feat: resolve item icon paths from ItemDisplayInfo.dbc for Lua API

Add ItemIconPathResolver that lazily loads ItemDisplayInfo.dbc to map
displayInfoId → icon texture path. This fixes three Lua API functions
that previously returned nil for item icons:

- GetItemInfo() field 10 (texture) now returns the icon path
- GetActionTexture() for item-type action bar slots now returns icons
- GetLootSlotInfo() field 1 (texture) now returns proper item icons
  instead of incorrectly using the spell icon resolver

Follows the same lazy-loading pattern as SpellIconPathResolver. The DBC
is loaded once on first query and cached for all subsequent lookups.
This commit is contained in:
Kelsi 2026-03-21 02:53:07 -07:00
parent e21f808714
commit 7105672f06
3 changed files with 54 additions and 6 deletions

View file

@ -294,6 +294,13 @@ public:
return spellIconPathResolver_ ? spellIconPathResolver_(spellId) : std::string{}; return spellIconPathResolver_ ? spellIconPathResolver_(spellId) : std::string{};
} }
// Item icon path resolver: displayInfoId -> texture path (e.g., "Interface\\Icons\\INV_Sword_04")
using ItemIconPathResolver = std::function<std::string(uint32_t)>;
void setItemIconPathResolver(ItemIconPathResolver r) { itemIconPathResolver_ = std::move(r); }
std::string getItemIconPath(uint32_t displayInfoId) const {
return itemIconPathResolver_ ? itemIconPathResolver_(displayInfoId) : std::string{};
}
// Random property/suffix name resolver: randomPropertyId -> suffix name (e.g., "of the Eagle") // Random property/suffix name resolver: randomPropertyId -> suffix name (e.g., "of the Eagle")
// Positive IDs → ItemRandomProperties.dbc; negative IDs → ItemRandomSuffix.dbc (abs value) // Positive IDs → ItemRandomProperties.dbc; negative IDs → ItemRandomSuffix.dbc (abs value)
using RandomPropertyNameResolver = std::function<std::string(int32_t)>; using RandomPropertyNameResolver = std::function<std::string(int32_t)>;
@ -2662,6 +2669,7 @@ private:
AddonChatCallback addonChatCallback_; AddonChatCallback addonChatCallback_;
AddonEventCallback addonEventCallback_; AddonEventCallback addonEventCallback_;
SpellIconPathResolver spellIconPathResolver_; SpellIconPathResolver spellIconPathResolver_;
ItemIconPathResolver itemIconPathResolver_;
RandomPropertyNameResolver randomPropertyNameResolver_; RandomPropertyNameResolver randomPropertyNameResolver_;
EmoteAnimCallback emoteAnimCallback_; EmoteAnimCallback emoteAnimCallback_;

View file

@ -766,7 +766,14 @@ static int lua_GetItemInfo(lua_State* L) {
lua_pushstring(L, ""); // 7: subclass lua_pushstring(L, ""); // 7: subclass
lua_pushnumber(L, info->maxStack > 0 ? info->maxStack : 1); // 8: maxStack lua_pushnumber(L, info->maxStack > 0 ? info->maxStack : 1); // 8: maxStack
lua_pushstring(L, ""); // 9: equipSlot lua_pushstring(L, ""); // 9: equipSlot
lua_pushnil(L); // 10: texture (icon path — no ItemDisplayInfo icon resolver yet) // 10: texture (icon path from ItemDisplayInfo.dbc)
if (info->displayInfoId != 0) {
std::string iconPath = gh->getItemIconPath(info->displayInfoId);
if (!iconPath.empty()) lua_pushstring(L, iconPath.c_str());
else lua_pushnil(L);
} else {
lua_pushnil(L);
}
lua_pushnumber(L, info->sellPrice); // 11: vendorPrice lua_pushnumber(L, info->sellPrice); // 11: vendorPrice
return 11; return 11;
} }
@ -1393,11 +1400,10 @@ static int lua_GetLootSlotInfo(lua_State* L) {
const auto& item = loot.items[slot - 1]; const auto& item = loot.items[slot - 1];
const auto* info = gh->getItemInfo(item.itemId); const auto* info = gh->getItemInfo(item.itemId);
// texture (icon path — nil if not available) // texture (icon path from ItemDisplayInfo.dbc)
std::string icon; std::string icon;
if (info) { if (info && info->displayInfoId != 0) {
// Try spell icon resolver as fallback for item icon icon = gh->getItemIconPath(info->displayInfoId);
icon = gh->getSpellIconPath(item.itemId);
} }
if (!icon.empty()) lua_pushstring(L, icon.c_str()); if (!icon.empty()) lua_pushstring(L, icon.c_str());
else lua_pushnil(L); else lua_pushnil(L);
@ -1883,8 +1889,16 @@ static int lua_GetActionTexture(lua_State* L) {
lua_pushstring(L, icon.c_str()); lua_pushstring(L, icon.c_str());
return 1; return 1;
} }
} else if (action.type == game::ActionBarSlot::ITEM && action.id != 0) {
const auto* info = gh->getItemInfo(action.id);
if (info && info->displayInfoId != 0) {
std::string icon = gh->getItemIconPath(info->displayInfoId);
if (!icon.empty()) {
lua_pushstring(L, icon.c_str());
return 1;
}
}
} }
// For items we don't have icon resolution yet (needs ItemDisplayInfo DBC)
lua_pushnil(L); lua_pushnil(L);
return 1; return 1;
} }

View file

@ -413,6 +413,32 @@ bool Application::initialize() {
return pit->second; return pit->second;
}); });
} }
// Wire item icon path resolver: displayInfoId -> "Interface\\Icons\\INV_..."
{
auto iconNames = std::make_shared<std::unordered_map<uint32_t, std::string>>();
auto loaded = std::make_shared<bool>(false);
auto* am = assetManager.get();
gameHandler->setItemIconPathResolver([iconNames, loaded, am](uint32_t displayInfoId) -> std::string {
if (!am || displayInfoId == 0) return {};
if (!*loaded) {
*loaded = true;
auto dbc = am->loadDBC("ItemDisplayInfo.dbc");
const auto* dispL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
if (dbc && dbc->isLoaded()) {
uint32_t iconField = dispL ? (*dispL)["InventoryIcon"] : 5;
for (uint32_t i = 0; i < dbc->getRecordCount(); i++) {
uint32_t id = dbc->getUInt32(i, 0); // field 0 = ID
std::string name = dbc->getString(i, iconField);
if (id > 0 && !name.empty()) (*iconNames)[id] = name;
}
LOG_INFO("Loaded ", iconNames->size(), " item icon names from ItemDisplayInfo.dbc");
}
}
auto it = iconNames->find(displayInfoId);
if (it == iconNames->end()) return {};
return "Interface\\Icons\\" + it->second;
});
}
// Wire random property/suffix name resolver for item display // Wire random property/suffix name resolver for item display
{ {
auto propNames = std::make_shared<std::unordered_map<int32_t, std::string>>(); auto propNames = std::make_shared<std::unordered_map<int32_t, std::string>>();