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local AS, L, S, R = unpack(AddOnSkins)
local _G = _G
local pairs, ipairs = pairs, ipairs
local unpack, next = unpack, next
local hooksecurefunc = hooksecurefunc
local CreateColor = CreateColor
local CharacterStatsPane = _G.CharacterStatsPane
local FLYOUT_LOCATIONS = {
[0xFFFFFFFF] = 'PLACEINBAGS',
[0xFFFFFFFE] = 'IGNORESLOT',
[0xFFFFFFFD] = 'UNIGNORESLOT'
}
local showInsetBackdrop = {
ReputationFrame = true,
TokenFrame = true
}
local function UpdateCharacterInset(name)
_G.CharacterFrameInset.backdrop:SetShown(showInsetBackdrop[name])
end
local function UpdateAzeriteItem(item)
if not item.IsSkinned then
item.IsSkinned = true
item.AzeriteTexture:SetAlpha(0)
item.RankFrame.Texture:SetTexture()
S:FontTemplate(item.RankFrame.Label, nil, nil, 'OUTLINE')
end
end
local function UpdateAzeriteEmpoweredItem(item)
item.AzeriteTexture:SetAtlas('AzeriteIconFrame')
S:SetInside(item.AzeriteTexture)
item.AzeriteTexture:SetTexCoord(unpack(S.Media.TexCoords))
item.AzeriteTexture:SetDrawLayer('BORDER', 1)
end
local gradientFrom, gradientTo = CreateColor(0.8, 0.8, 0.8, 0.25), CreateColor(0.8, 0.8, 0.8, 0)
local function ColorizeStatPane(frame)
frame.Background:SetAlpha(0)
frame.leftGrad = frame:CreateTexture(nil, 'BORDER')
S:Size(frame.leftGrad, 80, frame:GetHeight())
S:Point(frame.leftGrad, 'LEFT', frame, 'CENTER')
frame.leftGrad:SetTexture(S.Media.Blank)
frame.leftGrad:SetGradient('Horizontal', gradientFrom, gradientTo)
frame.rightGrad = frame:CreateTexture(nil, 'BORDER')
S:Size(frame.rightGrad, 80, frame:GetHeight())
S:Point(frame.rightGrad, 'RIGHT', frame, 'CENTER')
frame.rightGrad:SetTexture(S.Media.Blank)
frame.rightGrad:SetGradient('Horizontal', gradientTo, gradientFrom)
end
local function StatsPane(which)
local stat = CharacterStatsPane[which]
S:StripTextures(stat)
S:CreateBackdrop(stat)
stat.backdrop:ClearAllPoints()
S:Point(stat.backdrop, 'CENTER')
S:Size(stat.backdrop, 150, 18)
end
local function EquipmentDisplayButton(button)
if not button.isHooked then
button:SetNormalTexture(S.Media.ClearTexture)
button:SetPushedTexture(S.Media.ClearTexture)
S:SetTemplate(button)
S:StyleButton(button)
S:SetInside(button.icon)
button.icon:SetTexCoord(unpack(S.Media.TexCoords))
S:HandleIconBorder(button.IconBorder)
button.isHooked = true
end
if FLYOUT_LOCATIONS[button.location] then -- special slots
button:SetBackdropBorderColor(unpack(S.Media.borderColor))
end
end
local function EquipmentUpdateItems()
local frame = _G.EquipmentFlyoutFrame.buttonFrame
if not frame.template then
S:HandleFrame(frame)
end
local width, height = frame:GetSize()
S:Size(frame, width+3, height)
for _, button in ipairs(_G.EquipmentFlyoutFrame.buttons) do
EquipmentDisplayButton(button)
end
end
local function EquipmentUpdateNavigation()
local navi = _G.EquipmentFlyoutFrame.NavigationFrame
if not navi then return end
navi:ClearAllPoints()
S:Point(navi, 'TOPLEFT', _G.EquipmentFlyoutFrameButtons, 'BOTTOMLEFT', 0, -S.border)
S:Point(navi, 'TOPRIGHT', _G.EquipmentFlyoutFrameButtons, 'BOTTOMRIGHT', 0, -S.border)
S:HandleFrame(navi)
end
local function TabTextureCoords(tex, x1)
if x1 ~= 0.16001 then
tex:SetTexCoord(0.16001, 0.86, 0.16, 0.86)
end
end
local function FixSidebarTabCoords()
for i=1, #_G.PAPERDOLL_SIDEBARS do
local tab = _G['PaperDollSidebarTab'..i]
if tab and not tab.backdrop then
S:CreateBackdrop(tab)
tab.Icon:SetAllPoints()
tab.Highlight:SetColorTexture(1, 1, 1, 0.3)
tab.Highlight:SetAllPoints()
-- Check for DejaCharacterStats. Lets hide the Texture if the AddOn is loaded.
