local SLE , T , E , L , V , P , G = unpack ( select ( 2 , ... ) )
local S = E.Skins
local Sk = SLE.Skins
local ENH = SLE.EnhancedShadows
-- GLOBALS: C_Scenario, BonusObjectiveTrackerProgressBar_PlayFlareAnim, hooksecurefunc, CreateFrame
local _G = _G
local IsAddOnLoaded = 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 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
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 )
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
-- 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 )
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 )