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local SLE, T, E, L, V, P, G = unpack(select(2, ...))
local Armory = SLE.Armory_Core
local CA = SLE.Armory_Character
local LCG = LibStub('LibCustomGlow-1.0')
local M = E.Misc
local _G = _G
local HasAnyUnselectedPowers = C_AzeriteEmpoweredItem.HasAnyUnselectedPowers
--This is for elements we'll need original points for
local DefaultPosition = {
InsetDefaultPoint = { _G["CharacterFrameInsetRight"]:GetPoint() },
CharacterMainHandSlot = { _G["CharacterMainHandSlot"]:GetPoint() }
}
local PANEL_DEFAULT_WIDTH = PANEL_DEFAULT_WIDTH
CA.HearthMilestonesCached = false
--Adding new stuffs for armory only
function CA:BuildLayout()
--<< Background >>--
if not _G["PaperDollFrame"].SLE_Armory_BG then
_G["PaperDollFrame"].SLE_Armory_BG = _G["PaperDollFrame"]:CreateTexture(nil, 'OVERLAY')
_G["PaperDollFrame"].SLE_Armory_BG:Point('TOPLEFT', _G["CharacterModelScene"], -4, 0)
_G["PaperDollFrame"].SLE_Armory_BG:Point('BOTTOMRIGHT', _G["CharacterModelScene"], 4, 0)
end
_G["PaperDollFrame"].SLE_Armory_BG:Hide()
for i, SlotName in pairs(Armory.Constants.GearList) do
local Slot = _G["Character"..SlotName]
Slot.ID = GetInventorySlotInfo(SlotName)
-- print(Slot.ID, SlotName)
-- Slot:HookScript("OnEnter", function(self)
-- for i = 1, GameTooltip:NumLines() do
-- CurrentLineText = _G["GameTooltipTextLeft"..i]:GetText()
-- print(i, CurrentLineText)
-- end
-- end)
--<<Create gems>>--
for t = 1, Armory.Constants.MaxGemSlots do
if Slot["textureSlot"..t] then
Slot["SLE_Gem"..t] = CreateFrame("Frame", nil, Slot)
Slot["SLE_Gem"..t]:SetPoint("TOPLEFT", Slot["textureSlot"..t])
Slot["SLE_Gem"..t]:SetPoint("BOTTOMRIGHT", Slot["textureSlot"..t])
Slot["SLE_Gem"..t]:SetScript("OnEnter", Armory.Gem_OnEnter)
Slot["SLE_Gem"..t]:SetScript("OnLeave", Armory.Tooltip_OnLeave)
--Variables for use in some stuff
Slot["SLE_Gem"..t].frame = "character"
end
end
--<<Gradation>>--
if Slot.iLvlText then
Slot.SLE_Gradient = Slot:CreateTexture(nil, "BACKGROUND")
Slot.SLE_Gradient:SetPoint(Slot.Direction, Slot, Slot.Direction, 0, 0)
Slot.SLE_Gradient:Size(132, 41)
Slot.SLE_Gradient:SetTexture(Armory.Constants.GradientTexture)
Slot.SLE_Gradient:SetVertexColor(unpack(E.db.sle.armory.character.gradient.color))
if Slot.Direction == 'LEFT' then
Slot.SLE_Gradient:SetTexCoord(0, 1, 0, 1)
else
Slot.SLE_Gradient:SetTexCoord(1, 0, 0, 1)
end
Slot.iLvlText:SetTextColor(1, 1, 1)
Slot.SLE_Gradient:Hide()
end
--<<Durability>>--
Slot["SLE_Durability"] = Slot:CreateFontString(nil, "OVERLAY")
--<<Missing Warning>>--
Slot["SLE_Warning"] = CreateFrame("Frame", nil, Slot)
if SlotName == "MainHandSlot" or SlotName == "SecondaryHandSlot" then
Slot["SLE_Warning"]:Size(41, 8)
Slot["SLE_Warning"]:SetPoint("TOP", Slot, "BOTTOM", 0, 0)
else
Slot["SLE_Warning"]:Size(8, 41)
Slot["SLE_Warning"]:SetPoint(Slot.Direction == "LEFT" and "RIGHT" or "LEFT", Slot, Slot.Direction, 0, 0)
end
Slot["SLE_Warning"].frame = "character"
Slot["SLE_Warning"].texture = Slot["SLE_Warning"]:CreateTexture(nil, "BACKGROUND")
Slot["SLE_Warning"].texture:SetInside()
Slot["SLE_Warning"].texture:SetTexture(Armory.Constants.WarningTexture)