if AS:CheckAddOn('DejaCharacterStats') then
tab.Hider:SetTexture()
else
tab.Hider:SetColorTexture(0, 0, 0, 0.8)
end
tab.Hider:SetAllPoints(tab.backdrop)
S:Kill(tab.TabBg)
if i == 1 then
for _, region in next, { tab:GetRegions() } do
region:SetTexCoord(0.16, 0.86, 0.16, 0.86)
hooksecurefunc(region, 'SetTexCoord', TabTextureCoords)
end
end
end
end
end
local function UpdateFactionSkins(frame)
for _, child in next, { frame.ScrollTarget:GetChildren() } do
local container = child.Container
if container and not container.IsSkinned then
container.IsSkinned = true
S:StripTextures(container)
if container.ExpandOrCollapseButton then
S:HandleCollapseTexture(container.ExpandOrCollapseButton)
end
if container.ReputationBar then
S:HandleStatusBar(container.ReputationBar)
end
end
end
end
local function PaperDollUpdateStats()
local _, stats = _G.CharacterStatsPane.statsFramePool:EnumerateActive()
if not stats then return end
for frame in pairs(stats) do
if not frame.leftGrad then
ColorizeStatPane(frame)
end
local shown = frame.Background:IsShown()
frame.leftGrad:SetShown(shown)
frame.rightGrad:SetShown(shown)
end
end
local function BackdropDesaturated(background, value)
if value and background.ignoreDesaturated then
background:SetDesaturated(false)
end
end
function R:Blizzard_CharacterFrame()
if not AS:IsSkinEnabled('Blizzard_CharacterFrame', 'character') then return end
-- General
local CharacterFrame = _G.CharacterFrame
S:HandlePortraitFrame(CharacterFrame)
S:HandleTrimScrollBar(_G.ReputationFrame.ScrollBar)
S:HandleTrimScrollBar(_G.TokenFrame.ScrollBar)
for _, Slot in pairs({_G.PaperDollItemsFrame:GetChildren()}) do
if Slot:IsObjectType('Button') or Slot:IsObjectType('ItemButton') then
S:HandleIcon(Slot.icon)
S:StripTextures(Slot)
S:SetTemplate(Slot)
S:StyleButton(Slot)
S:SetInside(Slot.icon)
Slot.ignoreTexture:SetTexture([[Interface\PaperDollInfoFrame\UI-GearManager-LeaveItem-Transparent]])
S:HandleIconBorder(Slot.IconBorder)
if Slot.popoutButton:GetPoint() == 'TOP' then
Slot.popoutButton:Point('TOP', Slot, 'BOTTOM', 0, 2)
else
Slot.popoutButton:Point('LEFT', Slot, 'RIGHT', -2, 0)
end
hooksecurefunc(Slot, 'DisplayAsAzeriteItem', UpdateAzeriteItem)
hooksecurefunc(Slot, 'DisplayAsAzeriteEmpoweredItem', UpdateAzeriteEmpoweredItem)
end
end
hooksecurefunc('PaperDollItemSlotButton_Update', function(slot)
local highlight = slot:GetHighlightTexture()
highlight:SetTexture(S.Media.Blank)
highlight:SetVertexColor(1, 1, 1, .25)
S:SetInside(highlight)
end)
--Give character frame model backdrop it's color back
for _, corner in pairs({'TopLeft','TopRight','BotLeft','BotRight'}) do
local bg = _G['CharacterModelFrameBackground'..corner]
if bg then
bg:SetDesaturated(false)
bg.ignoreDesaturated = true -- so plugins can prevent this if they want.
