From 36158ae3e3f559c140171fcf952e2c9f766cb176 Mon Sep 17 00:00:00 2001 From: Kelsi Date: Wed, 18 Mar 2026 01:42:07 -0700 Subject: [PATCH] fix: show macro ID in action bar tooltip and context menu header MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Macro slots stored from SMSG_ACTION_BUTTONS had no tooltip and no context menu header — hovering or right-clicking gave a blank result. Add an "else if MACRO" branch to both the tooltip and the popup-context-item so that "Macro #N" is displayed in both places. Clearing via right-click still works via the existing "Clear Slot" item which was already outside the type branches. --- src/ui/game_screen.cpp | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/src/ui/game_screen.cpp b/src/ui/game_screen.cpp index 0b5306da..f5baf974 100644 --- a/src/ui/game_screen.cpp +++ b/src/ui/game_screen.cpp @@ -7511,6 +7511,8 @@ void GameScreen::renderActionBar(game::GameHandler& gameHandler) { if (ImGui::MenuItem("Use")) { gameHandler.useItemById(slot.id); } + } else if (slot.type == game::ActionBarSlot::MACRO) { + ImGui::TextDisabled("Macro #%u", slot.id); } ImGui::Separator(); if (ImGui::MenuItem("Clear Slot")) { @@ -7569,6 +7571,10 @@ void GameScreen::renderActionBar(game::GameHandler& gameHandler) { ImGui::TextColored(ImVec4(1.0f, 0.3f, 0.3f, 1.0f), "Cooldown: %.1f sec", cd); } ImGui::EndTooltip(); + } else if (slot.type == game::ActionBarSlot::MACRO) { + ImGui::BeginTooltip(); + ImGui::Text("Macro #%u", slot.id); + ImGui::EndTooltip(); } else if (slot.type == game::ActionBarSlot::ITEM) { ImGui::BeginTooltip(); // Prefer full rich tooltip from ItemQueryResponseData (has stats, quality, set info)