Slot["SLE_Warning"].texture:SetVertexColor(unpack(E.db.sle.armory.character.gradient.warningBarColor))
Slot["SLE_Warning"]:SetFrameLevel(3) --* Fixes #468
Slot["SLE_Warning"]:SetScript("OnEnter", Armory.Warning_OnEnter)
Slot["SLE_Warning"]:SetScript("OnLeave", Armory.Tooltip_OnLeave)
Slot["SLE_Warning"]:Hide()
--<<Azerite>>--
hooksecurefunc(_G["Character"..SlotName], "SetAzeriteItem", function(self, itemLocation)
if not itemLocation then
LCG.PixelGlow_Stop(self, "_AzeriteTraitGlow")
return
end
-- self.AzeriteTexture:Hide()
if E.db.sle.armory.character.enable then self.AvailableTraitFrame:Hide() end
local isAzeriteEmpoweredItem = C_AzeriteEmpoweredItem.IsAzeriteEmpoweredItem(itemLocation)
if not isAzeriteEmpoweredItem then
LCG.PixelGlow_Stop(self, "_AzeriteTraitGlow")
end
end)
hooksecurefunc(_G["Character"..SlotName], "DisplayAsAzeriteEmpoweredItem", function(self, itemLocation)
if E.db.sle.armory.character.enable and HasAnyUnselectedPowers(itemLocation) then
LCG.PixelGlow_Start(self, Armory.Constants.AzeriteTraitAvailableColor, nil,-0.25,nil, 3, nil,nil,nil, "_AzeriteTraitGlow")
else
LCG.PixelGlow_Stop(self, "_AzeriteTraitGlow")
end
end)
--<<Transmog>>--
if Armory.Constants.CanTransmogrify[SlotName] then
Slot.TransmogInfo = CreateFrame('Button', SlotName.."_SLE_TransmogInfo", Slot)
Slot.TransmogInfo:Size(12)
Slot.TransmogInfo:SetFrameLevel(Slot:GetFrameLevel() + 2)
Slot.TransmogInfo:Point('BOTTOM'..Slot.Direction, Slot, Slot.Direction == 'LEFT' and -2 or 2, -1)
Slot.TransmogInfo:SetScript('OnEnter', Armory.Transmog_OnEnter)
Slot.TransmogInfo:SetScript('OnLeave', Armory.Transmog_OnLeave)
Slot.TransmogInfo:SetScript('OnClick', Armory.Transmog_OnClick)
Slot.TransmogInfo.Texture = Slot.TransmogInfo:CreateTexture(nil, 'OVERLAY')
Slot.TransmogInfo.Texture:SetInside()
Slot.TransmogInfo.Texture:SetTexture(Armory.Constants.TransmogTexture)
Slot.TransmogInfo.Texture:SetVertexColor(1, .5, 1)
if Slot.Direction == 'LEFT' then
Slot.TransmogInfo.Texture:SetTexCoord(0, 1, 0, 1)
else
Slot.TransmogInfo.Texture:SetTexCoord(1, 0, 0, 1)
end
Slot.TransmogInfo:Hide()
end
end
--<<<Hooking some shit!>>>--
hooksecurefunc("CharacterFrame_Collapse", function()
if E.db.sle.armory.character.enable and _G["PaperDollFrame"]:IsShown() then _G["CharacterFrame"]:SetWidth(448) end
end)
hooksecurefunc("CharacterFrame_Expand", function()
if E.db.sle.armory.character.enable and _G["PaperDollFrame"]:IsShown() then _G["CharacterFrame"]:SetWidth(650) end
end)
hooksecurefunc("CharacterFrame_ShowSubFrame", function(frameName)
if frameName == "PaperDollFrame" or frameName == "PetPaperDollFrame" then return end
if _G["CharacterFrame"]:GetWidth() > PANEL_DEFAULT_WIDTH + 1 then
_G["CharacterFrame"]:SetWidth(PANEL_DEFAULT_WIDTH)
end
end)
hooksecurefunc('PaperDollFrame_SetLevel', function()
if E.db.sle.armory.character.enable then
_G["CharacterLevelText"]:SetText(_G["CharacterLevelText"]:GetText())
_G["CharacterFrameTitleText"]:ClearAllPoints()
_G["CharacterFrameTitleText"]:Point('TOP', _G["CharacterModelScene"], 0, 45)
_G["CharacterFrameTitleText"]:SetParent(_G["CharacterFrame"])
_G["CharacterLevelText"]:ClearAllPoints()