hooksecurefunc(bg, 'SetDesaturated', BackdropDesaturated)
end
end
S:FontTemplate(_G.CharacterLevelText)
S:FontTemplate(_G.CharacterStatsPane.ItemLevelFrame.Value, nil, 20)
ColorizeStatPane(_G.CharacterStatsPane.ItemLevelFrame)
if not AS:CheckAddOn('DejaCharacterStats') then
hooksecurefunc('PaperDollFrame_UpdateStats', PaperDollUpdateStats)
StatsPane('EnhancementsCategory')
StatsPane('ItemLevelCategory')
StatsPane('AttributesCategory')
end
--Strip Textures
local charframe = {
'CharacterModelScene',
'CharacterStatsPane',
'CharacterFrameInset',
'CharacterFrameInsetRight',
'PaperDollSidebarTabs',
}
S:StripTextures(_G.EquipmentFlyoutFrameHighlight)
_G.EquipmentFlyoutFrameButtons.bg1:SetAlpha(0)
_G.EquipmentFlyoutFrameButtons:DisableDrawLayer('ARTWORK')
S:HandleNextPrevButton(_G.EquipmentFlyoutFrame.NavigationFrame.PrevButton)
S:HandleNextPrevButton(_G.EquipmentFlyoutFrame.NavigationFrame.NextButton)
hooksecurefunc('EquipmentFlyout_SetBackgroundTexture', EquipmentUpdateNavigation)
hooksecurefunc('EquipmentFlyout_UpdateItems', EquipmentUpdateItems) -- Swap item flyout frame (shown when holding alt over a slot)
-- Icon in upper right corner of character frame
S:Kill(_G.CharacterFramePortrait)
for _, scrollbar in pairs({ _G.PaperDollFrame.EquipmentManagerPane.ScrollBar, _G.PaperDollFrame.TitleManagerPane.ScrollBar }) do
S:HandleTrimScrollBar(scrollbar)
end
for _, object in pairs(charframe) do
S:StripTextures(_G[object])
end
--Re-add the overlay texture which was removed right above via StripTextures
_G.CharacterModelFrameBackgroundOverlay:SetColorTexture(0, 0, 0)
S:CreateBackdrop(_G.CharacterModelScene)
S:Point(_G.CharacterModelScene.backdrop, 'TOPLEFT', S.PixelMode and -1 or -2, S.PixelMode and 1 or 2)
S:Point(_G.CharacterModelScene.backdrop, 'BOTTOMRIGHT', S.PixelMode and 1 or 2, S.PixelMode and -2 or -3)
S:CreateBackdrop(_G.CharacterFrameInset, nil, nil, nil, nil, nil, nil, nil, true)
for _, button in pairs({
'CharacterModelSceneZoomInButton',
'CharacterModelSceneZoomOutButton',
'CharacterModelSceneRotateLeftButton',
'CharacterModelSceneRotateRightButton',
'CharacterModelSceneRotateResetButton',
}) do
S:HandleButton(_G[button])
end
--Titles
hooksecurefunc(_G.PaperDollFrame.TitleManagerPane.ScrollBox, 'Update', function(frame)
for _, child in next, { frame.ScrollTarget:GetChildren() } do
if not child.isSkinned then
child:DisableDrawLayer('BACKGROUND')
child.isSkinned = true
end
end
end)
--Equipement Manager
S:HandleButton(_G.PaperDollFrameEquipSet)
S:HandleButton(_G.PaperDollFrameSaveSet)
hooksecurefunc(_G.PaperDollFrame.EquipmentManagerPane.ScrollBox, 'Update', function(frame)
for _, child in next, { frame.ScrollTarget:GetChildren() } do
