot);
local link = GetLootSlotLink(slot);
local name = nameFromLink(link);
addTooltipInfo(this, name, link, "LOOT");
end
function Hook.GameTooltip_SetQuestItem(this, qtype, slot)
Orig.GameTooltip_SetQuestItem(this, qtype, slot);
local link = GetQuestItemLink(qtype, slot);
local name = nameFromLink(link);
addTooltipInfo(this, name, link, "QUEST");
end
function Hook.GameTooltip_SetQuestLogItem(this, qtype, slot)
Orig.GameTooltip_SetQuestLogItem(this, qtype, slot);
local link = GetQuestLogItemLink(qtype, slot);
local name = nameFromLink(link);
addTooltipInfo(this, name, link, "QUESTLOG");
end
function Hook.GameTooltip_SetMerchantItem(this, slot)
Orig.GameTooltip_SetMerchantItem(this, slot);
local link = GetMerchantItemLink(slot);
local name = nameFromLink(link);
addTooltipInfo(this, name, link, "MERCHANT");
end
function Hook.AuctionFrameItem_OnEnter(type, index)
Orig.AuctionFrameItem_OnEnter(type, index);
local link = GetAuctionItemLink(type, index);
local name = nameFromLink(link);
addTooltipInfo(GameTooltip, name, link, "AUCTION");
end
function Hook.GameTooltip_SetInventoryItem(this, unit, slot)
local hasItem, hasCooldown, repairCost = Orig.GameTooltip_SetInventoryItem(this, unit, slot);
local link = GetInventoryItemLink(unit, slot);
local name = nameFromLink(link);
addTooltipInfo(this, name, link, "INVENTORY");
return hasItem, hasCooldown, repairCost;
end
function Hook.GameTooltip_SetCraftItem(this, skill, slot)
Orig.GameTooltip_SetCraftItem(this, skill, slot);
local link;
if (slot) then
link = GetCraftReagentItemLink(skill, slot);
local name = nameFromLink(link);
addTooltipInfo(this, name, link, "CRAFT_REAGENT");
else
link = GetCraftItemLink(skill);
local name = nameFromLink(link);
addTooltipInfo(this, name, link, "CRAFT_ITEM");
end
end
function Hook.GameTooltip_SetTradeSkillItem(this, skill, slot)
Orig.GameTooltip_SetTradeSkillItem(this, skill, slot);
local link;
if (slot) then
link = GetTradeSkillReagentItemLink(skill, slot);
local name = nameFromLink(link);
addTooltipInfo(this, name, link, "TRADESKILL_REAGENT");
else
link = GetTradeSkillItemLink(skill);
local name = nameFromLink(link);
addTooltipInfo(this, name, link, "TRADESKILL_ITEM");
end
end
function Hook.GameTooltip_SetAuctionSellItem(this)
Orig.GameTooltip_SetAuctionSellItem(this);
local name, texture, quantity, quality, canUse, price = GetAuctionSellItemInfo();
if (name) then
local bag, slot = findItemInBags(name);
if (bag) then
local link = GetContainerItemLink(bag, slot);
addTooltipInfo(this, name, link, "AUCTION_SELL");
end
end
end
function Hook.ContainerFrameItemButton_OnEnter()
Orig.ContainerFrameItemButton_OnEnter();
autoInfoOff();
if (itemsMatrixEnabled) then
autoInfoOn();
return;
end
if (not InRepairMode()) then
local frameID = this:GetParent():GetID();
local buttonID = this:GetID();
local link = GetContainerItemLink(frameID, buttonID);
local name = nameFromLink(link);
if( name ) then
local texture, itemCount, locked, quality, readable = GetContainerItemInfo(frameID, buttonID);
checkTooltipInfo(GameTooltip, link, "CONTAINER");
GameTooltip:Show();
end
end
autoInfoOn();
end
function Hook.ContainerFrame_Update(frame)
Orig.ContainerFrame_Update(frame);
autoInfoOff();
if (itemsMatrixEnabled) then
autoInfoOn();
return;
end
if( not InRepairMode() and GameTooltip:IsVisible() ) then
local frameID = frame:GetID();
local frameName = frame:GetName();
local iButton;
for iButton = 1, frame.size do
local button = getglobal(frameName.."Item"..iButton);
if( GameTooltip:IsOwned(button) ) then
local buttonID = button:GetID();
local link = GetContainerItemLink(frameID, buttonID);
local name = nameFromLink(link);
if( name ) then
