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local SLE, T, E, L, V, P, G = unpack(ElvUI_SLE)
local S = E.Skins
local Sk = SLE.Skins
local ENH = SLE.EnhancedShadows
-- GLOBALS: C_Scenario, BonusObjectiveTrackerProgressBar_PlayFlareAnim, hooksecurefunc, CreateFrame
local _G = _G
local C_AddOns_IsAddOnLoaded = C_AddOns.IsAddOnLoaded
local ScenarioStageBlock = ScenarioStageBlock
local ScenarioProvingGroundsBlock = ScenarioProvingGroundsBlock
local ScenarioProvingGroundsBlockAnim = ScenarioProvingGroundsBlockAnim
local classColor = RAID_CLASS_COLORS[E.myclass]
local width = 190
local dummy = function() return end
local underlines = {}
local skinnableWidgets = {
[1217] = true, --Alliance warfront BfA
[1329] = true, --Horde warfront BfA
[2319] = true,
[3302] = true,
[4324] = true,
}
local Chest3_Mult = 0.6
local Chest2_Mult = 0.8
function Sk:Update_ObjectiveTrackerUnderlinesVisibility()
local exe = E.db.sle.skins.objectiveTracker.underline and 'Show' or 'Hide'
for i = 1, #underlines do
underlines[i][exe](underlines[i])
end
end
function Sk:Update_ObjectiveTrackerUnderlinesColor()
local colorBar
if E.db.sle.skins.objectiveTracker.underlineClass then
colorBar = classColor
else
colorBar = E.db.sle.skins.objectiveTracker.underlineColor
end
for i = 1, #underlines do
underlines[i].Texture:SetVertexColor(colorBar.r, colorBar.g, colorBar.b)
end
end
-- Objective Tracker Bar
local function skinObjectiveBar(_, _, line)
local progressBar = line.ProgressBar
local bar = progressBar.Bar
local flare = progressBar.FullBarFlare1
if not progressBar.sle_skinned then
local label = bar.Label
bar.BarBG:Hide()
bar.BarFrame:Hide()
bar.BarFrame2:Hide()
bar.BarFrame3:Hide()
bar.BarGlow:Kill()
bar:SetStatusBarTexture(E.LSM:Fetch('statusbar', E.private.sle.skins.objectiveTracker.texture))
local COLOR
if E.private.sle.skins.objectiveTracker.class then
COLOR = classColor
else
COLOR = E.private.sle.skins.objectiveTracker.color
end
bar:SetStatusBarColor(COLOR.r, COLOR.g, COLOR.b)
bar:CreateBackdrop('Transparent')
bar.backdrop:Point('TOPLEFT', bar, -1, 1)
bar.backdrop:Point('BOTTOMRIGHT', bar, 1, -1)
bar:SetFrameStrata('HIGH')
flare:Hide()
label:ClearAllPoints()
label:SetPoint('CENTER', bar, 'CENTER', 0, -1)
label:FontTemplate(E.LSM:Fetch('font', E.db.sle.media.fonts.objective.font), E.db.sle.media.fonts.objective.size, E.db.sle.media.fonts.objective.outline)
SLE.Media.BonusObjectiveBarText = label
_G.BonusObjectiveTrackerProgressBar_PlayFlareAnim = dummy
progressBar.sle_skinned = true
end
bar.IconBG:Hide()
end
-- Objective Tracker from ObbleYeah - Modified to fit my style
-- Timer bars. Seems to work atm. must still take a look at it.
