Add click-cast binding tooltip on unit frame hover - #13
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riyuk
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February 19, 2026 03:10
riyuk
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February 19, 2026 03:19
DanderBot
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Hey @riyuk, great work on this — the tooltip feature and the pcall(next) bug fix are both solid. I pushed a commit with some adjustments:
Settings moved to Display > Tooltips tab
Moved the enable toggle out of the click-casting UI and into the standard tooltip options page. This gives users:
- Independent party/raid control (different settings per mode)
- "Disable in Combat" toggle
- Anchor mode (Game Default / Cursor / Unit Frame)
- Anchor position + X/Y offset sliders
This matches how every other tooltip type in the addon works (frame, buff, debuff, defensive).
Convention cleanup
- Added
-- ============ BINDING TOOLTIPsection header - Cached globals at file scope (
string.format,table.insert,table.sort,math.ceil,InCombatLockdown, etc.) - Pre-allocated the
linestable at file scope and switched towipe(lines)— avoids a table allocation on everyMODIFIER_STATE_CHANGEDevent - Renamed
GetActiveModifier→getActiveModifierandBindingMatchesMod→bindingMatchesMod(local helpers use camelCase per project conventions)
The tooltip logic, secret value handling, Smart Res integration, and the pcall(next) fix are all untouched — just wrapped in the new settings plumbing.
DanderBot
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Apr 10, 2026
Replaces the scaffolded stubs with the full cast-lifecycle
implementation. Debug output via DF:Debug("TARGETEDLIST", ...) is
used as a stand-in for visual bars until commit #5 lands the render
pipeline — this lets in-game verification happen against the debug
console without requiring the full rendering work first.
All 13 correctness gotchas from the TS3 cross-reference in
_Reference/targeted-spells-findings.md are handled and tagged inline:
#1 0.2s delay before reading cast data (start events fire before
UnitSpellTargetName / duration are populated)
#2 Cast-ID matching at both pickup (via UnitCastingInfo) and stop
(via event castGuid) — prevents rapid-restart flicker
#3 UNIT_SPELLCAST_SUCCEEDED during an active channel is treated
as a no-op (channel tick, not a stop)
#4 INTERRUPTED with nil interrupter or a dead caster is treated
as a normal stop (no interrupter flash)
#6 Empower spellId/castGuid offset handled (same shape as regular
start on current retail — documented inline)
#7 Interrupter lookup via UnitNameFromGUID / UnitClassFromGUID
#8 Uninterruptible flag from UnitCastingInfo/UnitChannelInfo is
treated as secret-tainted and only ever fed to
SetVertexColorFromBoolean (applied in commit #5)
#9 UNIT_SPELLCAST_INTERRUPTIBLE / NOT_INTERRUPTIBLE overwrite the
stored uninterruptible field with a clean boolean
#11 LOADING_SCREEN_DISABLED triggers a full release sweep
Also adds the cast-targeting filter pipeline:
* TargetedList_IsRelevantCaster filters out non-nameplate units,
friendly units, and party-member nameplates
* TargetedList_ReadCastData unifies UnitCastingInfo / UnitChannelInfo
read paths, handling the positional offset difference for
castID vs notInterruptible between the two APIs
* Important-spells filter via C_Spell.IsSpellImportant
* Hide-own-casts filter
* Roster name cache used for O(1) target lookup
Event dispatcher extended to route NAME_PLATE_UNIT_ADDED and
UNIT_TARGET through the start handler so new nameplates and mid-cast
target swaps are picked up. UNIT_TARGET also fires an immediate stop
to drop the old tracking — the 0.2s delayed re-pickup recreates it
if the new target is still a party member.
Content-type filter (gotcha #13) is intentionally deferred to
commit #5 since the existing TargetedSpells content-type detection
can be reused rather than duplicated.
Krathe82
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to Krathe82/DandersFrames
that referenced
this pull request
Jun 6, 2026
Add click-cast binding tooltip on unit frame hover
Krathe82
pushed a commit
to Krathe82/DandersFrames
that referenced
this pull request
Jun 6, 2026
Replaces the scaffolded stubs with the full cast-lifecycle
implementation. Debug output via DF:Debug("TARGETEDLIST", ...) is
used as a stand-in for visual bars until commit DanderBot#5 lands the render
pipeline — this lets in-game verification happen against the debug
console without requiring the full rendering work first.
All 13 correctness gotchas from the TS3 cross-reference in
_Reference/targeted-spells-findings.md are handled and tagged inline:
#1 0.2s delay before reading cast data (start events fire before
UnitSpellTargetName / duration are populated)
DanderBot#2 Cast-ID matching at both pickup (via UnitCastingInfo) and stop
(via event castGuid) — prevents rapid-restart flicker
DanderBot#3 UNIT_SPELLCAST_SUCCEEDED during an active channel is treated
as a no-op (channel tick, not a stop)
DanderBot#4 INTERRUPTED with nil interrupter or a dead caster is treated
as a normal stop (no interrupter flash)
DanderBot#6 Empower spellId/castGuid offset handled (same shape as regular
start on current retail — documented inline)
DanderBot#7 Interrupter lookup via UnitNameFromGUID / UnitClassFromGUID
DanderBot#8 Uninterruptible flag from UnitCastingInfo/UnitChannelInfo is
treated as secret-tainted and only ever fed to
SetVertexColorFromBoolean (applied in commit DanderBot#5)
DanderBot#9 UNIT_SPELLCAST_INTERRUPTIBLE / NOT_INTERRUPTIBLE overwrite the
stored uninterruptible field with a clean boolean
DanderBot#11 LOADING_SCREEN_DISABLED triggers a full release sweep
Also adds the cast-targeting filter pipeline:
* TargetedList_IsRelevantCaster filters out non-nameplate units,
friendly units, and party-member nameplates
* TargetedList_ReadCastData unifies UnitCastingInfo / UnitChannelInfo
read paths, handling the positional offset difference for
castID vs notInterruptible between the two APIs
* Important-spells filter via C_Spell.IsSpellImportant
* Hide-own-casts filter
* Roster name cache used for O(1) target lookup
Event dispatcher extended to route NAME_PLATE_UNIT_ADDED and
UNIT_TARGET through the start handler so new nameplates and mid-cast
target swaps are picked up. UNIT_TARGET also fires an immediate stop
to drop the old tracking — the 0.2s delayed re-pickup recreates it
if the new target is still a party member.
Content-type filter (gotcha DanderBot#13) is intentionally deferred to
commit DanderBot#5 since the existing TargetedSpells content-type detection
can be reused rather than duplicated.
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out of combat:
infight:
Problem
There's no way to see which spells are bound to which mouse buttons/keys without opening the click-casting UI.
Solution
Adds a separate tooltip that appears next to unit frames when hovering over party/raid members, showing all active click-cast bindings.
Due to secret values spell usability and cooldown status are only displayed out of combat.
Bug fix
Fixed attempted to iterate a forbidden table error in click-casting Blizzard frame registration. The recursive frame traversal in FindHealthManaBars now correctly guards against forbidden tables using pcall(next) instead of pcall(pairs).
Reproducible by entering Rookery, engaging combat, and running out of the instance.
#11 didnt fix it sadly.
Also see: https://discord.com/channels/1443538945605636149/1465084670592024607