local texture, itemCount, locked, quality, readable = GetContainerItemInfo(frameID, buttonID);
checkTooltipInfo(GameTooltip, link, "CONTAINER");
GameTooltip:Show();
end
end
end
end
autoInfoOn();
end
function Hook.GameTooltip_OnHide()
Orig.GameTooltip_OnHide();
GFWTooltip_LastLink = nil;
GFWTooltip_LastName = nil;
GameTooltip.gfwDone = nil;
if ( currentTooltip ) then
currentTooltip.gfwDone = nil;
currentTooltip = nil;
end
end
function Hook.GameTooltip_SetOwner(this, owner, anchor)
Orig.GameTooltip_SetOwner(this, owner, anchor);
gameToolTipOwner = owner;
end
function Hook.SetItemRef(link, text, button)
if (not ItemRefTooltip:IsVisible()) then
ItemRefTooltip.gfwDone = nil;
end
Orig.SetItemRef(link, text, button);
checkTooltipInfo(ItemRefTooltip, link, "ITEMREF");
end
-- AIOI Hooks
function Hook.AllInOneInventory_ModifyItemTooltip(bag, slot, tooltipName)
Orig.AllInOneInventory_ModifyItemTooltip(bag, slot, tooltipName);
-- Verify AIOI is installed and running
if(not AllInOneInventory_Enabled or itemsMatrixEnabled) then
return;
end
local tooltip = getglobal(tooltipName);
if ( not tooltip ) then
tooltip = getglobal("GameTooltip");
tooltipName = "GameTooltip";
end
if ( not tooltip ) then
return false;
end
if ( not InRepairMode() ) then
local link = GetContainerItemLink(bag, slot);
local name = nameFromLink(link);
addTooltipInfo(GameTooltip, name, link, "AIOI");
end
end
-- MyInventory Hooks
function Hook.MyInventory_ContainerFrameItemButton_OnEnter()
Orig.MyInventory_ContainerFrameItemButton_OnEnter();
if (GameTooltip:IsVisible() and not InRepairMode()) then
local bag, slot = MyInventory_GetIdAsBagSlot(this:GetID());
local _, stack = GetContainerItemInfo(bag, slot);
local link = GetContainerItemLink(bag, slot);
local name = nameFromLink(link);
if(link and name) then
addTooltipInfo(GameTooltip, name, link, "MYINV");
end
end
end
function Hook.MyInventoryFrame_Update(frame)
Orig.MyInventoryFrame_Update(frame);
local name = frame:GetName();
for j=1, frame.size, 1 do
local itemButton = getglobal(name.."Item"..j);
if (GameTooltip:IsVisible() and GameTooltip:IsOwned(itemButton)) then
tooltip = getglobal("GameTooltip");
tooltipName = "GameTooltip";
if ( not tooltip ) then
return false;
end
local bag, slot = MyInventory_GetIdAsBagSlot(itemButton:GetID());
local link = GetContainerItemLink(bag, slot);
local name = nameFromLink(link);
if (name ~= nil) then
addTooltipInfo(GameTooltip, name, link, "MYINV");
end
end
end
end
function Hook.LootLinkItemButton_OnEnter()
Orig.LootLinkItemButton_OnEnter();
local name = this:GetText();
local itemLink = ItemLinks[name];
local link;
if (itemLink and itemLink.c and itemLink.i and LootLink_CheckItemServer(itemLink, LootLinkState.ServerNamesToIndices[GetCVar("realmName")])) then
local item = string.gsub(itemLink.i, "(%d+):(%d+):(%d+):(%d+)", "%1:0:%3:%4");
link = "|c"..itemLink.c.."|Hitem:"..item.."|h["..name.."]|h|r";
end
if (link) then
addTooltipInfo(LootLinkTooltip, name, link, "LOOTLINK");
end
end
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-- load only if not already loaded
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if (G.Version == nil or (tonumber(G.Version) and G.Version < GFWTOOLTIP_THIS_VERSION)) then
-- Initialize state variables
checkTimer = 0; -- Timer for frequency of tooltip checks
itemsMatrixEnabled = false; -- Boolean to watch if ItemsMatrix is running
-- Export functions
setupHookFunctions();
G.AddCallback = addCallback;
GFWTooltip_AddCallback = addCallback;
GFWTooltip.FindItemInBags = findItemInBags;
GFWTooltip.NameFromLink = nameFromLink;
-- Set version number
G.Version = GFWTOOLTIP_THIS_VERSION;
GFWUtils.Print("GFWTooltip v"..GFWTOOLTIP_THIS_VERSION.." loaded.");
end