local function SkinTimerBar(self, block, line)
local tb = self.usedTimerBars[block] and self.usedTimerBars[block][line]
if tb and tb:IsShown() and not tb.skinned then
tb.Bar.BorderMid:Hide()
tb.Bar:StripTextures()
tb.Bar:CreateBackdrop('Transparent')
tb.Bar.backdrop:Point('TOPLEFT', tb.Bar, -1, 1)
tb.Bar.backdrop:Point('BOTTOMRIGHT', tb.Bar, 1, -1)
tb.Bar:SetStatusBarTexture(E.LSM:Fetch('statusbar', E.private.sle.skins.objectiveTracker.texture))
local COLOR
if E.private.sle.skins.objectiveTracker.class then
COLOR = classColor
else
COLOR = E.private.sle.skins.objectiveTracker.color
end
tb.Bar:SetStatusBarColor(COLOR.r, COLOR.g, COLOR.b)
tb.skinned = true
end
end
-- Scenario buttons
local function SkinScenarioButtons()
local block = ScenarioStageBlock
-- TODO: Shouldn't need this since you aren't using any of the variables u set Darth
-- local _, currentStage, numStages, flags = C_Scenario.GetInfo()
-- we have to independently resize the artwork
-- because we're messing with the tracker width >_>
if not block.SLE_Block then
block.SLE_Block = CreateFrame('Frame', 'ScenarioStageBlock_SLE_Block', block)
block.SLE_Block:ClearAllPoints()
block.SLE_Block:Point('TOPLEFT', block, 5, -5)
block.SLE_Block:Point('BOTTOMRIGHT', block.NormalBG, -5, 0)
block.SLE_Block:CreateBackdrop('Transparent', nil, nil, nil, nil, nil, true)
block.SLE_Block:SetFrameStrata('BACKGROUND')
ENH:ProcessShadow(block.SLE_Block, nil, block.SLE_Block:GetFrameLevel(), E.db.sle.shadows.objectiveframe)
ENH:HandleObjectiveFrame()
block.SLE_Block.Logo = block.SLE_Block:CreateTexture(nil, 'OVERLAY')
block.SLE_Block.Logo:SetPoint('BOTTOMRIGHT', block.SLE_Block, 'BOTTOMRIGHT', -5, 7)
block.SLE_Block.Logo:SetPoint('TOPLEFT', block.SLE_Block, 'TOPRIGHT', -75, -7)
block.SLE_Block.Logo:SetAlpha(0.3)
block.SLE_Block:Hide()
Sk.additionalTextures['ScenarioLogo'] = block.SLE_Block.Logo
Sk:UpdateAdditionalTexture(Sk.additionalTextures['ScenarioLogo'], SLE.ScenarioBlockLogos[E.private.sle.skins.objectiveTracker.skinnedTextureLogo] or E.private.sle.skins.objectiveTracker.customTextureLogo)
end
if not E.private.sle.skins.objectiveTracker.scenarioBG then
-- pop-up artwork
block.NormalBG:Hide()
-- pop-up final artwork
block.FinalBG:Hide()
if E.private.sle.skins.objectiveTracker.BGbackdrop then block.SLE_Block:Show() end
end
-- pop-up glow
block.GlowTexture:Size(width + 20, 75)
block.GlowTexture.AlphaAnim.Play = dummy
end
--Challengemode/M+
-- local function Scenario_ChallengeMode_ShowBlock(timerID, elapsedTime, timeLimit)
local function SkinChallengeModeBlock(timerID, elapsedTime, timeLimit)
local block = ScenarioChallengeModeBlock
if not block.SLE_Block then
block.SLE_Block = CreateFrame('Frame', 'ScenarioStageBlock_SLE_Block', block)
block.SLE_Block:ClearAllPoints()
block.SLE_Block:Point('TOPLEFT', block, 5, -5)
block.SLE_Block:Point('BOTTOMRIGHT', block.NormalBG, -13, 0)