_G["CharacterLevelText"]:SetPoint('TOP', _G["CharacterFrameTitleText"], 'BOTTOM', 0, 2)
_G["CharacterLevelText"]:SetParent(_G["CharacterFrame"])
end
end)
end
function CA:Calculate_Durability(which, Slot)
if Slot["SLE_Durability"] then
if E.db.sle.armory.character.enable and E.db.sle.armory.character.durability.display ~= "Hide" then
local current, maximum = GetInventoryItemDurability(Slot.ID)
if current and maximum and not (E.db.sle.armory.character.durability.display == 'DamagedOnly' and current == maximum) then
local r, g, b = E:ColorGradient((current / maximum), 1, 0, 0, 1, 1, 0, 0, 1, 0)
Slot["SLE_Durability"]:SetFormattedText("%s%.0f%%|r", E:RGBToHex(r, g, b), (current / maximum) * 100)
else
Slot["SLE_Durability"]:SetText('')
end
else
Slot["SLE_Durability"]:SetText('')
end
end
end
--<<<<<Updating settings>>>>>--
function CA:Update_BG()
if E.db.sle.armory.character.background.selectedBG == 'HIDE' then
_G["PaperDollFrame"].SLE_Armory_BG:SetTexture(nil)
elseif E.db.sle.armory.character.background.selectedBG == 'CUSTOM' then
_G["PaperDollFrame"].SLE_Armory_BG:SetTexture(E.db.sle.armory.character.background.customTexture)
elseif E.db.sle.armory.character.background.selectedBG == 'CLASS' then
_G["PaperDollFrame"].SLE_Armory_BG:SetTexture([[Interface\AddOns\ElvUI_SLE\media\textures\armory\]]..E.myclass)
elseif E.db.sle.armory.character.background.selectedBG == 'Covenant' then
local covenant = SLE.ArmoryConfigBackgroundValues.Covenants[C_Covenants.GetActiveCovenantID()]
local bgtexture = SLE:TextureExists([[Interface\AddOns\ElvUI_SLE\media\textures\armory\Cov_]]..covenant) and [[Interface\AddOns\ElvUI_SLE\media\textures\armory\Cov_]]..covenant or nil
_G["PaperDollFrame"].SLE_Armory_BG:SetTexture(bgtexture)
elseif E.db.sle.armory.character.background.selectedBG == 'Covenant2' then
local covenant = SLE.ArmoryConfigBackgroundValues.Covenants[C_Covenants.GetActiveCovenantID()]
local bgtexture = (SLE:TextureExists([[Interface\AddOns\ElvUI_SLE\media\textures\armory\Cov_]]..covenant..'2') and [[Interface\AddOns\ElvUI_SLE\media\textures\armory\Cov_]]..covenant..'2') or (SLE:TextureExists([[Interface\AddOns\ElvUI_SLE\media\textures\armory\Cov_]]..covenant) and [[Interface\AddOns\ElvUI_SLE\media\textures\armory\Cov_]]..covenant) or nil
_G["PaperDollFrame"].SLE_Armory_BG:SetTexture(bgtexture)
else
_G["PaperDollFrame"].SLE_Armory_BG:SetTexture(SLE.ArmoryConfigBackgroundValues.BlizzardBackdropList[E.db.sle.armory.character.background.selectedBG] or [[Interface\AddOns\ElvUI_SLE\media\textures\armory\]]..E.db.sle.armory.character.background.selectedBG)
end
end
function CA:Update_ItemLevel()
for i, SlotName in pairs(Armory.Constants.GearList) do
local Slot = _G["Character"..SlotName]
if Slot.iLvlText then
Slot.iLvlText:ClearAllPoints()
Slot.iLvlText:Point("TOP"..Slot.Direction, Slot, "TOP"..(Slot.Direction == "LEFT" and "RIGHT" or "LEFT"), Slot.Direction == "LEFT" and 2+E.db.sle.armory.character.ilvl.xOffset or -2-E.db.sle.armory.character.ilvl.xOffset, -1+E.db.sle.armory.character.ilvl.yOffset)
end
end
end
function CA:Update_Enchant()
for i, SlotName in pairs(Armory.Constants.GearList) do
local Slot = _G["Character"..SlotName]