if child.icon and not child.isSkinned then
child.BgTop:SetTexture('')
child.BgMiddle:SetTexture('')
child.BgBottom:SetTexture('')
S:HandleIcon(child.icon)
child.HighlightBar:SetColorTexture(1, 1, 1, .25)
child.HighlightBar:SetDrawLayer('BACKGROUND')
child.SelectedBar:SetColorTexture(0.8, 0.8, 0.8, .25)
child.SelectedBar:SetDrawLayer('BACKGROUND')
child.isSkinned = true
end
end
end)
-- Icon selection frame
_G.GearManagerPopupFrame:HookScript('OnShow', function(frame)
if frame.isSkinned then return end
S:HandleIconSelectionFrame(frame)
end)
-- Reposition Tabs
_G.CharacterFrameTab1:ClearAllPoints()
_G.CharacterFrameTab2:ClearAllPoints()
_G.CharacterFrameTab3:ClearAllPoints()
S:Point(_G.CharacterFrameTab1, 'TOPLEFT', _G.CharacterFrame, 'BOTTOMLEFT', -3, 0)
S:Point(_G.CharacterFrameTab2, 'TOPLEFT', _G.CharacterFrameTab1, 'TOPRIGHT', -5, 0)
S:Point(_G.CharacterFrameTab3, 'TOPLEFT', _G.CharacterFrameTab2, 'TOPRIGHT', -5, 0)
do --Handle Tabs at bottom of character frame
local i = 1
local tab = _G['CharacterFrameTab'..i]
while tab do
S:HandleTab(tab)
i = i + 1
tab = _G['CharacterFrameTab'..i]
end
end
-- Reputation Frame
S:HandleFrame(_G.ReputationDetailFrame)
S:HandleCloseButton(_G.ReputationDetailCloseButton)
S:HandleCheckBox(_G.ReputationDetailAtWarCheckBox)
S:HandleCheckBox(_G.ReputationDetailMainScreenCheckBox)
S:HandleCheckBox(_G.ReputationDetailInactiveCheckBox)
S:HandleButton(_G.ReputationDetailViewRenownButton)
hooksecurefunc(_G.ReputationFrame.ScrollBox, 'Update', UpdateFactionSkins)
-- Currency Frame
S:HandleFrame(_G.TokenFramePopup)
S:Point(_G.TokenFramePopup, 'TOPLEFT', _G.TokenFrame, 'TOPRIGHT', 3, -28)
S:HandleCheckBox(_G.TokenFramePopup.InactiveCheckBox)
S:HandleCheckBox(_G.TokenFramePopup.BackpackCheckBox)
hooksecurefunc(_G.TokenFrame.ScrollBox, 'Update', function(frame)
for _, child in next, { frame.ScrollTarget:GetChildren() } do
if child.Highlight and not child.IsSkinned then
child.CategoryLeft:SetAlpha(0)
child.CategoryRight:SetAlpha(0)
child.CategoryMiddle:SetAlpha(0)
S:SetInside(child.Highlight)
child.Highlight.SetPoint = S.noop
child.Highlight:SetColorTexture(1, 1, 1, .25)
child.Highlight.SetTexture = S.noop
S:HandleIcon(child.Icon)
if child.ExpandIcon then
S:CreateBackdrop(child.ExpandIcon)
S:SetInside(child.ExpandIcon.backdrop, 3, 3)
end
child.IsSkinned = true
end
child.ExpandIcon.backdrop:SetShown(child.isHeader)
end
end)
--Buttons used to toggle between equipment manager, titles, and character stats
hooksecurefunc('PaperDollFrame_UpdateSidebarTabs', FixSidebarTabCoords)
hooksecurefunc('CharacterFrame_ShowSubFrame', UpdateCharacterInset)
end
AS:RegisterSkin('Blizzard_CharacterFrame')