block.SLE_Block:CreateBackdrop('Transparent', nil, nil, nil, nil, nil, true)
block.SLE_Block:SetFrameStrata('BACKGROUND')
ENH:ProcessShadow(block.SLE_Block, nil, block.SLE_Block:GetFrameLevel(), E.db.sle.shadows.objectiveframe)
ENH:HandleObjectiveFrame()
block.SLE_Block.Logo = block.SLE_Block:CreateTexture(nil, 'OVERLAY')
block.SLE_Block.Logo:SetPoint('TOPLEFT', block.SLE_Block, 'TOPRIGHT', -75, -7)
block.SLE_Block.Logo:SetPoint('BOTTOMRIGHT', block.SLE_Block, 'BOTTOMRIGHT', -5, 7)
block.SLE_Block.Logo:SetAlpha(0.3)
block.SLE_Block:Hide()
Sk.additionalTextures.ChallengeModeLogo = block.SLE_Block.Logo
Sk:UpdateAdditionalTexture(Sk.additionalTextures.ChallengeModeLogo, SLE.ScenarioBlockLogos[E.private.sle.skins.objectiveTracker.skinnedTextureLogo] or E.private.sle.skins.objectiveTracker.customTextureLogo)
block.SLE_OverlayFrame = CreateFrame('Frame', 'ScenarioStageBlock_SLE_Overlay', block)
block.SLE_OverlayFrame.LimitText = block.SLE_OverlayFrame:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightLarge')
block.SLE_OverlayFrame.LimitText:SetPoint('LEFT', block.TimeLeft, 'RIGHT', 10, -2)
block.SLE_OverlayFrame.LimitText2 = block.SLE_OverlayFrame:CreateFontString(nil, 'OVERLAY', 'GameFontHighlightLarge')
block.SLE_OverlayFrame.LimitText2:SetPoint('LEFT', block.SLE_OverlayFrame.LimitText, 'RIGHT', 4, 0)
block.SLE_OverlayFrame.LimitText:Hide()
block.SLE_OverlayFrame.LimitText2:Hide()
block.SLE_OverlayFrame.Mark2 = block.SLE_OverlayFrame:CreateTexture(nil, 'OVERLAY')
block.SLE_OverlayFrame.Mark2:SetPoint('TOPLEFT', block.StatusBar, 'TOPLEFT', block.StatusBar:GetWidth() * (1 - Chest2_Mult) - 4, block.StatusBar:GetHeight())
block.SLE_OverlayFrame.Mark2:SetTexture([[Interface\CastingBar\UI-CastingBar-Spark]])
block.SLE_OverlayFrame.Mark2:SetWidth(5)
block.SLE_OverlayFrame.Mark2:SetBlendMode('ADD')
block.SLE_OverlayFrame.Mark2:SetHeight(block.StatusBar:GetHeight()*3)
block.SLE_OverlayFrame.Mark3 = block.SLE_OverlayFrame:CreateTexture(nil, 'OVERLAY')
block.SLE_OverlayFrame.Mark3:SetPoint('TOPLEFT', block.StatusBar, 'TOPLEFT', block.StatusBar:GetWidth() * (1 - Chest3_Mult) - 4, block.StatusBar:GetHeight())
block.SLE_OverlayFrame.Mark3:SetTexture([[Interface\CastingBar\UI-CastingBar-Spark]])
block.SLE_OverlayFrame.Mark3:SetWidth(5)
block.SLE_OverlayFrame.Mark3:SetBlendMode('ADD')
block.SLE_OverlayFrame.Mark3:SetHeight(block.StatusBar:GetHeight()*3)
block.SLE_OverlayFrame.Mark3:SetShown(false)
block.SLE_OverlayFrame.Mark2:SetShown(false)
end
if not E.private.sle.skins.objectiveTracker.scenarioBG then
for i = 1, block:GetNumRegions() do
local region = select(i, block:GetRegions())
if region and region:IsObjectType('Texture') then --and region:IsObjectType(which) then
if region:GetAtlas() == 'ChallengeMode-Timer' then region:SetAlpha(0) end
end
end
block.TimerBG:Kill()
block.TimerBGBack:Kill()
if E.private.sle.skins.objectiveTracker.BGbackdrop then block.SLE_Block:Show() end