if Slot.enchantText then
Slot.enchantText:ClearAllPoints()
Slot.enchantText:Point(Slot.Direction, Slot, Slot.Direction == "LEFT" and "RIGHT" or "LEFT", Slot.Direction == "LEFT" and 2+E.db.sle.armory.character.enchant.xOffset or -2-E.db.sle.armory.character.enchant.xOffset, 1+E.db.sle.armory.character.enchant.yOffset)
end
end
end
function CA:Update_Gems()
for i, SlotName in pairs(Armory.Constants.GearList) do
local Slot = _G["Character"..SlotName]
if Slot.textureSlot1 then
Slot.textureSlot1:ClearAllPoints()
Slot.textureSlot1:Point('BOTTOM'..Slot.Direction, Slot, "BOTTOM"..(Slot.Direction == "LEFT" and "RIGHT" or "LEFT"), Slot.Direction == "LEFT" and 2+E.db.sle.armory.character.gem.xOffset or -2-E.db.sle.armory.character.gem.xOffset, 2+E.db.sle.armory.character.gem.yOffset)
for k = 1, Armory.Constants.MaxGemSlots do
Slot["textureSlot"..k]:Size(E.db.sle.armory.character.gem.size)
end
end
end
end
function CA:Update_Durability()
for i, SlotName in pairs(Armory.Constants.GearList) do
local Slot = _G["Character"..SlotName]
if Slot.SLE_Durability then
Slot.SLE_Durability:FontTemplate(E.LSM:Fetch('font', E.db.sle.armory.character.durability.font), E.db.sle.armory.character.durability.fontSize, E.db.sle.armory.character.durability.fontStyle)
Slot.SLE_Durability:Point("TOP"..Slot.Direction, _G["Character"..SlotName], "TOP"..Slot.Direction, Slot.Direction == "LEFT" and 2 + E.db.sle.armory.character.durability.xOffset or 0 - E.db.sle.armory.character.durability.xOffset, -3 + E.db.sle.armory.character.durability.yOffset)
end
end
CA.DurabilityFontSet = true
end
function CA:ElvOverlayToggle() --Toggle dat Overlay
if E.db.sle.armory.character.background.overlay then
_G["CharacterModelFrameBackgroundOverlay"]:Show()
else
_G["CharacterModelFrameBackgroundOverlay"]:Hide()
end
end
--Fuck blizzard and theur moon logic
function CA:FixFuckingBlizzardLogic()
local milestones = C_AzeriteEssence.GetMilestones()
if not milestones then return end
for i, milestoneInfo in ipairs(milestones) do
if milestoneInfo.slot then
tinsert(Armory.Constants.EssenceMilestones, milestoneInfo.ID)
end
end
CA.HearthMilestonesCached = true
end
function CA:Enable()
-- Setting frame
_G["CharacterFrame"]:SetHeight(444)
-- Move right equipment slots
_G["CharacterHandsSlot"]:SetPoint('TOPRIGHT', _G["CharacterFrameInsetRight"], 'TOPLEFT', -4, -2)
-- Move bottom equipment slots
_G["CharacterMainHandSlot"]:SetPoint('BOTTOMLEFT', _G["PaperDollItemsFrame"], 'BOTTOMLEFT', 185, 14)
--Making model frame big enough
_G["CharacterModelScene"]:ClearAllPoints()
_G["CharacterModelScene"]:SetPoint('TOPLEFT', _G["CharacterHeadSlot"], 0, 5)
_G["CharacterModelScene"]:SetPoint('RIGHT', _G["CharacterHandsSlot"])
_G["CharacterModelScene"]:SetPoint('BOTTOM', _G["CharacterMainHandSlot"])
if _G["PaperDollFrame"]:IsShown() then --Setting up width for the main frame
_G["CharacterFrame"]:SetWidth(_G["CharacterFrame"].Expanded and 650 or 444)
_G["CharacterFrameInsetRight"]:SetPoint('TOPLEFT', _G["CharacterFrameInset"], 'TOPRIGHT', 110, 0)
end
--This will hide default background stuff. I could make it being shown, but not feeling like figuring out how to stretch the damn texture.