end
local COLOR
if E.private.sle.skins.objectiveTracker.class then
COLOR = classColor
else
COLOR = E.private.sle.skins.objectiveTracker.color
end
S:HandleStatusBar(block.StatusBar, {COLOR.r, COLOR.g, COLOR.b})
end
local function UpdateChallengeModeTime(block, elapsedTime)
if not block.SLE_Block then return end
local time3 = block.timeLimit * Chest3_Mult
local time2 = block.timeLimit * Chest2_Mult
if E.private.sle.skins.objectiveTracker.keyTimers.showMarks then
block.SLE_OverlayFrame.Mark3:SetShown(elapsedTime < time3)
block.SLE_OverlayFrame.Mark2:SetShown(elapsedTime < time2)
else
block.SLE_OverlayFrame.Mark3:SetShown(false)
block.SLE_OverlayFrame.Mark2:SetShown(false)
end
local timervalue, formatID, nextUpdate, remainder
if elapsedTime < time3 then --3 chest timer
timervalue, formatID, nextUpdate, remainder = E:GetTimeInfo(time3 - elapsedTime, 0, 60, 3600)
block.SLE_OverlayFrame.LimitText:SetText(format(E.TimeFormats[formatID][1], timervalue, remainder))
block.SLE_OverlayFrame.LimitText:SetTextColor(1, 0.843, 0)
block.SLE_OverlayFrame.LimitText:Show()
--2 chest timer if needed
if E.private.sle.skins.objectiveTracker.keyTimers.showBothTimers then
timervalue, formatID, nextUpdate, remainder = E:GetTimeInfo(time2 - elapsedTime, 0, 60, 3600)
block.SLE_OverlayFrame.LimitText2:SetText(format(E.TimeFormats[formatID][1], timervalue, remainder))
block.SLE_OverlayFrame.LimitText2:SetTextColor(0.78, 0.78, 0.812)
block.SLE_OverlayFrame.LimitText2:Show()
else
block.SLE_OverlayFrame.LimitText2:Hide()
end
elseif elapsedTime < time2 then --2 chest timer
timervalue, formatID, nextUpdate, remainder = E:GetTimeInfo(time2 - elapsedTime, 0, 60, 3600)
block.SLE_OverlayFrame.LimitText:SetText(format(E.TimeFormats[formatID][1], timervalue, remainder))
block.SLE_OverlayFrame.LimitText:SetTextColor(0.78, 0.78, 0.812)
block.SLE_OverlayFrame.LimitText:Show()
block.SLE_OverlayFrame.LimitText2:Hide()
else
block.SLE_OverlayFrame.LimitText:Hide()
block.SLE_OverlayFrame.LimitText2:Hide()
end
end
local function SkinAffixes(block,affixes)
local num = #affixes
for i = 1, num do
local affixFrame = block.Affixes[i]
local affixID = affixes[i]
if affixFrame then
if not affixFrame.SLE_Icon then
affixFrame.SLE_Icon = affixFrame:CreateTexture(nil, 'OVERLAY')
affixFrame.SLE_Icon:SetAllPoints()
end
affixFrame:StripTextures()
local _, _, filedataid = C_ChallengeMode.GetAffixInfo(affixID)
affixFrame.SLE_Icon:SetTexture(filedataid)
affixFrame.SLE_Icon:SetTexCoord(0.07, 0.93, 0.07, 0.93)
end
end
end
--! Don't see a need for this, leaving commented out til after dbl checking b/c we are doinng this for no reason from what i can see since this is part of wow's functions
-- function ScenarioChallengeModeAffixMixin:SetUp(affixID)
-- local _, _, filedataid = C_ChallengeMode.GetAffixInfo(affixID)
-- SetPortraitToTexture(self.Portrait, filedataid)
-- self.affixID = affixID
-- self:Show()
-- end
-- Proving grounds
local function SkinProvingGroundButtons()
local block = ScenarioProvingGroundsBlock
local sb = block.StatusBar
local anim = ScenarioProvingGroundsBlockAnim
block.MedalIcon:Size(42, 42)
block.MedalIcon:ClearAllPoints()
block.MedalIcon:SetPoint('TOPLEFT', block, 20, -10)
block.WaveLabel:ClearAllPoints()
block.WaveLabel:SetPoint('LEFT', block.MedalIcon, 'RIGHT', 3, 0)
block.BG:Hide()
block.BG:Size(width + 21, 75)
block.GoldCurlies:Hide()
block.GoldCurlies:ClearAllPoints()
block.GoldCurlies:SetPoint('TOPLEFT', block.BG, 6, -6)
block.GoldCurlies:SetPoint('BOTTOMRIGHT', block.BG, -6, 6)
anim.BGAnim:Hide()
anim.BGAnim:Size(width + 45, 85)
anim.BorderAnim:Size(width + 21, 75)
anim.BorderAnim:Hide()
anim.BorderAnim:ClearAllPoints()
anim.BorderAnim:SetPoint('TOPLEFT', block.BG, 8, -8)
anim.BorderAnim:SetPoint('BOTTOMRIGHT', block.BG, -8, 8)
-- Timer
sb:StripTextures()
sb:CreateBackdrop('Transparent')
sb.backdrop:Point('TOPLEFT', sb, -1, 1)
sb.backdrop:Point('BOTTOMRIGHT', sb, 1, -1)
sb:SetStatusBarTexture(E.LSM:Fetch('statusbar', E.private.sle.skins.objectiveTracker.texture))
local COLOR
if E.private.sle.skins.objectiveTracker.class then
COLOR = classColor
else
COLOR = E.private.sle.skins.objectiveTracker.color
end
sb:SetStatusBarColor(COLOR.r, COLOR.g, COLOR.b)
sb:ClearAllPoints()
sb:SetPoint('TOPLEFT', block.MedalIcon, 'BOTTOMLEFT', -4, -5)
sb:Size(200, 15)
end
local function ObjectiveReskin()
if not C_AddOns_IsAddOnLoaded('Blizzard_ObjectiveTracker') then return end
if not E.private.skins.blizzard.enable or not E.private.skins.blizzard.objectiveTracker or not E.private.sle.skins.objectiveTracker.enable then return end
-- Objective Tracker Bar
-- hooksecurefunc(_G.BONUS_OBJECTIVE_TRACKER_MODULE, 'AddProgressBar', skinObjectiveBar)
-- World Quests can be bonus objective type
-- hooksecurefunc(_G.WORLD_QUEST_TRACKER_MODULE, 'AddProgressBar', skinObjectiveBar)
-- ProgressBar in the ObjectiveTacker
--[[hooksecurefunc(DEFAULT_OBJECTIVE_TRACKER_MODULE, 'AddProgressBar', function(self, block, line, questID)
local progressBar = self.usedProgressBars[block] and self.usedProgressBars[block][line]
if progressBar and progressBar:IsShown() and not progressBar.skinned then
progressBar.Bar:StripTextures()
progressBar.Bar:SetStatusBarTexture(E.LSM:Fetch('statusbar', E.private.sle.skins.objectiveTracker.texture))
local COLOR
if E.private.sle.skins.objectiveTracker.class then
COLOR = classColor
else
COLOR = E.private.sle.skins.objectiveTracker.color
end
progressBar.Bar:SetStatusBarColor(COLOR.r, COLOR.g, COLOR.b)
progressBar.Bar:CreateBackdrop('Transparent')
progressBar.Bar.backdrop:SetPoint('TOPLEFT', progressBar.Bar, -1, 1)
progressBar.Bar.backdrop:SetPoint('BOTTOMRIGHT', progressBar.Bar, 1, -1)
progressBar.skinned = true
end
end)]]
-- scenario
--hooksecurefunc(_G.DEFAULT_OBJECTIVE_TRACKER_MODULE, 'AddTimerBar', SkinTimerBar)