if _G["CharacterModelScene"] and _G["CharacterModelScene"].BackgroundTopLeft and _G["CharacterModelScene"].BackgroundTopLeft:IsShown() then
_G["CharacterModelScene"].BackgroundTopLeft:Hide()
_G["CharacterModelScene"].BackgroundTopRight:Hide()
_G["CharacterModelScene"].BackgroundBotLeft:Hide()
_G["CharacterModelScene"].BackgroundBotRight:Hide()
if _G["CharacterModelScene"].backdrop then
_G["CharacterModelScene"].backdrop:Hide()
end
end
--Overlay resize to match new width
_G["CharacterModelFrameBackgroundOverlay"]:SetPoint('TOPLEFT', _G["CharacterModelScene"], -4, 0)
_G["CharacterModelFrameBackgroundOverlay"]:SetPoint('BOTTOMRIGHT', _G["CharacterModelScene"], 4, 0)
--Activating background
_G["PaperDollFrame"].SLE_Armory_BG:Show()
CA:Update_BG()
CA:Update_ItemLevel()
CA:Update_Enchant()
CA:Update_Gems()
CA:Update_Durability()
if E.db.general.itemLevel.displayCharacterInfo then M:UpdatePageInfo(_G["CharacterFrame"], "Character") end
end
function CA:Disable()
-- Setting frame to default
_G["CharacterFrame"]:SetHeight(424)
_G["CharacterFrame"]:SetWidth(_G["PaperDollFrame"]:IsShown() and _G["CharacterFrame"].Expanded and CHARACTERFRAME_EXPANDED_WIDTH or PANEL_DEFAULT_WIDTH)
_G["CharacterFrameInsetRight"]:SetPoint(unpack(DefaultPosition.InsetDefaultPoint))
-- Move rightside equipment slots to default position
_G["CharacterHandsSlot"]:SetPoint('TOPRIGHT', _G["CharacterFrameInset"], 'TOPRIGHT', -4, -2)
-- Move bottom equipment slots to default position
_G["CharacterMainHandSlot"]:SetPoint('BOTTOMLEFT', _G["PaperDollItemsFrame"], 'BOTTOMLEFT', 130, 16)
-- Model Frame
_G["CharacterModelScene"]:ClearAllPoints()
_G["CharacterModelScene"]:Size(231, 320)
_G["CharacterModelScene"]:SetPoint('TOPLEFT', _G["PaperDollFrame"], 'TOPLEFT', 52, -66)
_G["CharacterModelScene"].BackgroundTopLeft:Show()
_G["CharacterModelScene"].BackgroundTopRight:Show()
_G["CharacterModelScene"].BackgroundBotLeft:Show()
_G["CharacterModelScene"].BackgroundBotRight:Show()
_G["CharacterModelScene"].backdrop:Show()
CA:Update_Durability() --Required for elements update
for _, SlotName in pairs(Armory.Constants.GearList) do
local Slot = _G["Character"..SlotName]
if Armory.Constants.Character_Defaults[SlotName] then
for element, points in pairs(Armory.Constants.Character_Defaults[SlotName]) do
Slot[element]:ClearAllPoints()
Slot[element]:Point(unpack(points))
end
end
if Slot.textureSlot1 then
for i = 1, Armory.Constants.MaxGemSlots do Slot["textureSlot"..i]:Size(14) end
end
if Slot.SLE_Warning then Slot.SLE_Warning:Hide() end
if Slot.SLE_Durability then Slot["SLE_Durability"]:SetText('') end
end
if _G["PaperDollFrame"].SLE_Armory_BG then _G["PaperDollFrame"].SLE_Armory_BG:Hide() end
end
function CA:ToggleArmory()
if E.db.sle.armory.character.enable then
CA:Enable()
else
CA:Disable()
end
M:UpdateInspectPageFonts("Character")
for _, SlotName in pairs(Armory.Constants.AzeriteSlot) do PaperDollItemSlotButton_Update(_G["Character"..SlotName]) end
end
function CA:LoadAndSetup()
CA:BuildLayout()
CA:ToggleArmory()
CA:ElvOverlayToggle()
5 years ago
end