--hooksecurefunc(_G.SCENARIO_CONTENT_TRACKER_MODULE, 'Update', SkinScenarioButtons)
-- hooksecurefunc('ScenarioBlocksFrame_OnLoad', SkinScenarioButtons)
-- hooksecurefunc('Scenario_ChallengeMode_ShowBlock', SkinChallengeModeBlock)
-- if E.private.sle.skins.objectiveTracker.keyTimers.enable then hooksecurefunc('Scenario_ChallengeMode_UpdateTime', UpdateChallengeModeTime) end
-- hooksecurefunc('Scenario_ChallengeMode_SetUpAffixes', SkinAffixes)
--[[hooksecurefunc(ScenarioStageBlock.WidgetContainer, 'CreateWidget', function(self, widgetID, widgetType, widgetTypeInfo, widgetInfo)
-- print(widgetID, widgetType, widgetTypeInfo, widgetInfo) --* User this to find the widgetID
local widgetFrame = self.widgetFrames[widgetID]
if skinnableWidgets[widgetID] then
if not E.private.sle.skins.objectiveTracker.scenarioBG then
for i = 1, widgetFrame:GetNumRegions() do
local region = select(i, widgetFrame:GetRegions())
if region and region:IsObjectType('Texture') then
region:SetAlpha(0)
end
end
end
end
end)]]
-- Another ProgressBar in the ObjectiveTracker counting as Scenario (e.g. Legion Pre-Event)
--[[hooksecurefunc(SCENARIO_TRACKER_MODULE, 'AddProgressBar', function(self, block, line, criteriaIndex)
local progressBar = self.usedProgressBars[block] and self.usedProgressBars[block][line]
if progressBar and progressBar:IsShown() and not progressBar.skinned then
progressBar.Bar:StripTextures()
progressBar.Bar:SetStatusBarTexture(E.LSM:Fetch('statusbar', E.private.sle.skins.objectiveTracker.texture))
local COLOR
if E.private.sle.skins.objectiveTracker.class then
COLOR = classColor
else
COLOR = E.private.sle.skins.objectiveTracker.color
end
progressBar.Bar:SetStatusBarColor(COLOR.r, COLOR.g, COLOR.b)
progressBar.Bar:CreateBackdrop()
progressBar.Bar.backdrop:SetPoint('TOPLEFT', progressBar.Bar, -1, 1)
progressBar.Bar.backdrop:SetPoint('BOTTOMRIGHT', progressBar.Bar, 1, -1)
progressBar.skinned = true
_G.ScenarioTrackerProgressBar_PlayFlareAnim = dummy
end
end)]]
-- proving grounds
hooksecurefunc('Scenario_ProvingGrounds_ShowBlock', SkinProvingGroundButtons)
--Doing Underlines
local flat = [[Interface\AddOns\ElvUI\Core\Media\Textures\Minimalist]]
local height = E.private.sle.skins.objectiveTracker.underlineHeight
local ObjectiveTrackerBlocksFrame = _G.ObjectiveTrackerBlocksFrame
local underlineHeaders = {
'AchievementHeader', 'CampaignQuestHeader', 'MonthlyActivitiesHeader',
'ProfessionHeader', 'QuestHeader', 'ScenarioHeader',
'BONUS_OBJECTIVE_TRACKER_MODULE', 'WORLD_QUEST_TRACKER_MODULE'
}
local underline
for _, header in pairs(underlineHeaders) do
if ObjectiveTrackerBlocksFrame[header] then
underline = Sk:CreateUnderline(ObjectiveTrackerBlocksFrame[header], flat, true, height)
elseif _G[header] and _G[header].Header then
underline = Sk:CreateUnderline(_G[header].Header, flat, true, height)
end
if underline then tinsert(underlines, underline) end
end
4 years ago
Sk:Update_ObjectiveTrackerUnderlinesVisibility()
Sk:Update_ObjectiveTrackerUnderlinesColor()
local MawBuffsBlock = ScenarioBlocksFrame.MawBuffsBlock
if MawBuffsBlock and E.private.sle.skins.objectiveTracker.torghastPowers.enable then
local numRegions = MawBuffsBlock.Container:GetNumRegions()
for i = 1, numRegions do
local region = select(i, MawBuffsBlock.Container:GetRegions())
if region and region.IsObjectType and region:IsObjectType('Texture') then
region:SetAlpha(0)
4 years ago
end
end
-- MawBuffsBlock:SetTemplate('Transparent')
if not MawBuffsBlock.SLE_Block then
MawBuffsBlock.SLE_Block = CreateFrame('Frame', 'MawBuffsBlock_SLE_Block', MawBuffsBlock.Container)
MawBuffsBlock.SLE_Block:ClearAllPoints()
MawBuffsBlock.SLE_Block:Point('TOPLEFT', MawBuffsBlock)
MawBuffsBlock.SLE_Block:Point('BOTTOMRIGHT', MawBuffsBlock)
MawBuffsBlock.SLE_Block:SetTemplate('Transparent')
MawBuffsBlock.SLE_Block:SetFrameStrata('BACKGROUND')
ENH:ProcessShadow(MawBuffsBlock.SLE_Block, nil, MawBuffsBlock.SLE_Block:GetFrameLevel(), E.db.sle.shadows.torghastPowers)
end
MawBuffsBlock.Container.List:StripTextures()
MawBuffsBlock.Container.List:SetTemplate('Transparent')
ENH:ProcessShadow(MawBuffsBlock.Container.List, nil, MawBuffsBlock.Container.List:GetFrameLevel(), E.db.sle.shadows.torghastPowers)
end
4 years ago
-- SoD Raid
local MawBuffsBelowMinimapFrame = _G.MawBuffsBelowMinimapFrame
if MawBuffsBelowMinimapFrame and E.private.sle.skins.objectiveTracker.torghastPowers.enable then
local numRegions = MawBuffsBelowMinimapFrame.Container:GetNumRegions()
for i = 1, numRegions do
local region = select(i, MawBuffsBelowMinimapFrame.Container:GetRegions())
if region and region.IsObjectType and region:IsObjectType('Texture') then
region:SetAlpha(0)
end
end
-- MawBuffsBelowMinimapFrame:SetTemplate('Transparent')
if not MawBuffsBelowMinimapFrame.SLE_Block then
MawBuffsBelowMinimapFrame.SLE_Block = CreateFrame('Frame', 'MawBuffsBelowMinimapFrame_SLE_Block', MawBuffsBelowMinimapFrame.Container)
MawBuffsBelowMinimapFrame.SLE_Block:ClearAllPoints()
MawBuffsBelowMinimapFrame.SLE_Block:Point('TOPLEFT', MawBuffsBelowMinimapFrame)
MawBuffsBelowMinimapFrame.SLE_Block:Point('BOTTOMRIGHT', MawBuffsBelowMinimapFrame)
MawBuffsBelowMinimapFrame.SLE_Block:SetTemplate('Transparent')
MawBuffsBelowMinimapFrame.SLE_Block:SetFrameStrata('BACKGROUND')
ENH:ProcessShadow(MawBuffsBelowMinimapFrame.SLE_Block, nil, MawBuffsBelowMinimapFrame.SLE_Block:GetFrameLevel(), E.db.sle.shadows.torghastPowers)
4 years ago
end
MawBuffsBelowMinimapFrame.Container.List:StripTextures()
MawBuffsBelowMinimapFrame.Container.List:SetTemplate('Transparent')
ENH:ProcessShadow(MawBuffsBelowMinimapFrame.Container.List, nil, MawBuffsBelowMinimapFrame.Container.List:GetFrameLevel(), E.db.sle.shadows.torghastPowers)
ENH:HandleObjectiveFrame()
end
end
hooksecurefunc(S, 'Initialize', ObjectiveReskin)